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diff --git a/25660-h/25660-h.htm b/25660-h/25660-h.htm new file mode 100644 index 0000000..18a92ff --- /dev/null +++ b/25660-h/25660-h.htm @@ -0,0 +1,25727 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" + "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> + +<html xmlns="http://www.w3.org/1999/xhtml"> + <head> + <meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1" /> + <title> + The Project Gutenberg eBook of Games for the Playground, Home, School and Gymnasium, by Jessie H. Bancroft. + </title> + <style type="text/css"> +/*<![CDATA[ XML blockout */ +<!-- + p { margin-top: .75em; + text-align: justify; + margin-bottom: .75em; + } + h1,h2,h3,h4,h5,h6 { + text-align: center; /* all headings centered */ + clear: both; + } + + h1 small {font-size:50%;} + h1 big {font-size:120%;} + + h3 {margin-top: 2em;} + + hr { width: 33%; + margin-top: 2em; + margin-bottom: 2em; + margin-left: auto; + margin-right: auto; + clear: both; + } + + hr.chapter {width: 65%;} + hr.quarter {width: 25%; + margin-top: 1em; + margin-bottom: 1em;} + hr.tiny {width: 5%; + margin-top: 0em; + margin-bottom: 0em;} + + hr.table {width: 45%; + margin-top: 0em; + margin-bottom: 0em;} + + table {margin-left: auto; margin-right: auto;} + + body{margin-left: 15%; + margin-right: 15%; + line-height: 1.5em; + } + + .pagenum { /* uncomment the next line for invisible page numbers */ + /* visibility: hidden; */ + position: absolute; + left: 92%; + font-size: smaller; + text-align: right; + } /* page numbers */ + + .blockquot{margin-left: 5%; margin-right: 5%;} + .sidenote {width: 20%; padding-bottom: .3em; padding-top: .3em; + padding-left: .3em; padding-right: .3em; margin-left: 1em; + float: right; clear: right; margin-top: .5em; + font-size: smaller; color: black; background: #eeeeee; border: dashed 1px;} + + .center {text-align: center;} + .smcap {font-variant: small-caps;} + .right {text-align: right;} + .u {text-decoration: underline;} + + .caption {font-weight: bold;} + + .figcenter {margin: auto; text-align: center;} + + .figleft {float: left; clear: left; margin-left: 0; margin-bottom: 1em; margin-top: + 1em; margin-right: 1em; padding: 0; text-align: center;} + + .figright {float: right; clear: right; margin-left: 1em; margin-bottom: 1em; + margin-top: 1em; margin-right: 0; padding: 0; text-align: center;} + + .poem {margin-left:10%; margin-right:10%; text-align: left;} + .poem br {display: none;} + .poem .stanza {margin: 1em 0em 1em 0em;} + .poem span.i0 {display: block; margin-left: 0em; padding-left: 3em; text-indent: -3em;} + .poem span.i2 {display: block; margin-left: 1em; padding-left: 3em; text-indent: -3em;} + .poem span.i4 {display: block; margin-left: 4em; padding-left: 3em; text-indent: -3em;} + .poem span.i1 {display: block; margin-left: .3em; padding-left: 3em; text-indent: -3em;} + .poem span.i10 {display: block; margin-left: 10em; padding-left: 3em; text-indent: -3em;} + .poem span.i3 {display: block; margin-left: 2em; padding-left: 3em; text-indent: -3em;} + .poem span.i8 {display: block; margin-left: 8em; padding-left: 3em; text-indent: -3em;} + .poem span.i12 {display: block; margin-left: 11em; padding-left: 3em; text-indent: -3em;} + + + .small {font-size:80%;} + .big {font-size:110%;} + + .tocindent {margin-left: 2em;} + + ol.uroman {list-style-type: upper-roman} + ul {list-style: none} + + .indexbox {padding-left: 1em;} + .indexindent {text-indent: -1em;} + + // --> + /* XML end ]]>*/ + </style> + </head> +<body> + + +<pre> + +The Project Gutenberg EBook of Games for the Playground, Home, School and +Gymnasium, by Jessie H. Bancroft + +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: Games for the Playground, Home, School and Gymnasium + +Author: Jessie H. Bancroft + +Release Date: May 31, 2008 [EBook #25660] + +Language: English + +Character set encoding: ISO-8859-1 + +*** START OF THIS PROJECT GUTENBERG EBOOK GAMES FOR PLAYGROUND, HOME, SCHOOL *** + + + + +Produced by The Online Distributed Proofreading Team at +https://www.pgdp.net + + + + + + +</pre> + + +<p><small>[Transcriber's Note:<br /> + +1) Gaps in page numbers exist where there were blank pages in the printed text. <br /> + +2) Files have been added (midi format) for the songs included in the singing games +section. Click (Listen) link under the music image to hear them. For <i>Oats, +Peas, and Beans</i>, there appears to be a printing error in the image. For the +midi, the last bar was coded as 2 dotted quarter notes.]</small></p> + +<hr style="width: 65%;" /> + +<div class="figcenter" style="width: 371px;"> +<img src="images/cover.jpg" width="371" height="550" alt="Front cover title=" /> +</div> + +<hr class="chapter" /> + +<div class="figcenter" style="width: 605px;"><a name="Frontispiece" id="Frontispiece"></a> +<img src="images/plate001.jpg" width="605" height="400" alt="plate: Children playing Ring A' Roses" title="" /> +<span class="caption">RING A' ROSES</span><br /> +<span class="small"><i>From the painting by Fred Morgan</i><br /> +<i>Frontispiece</i> +</span> +</div> + +<hr class="chapter" /> + +<h1><big>GAMES</big><br /> +<br /> +<small>FOR</small><br /> +<br /> +THE PLAYGROUND, HOME, SCHOOL<br /><br /> +AND GYMNASIUM</h1> +<br /> +<br /> +<h2><small>BY</small><br /> +<br /> +JESSIE H. BANCROFT</h2> + +<div class="center"> +ASSISTANT DIRECTOR PHYSICAL TRAINING, PUBLIC SCHOOLS, NEW YORK CITY;<br /> +EX-SECRETARY AMERICAN PHYSICAL EDUCATION ASSOCIATION;<br /> +MEMBER AMERICAN ASSOCIATION FOR THE ADVANCEMENT<br /> +OF SCIENCE; AUTHOR OF "SCHOOL<br /> +GYMNASTICS," ETC., ETC.<br /> +</div> +<br /> +<br /> +<div class="center"> +New York<br /> +THE MACMILLAN COMPANY<br /> +1922 +<br /><br /> +<i>All rights reserved</i><br /> +</div> + +<div class="center"> +<br /><br /> +<span class="smcap">Copyright</span>, 1909,<br /> +<span class="smcap">By</span> THE MACMILLAN COMPANY.<br /> +<hr class="tiny" /> +Set up and electrotyped. Published, December, 1909.<br /> +</div> + +<div class="center"> +<br /><br /> +Norwood Press<br /> +J. S. Cushing Co.—Berwick & Smith Co.<br /> +Norwood, Mass., U.S.A. +</div> + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_vi" id="Page_vi">[vi]</a></span></p> +<h2>TABLE OF CONTENTS</h2> + +<div class='center'> +<table border="0" cellpadding="4" cellspacing="0" width="80%" summary="Table of Contents"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> +<tr> + <td colspan="2" align='right'><small>PAGE</small></td> +</tr> +<tr> + <td align='left'><span class="smcap">Introduction</span></td> + <td align='right'><a href='#Page_1'>1</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">To the Teacher of Games</span></td> + <td align='right'><a href='#Page_26'>26</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Counting-out; Choosing Sides; Who's "It"?</span></td> + <td align='right'><a href='#Page_35'>35</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Miscellaneous Active Games</span></td> + <td align='right'><a href='#Page_43'>43</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Quiet Games</span></td> + <td align='right'><a href='#Page_211'>211</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Feats and Forfeits</span></td> + <td align='right'><a href='#Page_243'>243</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Singing Games</span></td> + <td align='right'><a href='#Page_259'>259</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Balls and Bean Bags</span></td> + <td align='right'><a href='#Page_295'>295</a></td> +</tr> +<tr> + <td align='left'><span class="tocindent"><i>a.</i> Specifications for Balls, Bean Bags, and Marking Grounds, etc.</span></td> + <td align='right'><a href='#Page_297'>297</a></td> +</tr> +<tr> + <td align='left'><span class="tocindent"><i>b.</i> Bean Bag and Oat Sack Games</span></td> + <td align='right'><a href='#Page_303'>303</a></td> +</tr> +<tr> + <td align='left'><span class="tocindent"><i>c.</i> Ball Games</span></td> + <td align='right'><a href='#Page_319'>319</a></td> +</tr> +<tr> + <td colspan="2" align='center'><b>INDEXES</b></td> +</tr> +<tr> + <td align='left'><span class="smcap">Games for Elementary Schools, First To Eighth Years</span></td> + <td align='right'><a href='#Page_427'>427</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Games for High Schools</span></td> + <td align='right'><a href='#Page_433'>433</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Games for Playgrounds, Gymnasiums, and Large Numbers</span></td> + <td align='right'><a href='#Page_435'>435</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Games for Boys' and Girls' Summer Camps</span></td> + <td align='right'><a href='#Page_440'>440</a></td> +</tr> +<tr> + <td align='left'><span class="tocindent"><i>a.</i> Active Games</span></td> + <td align='right'><a href='#Page_440'>440</a></td> +</tr> +<tr> + <td align='left'><span class="tocindent"><i>b.</i> Quiet Games</span></td> + <td align='right'><a href='#Page_442'>442</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">House-party and Country-club Games</span></td> + <td align='right'><a href='#Page_444'>444</a></td> +</tr> +<tr> + <td align='left'><span class="tocindent"><i>a.</i> Active Games</span></td> + <td align='right'><a href='#Page_444'>444</a></td> +</tr> +<tr> + <td align='left'><span class="tocindent"><i>b.</i> Quiet Games</span></td> + <td align='right'><a href='#Page_445'>445</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Games for Children's Parties</span></td> + <td align='right'><a href='#Page_446'>446</a></td> +</tr> +<tr> + <td align='left'><span class="tocindent"><i>a.</i> Active Games</span></td> + <td align='right'><a href='#Page_446'>446</a></td> +</tr> +<tr> + <td align='left'><span class="tocindent"><i>b.</i> Quiet Games</span></td> + <td align='right'><a href='#Page_447'>447</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Seashore Games</span></td> + <td align='right'><a href='#Page_449'>449</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Alphabetical Index</span></td> + <td align='right'><a href='#Page_451'>451</a></td> +</tr> +</table></div> + +<hr class="quarter" /> + +<p><span class='pagenum'><a name="Page_vii" id="Page_vii">[vii]</a></span></p> + +<h2>LIST OF ILLUSTRATIONS</h2> + +<div class='center'> +<table border="0" cellpadding="4" cellspacing="0" width="80%" summary="List of Illustrations"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> +<tr> + <td align='left'><span class="smcap">Ring A' Roses</span></td> + <td align='right'><a href='#Frontispiece'><i>Frontispiece</i></a></td> +</tr> +<tr> + <td colspan = "2" align='right'><small>FACING PAGE</small></td> +</tr> +<tr> + <td align='left'><span class="smcap">All-up Relay Race</span></td> + <td align='right'><a href='#Page_45'>45</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Buying a Lock</span></td> + <td align='right'><a href='#Page_58'>58</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Catch-and-Pull Tug of War; a High School Freshman Class</span></td> + <td align='right'><a href='#Page_60'>60</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Forcing the City Gates</span></td> + <td align='right'><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">How Many Miles To Babylon?</span></td> + <td align='right'><a href='#Page_108'>108</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Jumping Rope on the Roof Playground of a Public School</span></td> + <td align='right'><a href='#Page_118'>118</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Oyster Shell</span></td> + <td align='right'><a href='#Page_143'>143</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Pitch Pebble</span></td> + <td align='right'><a href='#Page_147'>147</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Prisoner's Base</span></td> + <td align='right'><a href='#Page_158'>158</a></td> +</tr> +<tr> + <td align='left'><span class="smcap tocindent">Rolling Target as Played by the Hidatsa Indians,<br /> + Fort Clark, North Dakota</span></td> + <td align='right' valign="bottom"><a href='#Page_169'>169</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Snow Snake</span></td> + <td align='right'><a href='#Page_182'>182</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">A City Playground</span></td> + <td align='right'><a href='#Page_200'>200</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Flower Match</span></td> + <td align='right'><a href='#Page_220'>220</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Skin the Snake</span></td> + <td align='right'><a href='#Page_252'>252</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Draw a Bucket of Water</span></td> + <td align='right'><a href='#Page_263'>263</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">The Duck Dance</span></td> + <td align='right'><a href='#Page_276'>276</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Balls</span></td> + <td align='right'><a href='#Page_297'>297</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Captain Ball in a High School</span></td> + <td align='right'><a href='#Page_342'>342</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Circle Stride Ball</span></td> + <td align='right'><a href='#Page_358'>358</a></td +></tr> +<tr> + <td align='left'><span class="smcap">Drive Ball</span></td> + <td align='right'><a href='#Page_375'>375</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Ball Game on the Roof Playground of a Public School</span></td> + <td align='right'><a href='#Page_400'>400</a></td> +</tr> +<tr> + <td align='left'><span class="smcap">Tether Ball</span></td> + <td align='right'><a href='#Page_409'>409</a></td> +</tr> +</table> +</div> + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_1" id="Page_1">[1]</a></span></p> +<h2>INTRODUCTION</h2> + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_3" id="Page_3">[3]</a></span></p> +<h2>INTRODUCTION</h2> + + +<p><b>PURPOSE AND PLAN.</b>—This book aims to be a practical guide for the +player of games, whether child or adult, and for the teacher or leader +of games. A wide variety of conditions have been considered, including +schools, playgrounds, gymnasiums, boys' and girls' summer camps, adult +house parties and country clubs, settlement work, children's parties, +and the environment of indoors or out of doors, city or country, +summer or winter, the seashore, the woodland, or the snow. The games +have been collected from many countries and sources, with a view to +securing novel and interesting as well as thoroughly tried and popular +material, ranging from traditional to modern gymnasium and athletic +games. An especial effort has been made to secure games for particular +conditions. Among these may be mentioned very strenuous games for +older boys or men; games for the schoolroom; games for large numbers; +new gymnasium games such as Nine Court Basket Ball and Double Corner +Ball; games which make use of natural material such as stones, +pebbles, shells, trees, flowers, leaves, grasses, holes in the sand or +earth, and diagrams drawn on the ground.</p> + +<p>The description, classification, and arrangement of the games have +been made with the steadfast purpose of putting them into the most +workable form, easily understood, with suggestions for getting the +most sport and playing value out of them, and with means of ready +reference to any class of games for use under any of the conditions +mentioned. The series of indexes which accomplish this last-mentioned +purpose make it possible to classify the games in many different ways, +sparing the reader the necessity for hunting through much unrelated +material to find that<span class='pagenum'><a name="Page_4" id="Page_4">[4]</a></span> suited to his conditions. The index for schools +is essentially a graded course of study in games.</p> + +<p>The ball games requiring team play have been described according to an +analytic scheme not before used for the class of games given in the +present volume, which makes it possible to locate at a glance +information about the laying out of the ground, the number, +assignment, and duties of players, the object of the game, rules and +points of play, fouls, and score. The various kinds of balls are +described with official specifications. Diagrams for all kinds of +games have been supplied unsparingly, wherever it seemed possible to +make clearer the understanding of a game by such means, and pictorial +illustration has been used where diagrams were inadequate. The music +for all singing games is given with full accompaniment. Suggestions +for the teaching and conduct of games are given, with directions for +floor formations. Means of counting out and choosing sides and players +are described, and one section is devoted to forfeits.</p> + +<p>Under each of the main divisions chosen—miscellaneous active games, +quiet games, singing games, bean-bag games, and ball games—the +material has been arranged in alphabetic order to facilitate ready +reference, although a general alphabetic index is appended. In short, +the book aims to bring together all related material and every +available device for making it readily accessible and easily +understood.</p> + +<hr class="quarter" /> + +<p><span class="sidenote">Original research</span> +<b>SOURCES AND NATURE OF MATERIAL</b>.—The material in this volume, aside +from that accumulated through a long experience in the teaching and +supervision of games, has been collected through (1) special original +research, and (2) bibliographical research. The original research has +been made among the foreign population of New York City, where +practically the entire world is accessible, and in other sections of +the United States. This has resulted in some entirely new games that +the writer has not found elsewhere in print. From among these may be +mentioned the Greek Pebble Chase, the Russian Hole Ball, the Scotch +Keep Moving, the Danish Slipper Slap, and, from our own country, among +others,<span class='pagenum'><a name="Page_5" id="Page_5">[5]</a></span> Chickadee-dee from Long Island, and Hip from New Jersey. +Entirely new ways of playing games previously recorded have been +found, amounting not merely to a variation but to a wholly new form. +Such is the method here given for playing Babylon, a form gathered +from two different Scotch sources. Another example is the game of +Wolf, for which additional features have been found that add greatly +to its playing value, especially the rule whereby the wolf, when +discovered by the sheep who are hunting for him, shall take a jump +toward the sheep before his chase after them begins; or, should he +discover them first, the requirement that they take three steps toward +him before the chase begins. Such points add greatly to the sport of a +game, and with the spoken formulas that accompany them form a rich +find for both student and player.</p> + +<p>One may not well refer to the original research without mention of the +charm of the task itself. It has been one of the sunniest, happiest +lines possible to follow, attended invariably with smiling faces and +laughter on the part of old or young, native or foreign, the peasant +people or those more sophisticated.</p> + +<div class="sidenote">Bibliographical research and results</div> + +<p>The bibliographical research has covered a wide field. Heretofore the +principal sources in English for the collector of games have been the +invaluable and scholarly folklore compilations of Mr. William Wells +Newell (<i>Songs and Games of American Children</i>) and Mrs. Alice B. +Gomme (<i>Traditional Games</i> in the <i>Dictionary of British Folk Lore</i>). +The earlier British collection by Strutt (<i>Sports and Pastimes of the +English People</i>) has also been a source of great value. In the United +States considerable collecting and translating of games have from time +to time been done by the physical training magazine, <i>Mind and Body</i>. +For all modern athletic games an invaluable service has been rendered +by Messrs. A. G. Spalding and Brothers in the publication, since 1892, +of the <i>Spalding Athletic Library</i>, under the direction of Mr. A. G. +Spalding and Mr. James E. Sullivan. The author is greatly indebted to +all of these sources. In addition, hundreds of volumes have been +consulted in many fields including works of travel, reports of +missionaries, etc. This has resulted in games from widely scattered +sources, including European countries, the Orient, the Arctic regions, +and the North<span class='pagenum'><a name="Page_6" id="Page_6">[6]</a></span> American Indians. While in such a mass of material +there are some games that are found in almost all countries, so that +one is continually meeting old friends among them, a very considerable +harvest of distinctive material has been gathered, eloquent of +environment, temperamental, or racial traits. Such, among many others, +are the Japanese Crab Race; the Chinese games of Forcing the City +Gates, and Letting Out the Doves; the Korean games with flowers and +grasses; the North American Indian games of Snow Snake and Rolling +Target; and the poetic game of the little Spanish children about the +Moon and Stars, played in the boundaries marked by sunshine and +shadow.</p> + +<div class="sidenote">Standard Material</div> + +<p>But the object of the book has been by no means to present only novel +material. There is an aristocracy of games, classic by all the rights +of tradition and popular approval, without which a collection would be +as incomplete as would an anthology of English ballads without <i>Robin +Hood</i>, <i>Sally in our Alley</i>, or <i>Drink to me only with thine Eyes</i>. +These standard games are amply represented, mingled in the true spirit +of American democracy with strangers from foreign lands and the new +creations of modern athletic practice.</p> + +<div class="sidenote">Local color and humor in games</div> + +<p>The games, old and new, are full of that intimation of environment +which the novelist calls local color, often containing in the name +alone a comprehensive suggestiveness as great as that of an Homeric +epithet. Thus our familiar Cat and Mouse appears in modern Greece as +Lamb and Wolf; and the French version of Spin the Platter is My Lady's +Toilet, concerned with laces, jewels, and other ballroom accessories +instead of our prosaic numbering of players. These changes that a game +takes on in different environments are of the very essence of +folklore, and some amusing examples are to be found in our own +country. For instance, it is not altogether surprising to find a game +that is known under another name in the North called, in Southern +States, "Ham-Ham-Chicken-Ham-Bacon!" The author found a good example +of folklore-in-the-making in the game usually known as "Run, Sheep, +Run!" in which a band of hidden players seek their goal under the +guidance of signals shouted by a leader. As gathered in a Minnesota +town, these signals consisted of colors,—red, blue, green, etc. This<span class='pagenum'><a name="Page_7" id="Page_7">[7]</a></span> +same game was found in the city environment of New York under the name +of Oyster Sale, and the signals had become pickles, tomatoes, and +other articles strongly suggestive of a delicatessen store. The +butterfly verse for Jumping Rope is obviously another late production +of the folklore spirit.</p> + +<p>The lover of childish humor will find many delightful examples of it +among the games, as where little Jacky Lingo feeds bread and butter to +the sheep (Who Goes Round My Stone Wall?); or the Mother, trying the +Old Witch's apple pie, discovers that "It tastes exactly like my child +Monday!" The tantalizing "nominies" or "dares," as in Fox and Geese, +and Wolf, and the ways in which players are trapped into false starts, +as in Black Tom, are also highly amusing.</p> + +<hr class="quarter" /> + +<p><b>PRINCIPLES OF SELECTION</b>.—In the selection of material for this work, +a marked distinction has been made between games, on the one hand, +and, on the other, the unorganized play and constructive activities +included in many books of children's games. While the term "play" +includes games, so that we "play games," it applies also to informal +play activities, such as a child's "playing horse," "playing house," +or playing in the sand. In such unorganized play there are no fixed +rules, no formal mode of procedure, and generally, no climax to be +achieved. The various steps are usually spontaneous, not +predetermined, and are subject to individual caprice. In games, on the +contrary, as in Blind Man's Buff, Prisoners' Base, or Football, there +are prescribed acts subject to rules, generally penalties for defeat +or the infringement of rules, and the action proceeds in a regular +evolution until it culminates in a given climax, which usually +consists in a victory of skill, speed or strength. In a strictly +scientific sense, games do not always involve the element of sport or +play, being used in many forms among primitive peoples for serious +divinatory purposes. It is perhaps needless to say that all of the +games in the present collection are for the purpose of sport and +recreation.</p> + +<div class="sidenote">Playing values</div> + +<p>The four hundred games here published are selected from a<span class='pagenum'><a name="Page_8" id="Page_8">[8]</a></span> far larger +number. No game has been included that has not been considered to have +strong playing values, by which term is meant, in addition to other +qualities, and above all others, the amount of sport and interest +attending it. The points of play that contribute to the success of a +game have been secured from experience, and unfamiliar games have been +thoroughly tested and the points of play noted for older or younger +players, large or small numbers, or other circumstances.</p> + +<div class="sidenote">Elements of games</div> + +<p>Games may be analyzed into certain elements susceptible of +classification, such as the elements of formation, shown in the circle +form, line form, or opposing groups; other elements are found in modes +of contest, as between individuals or groups; tests of strength or +skill; methods of capture, as with individual touching or wrestling, +or with a missile, as in ball-tag games; or the elements of +concealment, or chance, or guessing, or many others. These various +elements are like the notes of the scale in music, susceptible of +combinations that seem illimitable in variety. Thus in the Greek +Pebble Chase, the two elements that enter into the game—that of (1) +detecting or guessing who holds a concealed article, and (2) a +chase—are neither of them uncommon elements, but in this combination +make a game that differs in playing value from any familiar game, and +one affording new and genuine interest, as evidenced by the pleasure +of children in playing it. Indeed, the interest and sport were fully +as great with a group of adult Greek men who first demonstrated this +game for the author. This element of guessing which player holds a +concealed article is found again in a different combination in the +Scotch game of Smuggling the Geg, where it is used with opposing +groups and followed by hiding and seeking. This combination makes a +wholly different game of it, and one of equal or even superior playing +value to the Pebble Chase, though suited to different conditions.</p> + +<p>Because of this wonderful variety in combinations, leading to entirely +different playing values, the author has found it impossible to agree +with some other students of games, that it is practicable to select a +few games that contain all of the typical elements of interest. Such +limitation seems no more possible than in painting, poetry, music, or +any other field of spontaneous imitative or<span class='pagenum'><a name="Page_9" id="Page_9">[9]</a></span> creative expression. +There will doubtless always be some games that will have large popular +following, playing on the "psychology of the crowd," as well as on +that of the players. Thus we have the spectacle of so-called national +games, Baseball and Football in America, Handball in Ireland, Pelota +in Spain, and so on; but natural expression through games has always +been and probably always will be infinitely varied, and should be if +the psychology of the subject is to be taken as a guide.</p> + +<p>In the arrangement of material there has many times been a strong +temptation to classify the games by their historic, geographic, +psychologic, or educational interests; by the playing elements +contained in them; or by several other possible methods which are of +interest chiefly to the academic student; but these have each in turn +been discarded in favor of the original intention of making the book +preëminently a useful working manual for the player or leader of +games.</p> + +<div class="sidenote">Varying modes of play</div> + +<p>The same games are found not only in many different countries and +localities, but under different names and with many variations in the +form of playing them. This has necessitated a method of analytical +study which has been followed with all of the games. A card catalogue +has been made of them, and in connection with each game notation has +been made of the various names under which it has been found, and +details of the differences in the mode or rules of play. The choice of +rules or directions has been determined chiefly by the playing values +previously alluded to, those directions having been selected which +experience has shown to make the most interesting game. Sometimes +these differences are so great as to amount to a different game, or +one suited to different ages of players. In a few instances, as with +Prisoners' Base, Captain Ball, Zigzag Ball, etc., it has seemed best +to present several typical forms of the same game with an analytic +statement of the differences, leaving the leader to select the form +best adapted to his conditions. At no time, however, has there been +any attempt to present all games or all forms of any one game. That +would be merely to make a compendium of all possible material. A +purposeful selection has been made throughout.</p> + +<p>The choice of names could not well be made on any one principle. +<span class='pagenum'><a name="Page_10" id="Page_10">[10]</a></span>Wherever feasible, the name that has seemed to have the widest vogue +has been adopted. In other instances it has appeared best to make a +different selection to avoid too great similarity in names. Some +games, especially those from foreign sources, came without names and +have had to be christened. In the case of several modern adaptations +of old games, a name bestowed by some previous worker has been +continued, if especially descriptive or appropriate.</p> + +<div class="sidenote">Games for boys and girls</div> + +<p>No distinction has been made in general between games for boys and +girls. The modern tendency of gymnasium and athletic practice is away +from such distinctions, and is concerned more with the time limits or +other conditions for playing a game than with the game itself. This is +a question that varies so much with the previous training and +condition of players on the one hand, and on personal opinion or +prejudice on the other, that it has been thought best to leave it for +decision in each individual case.</p> + +<hr class="quarter" /> + +<p><b>THE USES OF GAMES</b>.—The use of games for both children and adults has +a deep significance for the individual and the community through the +conservation of physical, mental, and moral vitality.</p> + +<div class="sidenote">Sense perceptions</div> + +<p>Games have a positive educational influence that no one can appreciate +who has not observed their effects. Children who are slow, dull, and +lethargic; who observe but little of what goes on around them; who +react slowly to external stimuli; who are, in short, slow to see, to +hear, to observe, to think, and to do, may be completely transformed +in these ways by the playing of games. The sense perceptions are +quickened: a player comes to see more quickly that the ball is coming +toward him; that he is in danger of being tagged; that it is his turn; +he hears the footstep behind him, or his name or number called; he +feels the touch on the shoulder; or in innumerable other ways is +aroused to quick and direct recognition of and response to, things +that go on around him. The clumsy, awkward body becomes agile and +expert: the child who tumbles down to-day will<span class='pagenum'><a name="Page_11" id="Page_11">[11]</a></span> not tumble down next +week; he runs more fleetly, dodges with more agility, plays more +expertly in every way, showing thereby a neuro-muscular development.</p> + +<div class="sidenote">Social development</div> + +<p>The social development through games is fully as important and as +pronounced. Many children, whether because of lonely conditions at +home, or through some personal peculiarity, do not possess the power +readily and pleasantly to coöperate with others. Many of their elders +lack this facility also, and there is scarcely anything that can place +one at a greater disadvantage in business or society, or in any of the +relations of life. The author has known case after case of peculiar, +unsocial, even disliked children, who have come into a new power of +coöperation and have become popular with their playmates through the +influence of games. The timid, shrinking child learns to take his turn +with others; the bold, selfish child learns that he may not monopolize +opportunities; the unappreciated child gains self-respect and the +respect of others through some particular skill that makes him a +desired partner or a respected opponent. He learns to take defeat +without discouragement and to win without undue elation. In these and +in many other ways are the dormant powers for social coöperation +developed, reaching the highest point at last in the team games where +self is subordinated to the interests of the team, and coöperation is +the very life of the game.</p> + +<div class="sidenote">Will training</div> + +<p>Most important of all, however, in the training that comes through +games, is the development of will. The volitional aspect of the will +and its power of endurance are plainly seen to grow in power of +initiative; in courage to give "dares" and to take risks; in +determination to capture an opponent, to make a goal, or to win the +game. But probably the most valuable training of all is that of +inhibition—that power for restraint and self-control which is the +highest aspect of the will and the latest to develop. The little child +entering the primary school has very little of this power of +inhibition. To see a thing he would like is to try to get it; to want +to do a thing is to do it; he acts impulsively; he does not possess +the power to restrain movement and to deliberate. A large part of the +difficulty of the training of children at home and at school lies in +the fact<span class='pagenum'><a name="Page_12" id="Page_12">[12]</a></span> that this power of the will for restraint and self-control +is undeveloped. So-called "willfulness" is a will in which the +volitional power has not yet been balanced with this inhibitive power. +One realizes in this way the force of Matthew Arnold's definition of +character as "a completely fashioned will."</p> + +<p>There is no agency that can so effectively and naturally develop power +of inhibition as games. In those of very little children there are +very few, if any, restrictions; but as players grow older, more and +more rules and regulations appear, requiring greater and greater +self-control—such as not playing out of one's turn; not starting over +the line in a race until the proper signal; aiming deliberately with +the ball instead of throwing wildly or at haphazard; until again, at +the adolescent age, the highly organized team games and contests are +reached, with their prescribed modes of play and elaborate +restrictions and fouls. There could not be in the experience of either +boy or girl a more live opportunity than in these advanced games for +acquiring the power of inhibitory control, or a more real experience +in which to exercise it. To be able, in the emotional excitement of an +intense game or a close contest, to observe rules and regulations; to +choose under such circumstances between fair or unfair means and to +act on the choice, is to have more than a mere knowledge of right and +wrong. It is to have the trained power and habit of acting on such +knowledge,—a power and habit that mean immeasurably for character. It +is for the need of such balanced power that contests in the business +world reach the point of winning at any cost, by fair means or foul. +It is for the need of such trained and balanced power of will that our +highways of finance are strewn with the wrecks of able men. If the +love of fair play, a sense of true moral values, and above all, the +power and habit of will to act on these can be developed in our boys +and girls, it will mean immeasurably for the uplift of the community.</p> + +<div class="sidenote">Evolution of play interests</div> + +<p>The natural interests of a normal child lead him to care for different +types of games at different periods of his development. In other +words, his own powers, in their natural evolution, seek instinctively +the elements in play that will contribute to their own growth. When +games are studied from this viewpoint of the child's interests, they +are found to<span class='pagenum'><a name="Page_13" id="Page_13">[13]</a></span> fall into groups having pronounced characteristics at +different age periods.</p> + +<div class="sidenote">Games for various ages</div> + +<p>Thus, the little child of six years enjoys particularly games in which +there is much repetition, as in most of the singing games; games +involving impersonation, appealing to his imagination and dramatic +sense, as where he becomes a mouse, a fox, a sheepfold, a farmer, +etc.; or games of simple chase (one chaser for one runner) as +distinguished from the group-chasing of a few years later. His games +are of short duration, reaching their climax quickly and making but +slight demand on powers of attention and physical endurance; they +require but little skill and have very few, if any, rules, besides the +mere question of "taking turns." In short, they are the games suited +to undeveloped powers in almost every particular but that of +imagination.</p> + +<p>Two or three years later these games are apt to seem "babyish" to a +child and to lose interest for him. His games then work through a +longer evolution before reaching their climax, as where an entire +group of players instead of one has to be caught before the game is +won, as in Red Lion, Pom Pom Pullaway, etc. He can watch more points +of interest at once than formerly, and choose between several +different possible modes of play, as in Prisoners' Base. He gives +"dares," runs risks of being caught, and exercises his courage in many +ways. He uses individual initiative instead of merely playing in his +turn. This is the age of "nominies," in which the individual player +hurls defiance at his opponents with set formulas, usually in rhyme. +Players at this time band together in many of their games in opposing +groups, "choosing sides"—the first simple beginning of team play. +Neuro-muscular skill increases, as shown in ball play and in agile +dodging. Endurance for running is greater.</p> + +<p>When a child is about eleven or twelve years of age, some of these +characteristics decline and others equally pronounced take their +place. "Nominies" disappear and games of simple chase (tag games) +decline in interest. Races and other competitive forms of running +become more strenuous, indicating a laudable instinct to increase +thereby the muscular power of the heart, at a time when its growth is +much greater proportionately than that of the arteries,<span class='pagenum'><a name="Page_14" id="Page_14">[14]</a></span> and the blood +pressure is consequently greater. A very marked feature from now on is +the closer organization of groups into what is called team play. Team +play bears to the simpler group play which precedes it an analogous +relation in some respects to that between modern and primitive +warfare. In primitive warfare the action of the participants was +homogeneous; that is, each combatant performed the same kind of +service as did every other combatant and largely on individual +initiative. The "clash of battle and the clang of arms" meant an +individual contest for every man engaged. In contrast to this there +is, in modern warfare, a distribution of functions, some combatants +performing one kind of duty and others another, all working together +to the common end. In the higher team organizations of Basket Ball, +Baseball, Football, there is such a distribution of functions, some +players being forwards, some throwers, some guards, etc., though these +parts are often taken in rotation by the different players. The +strongest characteristic of team play is the coöperation whereby, for +instance, a ball is passed to the best thrower, or the player having +the most advantageous position for making a goal. A player who would +gain glory for himself by making a sensational play at the risk of +losing for his team does not possess the team spirit. The traits of +character required and cultivated by good team work are invaluable in +business and social life. They are among the best possible traits of +character. This class of games makes maximal demands upon perceptive +powers and ability to react quickly and accurately upon rapidly +shifting conditions, requiring quick reasoning and judgment. +Organization play of this sort begins to acquire a decided interest at +about eleven or twelve years of age, reaches a strong development in +the high schools, and continues through college and adult life.</p> + +<div class="sidenote">Relation between development and play</div> + +<p>Such are the main characteristics of the games which interest a child +and aid his development at different periods. They are all based upon +a natural evolution of physical and psychological powers that can be +only hinted at in so brief a sketch. Any one charged with the +education or training of a child should know the results of modern +study in these particulars.</p> + +<p>The fullest and most practical correlation of our knowledge of<span class='pagenum'><a name="Page_15" id="Page_15">[15]</a></span> the +child's evolution to the particular subject of play that has yet been +presented is that of Mr. George E. Johnson, Superintendent of +Playgrounds in Pittsburgh, and formerly Superintendent of Schools in +Andover, Mass., in <i>Education by Plays and Games</i>. The wonderful +studies in the psychology of play by Karl Groos (<i>The Play of Animals</i> +and <i>The Play of Man</i>), and the chapter by Professor William James on +<i>Instinct</i>, show how play activities are expressions of great basic +instincts that are among the strongest threads in the warp and woof of +character—instincts that should have opportunity to grow and +strengthen by exercise, as in play and games. We have come to realize +that play, in games and other forms, is nature's own way of developing +and training power. As Groos impressively says, "We do not play +because we are young; we have a period of youth so that we may play."</p> + +<p>The entire psychology of play bears directly on the subject of games. +Indeed, although the study of games in their various aspects is of +comparatively recent date, the bibliography bearing on the subject, +historic, scientific, psychologic, and educational, is enormous and +demands a distinct scholarship of its own.</p> + +<div class="sidenote">Age classification</div> + +<p>It is highly desirable that a teacher should know the significance of +certain manifestations in a child's play interests. If they should not +appear in due time, they should be encouraged, just as attention is +given to the hygiene of a child who is under weight for his age. But +it should not be inferred that any hard and fast age limits may be set +for the use of different plays and games. To assign such limits would +be a wholly artificial procedure, and yet is one toward which there is +sometimes too strong a tendency. A certain game cannot be prescribed +for a certain age as one would diagnose and prescribe for a malady. +Nothing in the life of either child or adult is more elastic than his +play interests. Play would not be play were this otherwise. The +caprice of mood and circumstance is of the very soul of play in any of +its forms.</p> + +<p>The experience of the writer has been chiefly away from dogmatic +limitations in the use of games. Very young players and adults alike +may find the greatest pleasure and interest in the same game. Previous +training or experience, conditions of fatigue, the circumstances of +the moment, and many other considerations<span class='pagenum'><a name="Page_16" id="Page_16">[16]</a></span> determine the suitableness +of games. To illustrate, the author has known the game of Three Deep, +which is one of the best gymnasium games for men, to be played with +great interest and ability by a class of six-year-old boys; and the +same game stupidly and uninterestedly bungled over by a class of much +older boys who had not had previous training in games and were not +alert and resourceful. Similarly, the comparatively simple game of +Bombardment may be interesting and refreshing for a class of tired +business men, while high-school pupils coming to care largely for team +play may prefer Battle Ball, a more closely organized game of the same +type. In general, boys and girls dislike the mode of play they have +just outgrown, but the adult often comes again to find the greatest +pleasure in the simpler forms, and this without reaching second +childhood.</p> + +<div class="sidenote">Graded course of study on games</div> + +<p>The index of games for elementary and high schools contained in this +volume constitutes a graded course based on experimental study of +children's interests. This grading of the games for schools is made, +not with the slightest belief or intention that the use of a game +should be confined to any particular grade or age of pupils, but +largely, among other considerations, because it has been found +advantageous in a school course to have new material in reserve as +pupils progress. The games have usually been listed for the earliest +grade in which they have been found, on the average, of sufficient +interest to be well played, with the intention that they be used +thereafter in any grade where they prove interesting. This school +index by grades, which includes most of the games, will be found a +general guide for the age at which a given game is suitable under any +circumstances.</p> + +<div class="sidenote">Relation of games to school life</div> + +<p>The relation of games to a school programme is many-sided. To sit for +a day in a class room observing indications of physical and mental +strain and fatigue is to be convinced beyond question that the +schoolroom work and conditions induce a tremendous nervous strain, not +only through prolonged concentration on academic subjects, but through +the abnormal repression of movement and social intercourse that +becomes necessary for the maintenance of discipline and proper +conditions of study. As a session advances, there is needed a<span class='pagenum'><a name="Page_17" id="Page_17">[17]</a></span> steady +increase in the admonitions that restrain neuro-muscular activity as +shown in the unnecessary handling of books and pencils and general +restlessness; also restraint of a desire to use the voice and +communicate in a natural outlet of the social instinct. One is equally +impressed with the prolonged continuance of bad postures, in which the +chest is narrowed and depressed, the back and shoulders rounded +forward, and the lungs, heart, and digestive organs crowded upon one +another in a way that impedes their proper functioning and induces +passive congestion. In short, the nervous strain for both pupil and +teacher, the need for vigorous stimulation of respiration and +circulation, for an outlet for the repressed social and emotional +nature, for the correction of posture, and for a change from abstract +academic interests, are all largely indicated. Nothing can correct the +posture but formal gymnastic work selected and taught for that +purpose; but the other conditions may be largely and quickly relieved +through the use of games. Even five minutes in the class room will do +this,—five minutes of lively competition, of laughter, and of +absorbing involuntary interest. The more physical activity there is in +this the better, and fifteen minutes of even freer activity in the +fresh air of the playground is more than fifteen times better.</p> + +<p>The typical school recess is a sad apology for such complete +refreshment of body and mind. A few pupils take the center of the +field of play, while the large majority, most of whom are in greater +need of the exercise, stand or walk slowly around the edges, talking +over the teacher and the lesson. An organized recess, by which is +meant a programme whereby only enough classes go to the playground at +one time to give opportunity for all of the pupils to run and play at +once, does away with these objections, if some little guidance or +leadership be given the children for lively games. The best discipline +the writer has ever seen, in either class room or playground, has been +where games are used, the privilege of play being the strongest +possible incentive to instant obedience before and after. Besides, +with such a natural outlet for repressed instincts, their ebullition +at the wrong time is not so apt to occur. Many principals object to +recesses because of the moral contamination for which those periods +are often responsible. The author has had repeated and convincing +testimony of the efficacy of games<span class='pagenum'><a name="Page_18" id="Page_18">[18]</a></span> to do away with this objection. +The game becomes the one absorbing interest of recess, and everything +else gives way before it. Dr. Kratz, Superintendent of Schools in +Sioux City, Iowa, was one of the first school superintendents in the +country to go on record for this benefit from games, and much fuller +experience has accumulated since.</p> + +<div class="sidenote">Sociological and economic significance of games</div> + +<p>The growth of large cities has been so comparatively recent that we +are only beginning to realize the limitations they put upon normal +life in many ways and the need for special effort to counterbalance +these limitations. The lack of opportunity for natural play for +children and young people is one of the saddest and most harmful in +its effects upon growth of body and character. The number of children +who have only the crowded city streets to play in is enormous, and any +one visiting the public schools in the early fall days may readily +detect by the white faces those who have had no other opportunity to +benefit by the summer's fresh air and sunshine. The movement to +provide public playgrounds for children and more park space for all +classes in our cities is one connected vitally with the health, +strength, and endurance of the population. The crusade against +tuberculosis has no stronger ally. Indeed, vital resistance to disease +in any form must be increased by such opportunities for fresh air, +sunshine, and exercise. This whole question of the building up of a +strong physique is an economic one, bearing directly on the industrial +power of the individual, and upon community expenditures for hospitals +and other institutions for the care of the dependent and disabled +classes.</p> + +<p>The crippling of moral power is found to be fully as much involved +with these conditions as is the weakening of physical power. Police +departments have repeatedly reported that the opening of playgrounds +has resulted in decrease of the number of arrests and cases of +juvenile crime in their vicinity; also decrease of adult disturbances +resulting from misdeeds of the children. They afford a natural and +normal outlet for energies that otherwise go astray in destruction of +property, altercations, and depredations of many sorts, so that the +cost of a playground is largely offset by the decreased cost for +detection and prosecution of crime, reformatories, and related +agencies.<span class='pagenum'><a name="Page_19" id="Page_19">[19]</a></span></p> + +<div class="sidenote">Children of the rich</div> + +<p>It would be a mistake to think that the children of the poor are the +only ones who need the physical and moral benefit of normal childish +play. One is forced to the conclusion that many children of the rich +are even more to be pitied, for the shackles of conventionality +enslave them from the outset. Many are <i>blasé</i> with opera and picture +exhibits—typical forms of pleasure for the adult of advanced +culture—without ever having had the free laughter and frolic of +childhood. That part of the growing-up process most essential for +character is literally expunged from life for them. One need spend but +an hour in a city park to see that many children are restrained from +the slightest running or frolic because it would soil their clothes or +be otherwise "undesirable." The author recalls a private school for +girls in which laughter was checked at recess because it was +"unlady-like."</p> + +<div class="sidenote">Teachers of games</div> + +<p>In contrast to this barbarous repression are some delightful instances +of provision for normal childish play and exercise for such children. +In one of our large Eastern cities a teacher was employed for several +seasons to play games with a group of children on a suburban lawn to +which all repaired twice a week. This was genuine play, full of +exercise and sport and laughter. In another Eastern city a teacher was +similarly employed for many seasons to coach a Basket Ball team in the +small rear area of the typical city residence. Teachers of physical +training and others are doing much to organize this sort of exercise, +including tramping clubs and teams for cross-country runs, and the +encouragement of Tether Ball and other games suited to limited +conditions.</p> + +<div class="sidenote">Investment-value of recreation</div> + +<p>As a nation we are slow to learn the value of recreation. We go to the +extremes of using it either not at all or so excessively as to exhaust +nervous energy to the point where "the day we most need a holiday is +the day after a holiday." This may be different when we learn more +fully that the recuperative power of short intervals of complete +relaxation has a genuine investment value. The increased output of +energy afterward, the happier spirits, prolonged endurance, clearer +thinking, and the greater ease and pleasure with which work is done, +more than compensate for the time required. It has<span class='pagenum'><a name="Page_20" id="Page_20">[20]</a></span> been stated that +one large manufacturing concern has found it greatly to its advantage +to give a daily recess period to its employees at its own expense, the +loss of working time being compensated in the quality of the output +following, which shows, for instance, in the fewer mistakes that have +to be rectified. The welfare work of our large stores and factories +should provide opportunity, facilities, and leadership for recreative +periods of this character.</p> + +<div class="sidenote">Brain workers</div> + +<p>For the brain worker such benefit from periods of relaxation is even +more apparent. Our strenuous and complicated civilization makes more +and more necessary the fostering of means for complete change of +thought. When this can be coupled with invigorating physical exercise, +as in active games, it is doubly beneficial; but whether games be +active or quiet, the type of recreation found in them for both child +and adult is of especial value. It affords an emotional stimulus and +outlet, an opportunity for social coöperation, an involuntary +absorption of attention, and generally an occasion for hearty +laughter, that few other forms of recreation supply.</p> + +<p>The list in this volume of games for house parties and country clubs +is given with the hope of making games more available for adults, +though with the knowledge that guests on such occasions take in a wide +range of ages, and many games for young people are included. These are +equally appropriate for the home circle. In addition, the so-called +gymnasium games offer some of the finest recreative exercise.</p> + +<div class="sidenote">Play of adults with children</div> + +<p>The author would like to make a special plea for the playing together +of adults and children. The pleasure to the child on such occasions is +small compared to the pleasure and benefit that may be derived by the +grown-up. To hold, in this way, to that youth of spirit which +appreciates and enters into the clear-eyed sport and frolic of the +child, is to have a means of renewal for the physical, mental, and +moral nature. In a large city in the Middle West there is a club +formed for the express purpose of giving the parents who are members +an opportunity to enjoy their children in this way. The club meets one +evening a week. It is composed of a few professional and business men +and their wives and children. It meets<span class='pagenum'><a name="Page_21" id="Page_21">[21]</a></span> at the various homes, the +hostess being responsible for the programme, which consists of musical +or other numbers (rendered partly by the children and partly by the +adults), of occasional dancing, and of games, some of which must +always call for the mutual participation of the children and their +elders. A more beautiful idea for a club could scarcely be devised. It +is also a tragic fact that, lacking such an occasion, many parents +have little opportunity to enjoy their children, or, alas! even to +know them.</p> + +<div class="sidenote">Games in country life</div> + +<p>Another illustration may indicate even more strongly the benefits from +such social gatherings of adults and children. In a small town where +the young boys and girls spent more evenings than seemed wise in +places of public amusement, a teacher of physical training not long +ago opened a class for them expressly to meet this situation. The +programme included games, dancing, and formal exercise, and a special +effort was made to teach things of this sort that might be used for +gatherings at home. The class fulfilled its object so well that the +parents themselves became interested, began to attend the sessions and +participate in the games, until they were an integral part of all that +went on,—a wholesome and delightful association for all concerned, +and one that practically ended the tendencies it was designed to +overcome.</p> + +<p>Mr. Myron T. Scudder, in his practical and stimulating pamphlet on +games for country children (<i>Country Play; A Field Day and Play Picnic +for Country Children</i>. Pub. by <i>Charities</i>, N.Y.), points out a very +real factor in the failure of American country life to hold its young +people when he cites the lack of stimulation, organization, and +guidance for the play activities of the young. It is a mistaken idea +that country children and youths have through the spaciousness of +environment alone all that they need of play. Organization and +guidance are often needed more than for the city children whose +instincts for social combination are more acute.</p> + +<hr class="quarter" /> + +<p><b>ORIGINS.</b>—One may not close even a brief sketch of games and their +uses without reference to the topic of origins. This has been studied +chiefly from two different viewpoints, that of ethnology, in which the +work of Mr. Stewart Culin is preëminent, and<span class='pagenum'><a name="Page_22" id="Page_22">[22]</a></span> that of folklore, in +which in English Mrs. Gomme and Mr. Newell have done the most +extensive work. Both of these modes of study lead to the conclusion +that the great mass of games originated in the childhood of the race +as serious religious or divinitory rites. Indeed, many are so used +among primitive peoples to-day. Very few games are of modern +invention, though the development of many to the high point of +organization and skill in which we know them is very recent. Basket +Ball was a deliberate invention, by Dr. James Naismith, then of +Springfield, Mass., in 1892; Base Ball and Tennis, as we know them, +were developed during the last half century from earlier and simpler +forms; Indoor Base Ball was devised by Mr. George W. Hancock, of +Chicago, in 1887; Battle Ball and Curtain Ball, both popular gymnasium +games, were devised by Dr. Dudley Allen Sargent, of Harvard +University.</p> + +<p>In ethnology the study of the origin and distribution of games +"furnishes," says Mr. Culin, "the most perfect existing evidence of +the underlying foundation of mythic concepts upon which so much of the +fabric of our culture is built." The most scientific work on the +entire subject of games lies in this direction. As revealed by board +and other implement games the element of sport does not originally +inhere in a game, the procedure being a rite of magic or religion, +pursued mainly as a means of divination. In Mr. Culin's opinion, "the +plays of children must be regarded apart from games, being dramatic +and imitative, although copying games as they [the children] copy +other affairs of life, and thus often preserving remains of +ceremonials of remote antiquity."</p> + +<p>From the folklore viewpoint Mrs. Gomme and Mr. Newell have brought to +bear on games a wealth of knowledge of old customs and beliefs, +discerning thereby a significance that might otherwise pass unnoticed +and unappreciated. Thus we have the recognition of old well-worship +rites in the little singing game "Draw a Bucket of Water"; of ancient +house ritual in some of the dramatic games; in others the propitiation +of deities that preside over the fertility of the fields; survivals of +border warfare; of old courtship and marriage observances, and many +other rites and customs. Sometimes this recognition is merely one of +analogy or association, leading to a surmise of the origin of a game; +sometimes it is supported by old records and drawings<span class='pagenum'><a name="Page_23" id="Page_23">[23]</a></span> or references +found in early literature. While often not so exact as the strictly +scientific method, this folklore study throws a flood of light on the +heritage of games that passes from child to child, giving to the +subject added dignity and worth. One comes to appreciate that the +childhood bereft of this heritage has lost a pleasure that is its +natural right, as it would if brought up in ignorance of Jack the +Giant Killer, Beauty and the Beast, or Robinson Crusoe.</p> + +<p>The class of games studied by the folklorists mentioned includes +mainly those of active and dramatic character as distinguished from +the board and implement games. Mrs. Gomme sees in their form, method +of playing, the dialogue often included, and the fact of their +continuance from generation to generation, an expression of the +dramatic instinct, and considers them a valuable adjunct in the study +of the beginnings of the drama. The student of games must find of +great interest Mrs. Gomme's classification by formation, the line form +being considered to represent, or to have grown out of, a contest +between people from different countries or localities; the circle +formation a representation of customs prevailing in one village, town, +or tribe, and so on, with the arch form or tug of war, the winding-up +games (as in Snail), etc.</p> + +<p>Viewed in this light of their origin, games are especially +fascinating. They take one back to the atmosphere that pervades +romance: to quaint chronicles of kings and courtiers setting forth in +brilliant train for some game that is the heritage of the child of +to-day; to ladies-in-waiting on the Queen playing Babylon; to +shepherds congregating on the moors, or early village communities +dividing, over some forerunner of our college Football; to village +lads and lasses dodging through the cornstalks with Barley Break, or +milkmaids playing Stool Ball with their stools. For while it is +rightly said that the serious occupations of adults at one period +become the games of children at another, the statement omits an +intermediate fact that strongly impresses the student of games: +namely, that these activities, which at first were serious rites have +been used for sport by adults themselves before being handed down to +children; as though the grown folk should masquerade for a time in +their outworn garments before passing them on to following +generations. Considering the varied interests that find expression in<span class='pagenum'><a name="Page_24" id="Page_24">[24]</a></span> +these games, one is further impressed with the fact that humanity +passes thus in review its entire range of experience, transmuting into +material for sport the circumstances of love and hatred, sorrow and +rejoicing, fear and veneration. Nothing is too exalted or humble, too +solemn or fearsome, to be the subject of these frolic events. Nature +in all her panoply is here in dramatized form or reference—earth, +stone, fire, and water; verdure and the kingdom of living things from +beast to man; the seasons and the planets. Industry, love and war, +fiends and deities, death itself and the hereafter, all pass in +review, for one who sees the hidden significance, like a panorama of +existence, as they passed, a plaything and a jest, before the gods of +Olympus. It would seem as though humanity, viewing in long perspective +its own experiences, had found them all at last fit subjects to</p> + +<div class="center">"Beget the smiles that have no cruelty."</div> + +<hr class="quarter" /> + +<p>One dares to hope that this little craft, bearing as it does such a +freight of gladness, may leave behind a wake of cheer, and laughter, +and happiness.</p> + +<div class="right"><span class="smcap">Jessie H. Bancroft.</span></div> + +<p><span class="smcap">March, 1909.</span></p> + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_25" id="Page_25">[25]</a></span></p> +<h2>ACKNOWLEDGMENTS</h2> + + +<p>Detailed acknowledgment is made throughout the volume to various +authors and publishers. A general assurance of most grateful +appreciation is here tendered to many who have responded with material +and suggestions in the research, and to the numerous teachers whose +resourcefulness has led to the adaptation of many games to school +conditions. The author regrets the impracticability of mentioning all +of these by name.</p> + +<p>Especial acknowledgment is due Mrs. Marie Talbot Constant for most +valuable and varied assistance, particularly in bibliographical +research and cataloguing of games; and to Miss Lilian M. McConville +for testing and adapting many foreign games collected for the present +volume.</p> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_26" id="Page_26">[26]</a></span></p> +<h2>TO THE TEACHER OF GAMES</h2> + + +<p>The following suggestions are made with a view to the use of games +under any circumstances, though many of them apply especially to large +numbers of players under the guidance of a teacher or leader, as in +playgrounds and schools.</p> + +<p>The leader or teacher of a playground should approach his or her work +largely in the spirit of the host or hostess whose duty it is to see +that each individual guest is happy and has opportunity to share all +of the pleasures of the occasion. But much more than this is involved +in the relation of teacher and pupil. The teacher of games, or leader +of children's play, needs, like all teachers, to have a sympathetic +personal understanding of the players; a quick insight into character +and motive; a knowledge of what to look for in the child's development +at different periods, as indicated in the Introduction; and to be, in +short, guide, philosopher, and friend.</p> + +<p>The teacher should never hesitate, from questions of personal dignity, +to participate in the play of children. Nothing can more quickly gain +the respect and affection of a child than such participation. Every +adult can doubtless recall the extreme pleasure experienced in +childhood when some grown person entered into the childish play. In +schools, where there is necessarily so much of formal discipline and +dealing with large numbers <i>en masse</i>, one of the most valuable +effects of games is to produce a more natural and sympathetic +relationship between teacher and pupil, and a fuller appreciation on +the part of the teacher of child nature. This effect from the use of +games has been noted by scores of teachers, even those who were at +first opposed to such use.</p> + +<p>Every teacher will have his or her individual methods for teaching, +discipline, and management of games. The following general +suggestions, however, are the result of experience, and may be of +assistance to the novice, at least.</p> + +<p><span class='pagenum'><a name="Page_27" id="Page_27">[27]</a></span></p><div class="sidenote">How to teach a game</div> + +<p>The best method of teaching a game is to make a full explanation of it +before the pupils take their places to play. If this be in a +schoolroom, illustrative diagrams may often be drawn on the +blackboard, and it is sometimes helpful, there or elsewhere, to have a +few pupils go slowly (not running) through the general form of the +game, to illustrate it to the others. In a playground the same method +may be used by having the players sit, if that be feasible, or by +halting them in a march or after gymnastic exercises, to listen to the +explanation. Never try to teach and play a game at the same time. The +only exception to this rule should be where there is a large and +disorderly crowd with which to deal. Then it may occasionally be best +to start a game to gain interest and attention, and then halt for +further explanation.</p> + +<div class="sidenote">Class and group games</div> + +<p>It often becomes necessary for the sake of discipline and unity to +unite all of the players in a playground in one game. Comparatively +few games, however, are successful when played by very large numbers. +A special index has been prepared of such games, however, and will be +found at the end of the present volume. Classes may often be brought +into order and attention in a playground by the simple device of +marching, the march to end in one game for all of the players, or +several games in groups.</p> + +<p>An indication that too many players are taking part in a game is +almost invariably to be found in a lack of interest on the part of the +players, arising usually from the infrequency with which each player +gets an opportunity to participate. The ultimate test of any game, +however, from the recreative standpoint must be one of interest, and +this is often found among players who are not participating in the +action if competition be close. A teacher should watch closely for +waning interest, and may often save the situation by dividing the +players into two or more groups. Many games that are commonly listed +for as many as sixty players are given in the present index as useful +for "thirty or more." By this is meant that the best playing values of +the game are lost when played by more than thirty, although it is +possible to use the game with a larger number. Very frequently even +these games are far better played by smaller groups.</p> + +<p><span class='pagenum'><a name="Page_28" id="Page_28">[28]</a></span></p><p>A resourceful teacher will find many ways of adapting games to large +numbers. Among such devices may be mentioned (1) increasing the number +of runners and chasers; for instance, in the game of Cat and Rat, +there may be several cats and several rats; (2) in the circle games of +simple character, especially the singing games, the circle may be +duplicated, thus having two concentric circles, one within the other; +(3) in many ball games it will be found possible to put more than one +ball in play, as in Bombardment or Circle Club Bowls. Such suggestions +as this are often made in the present volume in connection with the +description of the games.</p> + +<p>Group play, by which is meant the division of a large number of +players into smaller squads or groups, is undoubtedly the best method +for getting the best sport and the greatest playing values out of most +games. Such a division of players is not always an easy matter to +inaugurate, untrained players being inclined to follow the teacher +from point to point in the playground. This may be obviated by +appointing group leaders, each of whom should understand the game to +be played and be appointed to take charge of it. Older children, and +almost invariably the children who are disorderly or inclined to +disturb the general harmony and discipline of the playground, are the +best ones to charge with such responsibility. This method serves the +double purpose of quelling their disorderly propensities by occupying +them in a position of responsibility, and takes care of a group of +players at the same time. When the group method is used in schools, it +is advisable to appoint the leaders of the groups, or allow the +children to elect them, before leaving the class room for the +playground.</p> + +<div class="sidenote">Choice of games</div> + +<p>The choice of games to be played should be left to a vote or +suggestion of the players. The teacher's function in this regard is to +suggest, not to dictate. In schools this choice may generally best be +made in the class room, before a class goes to the playground.</p> + +<p>A teacher should be ready with suggestions for new games or occupation +of some sort when interest wanes in a game that is being played; but a +new game should not be suggested until there is evidence that players +are tired of the old one. Do not make the mistake of thinking that +children want to play games incessantly during a half-day session of a +playground. Children like quiet<span class='pagenum'><a name="Page_29" id="Page_29">[29]</a></span> pursuits occasionally as well as do +adults, and it is well to alternate games with such quiet periods and +also with marching, gymnastics, folk dancing, or periods of free +activity. So-called quiet games will be found useful under such +circumstances.</p> + +<div class="sidenote">Discipline</div> + +<p>Each playground leader or teacher should be provided with a whistle. +This saves a great deal of strain on the voice, and should be +understood from the outset to command instant quiet, all play to be +suspended when it is heard. The most joyous play goes always with the +best discipline. Both children and adult players like strength and +decision in a teacher or leader. Indeed, they instinctively place +themselves under the leadership of the decided and dominant characters +among themselves. It has been the experience of the author that +discipline in schools is greatly helped by the playing of games, +partly because the privilege of play or its loss is one of the +strongest incentives to order at other times, but also because of the +happy outlet afforded for normal tendencies and the disciplinary +training of the games themselves.</p> + +<div class="sidenote">Playing values</div> + +<p>Get the playing values out of games. By this is meant, see that every +child gets as much opportunity as possible for participation in the +actual physical exercise of the game and in all the phases of play +that make him a successful, alert, resourceful player. The result of +this and the test of it will be the amount of interest and sport in +the games. <i>Do not make the games too serious. Get laughter and frolic +out of them.</i></p> + +<p>Encourage timid pupils to give dares and to take risks. No class of +players needs more sympathetic or tactful understanding and help from +a teacher than the timid. Such children often suffer greatly through +their shyness. They should first be brought into play in some form of +game that does not make them conspicuous; one, for instance, in which +they do what all the other players do, or merely take turns. Such +children should be encouraged by praise of their successful efforts, +and especial care should be taken not to call attention to their +failures.</p> + +<p>See that the selfish or most capable children do not have the lion's +share of the play; the opportunities should be equally distributed. It +is often necessary for a teacher to distinguish between +self-assertiveness, which is a natural phase of the development of<span class='pagenum'><a name="Page_30" id="Page_30">[30]</a></span> +the sense of individuality, or selfishness and "bullying," which are +exaggerated forms of the same tendency. Both may need repression and +guidance, but only the latter are reprehensible.</p> + +<p>Encourage each pupil to be alert to see when it is his turn and to be +quick in play. Every game should be a sense-training game, developing +power for quick perception of external stimuli and quick and expert +reaction to such stimuli.</p> + +<p>In chasing games, encourage interesting chases, the runner to take +unexpected turns and dodges, making capture difficult. The shortest +distance between two points for a chase often makes a dull game, +devoid of sport.</p> + +<p>Young players will need to be helped to use reason and judgment in +games, as to when to run risks of capture, how to attack the +opponent's weakest point, etc.</p> + +<p>Do not treat children as though they were made of glass and fear to +see them tumble down. Every child, boy or girl, ought to be able to +bear a few falls, knocks, and bruises. This is nature's way of +training a child to be more observant or agile. Besides, physical +hardihood is one of the best possible results from the playing of +games. Do not coddle a child who has received an injury. Cultivate a +stoic spirit. If it be a slight injury, have the child go on with his +play and he will soon forget it. If it require treatment of any sort, +take the player at once away from the playground or vicinity of the +other players and apply first-aid remedies until medical assistance +can be obtained.</p> + +<div class="sidenote">Team play</div> + +<p>Team play is one of the highest forms of play. The teacher should look +for the beginning of the tendency toward it as shown in a fondness for +the play of opposing groups, manifest from ten to twelve years of age. +This tendency should be encouraged and developed into more closely +organized types of team games. The greatest value of team play lies in +the coöperation of the players, all working together for a common end, +a player's thought and effort being to do what is best for his team +rather than to use his skill for individual glory.</p> + +<p><span class="sidenote">Enforcement of rules</span>The number and difficulty of rules and regulations governing a game go +through a steady increase as children grow older. The games for very +little children have practically no rules except the following of +turns in rotation. Later come such games as those<span class='pagenum'><a name="Page_31" id="Page_31">[31]</a></span> +in which a player's turn comes only on a given signal, and it is a +foul to start before this signal, as in relay races. Many other types +of rules appear as the games progress. These reach their culmination +in ball games where, amid the excitement of a game, a player must +exercise heedfulness and restraint in the method of playing upon a +ball, the range of movement allowed from a given base, and many other +points.</p> + +<p>A teacher should understand clearly that the inhibitive power of the +will necessary for the observation of rules is a slow and late +development, and that its training by means of rules is one of the +most important educational features in the use of games. (See +Introduction.) Players should therefore not be expected to take part +in a game that is much beyond their power in this regard. A teacher +should not announce a rule unless sure that it is reasonable to expect +the players to observe it. Having announced a rule, however, enforce +it to the full extent. To condone the infringement of a rule is +equivalent to a lie in its injury to the moral nature of a player. It +is a weak-willed teacher who does not enforce rules. Players will +respect far more a strict disciplinarian than a weak one. Every player +who infringes a rule should suffer the full penalty therefor. Only by +such means can there be trained the strength of will to avoid such +infringement in the future, for it should be repeated that such +infringements are not always the result of intentional cheating. They +indicate very often an undeveloped power of will, and the teacher +should be able to discriminate between the sneaking cowardice that +would win unfairly and mere lack of power. Both causes, however, +should lead to the same result of suffering the full penalty for any +infringement of rules.</p> + +<div class="sidenote">Honor</div> + +<p>Teach players to play to win—with all their might. But with this +cultivate a sense of honor. Have them realize that any victory not +earned strictly by their own merits or those of their team is a +disgrace rather than a cause for congratulation. No better opportunity +can ever be found for inculcating the knowledge that to be trusted is +far greater than to be praised. A player should scorn rewards not +based on merit, and should be led to feel that a defeat resulting from +an honest trial of strength is an honorable defeat; that the real +issue is as much concerned with the amount of effort put forth as with +the comparative <span class='pagenum'><a name="Page_32" id="Page_32">[32]</a></span>results of it measured with some other player. A +defeated player should be led to recognize and do honor to the prowess +of his adversary, and so to congratulate him honestly. A sense of +superior power should never degenerate into gloating over a defeated +adversary or into contempt for his weaker ability. Many thrilling +examples of honest mutual admiration between victor and vanquished may +be gleaned from the history of warfare, as when Grant handed back the +sword of surrender to Lee.</p> + +<p>In athletic games players should learn that to question or dispute the +decision of judges or other officials presiding over games is +thoroughly unsportsmanlike and a species of dishonor. Having once +placed themselves under officials, decisions must be accepted without +cavil at the time. The natural desire to learn how a decision was +reached in an athletic event must be held in check until the judges +have opportunity to announce fouls or other features of scoring that +determine the result. It should always be borne in mind, by both +players and coaches, that the officials, who are each concentrating on +some one feature of the play, know what happens far more accurately +than the general observer. It is also thoroughly unsportsmanlike, and +counts as a foul, disqualifying a player, if he receive directions or +coaching of any sort from an instructor during a game.</p> + +<p><b>FLOOR FORMATION.</b>—The terms "formation" and "floor formation" are +commonly used to designate the placing of players in the playground +and gymnasium in the lines, circles, groups, or opposing sides, +necessary for the starting of a game. To accomplish this disposition +of the players quickly and without confusion requires a clear +knowledge of methods on the part of the teacher. Some methods are here +offered, but before giving them in detail a word should be said of the +differing psychological effects of the various formations.</p> + +<p>The circle or ring formation has a pronounced tendency toward a spirit +of unity among players. Each player may see and become somewhat +acquainted with all other players in a group, in a way not practicable +in any other formation. Any one who has met strangers at a dinner +party or committee meeting gathered at a round table will comprehend +the significance of this. In the kindergarten, this principle is used +largely, each day's exercises<span class='pagenum'><a name="Page_33" id="Page_33">[33]</a></span> opening with the pupils in a circle. A +game in circle formation is therefore often one of the best means of +making acquainted players who are strangers to each other, and of +giving a sense of united interest to a heterogeneous group.</p> + +<p>The sense of being united in a common interest, or <i>esprit de corps</i>, +may be gained to some extent in some general forms of playground +activities such as marching. As children grow into the tendency to +enjoy group or team play, the competitive spirit becomes very strong, +and games in which the players work in competitive teams, as in relay +races, or in opposing sides, as in Bombardment, may serve the purpose +of continuous mutual interest. As a rule the competitive spirit is +strong in games in the line and group formations, and, indeed, is +usually the basis of such formations.</p> + +<p>For all formations pupils should be trained to move quickly. +Formations made from marching order may often be done on the +double-quick.</p> + +<p><b>RING FORMATION.</b>—For <b>small numbers</b> of players no formal procedure is +needed to get the players into a ring formation. For very little +children the teacher should simply stretch his or her own hands +sideways, taking a child by either hand to show what is wanted, and +telling the others to form a circle. All will naturally clasp hands in +the same way. Children should be urged to move quickly for such +formations. For some games the hands remain clasped. For others the +hands are dropped (unclasped) after the ring is formed. The distance +between players may be gauged by the stretch of the arms when the +hands are clasped, making the ring larger or smaller. With older +players the teacher's participation in the formation of the circle is +not necessary, the mere command to "Form circle!" being adequate.</p> + +<p>For <b>large numbers</b> the ring formation is best achieved from a line +standing in single file. The players should march or run, the leader +of the file describing a circle and joining hands with the rear player +of the file, all of the others joining hands similarly with their +neighbors.</p> + +<p><b>CONCENTRIC CIRCLES.</b>—Where players are to be placed in two circles, +one within the other, as in Three Deep, Zigzag Ball, or some of the +singing games for large numbers, players should<span class='pagenum'><a name="Page_34" id="Page_34">[34]</a></span> march in a column of +twos (two by two), and the leaders should describe a circle until the +ends meet. All then face inward.</p> + +<p>Another method of forming concentric circles is to form a single +circle, and have every alternate player step inwards. Or the players +may number off by twos, and those bearing the odd (or even) numbers +take one or two steps toward the center of the circle. All +numbering-off methods, however, are comparatively slow.</p> + +<p><b>OPPOSING TEAMS OR LINES.</b>—For assigning large numbers of players +quickly in opposing teams or lines, the following methods are among +the most orderly:—</p> + +<p>I. The players "fall in" for a march in single file. They march up the +center of the room or ground; the first player turns to the right and +the next to the left, and so on alternately, taking stations at the +sides of the ground; they are thus separated into two opposing groups, +those which turn to the right forming one group or team, and those to +the left another.</p> + +<p>This method is even quicker if players march in columns of twos or +fours, alternate ranks turning to alternate sides.</p> + +<p>II. Players may be required to march in columns of twos (two abreast), +halt, and those in one file of the column step to one side of the +playground instead of marching to the front and separating, as in I, +and those in the other file to the opposite side.</p> + +<p><i>Where an even division of running ability, or height for catching +balls, is necessary, players should be sized when lining up for either +of the above methods.</i></p> + +<p>III. When players in a gymnasium or playground have already been +numbered for gymnastic purposes, the odd numbers may be directed to +one end of the playground to form one team, and the even numbers to +the opposite end for the other team.</p> + +<p><b>GROUP FORMATIONS.</b>—To get players into many small groups, a division +may often best be made from the marching formations. Players may be +brought for this purpose into columns of four or more (marching four +abreast), halted, and each file in turn directed to some particular +location in the playground.</p> + +<p>Where time is not a consideration, or the number of players is +smaller, more deliberate methods of counting out, choosing sides, +etc., may be used, described in the chapter on "Counting out."</p> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_35" id="Page_35">[35]</a></span></p> +<h2>COUNTING-OUT; CHOOSING SIDES</h2> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_37" id="Page_37">[37]</a></span></p> +<h2>COUNTING-OUT; CHOOSING SIDES AND TURNS;<br />"WHO'S IT?"</h2> + + +<div class="blockquot"><p>Counting-out rhymes and other methods of choosing players for +games form one of the most interesting topics in the whole +study of children's games. Such rhymes and methods are found in +use all over the world and are prehistoric, having descended +like the great mass of children's games from the serious +practices of adults in the childhood of the race. Classic +literature has innumerable references to such customs, as where +in the <i>Iliad</i> the heroes cast lots in the cap of Atrides +Agamemnon to know who shall go forth to battle with Hector, or +choose by similar means their places in the funeral games for +Patroclus. Many instances of the use of these practices are +recorded in Scripture, including the famous one of the casting +of lots for the seamless garment. Much collecting and +investigating have been done as to these methods, several +collections of counting-out rhymes, covering hundreds of +examples, having been made in the interests of folklore, the +history of magic, etc. Such rhymes are found in Asia, Africa, +Europe, and America, not to mention the Sandwich Islands and +other places presenting primitive conditions. The largest +collection and most thorough study published in America was +that made by Mr. H. Carrington Bolton of the Smithsonian +Institute. These rhymes unquestionably originated in old +superstitions and rites, including incantations of the old +magicians and practices of divination by lot. The doggerel of +counting-out rhymes is often traceable to old Latin formulas +used for these purposes, a fact that shows the absurdity and +artificiality of purposely manufactured rhymes.</p></div> + +<p>In the majority of games it is necessary to assign various players to +their parts in some manner that shall be strictly impartial. Thus, one +player may have to be chosen to be "It"—that is, to take the +prominent, arduous, or often disadvantageous or disagreeable part; for +example, the part of "Black Tom" in the game of that name, the "blind +man" in blindfold games, etc. In many other games the players have to +determine who shall have the first turn, or the order of rotation in +which all shall play, as who shall be the first back in leapfrog, etc. +In still other games, such as Prisoners' Base, Black and White, and +many ball games, opposing<span class='pagenum'><a name="Page_38" id="Page_38">[38]</a></span> sides or teams have to be chosen. Some +games have their own distinctive methods of assigning parts, but in +most cases any method may be used. A few of the most popular, +practical, and useful methods are given here. (See also <i>Floor +Formations</i> in previous chapter.)</p> + +<p>For very little children, the teacher or leader should choose or +assign the players for the different parts, such as who shall be the +first cat or mouse in the game of "Kitty White," or who shall go into +the center in many of the singing games. This method is often used for +parlor games in children's parties by the hostess, though many other +methods may be used. For older players, the following methods will be +found helpful.</p> + +<p><b>COUNTING-OUT.</b>—This is a very popular method among children. One +player in the group, generally self-appointed, but sometimes chosen by +popular consent, does the "counting out." He repeats a rhyme or +jingle, touching one player on the chest for each accent of the +verses. He always begins with himself and then touches the first one +on his left, and so on around the circle or group in regular order. +Any player to whom falls the last word is "out"; that is, he is +eliminated from the succeeding counting and is not to be "It," +generally a matter for rejoicing. Such a player steps out of the group +at once. This counting is continued, the verses being repeated over +and over, until only two players are left, when the formula is again +gone over, the one to whom the last word falls being free, and the +remaining player "It." When a verse is not long enough to go around +the entire group, the player at his discretion may lengthen it by +adding "One, two, three,—out goes he!" (or she); or "O-U-T spells +out!"</p> + +<p>From many verses the following, without which no collection could well +make its appearance, are chosen as typical for the purpose:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Onery, twoery tickery tee,<br /></span> +<span class="i1">Hanibal, Crackible, turnablee.<br /></span> +<span class="i1">Whing, whang, muskadan,<br /></span> +<span class="i1">Striddledum, straddledum, twenty-one!"<br /></span> +</div></div> + +<p>The following counting-out rhyme is famous in literary annals<span class='pagenum'><a name="Page_39" id="Page_39">[39]</a></span> as +having been taught to Sir Walter Scott before his open fire by that +dainty little maiden, Marjorie Fleming:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Wonery, twoery, tickery seven;<br /></span> +<span class="i1">Alibi, crackaby, ten and eleven;<br /></span> +<span class="i1">Pin, pan, muskydan;<br /></span> +<span class="i1">Tweedle-um, twoddle-um,<br /></span> +<span class="i1">Twenty-wan; eeerie, ourie, owrie,<br /></span> +<span class="i1">You, are, out!"<br /></span> +</div></div> + +<p>The following are old and popular forms:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Enna, mena, mina, mo,<br /></span> +<span class="i1">Catch a nigger by the toe;<br /></span> +<span class="i1">If he hollers, let him go,<br /></span> +<span class="i1">Enna, mena, mina, mo!"<br /></span> +</div></div> + +<div class="poem"><div class="stanza"> +<span class="i0">"Monkey, monkey, bottle of beer;<br /></span> +<span class="i1">How many monkeys are there here?<br /></span> +<span class="i1">One, two, three, out goes he (or she!)"<br /></span> +</div></div> + +<div class="poem"><div class="stanza"> +<span class="i0">"Aina, maina, mona, mike,<br /></span> +<span class="i1">Bassalona, bona, strike;<br /></span> +<span class="i1">Hare, ware, frown, hack;<br /></span> +<span class="i1">Halico, balico, wee, wo, wy, whack!"<br /></span> +</div></div> + +<div class="poem"><div class="stanza"> +<span class="i0">"Little fishes in a brook,<br /></span> +<span class="i1">Father caught them with his hook.<br /></span> +<span class="i1">Mother fried them in a pan,<br /></span> +<span class="i1">Father ate them like a man."<br /></span> +</div></div> + +<p><b>HOLDERS.</b>—A favorite method of choosing players, especially with boys, +is that called "holders" or "hand holders." When a group of boys +decides to play a game, one suddenly shouts, "Picker up!" picks up a +pebble and hands it to another boy. The one who picks it up is called +the stone picker, and is "out" to start with; that is, he does not +have to take part in the guessing of hands which follows.</p> + +<div class="blockquot"><p>Mr. Beard, who has recorded from observation this method of +choosing players, gives an additional point which the writer +has not happened upon. He says that the first player has +scarcely shouted "Picker up!" before another cries +"Wipe-'er-off!" and a third, "Stone holder!" "Picker-up hands +the stone to Wipe-'er-off. Picker-up is then free. Wipe-'er-off +makes a great show of wiping the stone off on his trouser leg, +and hands it to Stone-holder. Wipe-'er-off is then free, and +Stone-holder puts his hands behind him," etc. This preliminary +of handing the stone is often omitted, especially where a large +group is to play, as the first holder of the stone has in a +large group a good chance to go "out" as the guessing proceeds.</p></div> + +<p>The person who holds the stone (a coin, button, or any small object +may be used) places his hands behind his back so that the other +players may not know in which hand he disposes the stone<span class='pagenum'><a name="Page_40" id="Page_40">[40]</a></span> and then +holds his closed fists out in front of him, with the backs of the +hands (knuckles) upward. The first player on his left steps forward +and touches the hand in which he thinks there is no stone. The holder +opens that hand; if the guess has been correct, the guesser is "out" +and the holder must go through the same performance with the next +guesser. Should the one who guesses touch the hand which holds the +stone instead of the empty hand, then he must become holder, taking +the stone and going through the same play with it, the holder from +whom he took it being "out." In other words, the object of the +guessing is to choose the hand which is empty, a successful guess +putting the guesser out, a wrong guess making him the next holder and +putting the preceding holder out.</p> + +<p><b>DRAWING CUTS.</b>—In this method of choosing players, a blade of grass or +hay or a slip of paper is provided for each player in the group. These +should all be cut of approximately the same length, with the exception +of one which should be quite short. One player, the holder, holds +these in a bunch in one hand, first getting even all of the ends that +are to show. The other ends are concealed in the hand, so that it is +impossible, by looking at the extended ends, to tell which is the +short piece. Each player in the group then draws one of the slips or +pieces, the one who gets the short piece being "It."</p> + +<p>If desired, the slips may be put in a hat or box, the players drawing +without looking in. This method is quite suitable for parlor games, +where it is much used.</p> + +<p><b>TOSS-UP.</b>—The toss-up is a very simple and popular method of choosing +players. It consists in tossing a coin in the air and allowing it to +land on the ground, to see which side will fall uppermost, each player +having previously chosen a side, or, in other words, taken his chance +on that side landing upward. Generally a coin is used, but a stone +will do as a substitute, one side being marked. Shells may also be +used, the throw to be determined by the light or dark side or the +convex or concave side falling upward. The method of tossing is the +same for any of these articles. One player tosses the coin in the air, +the players having chosen "heads" or "tails"; the side of the coin +having the date on it is called "heads," the other side "tails." The +side wins which<span class='pagenum'><a name="Page_41" id="Page_41">[41]</a></span> falls uppermost. If a coin or shell does not lie flat +on the ground, but rests edgewise, the toss does not count. When this +method is used by a group of players, each player is considered out +who makes a lucky guess. Any player who guesses the wrong side takes +the next turn for tossing the coin. Sometimes it is required that the +choice (of heads or tails) shall be made while the coin is in the air, +probably to avoid any juggling on the part of the tosser.</p> + +<p><b>RACING; LAST OVER; ETC.</b>—A popular method of determining who shall be +"It" for a game is for the players to race to a certain point, the +last one to reach it being "It." Or one of a group of players deciding +on a game may say "Last over the fence!" when all climb or vault over +a fence, the last one over being "It." In the gymnasium this method is +sometimes used when the players are grouped in the center of the +floor. Upon hearing the shout "Last over!" they all scatter and jump +over any available piece of apparatus, bars, horse, etc., the last one +to vault being "It."</p> + +<p>The Wabanaki Indians use an interesting method, combining counting-out +and racing. The players being gathered in a group, each player puts +out two fingers, resting them on the ground, a stone, or any +convenient place. A counting-out rhyme is then used, one finger being +touched for each accent. A finger is doubled under whenever a verse +ends on it, until only three fingers are left. The owners, whether +they be two or three players, immediately start on a run, the counter +chasing them. The one caught is "It."</p> + +<p>Some games have each their own distinctive method of choosing players, +as in Duck on a Rock. These methods are described with the games +wherever they have been obtainable.</p> + +<p><b>CHOOSING SIDES.</b>—For many games the players are divided into two +opposing groups or teams. When there is no special leader or captain +for each group, some of the above methods of counting-out or choosing +are used for assigning players to one side or the other. In most +games, however, where there are opposing groups, a captain or leader +is first selected. This part sometimes goes to the person who first +shouts for it, but it is more usual for the players to choose +captains, as special qualities are generally needed in persons in that +position, and even young children are glad to place<span class='pagenum'><a name="Page_42" id="Page_42">[42]</a></span> themselves under +strong leadership. Captains or leaders, however, may be chosen by any +of the previously mentioned methods, or they may be selected by a +teacher or leader.</p> + +<p>Two captains or leaders having been chosen, each chooses his own +players, the choice being made alternately one at a time, the first +captain selected generally having first choice. A good captain will +select his players for the playing qualities needed in the particular +game to be played. These qualities will vary in different games, and +different players may be chosen for excellence in one particular +direction, such as swift running, agile dodging, boldness in giving +dares and taking risks; in ball games, skill in catching or throwing, +or other forms of play; and in all games, the ability to "play fair," +and to coöperate generously and with good temper. A player may be +unskillful, and yet very valuable as a general helper if he possesses +the qualities for coöperation. The unpopular player is nearly always a +selfish person, one who disregards rules or tries to win unfairly. +Aside from the general contempt engendered by such qualities, a player +having them is undesirable because he gets his side into disputes or +runs a greater risk of increasing the opponent's score with fouls.</p> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_43" id="Page_43">[43]</a></span></p> +<h2>MISCELLANEOUS ACTIVE GAMES</h2> + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_45" id="Page_45">[45]</a></span></p> +<h2>MISCELLANEOUS ACTIVE GAMES</h2> + +<hr class="quarter" /> +<div class="figcenter" style="width: 602px;"> +<img src="images/plate002.jpg" width="602" height="400" alt="plate: Children in gymnasium doing a relay race" title="" /> +<span class="caption">ALL-UP RELAY RACE</span> +</div> +<hr class="quarter" /> + +<h3>ALL UP RELAY</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>The players are divided into two or more groups of like numbers which +compete against each other. The different groups line up in single +file behind a starting line drawn on the ground. Directly in front of +each team, at the opposite end of the running space (which should be +from twenty to fifty feet long), are drawn two circles, each three +feet in diameter, and placed side by side, with rims touching. In one +of the circles of each pair three Indian clubs are placed.</p> + +<p>On a signal, number one of each file runs forward and with one hand +only, changes the clubs from one circle to the other. Each club must +be made to stand, and none must touch the outline of the circle. As +soon as each player finishes this, he runs back to his file, touches +the next player on the hand, and passes off, back of the line. The +second player should be waiting for this "touch-off" with toe on the +starting line and hand outstretched.</p> + +<p>This second player, on receiving the touch-off, runs forward to the +circles and changes the clubs from the second ring back to the first, +observing the same rules of procedure. Each player, in turn does this, +the file winning whose last player is first to dash over the starting +line on his return.</p> + +<div class="blockquot"><p>This is a very popular game for athletic contests, especially +for younger girls. When used in this way, an especially careful +observation should be kept for fouls by official judges. One +foul is scored against a team for (<i>a</i>) each time a runner +starts over the line without the "touch-off"; (<i>b</i>) each time +both hands are in play at once in changing the clubs; (<i>c</i>) +each club that is not replaced after falling; (<i>d</i>) each club +that is left standing anywhere but within the circle for which +it was intended. When played thus, according to strict athletic +rules, the teams win in the order of finishing plus the +smallest score on<span class='pagenum'><a name="Page_46" id="Page_46">[46]</a></span> fouls. Thus, if team A finishes first with +six fouls, team B finishes second with four fouls, and team C +finishes third with no fouls, team C wins, being given first +place, team B second place, and team A third place.</p></div> + + +<div class='center'> +<table border="0" cellpadding="4" cellspacing="0" width="80%" summary="Order of Finishing"> +<tr> + <td align='center'>Teams</td> + <td align='center'>Order of Finishing</td> + <td align='center'>Number of Fouls</td> + <td align='center'>Order of Winning</td> +</tr> +<tr> + <td align='center'>A</td> + <td align='center'>1</td> + <td align='center'>6</td> + <td align='center'>3</td> +</tr> +<tr> + <td align='center'>B</td> + <td align='center'>2</td> + <td align='center'>4</td> + <td align='center'>2</td> +</tr> +<tr> + <td align='center'>C</td> + <td align='center'>3</td> + <td align='center'>0</td> + <td align='center'>1</td> +</tr> +</table> +</div> + + + +<h3>ANIMAL BLIND MAN'S BUFF</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; gymnasium; playground.</i></p> + +<p>One player is blindfolded and stands in the center of a circle with a +wand, stick, or cane in his hand. The other players dance around him +in circle until he taps three times on the floor with his cane, when +they must stand still. The blind man thereupon points his cane at some +player, who must take the opposite end of the cane in his hand. The +blind man then commands him to make a noise like some animal, such as +a cat, dog, cow, sheep, lion, donkey, duck, parrot. From this the +blind man tries to guess the name of the player. If the guess be +correct, they change places. If wrong, the game is repeated with the +same blind man.</p> + +<p>The players should try to disguise their natural tones as much as +possible when imitating the animals, and much sport may be had through +the imitation. Players may also disguise their height, to deceive the +blind man, by bending their knees to seem shorter or rising on toes to +seem taller.</p> + +<p>Where there are thirty or more players, two blind men should be placed +in the center.</p> + +<div class="blockquot"><p>There is much sport in this game for either children or adults +or both together. The author has known it to be the occasion +for great merriment under all three circumstances.</p></div> + + + +<h3>ANIMAL CHASE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>Two pens are marked off in distant corners of the playground. One +player, called the chaser, stands at one side of one of these<span class='pagenum'><a name="Page_47" id="Page_47">[47]</a></span> pens. +The other players stand within the pen that is nearest the chaser. All +of the players in the pen are named for different animals, there being +several players of each kind. Thus there may be a considerable number +each of bears, deer, foxes, etc. The chaser calls the name of any +animal he chooses as a signal for the players to run. For instance, he +may call "Bears!" whereupon all of the players who represent bears +must run across to the other pen, the chaser trying to catch them.</p> + +<p>Any player caught before reaching the opposite pen changes places with +the chaser.</p> + +<div class="blockquot"><p>The particular point of difference between this and some other +similar chasing games is that the chaser may not know just +which of the players in the pen will start out in response to +the name of the animal that he calls.</p></div> + + + +<h3>ARROW CHASE</h3> + + +<p><i>8 to 16 players.</i></p> + +<p><i>Out of doors.</i></p> + +<p>This game is especially adapted to surroundings where a very devious +chase may be given, with many opportunities for the runners to go out +of sight, double back on their course, etc., as in a village.</p> + +<p>The players are divided into two parties. One of these parties, each +member having a piece of chalk, starts out on a run over any route +chosen by their leader. Every ten feet the runners must chalk a small +arrow somewhere along their path, the object of the hunting party +being to overtake these runners, discovering their course by the +arrows. No attempt is made to get back to a goal, as in many other +games of chase.</p> + +<p>The hunting party at the starting place counts two thousand to give +the runners a full start, and then pursues them. The runners will use +all possible finesse in making it difficult to find their arrows, +although it is a rule of the game that the arrow must be in plain +sight, though not necessarily from the point of view of the course +taken. It may be marked on the farther side of a post, stone, etc., or +at a considerable height, or near the ground, but never under a ledge +or where it might not be seen plainly by any one standing in front of +it.</p> + +<p><span class='pagenum'><a name="Page_48" id="Page_48">[48]</a></span></p><p>The runners will naturally take a course that will eventually bring +them back to the starting point, the chasers, however, trying to +overtake them before they can accomplish this.</p> + + + +<h3>AUTOMOBILE RACE</h3> + + +<p><i>20 to 30 players at once.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>This schoolroom game is played with most of the class sitting, being a +relay race between alternate rows. The first child in each alternate +row, at a signal from the teacher, leaves his seat on the right side, +runs forward around his seat and then to the rear, completely +encircling his row of seats, until his own is again reached. As soon +as he is seated, the child next behind him encircles the row of seats, +starting to the front on the right side and running to the rear on the +left side. This continues until the last child has encircled the row +and regained his seat. The row wins whose last player is first seated. +The remaining alternate rows then play, and lastly the two winning +rows may compete for the championship.</p> + +<p>The interest may be increased by calling the race an international +one, the teacher providing small flags of different nations, or the +children may cut and paint these of paper. The first child in each row +chooses the country he will represent by the selection of a flag at +the beginning of the game. This he places on the rear desk, and it is +held aloft by the last player when he regains his seat, indicating +that his country has come in first, second, etc., in the automobile +race.</p> + + + +<h3>BARLEY BREAK</h3> + + +<p><i>6 to 18 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>A long, narrow strip of ground is needed for this game, divided into +three spaces measuring from ten to fifty feet square. The central one +of these three spaces is called the barley field. In each of the three +stands a couple of players (or more, as hereinafter described). The +couple in the center is obliged to link arms; therefore the center +place is the most difficult and considered disadvantageous. <span class='pagenum'><a name="Page_49" id="Page_49">[49]</a></span>The +couples in the other spaces advance, singly or together, into the +barley field, trampling the barley by dancing around the field as much +as they can without being caught. These couples need not link arms. +When one of these is caught, he must remain inactive in the barley +field until his partner is also caught. The couple owning the barley +field may not step beyond its limits, nor may the couple being sought +take refuge in the field opposite to their own. When the two are +caught, they become warders of the barley field, changing places with +the previous couple, and any others who have been caught return to +their own fields. The game is made interesting by not confining the +effort to catching two members of the same couple in succession. Both +couples in the adjoining fields should venture far into the barley, +taunting the couple who have linked arms by calling "Barley break!" +These, in turn, will assist their object by making feints at catching +one player and turning suddenly in the opposite direction for another.</p> + +<p>The number of players may be increased by putting three couples in the +center (barley field) and two or three couples at each end.</p> + +<div class="blockquot"><p>This game is centuries old and used to be played at harvest +time around the stacks in the cornfields.</p></div> + + + +<h3>BASTE THE BEAR</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; parlor.</i></p> + +<p>One player is chosen to be bear, and sits in the center on a stool. +The bear chooses a second player to be his keeper. The keeper stands +by the bear, each of them holding an end of a short rope about two +feet in length and knotted at either end to give a firm hold. The rest +of the players stand around in a circle inclosing these two. The +object of the players is to tag (baste or buffet) the bear, without +themselves being tagged by the bear or his keeper. The players may +only attack the bear when the keeper calls "My bear is free!" Should a +player strike at the bear before the keeper says this, they change +places, the striker becomes bear, the former bear becomes the keeper, +and the keeper returns to the ring. The keeper does his best to +protect his bear by dodging around him on all sides to prevent the +attacks of the players who dodge in from the<span class='pagenum'><a name="Page_50" id="Page_50">[50]</a></span> circle to hit him. +Should the keeper or bear tag any player, the same exchange is made; +that is, the player tagged becomes bear, the former bear the keeper, +and the keeper returns to the ring.</p> + +<p>Should a rope not be conveniently at hand, the game may be played in +any of the three following ways: (1) by the bear and his keeper +clasping hands; (2) a circle may be drawn around the bear beyond which +the keeper may not go; (3) the keeper may be subjected to the general +rule of not going more than two steps away from the bear in any +direction.</p> + +<p>Where there are more than thirty players, two or more rings should be +formed, each having its own bear and keeper.</p> + +<div class="blockquot"><p>This is an old game, popular in many countries. It contains +excellent sport, with opportunity for daring, narrow escapes, +and much laughter.</p></div> + + + +<h3>BEAR IN THE PIT</h3> + + +<p><i>10 to 30 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>A bear pit is formed by the players joining hands in a circle with one +in the center as the bear. The bear tries to get out by breaking apart +the bars (clasped hands), or by going over or under these barriers. +Should he escape, all of the other players give chase, the one +catching him becoming bear.</p> + +<p>This is a favorite game with boys, and is not so rough a game as Bull +in the Ring, the means of escape for the bear being more varied. He +can exercise considerable stratagem by appearing to break through the +bars in one place, and suddenly turning and crawling under another, +etc.</p> + + + +<h3>BEND AND STRETCH RELAY</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>This game consists in a sideways passing of two bean bags and two +dumb-bells alternately. This amount of apparatus should be placed on +the floor in the outer aisle beside each player in one of the outside +rows, say that to the left of the pupils.</p> + +<p><span class='pagenum'><a name="Page_51" id="Page_51">[51]</a></span></p><p>On the command "Go!" each player in this first row picks up a +dumb-bell, raises it overhead, and there passes it to his own right +hand, which is then extended sideways at shoulder level, where the +next player takes it. The dumb-bells are passed across the room in +this manner, each player stretching his arms high overhead, when he +passes the bell from his left to his right hand. The last player who +receives the bell places it on the floor beside him in the outer +aisle.</p> + +<p>As soon as the first player has passed the first dumb-bell, he picks +up a bean bag by bending down to the left, then straightens upward, +passes the bag over his head to his own right hand, and then bends +deeply to the right and places the bean bag on the floor at his right +side. He immediately straightens to an erect position, when the next +player bends, takes up the bag, passes it over his head, and bends to +place it on the floor at his right side.</p> + +<p>As soon as he has disposed of the first bean bag, the leader of each +line reaches for the second dumb-bell. This time the bell is passed +simply from hand to hand in front of the body instead of overhead.</p> + +<p>As soon as the second bell has left his hand, the leader of each line +picks up the second bean bag, which is the last piece of apparatus to +be passed. The passing of the second bean bag is different from that +of the first. The pupils face sideways to the left, their feet resting +in the aisle, and drop the bag behind them to the floor with both +hands, at the same time bending slightly backward. The next player +bends forward, picks up the bag with both hands, and then leans +backward, with his hands stretched high overhead, and drops the bag in +his turn in the aisle behind him. The line wins whose last player +first receives the second bean bag. The player in the last line +receiving this bean bag should stand instantly and hold the bean bag +high overhead, the winning line being selected by this signal.</p> + +<div class="blockquot"><p>This game was originated by Mr. Joseph Cermak, of Chicago, and +submitted in a competition for schoolroom games conducted by +the Girls' Branch of the Public Schools Athletic League of New +York City, in 1906. This game was one that received honorable +mention, and is here published by the kind permission of the +author, and of the Girls' Branch, and of Messrs. A. G. Spalding +& Brothers, publishers of the handbook in which the game first +appeared.</p></div> +<p><span class='pagenum'><a name="Page_52" id="Page_52">[52]</a></span></p> + + +<h3>BIRD CATCHER</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom; playground.</i></p> + +<p>Two opposite corners are marked off at one end of the ground or room, +the one to serve as a nest for the birds and the other as a cage. A +mother bird is chosen, who takes her place in the nest. Two other +players take the part of bird catchers and stand midway between nest +and cage. If played in the schoolroom, the remaining players sit in +their seats; if in a playground, they stand beyond a line at the +farther end of the ground which is called the forest. All of these +players should be named for birds, several players taking the name of +each bird. The naming of the players will be facilitated by doing it +in groups. If in the class room, each row may choose its name, after +which the players should all change places, so that all of the robins +or orioles will not fly from the same locality.</p> + +<p>The teacher calls the name of a bird, whereupon all of the players who +bear that name run from the forest to the nest, but the bird catchers +try to intercept them. Should a bird be caught by the bird catcher, it +is put in the cage, but a bird is safe from the bird catchers if it +once reaches the nest and the mother bird. The players should be +taught to make the chase interesting by dodging in various directions, +instead of running in a simple, straight line for the nest.</p> + +<p>The distance of the bird catchers from the nest may be determined with +a little experience, it being necessary to place a handicap upon them +to avoid the too easy capture of the birds.</p> + + + +<h3>BLACK AND WHITE</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Gymnasium; playground; parlor; schoolroom.</i></p> + +<p>One player is chosen as leader, the rest being divided into two equal +parties. Each player in one party should tie a handkerchief on the +left arm to indicate that he belongs to the Whites; those in the other +division are called the Blacks. The players stand<span class='pagenum'><a name="Page_53" id="Page_53">[53]</a></span> around the ground +promiscuously, the Whites and Blacks being mingled indiscriminately.</p> + +<p>The leader is provided with a flat disk which is white on one side and +black on the other, and preferably hung on a short string to +facilitate twirling the disk. He stands on a stool at one side or end +and twirls this disk, stopping it with one side only visible to the +players. If the white side should be visible, the party known as the +Whites may tag any of their opponents who are standing upright. The +Blacks should therefore drop instantly to the floor, as in Stoop Tag. +Should the black side of the disk be shown, the party of Blacks may +tag the Whites. Any player tagged drops out of the game. The party +wins which puts out in this way all of its opponents. The leader +should keep the action of the game rapid by twirling the disk very +frequently.</p> + +<div class="blockquot"><p>This is an excellent game for keeping players alert, and may be +the source of much merriment.</p></div> + + + +<h3>BLACKBOARD RELAY</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<div class="blockquot"><p>As here explained, this game is adapted to grammar (sentence +construction, and punctuation). It may be made to correlate +with almost any school subject, as explained.</p></div> + +<p>The class is seated with an even number of pupils in each row. A piece +of crayon is given to the last players in each row, all of whom at a +given signal run forward and write on the blackboard at the front of +the room a word suitable to begin a sentence. Upon finishing the word +each player returns at once to his seat, handing the crayon as he does +so to the player next in front of him. This second player at once runs +forward and writes one word after the first one, to which it must bear +a suitable relation. In this way each player in the row adds to the +sentence being written by his own row, the last player being required +to write a word that shall complete the sentence, and to add +punctuation marks.</p> + +<p>The points scored are 25 for speed (the first row to finish scoring +the maximum, and the others proportionately in the order of +finishing), 25 for spelling, 25 for writing, and 25 for grammatical<span class='pagenum'><a name="Page_54" id="Page_54">[54]</a></span> +construction, capitals, and punctuation. The row wins which scores the +highest number of points.</p> + +<div class="blockquot"><p>The following modes of correlation are suggested for this +game:—</p> + +<p><b>Arithmetic.</b>—Each relay of pupils writes and solves on the +blackboard a problem dictated by the teacher just before the +signal to leave their seats. The line wins which has the +largest number of problems correct. Multiplication tables may +also be written, one step for each pupil.</p> + +<p><b>English</b> grammar or punctuation, as explained previously; +spelling, the teacher announcing the word for each relay as +they leave their seats; authors, each pupil to write the name +of an author belonging to a certain period or country; each +pupil to write the name of some poem, play, story, essay, or +book by an author whose name is given at the outset of the +game; or the names of characters from a given literary work or +author; or the next line or passage from a memorized selection.</p> + +<p><b>Geography.</b>—The names of mountain ranges, rivers, capital +cities, boundaries, products.</p> + +<p><b>History.</b>—The names (related to a given period if desired) of +famous men—statesmen, military men, writers, artists, +musicians; of battles, discoveries, etc.</p></div> + + + +<h3>BLACK TOM</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>Two parallel lines are drawn on the ground with a space of from thirty +to fifty feet between them. All of the players except one stand beyond +one of these lines. In the middle territory between the lines the one +player who is chosen to be It takes his place, and cries "Black Tom! +Black Tom! Black Tom!" repeating the words three times as here given; +whereupon the other players must all rush across to the opposite line, +being chased by the center player, who catches any that he may. Any +one so caught joins him thereafter in chasing the others.</p> + +<p>The particular characteristic of this game lies in the fact that the +center player, instead of saying "Black Tom," may trick or tantalize +the runners by crying out "Yellow Tom," or "Blue Tom," or "Red Tom," +or anything else that he chooses. Any player who starts to run upon +such a false alarm is considered captive and must join the players in +the center. This is also true for any player who starts before the +third repetition of "Black Tom."</p> + +<p>Another way of giving a false alarm is for any one of the center<span class='pagenum'><a name="Page_55" id="Page_55">[55]</a></span> +players except the original It to give the signal for running. Any +runner starting in response to such a signal from any of the chasers, +except the original It, thereby becomes captive and must join the +players in the center.</p> + +<p>The first one to be caught is center player, or It, for the next game.</p> + +<div class="blockquot"><p>The game as here given is played in Brooklyn, N.Y. The same +game is played in the South under the title of "Ham, ham, +chicken, ham, bacon!" the word "bacon" being the signal for the +run, any player starting without hearing it having to join the +center players.</p></div> + + + +<h3>BLIND BELL</h3> + + +<p><i>5 to 100 players.</i></p> + +<p><i>Parlor; gymnasium; playground.</i></p> + +<p>All the players but one are blindfolded and scatter promiscuously. The +one who is not blindfolded carries a bell loosely in one hand, so that +it will ring with every step. If desired, this bell may be hung around +the neck on a string or ribbon. The blindfolded players try to catch +the one with the bell, who will have to use considerable alertness to +keep out of the way. Whoever catches the bellman changes places with +him.</p> + +<div class="blockquot"><p>Where there are over twenty players, there should be two or +more bellmen. This is a capital game for an indoor party.</p></div> + + + +<h3>BLIND MAN'S BUFF</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; gymnasium; playground.</i></p> + +<p>One player is chosen to be blindfolded and stands in the center. The +other players join hands and circle around him until the blind man +claps his hands three times, whereupon the circle stops moving and the +blind man points toward the circle. The player at whom he points must +at once step into the circle, and the blind man tries to catch him, +and when caught must guess who the player is. If the guess be correct, +they change places. If not correct, or if the blind man has pointed at +an empty space instead of at a player, the circle continues and the +game is repeated. The player who is<span class='pagenum'><a name="Page_56" id="Page_56">[56]</a></span> called into the circle will +naturally try, by noiseless stepping, dodging, etc., to give the blind +man some difficulty in catching him, but when once caught must submit +without struggle to examination for identification.</p> + +<div class="blockquot"><p>This is one of the oldest recorded games and is found in +practically all countries. The ancient Greeks called it "Brazen +Fly."</p></div> + + + +<h3>BODY GUARD</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>A small space is marked off at one end of the ground as a "home" or +goal. One player is chosen to be the Panjandrum, an important +personage requiring a body guard. Two other players are chosen to be +the guard. The game starts with these three players in the home ground +and the balance of the players at large. The three issue forth, with +the two players who act as body guard clasping each other by the hand +and preceding the Panjandrum as a shield. The object of the game is +for the players at large to touch or tantalize the Panjandrum without +being tagged by his guard.</p> + +<p>The guard will shift around their charge to avoid these attacks, and +the Panjandrum himself may evade them by moving around his guard. +Whenever a guard succeeds in tagging a player, the Panjandrum and his +guards return at once to the home; whereupon the player tagged changes +places with the Panjandrum, and the game goes on as before.</p> + + + +<h3>BULL IN THE RING</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>All but one of the players stand in a circle with hands firmly +clasped. The odd player stands in the center and is the bull. The bull +tries to break through the ring by parting the hands of any of the +players. If he breaks through, the two players whose hands he parted +immediately give chase to him, and the one catching him becomes the +bull.</p> + +<div class="blockquot"><p>This is a very rough game.</p></div> +<p><span class='pagenum'><a name="Page_57" id="Page_57">[57]</a></span></p> + + +<h3>BUNCH OF IVY</h3> + + +<p><i>20 to 60 or more players.</i></p> + +<p><i>Parlor; gymnasium; playground.</i></p> + +<p>The players in pairs form a ring. The inner player of each couple +kneels. The outer player of each couple holds the upraised hand of the +kneeling partner and circles around her, asking the following +questions. The partners reply as indicated, mentioning each time one +hour later by the clock, until six o'clock has been reached.</p> + +<p>"What time does the king come home?"</p> + +<p>"One o'clock in the afternoon."</p> + +<p>"What has he in his hand?"</p> + +<p>"A bunch of ivy."</p> + +<p>This dialogue and the accompanying movement of the players should be +rhythmic and spirited in time. As the kneeling players say "A bunch of +ivy," they begin clapping their hands in the same rapid time; +whereupon the outer players run around the entire ring to the right +until each player has returned to her partner, once for one o'clock, +twice for two o'clock, etc., until six o'clock has been reached. The +players change places each time after this series of circling, the +outer players kneeling, and those who formerly knelt, standing. The +time of both the dialogue and the running should be rapid to keep the +game spirited. The larger the circle that may be described around each +kneeling player by the partner the better.</p> + + + +<h3>BUNG THE BUCKET</h3> + + +<p><i>10 to 30 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is a game of leapfrog. The players are divided into two parties. +Half of them form one continuous "back," on which the other half jump, +one at a time, until all are seated. The players who form the "back" +stand one behind another, the first player resting his head against +the stomach of one who stands upright, backed by a wall or fence. Each +player in turn grasps the coat<span class='pagenum'><a name="Page_58" id="Page_58">[58]</a></span> tail or waist of, and rests his head +or shoulder against, the player next in front. They should thus make +one long, even, and solid "back" or row of backs. These are called the +buckets. The other players are called the bungs, and stand at some +little distance to get a run for the leap. They will naturally select +their best leaper as the first of their line, as he may not move +forward after he has once landed on the backs, and it is desirable +that he should leave as much space behind him as possible for the +others to sit. None of the players may move forward after once landing +on the backs. If all of the bungs succeed in seating themselves +without any break occurring among the buckets, it counts one in favor +of the buckets. When such a breakdown occurs, the two parties change +places, the bungs taking the place of the buckets; otherwise the game +is repeated with the same bungs and buckets. The party wins which has +the highest score to its credit at the end.</p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 603px;"> +<img src="images/plate003.jpg" width="603" height="400" alt="plate: BUYING A LOCK game" title="" /> +<span class="caption">BUYING A LOCK</span> +<br /> +<span class="small"><i>Reprinted from Dr. Isaac T. Headland's "The Chinese Boy and Girl," by +kind permission of Messrs. Fleming H. Revell & Co.</i> +</span> +</div> +<hr class="quarter" /> + + + +<h3>BUYING A LOCK</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; schoolroom.</i></p> + +<div class="poem"><div class="stanza"> +<span class="i0">Oh, here we all go to buy us a lock;<br /></span> +<span class="i2">What kind of a lock shall it be?<br /></span> +<span class="i0">We'll buy a broom handle; if that will not do,<br /></span> +<span class="i2">With a poker we'll try it alone.<br /></span> +<span class="i0">But if neither the broom nor the poker will do,<br /></span> +<span class="i2">We'll open it then with a stone.<br /></span> +</div></div> + +<p>This game is suitable for very little children. They stand in a long +line or rank side by side, holding hands. While repeating the verse, +one end of the line winds in under the raised arms of the last two +players at the opposite end, but instead of passing entirely through, +as in many other winding games, the player next to the last only turns +far enough to face in three quarters of a circle, or so that the +players will eventually, when all have so turned, be brought into +single file, one standing behind the other. In this position the arms +are dropped over the shoulder, so that the player's own left arm +crosses his chest with the clasped hands (his own left and his +neighbor's right) resting on his right shoulder. Each<span class='pagenum'><a name="Page_59" id="Page_59">[59]</a></span> player should +clasp his neighbor's hands at the start, so that the palm of his own +left hand faces forward and the palm of his own right hand faces +backward.</p> + +<p>When the whole line has been "locked" in this way, the players unwind +in reverse order, still repeating the verse.</p> + +<p>When players are familiar with the winding and unwinding process, the +game may be played in circle formation instead of line formation; that +is, it will start with all of the players facing inward as they clasp +hands to form a circle, and the locking or winding will bring them +facing in single file around the circle.</p> + +<div class="blockquot"><p>This is a favorite game with little girls in China, and is here +given with the kind permission of Dr. Isaac T. Headland and +Messrs. Fleming H. Revell & Co., from the book entitled "The +Chinese Boy and Girl."</p></div> + + + +<h3>CAT AND MICE</h3> + + +<p><i>5 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>One player is chosen to be cat, and hides behind or under the +teacher's desk. After the cat is hidden, the teacher beckons to five +or six other players, who creep softly up to the desk, and when all +are assembled, scratch on it with their fingers, to represent the +nibbling of mice. As soon as the cat hears this, she scrambles out +from under the desk and gives chase to the mice, who may save +themselves only by getting back to their holes (seats). If a mouse be +caught, the cat changes places with him for the next round of the +game. If no mouse be caught, the same cat may continue, or the teacher +may choose another at her discretion.</p> + +<p>A different set of mice should be chosen each time, so as to give all +of the players an opportunity to join in the game.</p> + +<div class="blockquot"><p>This is a favorite schoolroom game for little children. They +should be taught to add sport to the play by giving the cat +quite a chase before returning to their seats, instead of +seeking safety in the shortest and most direct way.</p></div> +<p><span class='pagenum'><a name="Page_60" id="Page_60">[60]</a></span></p> + + + +<h3>CAT AND RAT</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; parlor.</i></p> + +<p>One player is chosen for cat and one for rat. The others all form a +circle with clasped hands. The cat stands outside of the circle and +the rat inside. The game opens with a conversation between the cat and +rat.</p> + +<p>The cat says:—</p> + +<p>"I am the cat."</p> + +<p>The rat says:—</p> + +<p>"I am the rat."</p> + +<p>"I will catch you!"</p> + +<p>"You can't!"</p> + +<p>This last defiance is a signal for a chase. The cat tries to get into +the circle, and the rat tries to evade him. Both may run in and out of +the circle, but the players will assist the rat by raising their hands +to let him run under, and they will try to foil the efforts of the cat +by preventing his breaking through the circle, either inward or +outward.</p> + +<p>When the rat is caught, he joins the circle and the cat becomes rat, a +new cat being chosen from the circle players.</p> + +<div class="blockquot"><p>This game is a great favorite with young children, and though +very similar in its general form to Bull in the Ring, the +slight difference of the circle assisting the rat and hindering +the cat makes a great difference in the playing qualities of +the game, rendering it much less rough than Bull in the Ring.</p></div> + +<hr class="quarter" /> +<div class="figcenter" style="width: 624px;"> +<img src="images/plate004.jpg" width="624" height="400" alt="plate: Students playing CATCH-AND-PULL TUG OF WAR" title="" /> +<span class="caption">CATCH-AND-PULL TUG OF WAR; A HIGH SCHOOL FRESHMAN +CLASS</span> +</div> +<hr class="quarter" /> + + + +<h3>CATCH AND PULL TUG OF WAR</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Gymnasium; playground.</i></p> + +<p>Any number of players may engage in this contest, which is one of the +best for a large number, containing as it does both excellent sport +and vigorous exercise.</p> + +<p>A line is drawn down the middle of the playing space. The players are +divided into two parties and stand one party on either side of the +line. The game starts on a signal and consists in catching hold of an +opponent by any part of his body, as hand, arm, or<span class='pagenum'><a name="Page_61" id="Page_61">[61]</a></span> foot, reaching +over the line and so pulling him across the boundary. Any number of +players may try to secure a hold on an opponent and any number may +come to his rescue and try to resist his being pulled over the line, +either by pulling him in the opposite direction or by trying to secure +a hold on one of the opponents. A player does not belong to the enemy +until his entire body has been pulled over the line. He must then join +his captors in trying to secure players from across the line. The +party wins which has the largest number of players at the end of time +limits.</p> + + + +<h3>CATCH OF FISH</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is one of the very strenuous games, and affords opportunity for +some very good exercise and sport.</p> + +<p>A line is drawn across each end of the playground, beyond which the +players stand in two equal parties, one at one end and one at the +other. The players of one party clasp hands to form a fish net. The +players in the other party are fish. At a given signal both advance +toward the center of the playground, which represents a stream, the +object of the fish being to swim across to the opposite shore without +being caught in the net. To do this they will naturally dodge around +the ends of the net.</p> + +<p>The net should inclose or encircle any fish that it catches. The fish +so caught may not try to break apart the clasped hands forming the +net, but may escape only through the opening where the two ends come +together. Should the net break at any point by an unclasping of hands, +the fish are all allowed to escape, and the players go back to their +respective goals and begin over again. Any fish caught in the net are +thereafter out of the game until all are caught. After the net has +made one catch, the sides exchange parts, those of the fish that are +left forming the new net, and the first net crossing to the other side +and becoming fish. The two sides thus exchange places and parts, until +all on one side are caught.</p> + +<p>For a large number of players it is better to have two small nets +instead of one large one, the dodging being livelier and the progress +of the game more rapid in every way.<span class='pagenum'><a name="Page_62" id="Page_62">[62]</a></span></p> + + + +<h3>CATCH THE CANE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>The players, who should be numbered consecutively, stand in a circle +or semicircle. One player stands in the center of the circle or in +front of the semicircle, with his index finger on the top of a cane, +wand, or closed umbrella, which stands perpendicularly to the floor. +Suddenly he lifts his finger from the cane, at the same time calling +the number assigned to one of the players in the circle. The person +whose number is called must run forward and catch the cane before it +lies on the floor. If he fails, he must return to his place in the +circle; if successful, he changes places with the center player.</p> + +<p>This game may have a great deal of sport in it if the action be kept +lively and the one who is calling the numbers gives them in unexpected +order, sometimes repeating a number that has recently been given, then +giving a few in consecutive order, and then skipping over a long +series, etc.</p> + +<p><b>FOR THE SCHOOLROOM.</b>—When played in the schoolroom, the player with +the cane should stand in the center of the front of the room. The +other players—part of the class at a time—may be lined up in front +of the first row of desks, or only the players seated in the first row +of seats may be called, according to the number of their row. At the +discretion of the teacher this row may change to the rear row of +seats, each line moving up one seat to make room for them.</p> + +<p>This is an admirable game for making alert and active, children who +are slow or dull.</p> + + + +<h3>CAVALRY DRILL</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is a game of leapfrog.</p> + +<p>I. Two players make a back. They stand with backs to the jumpers and +place their inside hands on each other's shoulders with<span class='pagenum'><a name="Page_63" id="Page_63">[63]</a></span> arms extended +at full length to leave a space between. The jumper places a hand on +each of the inside shoulders. The push will be away from the center +and the backs will need to brace themselves for this.</p> + +<p>II. A back is made by two or more players standing close together with +sides toward the jumpers, thus making a back several widths deep to +jump over.</p> + +<p>For whichever form of back is used, any player failing to clear the +back without touching it is out of the game, the first two failing +becoming backs for the next round when all have jumped. For large +numbers of players this may be played as a competition between +different groups.</p> + + + +<h3>CENTIPEDE</h3> + + +<p><i>9 to 12 players.</i></p> + +<p><i>Gymnasium; seashore.</i></p> + +<p>The players sit in a circle on the floor, with their feet stretched +out and mingled in a promiscuous pile. One player, who is leader, and +stands outside the circle, touches one of the feet (he may mark it +slightly with a piece of chalk if desired), and calling on some player +by name, commands him to tell to whom the foot belongs. When this +player has named some one, the leader commands the owner of the foot +to stand up. If the guess be wrong, the leader chases the mistaken +player and whips him with a knotted handkerchief. If the guess be +right, the guesser is released from the game, sits down at one side, +and chooses the next one to be It, while the one who was It takes a +place in the circle.</p> + +<div class="blockquot"><p>This game lends itself especially to the gymnasium or seashore, +where the dressing of the feet is inclined to be uniform.</p> + +<p>The game is played by the modern Greeks.</p></div> + + + +<h3>CHANGING SEATS</h3> + + +<p><i>20 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>This game is played in several different forms. The following are very +popular.<span class='pagenum'><a name="Page_64" id="Page_64">[64]</a></span></p> + +<h4><span class="smcap">Changing Seats—I</span></h4> + +<p>The teacher gives the command, "Change right!" whereupon each pupil +slips from his own seat to the one across the aisle to the right, the +pupils in the farthest right-hand row standing in the outside aisle. +The next order may be, "Change left!" when all of the pupils slip back +to their own seats, and the row that stood resumes its own.</p> + +<p>In the same way the orders, "Change forward!" and "Change backward!" +may be given, the row of pupils left out each time merely standing in +the aisles.</p> + +<h4><span class="smcap">Changing Seats—II</span></h4> + +<p>In this form of the game the players in the displaced row run around +the room and take the vacant row of seats on the opposite side. For +instance, the teacher gives an order, "Change left!" whereupon all the +pupils slip over into the seats next to them on the left, the outside +row on the left side of the room standing in the aisle. The teacher +then says "Run!" whereupon the pupils who are standing run across the +front of the room and take the vacant row of seats on the right-hand +side. The teacher may then again say, "Change left!" whereupon the +entire class, as now seated, moves one place to the left, the outside +players standing in the aisle as did their predecessors; on the +command "Run!" they, too, run across the room and take the vacant row +of seats on the right-hand side. The command may be given, "Change +forward!" after which the displaced players run around the side of the +room and take the vacant places at the rear; or if the command be +"Backward!" the displaced players run forward and take the front row +of seats.</p> + +<p>The sport of the game consists in rapid changes and unexpected +variations in the orders given by the teacher. With right conditions +the command to run may be omitted, the displaced row of pupils +understanding that they are to run as soon as they stand.</p> + +<p>The action of the game may be slightly quickened by having the running +row divide, half running around the room in one direction and half in +the other. For instance, if the players in the right-hand <span class='pagenum'><a name="Page_65" id="Page_65">[65]</a></span>row have +been displaced, half of them may run to the rear of the room to reach +the rear half of the outer row of seats on the opposite side, and the +other half run across the front of the room to the forward half of +this row of seats.</p> + + + +<h3>CHARLEY OVER THE WATER</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; gymnasium; playground.</i></p> + +<p>One player is chosen to be Charley, and if there be more than twenty +players there should be two or more Charlies, to make the action more +rapid. Charley stands in the center; the other players join hands in a +circle around him and dance around, repeating the rhyme:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Charley over the water,<br /></span> +<span class="i2">Charley over the sea.<br /></span> +<span class="i1">Charley catch a blackbird,<br /></span> +<span class="i2">Can't catch me!"<br /></span> +</div></div> + +<p>As the last word is said, the players stoop, and Charley tries to tag +them before they can get into that position. Should he succeed, the +player tagged changes places with him.</p> + + + +<h3>CHICKADEE-DEE</h3> + + +<p><i>5 to 10 players.</i></p> + +<p><i>Dark room.</i></p> + +<p>This game is a good one for the loft of an old barn on a rainy day. +The writer obtained the game from a group of boys, who found it one of +their chief sports used in this way.</p> + +<p>It is necessary to prepare in advance a rather large, soft bag; an oat +sack or potato bag may be used. This should be nearly filled with dry +leaves or some substitute, and the end gathered up and tied with a +string, so as to leave quite a hilt or handle for a firm grasp. All +light is shut out of the place, so that the sense of hearing will be +the only guide in the game.</p> + +<p>One player, who is It, is seated on the floor in the center of the +loft or room, and holds the sack. The object of the game for this<span class='pagenum'><a name="Page_66" id="Page_66">[66]</a></span> +player is to tag or touch any of the other players with the sack +without leaving his sitting position on the floor. The object of the +other players, who are scattered promiscuously, is to approach as near +as possible to the center player, taking him unaware, with a taunting +cry of "Chickadee-dee!" close to his ear.</p> + +<p>The game starts in perfect silence and darkness. A player steals up to +the center man, calls "Chickadee-dee!" and darts back again as quickly +as possible, the center man whirling his bag around in a circle and +hitting out with it in the direction of the voice, trying to hit this +player. While he is doing this, another player from some other +direction repeats the call of "Chickadee-dee!" close to his ear, and +darts back or dodges. Any tactics may be used for dodging, such as +dropping to the floor, jumping, or the more usual modes of dodging.</p> + +<p>Any player hit with the bag exchanges places with the one in the +center.</p> + + + +<h3>CHICKEN MARKET</h3> + + +<p><i>5 to 20 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="blockquot"><p>This is one of the traditional dramatic games.</p></div> + +<p>One player is chosen to be market man and another buyer; the rest of +the players are chickens; they stoop down in a row and clasp their +hands under their knees. The buyer approaches the market man and asks, +"Have you any chickens for sale?" The market man answers, "Yes, +plenty; will you walk around and try them?" Whereupon the buyer goes +up to different chickens and tests them by laying over the head his +clasped hands, palms downward and pressing inward. The buyer pretends +to be dissatisfied with some of the chickens, saying, "This one is too +tough," "This one is too old," "This one is too fat," etc., until at +last he finds one that suits him, the chickens being supposed to go +through this ordeal without smiling.</p> + +<p>When a chicken is found that appears to be satisfactory, the buyer and +the market man take him by the arms, one on either side, he still +remaining in his first position with hands clasped under the knees, +and swing him forward and backward three times. Should<span class='pagenum'><a name="Page_67" id="Page_67">[67]</a></span> he stand this +test without loosening his own grasp, he is supposed to be all right, +and the buyer leads him off to the opposite side of the playground, or +home. The game continues until all of the chickens are sold. Any +chicken that smiles, or whose arms give way in the swinging test, must +pay a forfeit, all of the forfeits being redeemed at the close of the +game. Where there are more than ten players, there should be two or +more buyers and sellers.</p> + +<div class="blockquot"><p>This game is played in various countries: in England as a "Sale +of Honey Pots," in China as a "Fruit Sale," etc. The version +here given is from Italy.</p></div> + + + +<h3>CHICKIDY HAND</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>One player is chosen to be It, and stands near a post with the fingers +of his hands interlocked. The other players, each clasping his own +hands in the same way, crowd around the post and touch it with the +clasped hands. The one who is It counts ten, whereupon the players all +run, the one who is It trying to tag any of them. None of the players +may unclasp their hands until they are tagged, whereupon they are +prisoners and clasp hands with It, forming a line which thereafter is +the tagging line, though only the original It may tag the other +players. The game is a contest between the tagging line, which tries +to recruit and retain its numbers, and the free players, who try (1) +to avoid being captured for the tagging line, and (2) to reduce the +tagging line by breaking through it; but the players in the line must +resist this. Each time that the line is broken, the one of the two +players (whose hands were parted) who stands toward the head of the +line is dropped out of the game. A free player may not be tagged after +he has thrown himself upon (touched) a pair of hands that he is trying +to part. The last player caught by the tagging line is the winner and +becomes It for the next game.</p> + + + +<p><span class='pagenum'><a name="Page_68" id="Page_68">[68]</a></span></p><h3>CHINESE CHICKEN</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom; seashore.</i></p> + +<p>This game is played with small blocks of wood or bean bags. Stones, +or, at the seashore, bathing slippers, may be used instead. These are +placed in straight rows of five to fifteen each, with intervals of +about ten inches between them. The players are divided into groups +numbering from five to ten each, and line up as for a relay race, each +before one row of blocks or bags.</p> + +<p>The game is played in the same way by each row of players, and while +the game may be competitive between the different groups, in its +original form it is for one group only. The first player in a group +represents a "lame chicken," and hops on one foot over each bag until +the end of the line of bags has been reached. The last bag is then +kicked away by the "lame" (lifted) foot, after which it must be picked +up and carried back over the same route to the first end of the line, +when the same player hops back on the opposite foot, kicks away a +second bag, picks it up and returns, and so on until he fails. Only +one foot may touch the ground at a time, and may touch it but once in +each space between the bags. No bag may be touched except the one at +the end of the line, which is afterward picked up, and this must be +secured without putting the lame foot upon the ground.</p> + +<p>When the "chicken" infringes any of these rules, he must at once give +place to another. The winner is the player who has at the end of the +game the greatest number of bags.</p> + +<div class="blockquot"><p>This is a Chinese game, taken by kind permission of the author +from Miss Adèle Fielde's <i>A Corner of Cathay</i>. The Chinese +children play it with their shoes in place of the bean bag or +block of wood.</p></div> + + + +<h3>CHINESE WALL</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="figright" style="width: 226px;"> +<img src="images/diag001.jpg" width="226" height="323" alt="diagram: Chinese Wall" title="" /> +<span class="caption smcap">Chinese Wall</span> +</div> + +<p>The Chinese wall is marked off by two parallel lines straight across +the center of the playground, leaving a space between them<span class='pagenum'><a name="Page_69" id="Page_69">[69]</a></span> of about +ten feet in width, which represents the wall. On each side of the +wall, at a distance of from fifteen to thirty feet, a parallel line is +drawn across the ground. This marks the safety point or home goal for +the besiegers.</p> + +<p>One player is chosen to defend the wall, and takes his place upon it. +All of the other players stand in one of the home goals. The defender +calls "Start!" when all of the players must cross the wall to the goal +beyond, the defender trying to tag as many as he can as they cross; +but he may not overstep the boundaries of the wall himself. All so +tagged join the defender in trying to secure the rest of the players +during future sorties. The game ends when all have been caught, the +last player taken being defender for the next game.</p> + +<div class="blockquot"><p>This is a capital game for both children and older players, as +it affords opportunity for some very brisk running and dodging, +especially if the playground be wide. It differs from Hill Dill +and several other games of the sort in that there is a more +limited space in which the center catcher and his allies are +confined.</p></div> + + + +<h3>CIRCLE RACE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>The players stand in a circle a considerable distance apart and face +around in single file in the same direction. At a signal all start to +run, following the general outline of the circle, but each trying to +pass on the outside the runner next in front of him, tagging as he +passes. Any player passed in this way drops out of the race. The last +player wins. At a signal from a leader or teacher, the<span class='pagenum'><a name="Page_70" id="Page_70">[70]</a></span> circle faces +about and runs in the opposite direction. As this reverses the +relative position of runners who are gaining or losing ground, it is a +feature that may be used by a judicious leader to add much merriment +and zest to the game.</p> + + + +<h3>CIRCLE RELAY</h3> + + +<p><i>9 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="figcenter" style="width: 425px;"> +<img src="images/diag002.jpg" width="425" height="400" alt="diagram: Circle Relay" title="" /> +<span class="caption smcap">Circle Relay</span> +</div> + +<p>The players stand in three or more divisions in single file, facing to +a common center. In this formation they radiate like the spokes of a +wheel. On a signal from a leader, the outer player of each file faces +to the right. On a second signal, these outer players all run in a +circle in the direction in which they are facing. The object of the +game is to see which runner will first get back to his place.<span class='pagenum'><a name="Page_71" id="Page_71">[71]</a></span> The one +winning scores one point for his line. Immediately upon the +announcement of the score, these runners all step to the inner end of +their respective files, facing to the center, the files moving +backward to make room for them. The signals are repeated, and those +who are now at the outer end of each file face and then run, as did +their predecessors. The line scoring the highest when all have run +wins the game.</p> + + + +<h3>CIRCLE SEAT RELAY</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>This game starts with the players all seated, and with an even number +in each row. At a signal, the last player in each row runs forward on +the right-hand side of his seat, runs around the front desk, and +returns on the left-hand side of his own row. As soon as he is seated, +he touches the player next in front on the shoulder, which is a signal +for this one to start. He runs in the same way. This is continued +until the last player, which in this case is the one sitting in the +front seat, has circled his desk and seated himself with hand +upraised. The line wins whose front player first does this.</p> + +<p>This is one of the best running games for the schoolroom. As in all +such games, seated pupils should strictly observe the rule of keeping +their feet out of the aisles and under the desks.</p> + +<p>Players must observe strictly the rule of running forward on the +right-hand side and backward in the next aisle, else there will be +collisions.</p> + + + +<h3>CLAM SHELL COMBAT</h3> + + +<p><i>2 to 30 players.</i></p> + +<p><i>Out of doors; seashore.</i></p> + +<p>Each of the players is provided with an equal number of clam shells; +the players then pair off in twos for the combat. Which of the two +shall have the first play is decided by the players each dropping a +clam shell from a height of three feet. The one whose<span class='pagenum'><a name="Page_72" id="Page_72">[72]</a></span> shell falls +with the hollow or concave side down has the first play. Should it be +a tie, the trials are repeated until one player is chosen in this way. +The play then opens with the unsuccessful player putting a clam shell +on the ground, when the opponent throws another shell at it, trying to +break it. If he succeeds, the opponent must put down another shell. +This is kept up indefinitely, until a player's shells have all been +won by the opposing thrower, or until the thrower fails to hit a +shell, or his own breaks in doing so. Whenever one of these things +occurs, he loses his turn, and must put down a shell for the opponent +to throw at. The player wins who retains an unbroken shell the +longest.</p> + +<p>Where there is a considerable number of players, they may be divided +into opposing parties, the players stepping forward in turn at the +call of their respective captains.</p> + +<div class="blockquot"><p>This is a Korean game, reported by Mr. Culin.</p></div> + + + +<h3>CLUB SNATCH</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is one of the best competitive chasing games.</p> + +<p>A goal is marked off across each end of the playground. Midway between +the goals, an Indian club is placed; a handkerchief or other similar +object may be used, placed on some support—on a stake driven into the +ground, laid over a rock or stool, or hung on the end of a branch. A +stone or dumb-bell laid on the ground may be substituted. In line with +the club a starting base is marked on each goal line.</p> + +<p>The players are divided into two equal parties, each having a captain. +Each party takes its place in one of the goals. The object of the game +is for one of the runners to snatch the club and return to his goal +before a runner from the opposite goal tags him, both leaving their +starting bases at the same time on a signal. The players on each team +run in turn, the captains naming who shall run each time.</p> + +<p>The captains toss for first choice of runners; the one who wins<span class='pagenum'><a name="Page_73" id="Page_73">[73]</a></span> names +his first runner, who steps to the running base, whereupon the +competing captain names a runner to go out against him, trying to +select one of equal or superior ability. Thereafter the captains take +turns as to who shall first designate a runner.</p> + +<div class="blockquot"><p>When there is a large number of players, or very limited time, +a different method may be used for selecting the runners. All +of the players should then line up according to size, and +number consecutively by couples. That is, the first couple +would be number one, the second, number two, the third, number +three, etc. The couples then divide, one file going to one team +and the other to the opposite team. The players run thereafter +according to number, the numbers one competing, and so on. Each +player may run but once until all on the team have run, when +each may be called a second time, etc. To avoid confusion, the +players who have run should stand on one side of the starting +base, say the right, and those who have not run, to the left.</p></div> + +<div class="figright" style="width: 323px;"> +<img src="images/diag003.jpg" width="323" height="500" alt="diagram: Club Snatch" title="" /> +<span class="caption smcap">Club Snatch</span> +</div> + +<p>The first runners, having been called by their respective captains to +the starting bases, run on a signal; the players may reach the club +together and go through many false moves and dodges before one +snatches the club and turns back to his goal. Should he succeed in +reaching the goal before the other player can tag him, his team scores +one point. Should he be tagged before he can return with his trophy, +the opponent scores one point. The club is replaced after each run. In +either case both players return to their original teams.</p> + +<p>When each runner has run once, the teams exchange goals and run a +second time. The team wins which has the highest score at the end of +the second round.</p> + +<p>For large numbers of players there may be several clubs, each<span class='pagenum'><a name="Page_74" id="Page_74">[74]</a></span> having +corresponding starting bases on the goals, so that several pairs of +runners may compete at once. One club for twenty players, ten on each +side, is a good proportion. For young players the club may be placed +nearer one goal than the other at first, as shown in the diagram.</p> + +<div class="blockquot"><p>This is a capital game as here developed with the feature of +scoring, and may be made very popular.</p></div> + + + +<h3>COCK STRIDE</h3> + + +<p><i>3 to 15 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This game is usually played with boys' caps, but knotted handkerchiefs +or balls of crumpled paper may be used. One player is the cock; he is +blindfolded and stands in a stride position with his feet wide apart +sideways. The other players stand in turn at a point five to ten feet +behind him, and throw their caps forward as far as possible between +his legs. After the caps are all thrown, each player moves forward and +stands beside his own cap. The cock then crawls on all fours, still +blindfolded, until he reaches a cap. The player whose cap is first +touched at once becomes an object of chase by the other players, who +are at liberty to "pommel" him when he is captured. He then becomes +cock for the next round of the game.</p> + + + +<h3>CROSSING THE BROOK</h3> + + +<p><i>5 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>This game is a great favorite with little children. A place +representing a brook is marked off by two lines on the ground. For +little children in the first year of school (about six years old) this +may start with a width of two feet. The players ran in groups and try +to jump across the brook. Those who succeed turn around and jump back +with a standing jump instead of a running jump. On either of these +jumps the player who does not cross the line representing the bank +gets into the water and must run home for<span class='pagenum'><a name="Page_75" id="Page_75">[75]</a></span> dry stockings, being +thereafter out of the game. The successful jumpers are led to wider +and wider places in the brook to jump (a new line being drawn to +increase the distance), until the widest point is reached at which any +player can jump successfully. This player is considered the winner.</p> + +<div class="blockquot"><p>This game is printed by kind permission of the Alumni +Association of the Boston Normal School of Gymnastics, from the +book <i>One Hundred and Fifty Gymnastic Games</i>.</p></div> + + + +<h3>CROSS TAG</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>One player is chosen to be It. He calls out the name of another +player, to whom he at once gives chase. A third player at any point in +the chase may run between the one who is It and the one whom he is +chasing, whereupon this third player becomes the object of the chase +instead of the second. At any time a fourth player may run between +this player and the chaser, diverting the chase to himself, and so on +indefinitely. In other words, whenever a player crosses between the +one who is It and the one being chased, the latter is at once relieved +of the chase and ceases to be a fugitive. Whenever the chaser tags a +player, that player becomes It. Considerable sport may be added to the +game by the free players trying to impede the chaser and so help the +runner,—getting in the way of the former without crossing between the +two, or any other hindering tactics.</p> + + + +<h3>DO THIS, DO THAT</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom; parlor.</i></p> + +<p>All the players stand facing one of their number who is the leader. +The one who is leader assumes any gymnastic position or imitates any +action, at the same time saying "Do this!" and the others immediately +imitate. Should the leader at any time say "Do that!" instead of "Do +this!" any player who imitates the action performed must be seated, or +pay a forfeit, whichever form of penalty <span class='pagenum'><a name="Page_76" id="Page_76">[76]</a></span>has been decided on at the +beginning of the game. Three mistakes of this kind put a player out of +the game, even when forfeits are the penalty.</p> + +<p>The leader may choose any gymnastic positions that are familiar, such +as chargings, head bendings, trunk bendings, arm movements, knee +bendings, hopping, jumping, dancing steps, etc.; or imitate familiar +actions such as hammering, sawing, washing, ironing, sewing, stone +cutting, shoveling, riding horseback, etc.</p> + + + +<h3>DOUBLE RELAY RACES</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Schoolroom; playground; gymnasium.</i></p> + +<p>First two rows (Nos. 1 to 14) stand in aisle II and give way to rear +to starting point. Third row (Nos. 15 to 21) stand in aisle III, march +forward and around to right into aisle I, bringing entire 21 pupils +into formation, as indicated for Team A on diagram. Fifth and sixth +rows (Nos. 22 to 35) stand in aisle VI and give way to rear to +starting point. Fourth row (Nos. 36 to 42) stand in aisle V, march +forward and around to left into aisle VII, bringing entire team, Nos. +22 to 42, into formation as indicated for Team B on diagram.</p> + + +<h4><span class="smcap">First Relay</span></h4> + +<p>At commands, "Ready, go!" Nos. 1 and 22, the two leaders of the two +teams, walk to wall in front of them at W/A and W/B, touch the wall, +return down aisles III and V respectively, and continue up aisle IV to +teacher's desk. When the two leaders, 1 and 22, touch the wall, Nos. 2 +and 23 start at the "exchange points," X and X, 1 and 2 touch left +hands across desks, and 22 and 23 touch right hands across desks. At +the starting point, 1 touches left hand of 3, who starts as soon as +touched, 22 touches right hand of 24, who also starts as soon as +touched; so on to the last of each team, who finish the game by +touching the desks where the leaders started. Both teams then "about +face" and march back, Team A through aisles III, II, and I, and Team B +through aisles V, VI, and VII, when they are ready for the next relay.</p> +<p><span class='pagenum'><a name="Page_77" id="Page_77">[77]</a></span></p> + +<div class="figcenter" style="width: 589px;"> +<img src="images/diag004.jpg" width="589" height="450" alt="diagram: DIAGRAM NO. 1—DOUBLE RELAY RACES" title="" /> +<span class="caption">DIAGRAM NO. 1—DOUBLE RELAY RACES</span> +</div> + + +<h4><span class="smcap">Second Relay</span></h4> + +<p>Same as First Relay, but this time running.</p> + +<p><span class='pagenum'><a name="Page_78" id="Page_78">[78]</a></span></p><div class="figcenter" style="width: 568px;"> +<img src="images/diag005.jpg" width="568" height="450" alt="diagram: DIAGRAM NO. 2—DOUBLE RELAY RACES" title="" /> +<span class="caption">DIAGRAM NO. 2—DOUBLE RELAY RACES</span> +</div> + + +<h4><span class="smcap">Third Relay</span></h4> + +<p>Same as Second Relay, but this time each leader starts with an eraser, +if in the schoolroom, or a dumb-bell in playground, in his hand and +gives it to the next pupil at "exchange point," each successive pupil +repeating the exchange at that point. The third and succeeding pupils +must wait at each starting point until "touched" before starting.<span class='pagenum'><a name="Page_79" id="Page_79">[79]</a></span></p> + + +<h4><span class="smcap">Fourth Relay</span></h4> + +<p>Same as Third Relay, except that a handkerchief, knotted once in the +middle, is substituted for the eraser with which each leader starts.</p> + + +<h4><span class="smcap">Fifth Relay</span></h4> + +<p>Same as Fourth Relay, except that the leader of each team and the +pupil behind him each have an eraser (or dumb-bell), and when meeting +at "exchange points," exchange erasers, the leaders giving the second +erasers to the pupils on the starting points, and so on.</p> + + +<h4><span class="smcap">Sixth Relay</span></h4> + +<p>Same as Fifth Relay, except that two handkerchiefs are used instead of +two erasers.</p> + + +<h4><span class="smcap">Seventh Relay</span></h4> + +<p>Same as Sixth Relay, except that the handkerchiefs may be <i>thrown</i> and +<i>caught</i>, instead of being <i>handed</i> or <i>passed</i> to the next pupil.</p> + + +<h4><span class="smcap">Cautions</span></h4> + +<p>The value of these games lies in two things, <i>i.e.</i> in the fact that +after the first two pupils of each team have started and the game is +really under way, there are four pupils on each team actually in +motion, and the game moves so fast that each member of each team has +little time to do anything besides attending strictly to the game; if +his team is to have any chance to make a good showing, he must be +constantly on the alert. The second, and still more important, +valuable feature of the games, lies in the constant exercise of +<i>inhibition</i>. Therefore there should be absolutely no "coaching" +except by the teacher during training; care should be taken in the +First Relay to see that all children actually <i>walk</i>; no running; when +hands are to be touched, they <i>must be touched</i>; when erasers or +handkerchiefs are dropped, they must be picked up by the ones who +dropped them before proceeding with the game; if to be exchanged, they +must be exchanged.</p> + +<p><span class='pagenum'><a name="Page_80" id="Page_80">[80]</a></span></p><p>The intermingling of the two teams in aisle IV does not affect the +game in the least.</p> + +<p>Diagram 2 is for a schoolroom of seven rows of seats, and six (more or +less) deep. The numbers indicate a convenient division, and the pupils +fall in as before.</p> + +<p>A division of the class into three teams may be made if desired, and +if there be sufficient aisles.</p> + +<p>These games are suitable for boys or girls or mixed classes.</p> + +<p>Diagram 1 should be used for schoolrooms seating 42, if seven deep; +48, if eight deep; 54, if nine deep.</p> + +<p>Diagram 2 should be used for schoolrooms seating 42, but facing as +indicated; 49, if seven deep.</p> + +<p>Diagram 1 for a schoolroom with five rows and ten deep, using only the +outside and next to the outside aisles.</p> + +<div class="blockquot"><p>These games may also be played in the gymnasium or playground. +They were originated by Mr. J. Blake Hillyer of New York City, +and received honorable mention in a competition for schoolroom +games conducted by the Girls' Branch of the Public Schools +Athletic League of New York City in 1906. They are here +published by the kind permission of the author, and of the +Girls' Branch, and of Messrs. A. G. Spalding & Brothers, +publishers of the handbook in which the games first appeared.</p></div> + + + +<h3>DROP THE HANDKERCHIEF</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>All of the players but one stand in a circle. The odd player runs +around on the outside of the circle, carrying a handkerchief, which he +drops behind one of the circle players. The main idea of the game is +to take the circle players unaware with this. Those who form the ring +must look toward the center, and are not allowed to turn their heads +as the runner passes them. The one who runs around with the +handkerchief will resort to various devices for misleading the others +as to where he drops it. For instance, he may sometimes quicken his +pace suddenly after dropping the handkerchief, or at other times +maintain a steady pace which gives no clew.</p> + +<p>As soon as a player in the circle discovers that the handkerchief has +been dropped behind him, he must pick it up and as rapidly<span class='pagenum'><a name="Page_81" id="Page_81">[81]</a></span> as +possible chase the one who dropped it, who may run around the outside +of the circle or at any point through or across the circle, his object +being to reach the vacant place left by the one who is chasing him. +The circle players should lift their hands to allow both runners to +pass freely through the circle. Whichever player reaches the vacant +place first stands there, the one left out taking the handkerchief for +the next game.</p> + +<div class="blockquot"><p>This is one of the oldest known games and is found throughout +the world. The writer has heard it described by Cossacks, +Japanese, Italians, and people of many other nationalities.</p></div> + + + +<h3>DUCK ON A ROCK</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="figright" style="width: 333px;"> +<img src="images/diag006.jpg" width="333" height="350" alt="diagram: Duck on a Rock" title="" /> +<span class="caption smcap">Duck on a Rock</span> +</div> + +<p>Each player is provided with a stone, called a "duck," about the size +of a baseball. A large rock or post is chosen as the duck rock, and +twenty-five feet from it a throwing line is drawn. On this duck rock +one player places his duck and stands by it as guard. This guard is +selected at the outset by all of the players throwing their ducks at +the duck rock from the throwing line. The one whose duck falls nearest +to the rock becomes the first guard. The other players stand behind +the throwing line and take turns in throwing at the guard's duck on +the rock with their stones, trying to knock it from the rock. After +each throw a player must recover his own duck and run back home beyond +the throwing line. Should he be tagged by the guard while trying to do +this, he must change places with the guard. The guard may tag him at +any time when he is within the throwing line, unless he stands with +his foot on his own duck where it first fell. He may stand in this way +as long as necessary, awaiting an opportunity to run<span class='pagenum'><a name="Page_82" id="Page_82">[82]</a></span> home; but the +moment he lifts his duck from the ground, or takes his foot from it, +he may be tagged by the guard. Having once lifted his duck to run home +with it, a player may not again place it on the ground.</p> + +<p>The guard may not tag any player unless his own duck be on the rock. +Before he may chase the thrower, he must therefore pick up his own +duck and replace it should it have been knocked off. This replacing +gives the thrower an opportunity to recover his own duck and run home; +but should the duck not have been displaced from the duck rock, the +thrower may have to wait either at a safe distance or with his foot on +his own duck if he can get to it, until some other thrower has +displaced the duck on the rock, and so engaged the time and attention +of the guard. Several players may thus be waiting at once to recover +their ducks, some of them near the duck rock with a foot on their +ducks, others at a distance. Any player tagged by the guard must +change places with him, placing his own duck on the rock. The guard +must quickly recover his duck and run for the throwing line after +tagging a player, as he in turn may be tagged as soon as the new guard +has placed his duck on the rock.</p> + +<p>A stone that falls very near the duck rock without displacing the duck +may also prove disastrous to the thrower. Should a stone fall within a +hand span (stretching from finger tip to thumb) of the duck rock +without knocking off the duck, the guard challenges the thrower by +shouting "Span!" whereupon he proceeds to measure with his hand the +distance between the duck rock and the stone. Should the distance be +as he surmises, the thrower of the stone has to change places with +him, put his own duck on the rock, and become the guard. This rule +cultivates expert throwers.</p> + +<p>When used in a gymnasium, this game may best be played with bean bags, +in which case one bag may be balanced on top of an Indian club for the +duck on the rock.</p> + +<div class="blockquot"><p>The modern Greeks play this game with a pile of stones instead +of the one rock or stake with the duck on top. The entire pile +is then knocked over, and the guard must rebuild the whole +before he may tag the other players. These variations make the +game possible under varied circumstances, as on a flat beach, +or playground where no larger duck rock is available, and add +considerably to the sport.</p></div> + + + +<p><span class='pagenum'><a name="Page_83" id="Page_83">[83]</a></span></p><h3>DUMB-BELL TAG</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Gymnasium; playground; schoolroom.</i></p> + +<p>The players stand, scattered promiscuously, one of their number, who +is It, being placed in the center at the opening of the game. A +dumb-bell is passed from one player to another, the one who is It +trying to tag the person who has the dumb-bell. If he succeeds, the +one tagged becomes It.</p> + +<p>A great deal of finesse may be used in this game; in appearing to hand +the dumb-bell in one direction, turning suddenly and handing it in +another, etc. Players may move around freely, and the action is +frequently diversified with considerable running and chasing.</p> + +<p>In the schoolroom this may be played either with the players seated or +standing.</p> + + + +<h3>EVERY MAN IN HIS OWN DEN</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>Each player selects for himself a den; a post, tree, or other +objective point may serve for this, or the corner of a building, or if +in a gymnasium, a piece of apparatus.</p> + +<p>One player opens the game by running out from his den. The second +player tries to catch (tag) him. The third player may try to catch +either of these two, and so on. The object of the different players is +to make captives of the others, as any player caught must thereafter +join his captor in trying to catch others, thus eventually aggregating +the different players into parties, although each starts separately, +and any one may be the nucleus of a group should he be successful in +catching another player. The players may only be caught by those who +issue from a den after they themselves have ventured forth. For +instance, Number Two goes out to catch Number One. Number Three may +catch either Two or One, but neither of them may catch him. The last +player out may catch any of the other players. At any time a player<span class='pagenum'><a name="Page_84" id="Page_84">[84]</a></span> +may run back to his den, after which his again issuing forth gives him +the advantage over all others who may then be out, as he may catch +them. As the players are gradually gathered into different parties, +the game becomes more concentrated, and the side wins that captures +all of the players.</p> + +<p>One player may catch only one opponent at a time.</p> + + + +<h3>EXCHANGE</h3> + +<div class="center">(Numbers Change; French Blind Man's Buff)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; gymnasium; playground.</i></p> + +<p>One player is blindfolded and stands in the center. The other players +sit in chairs in a circle around him. It is advisable to have the +circle rather large. The players are numbered consecutively from one +to the highest number playing.</p> + +<p>The game may start with the players sitting in consecutive order, or +they may change places at the outset to confuse the blindfold player, +although the changing of places takes place very rapidly in the course +of the game. The blindfold player calls out two numbers, whereupon the +players bearing those numbers must exchange places, the blindfold +player trying meanwhile either to catch one of the players or to +secure one of the chairs. Any player so caught must yield his chair to +the catcher. No player may go outside of the circle of chairs, but any +other tactics may be resorted to for evading capture, such as +stooping, creeping, dashing suddenly, etc.</p> + +<div class="blockquot"><p>This game may be one of the merriest possible games for an +informal house party. The writer recalls one such occasion when +a prominent manufacturer was blindfolded and had located two +players whose numbers he called for exchange, one of them a +newly graduated West Point lieutenant, the other a college +senior. The business man stood in front of the chair occupied +by the lieutenant and close to it, taking a crouching attitude, +with his feet wide apart and arms outspread ready to grasp the +victim when he should emerge from his chair. Noiselessly the +lieutenant raised himself to a standing position in his chair, +and then suddenly, to shouts of laughter from the company, +vaulted over the head of his would-be captor, while at the same +moment the collegian crawled between his feet and took +possession of the chair.</p></div> + + + +<p><span class='pagenum'><a name="Page_85" id="Page_85">[85]</a></span></p><h3>FARMER IS COMING (THE)</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>One player, chosen to be the farmer, is seated. The remaining players, +standing at a distance, select a leader who taps some of them on the +shoulder as an invitation to go with him to the farmer's orchard for +apples. Thereupon they leave their home ground, which has a determined +boundary, and approach as near to the farmer as they dare. The game is +more interesting if they can do this from various sides, practically +surrounding him. Suddenly the farmer claps his hands and all players +must stand still, while the leader calls out, "The farmer is coming!" +The players try to get safely back to their home ground, the farmer +chasing them. He may not start, however, until the leader has given +his warning. Any player caught by the farmer changes places with him.</p> + +<div class="blockquot"><p><b>For the parlor or class room.</b>—This game adapts itself well to +indoor use, the farmer sitting on a chair in the middle of the +room if in a parlor, or at the teacher's desk if in a +schoolroom. The players are home when in their seats, and the +farmer, to catch them, must tag them before they are seated.</p> + +<p>This is a particularly enjoyable game for an older person to +play with children, the former enacting the farmer.</p></div> + + + +<h3>FENCE TAG</h3> + + +<p><i>4 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors; schoolroom.</i></p> + +<p>This game is a great favorite with boys for outdoor play, but may also +be used in the gymnasium, various pieces of apparatus being used in +lieu of a fence.</p> + +<p>A certain length of fence is chosen for the game. The one who is It +gives the other players a slight start in which to vault over the +fence, when he immediately vaults over and tries to tag them. This +tagging may be done only when both players are on the same side of the +fence.</p> + +<p>The dodging is made almost or quite entirely by vaulting or dodging +back and forth across the fence within the length or boundaries +<span class='pagenum'><a name="Page_86" id="Page_86">[86]</a></span>previously determined. Any player tagged must change places with the +one who is It.</p> + +<p><b>FOR THE SCHOOLROOM.</b>—This game may be used in the schoolroom by +vaulting over the seats. When played in this way, it is not allowable +to reach across seats or desks to tag a player. The tagging must be +done in the same aisle in which the tagger stands.</p> + + + +<h3>FIRE ON THE MOUNTAINS</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="figleft" style="width: 363px;"> +<img src="images/diag007.jpg" width="363" height="350" alt="diagram: Fire on the Mountains" title="" /> +<span class="caption smcap">Fire on the Mountains</span> +</div> + +<p>A number of stools are placed in a circle with considerable space +between them, there being two stools less than the number of players. +If played out of doors, a stone may be used to sit on in place of a +stool, or the players may stand, each on a spot or base marked on the +ground. One of the odd players is a leader, and sits or stands in the +center; the remainder are circle men and take each his place on a +stool or base, the other odd man standing anywhere in the circle +between the bases. The object of the game is for the circle men to +change places on a signal given by the leader, each player trying to +secure a stool and avoid being the odd man. The longer the distance +between stools or bases the greater the sport. The running must be +done in a circle outside of the bases, and no crosscuts through the +circle are allowed. The player in the center repeats in rapid time the +following lines:<span class='pagenum'><a name="Page_87" id="Page_87">[87]</a></span>—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Fire on the mountain, run, boys, run!<br /></span> +<span class="i1">You with the red coat, you with the gun,<br /></span> +<span class="i1">Fire on the mountains, run, boys, run!"<br /></span> +</div></div> + +<p>At any time, at the close of the verse, or unexpectedly, by way of +interruption to it, the center player will call "Stool!" or "Base!" +when all of the players must change bases. There will thus be one odd +player left out. This player then steps one side and is out of the +game, taking with him a stool belonging to one of the players, so that +the number of stools is reduced by one; if bases are used, one is +crossed out to show it is out of the game. The center player, who +remains caller throughout, then repeats the verse and the signal for +changing.</p> + +<p>For each round of the game one player and one stool are taken out of +the circle, until but two players and one stool are left. These two +finish the game by circling the stool and some objective point a +couple of yards away; when the signal to change is then given, the +last one of the two to reach the stool becomes the leader for the next +game.</p> + +<p><b>VARIATION.</b>—This game may be played without eliminating a player for +each round. In this form, each player who is left out when stools or +bases are taken must pay a forfeit, but continues actively in the +game. The forfeits are redeemed when each player has been odd man at +least once.</p> + +<p>In this form of the game, instead of having one leader throughout, the +leader (center man) should try to secure a stool for himself when the +others change, the odd man becoming leader. There should then be but +one stool or base less than the number of players.</p> + +<div class="blockquot"><p>This is a Scotch game, the reference to signal fires on the +mountains, to red coats, and guns, having an obviously historic +origin.</p></div> + + + +<h3>FLOWERS AND THE WIND (THE)</h3> + + +<p><i>4 to 30 or more players.</i></p> + +<p><i>Indoors, out of doors.</i></p> + +<p>This game is suitable for little children. The players are divided +into two equal parties, each party having a home marked off at +opposite ends of the playground, with a long neutral space<span class='pagenum'><a name="Page_88" id="Page_88">[88]</a></span> between. +One party represents a flower, deciding among themselves which flower +they shall represent, as daisies, lilies, lilacs, etc. They then walk +over near the home line of the opposite party. The opposite players +(who represent the wind) stand in a row on their line, ready to run, +and guess what the flower chosen by their opponents may be. As soon as +the right flower is named, the entire party owning it must turn and +run home, the wind chasing them. Any players caught by the wind before +reaching home become his prisoners and join him. The remaining flowers +repeat their play, taking a different name each time. This continues +until all of the flowers have been caught.</p> + + + +<h3>FOLLOW CHASE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Gymnasium; playground.</i></p> + +<p>The players stand in a circle with arms stretched sideways, resting on +each other's shoulders, thus making a wide distance between. One +player is chosen for runner and one for chaser. The game starts with +the runner in one of the spaces under the outstretched arms of the +players, and the chaser in a similar position on the opposite side of +the circle. At a signal from a leader both start, the runner weaving +in and out between the players or dashing across the circle in any way +that he sees fit; but the chaser must always follow by the same route. +If the runner be caught, he joins the circle; the chaser then takes +his place as runner and chooses another player to be chaser.</p> + +<p>The leader (who may be one of the players) may close the chase if it +becomes too long by calling "Time!" when both runners must return to +their places in the circle, new ones taking their places.</p> + +<p>For large numbers there may be two or more runners and an equal number +of chasers, or the players may be divided into smaller groups.</p> + +<div class="blockquot"><p>With various modifications, this game is found in many +countries. As given here, it is of Italian origin.</p></div> + + +<p><span class='pagenum'><a name="Page_89" id="Page_89">[89]</a></span></p> +<h3>FOLLOW THE LEADER</h3> + + +<p><i>5 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; parlor; schoolroom.</i></p> + +<p>One player, who is especially resourceful or skillful, is chosen as a +leader. The others all form in single file behind him, and imitate +anything that he does. The leader aims to keep the line moving, and +should set particularly hard tasks for them, such as climbing or +vaulting over obstacles, under others, jumping to touch high points or +objects, going through difficult feats, jumping certain distances, +taking a hop, skip, and jump, walking backward, turning around while +walking, walking or running with a book on the head, etc. Any one +failing to perform the required feat drops out of the game or goes to +the foot of the line; or at the pleasure of the players may pay a +forfeit for the failure and continue playing, all forfeits to be +redeemed at the close of the game.</p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 604px;"> +<img src="images/plate005.jpg" width="604" height="400" alt="plate: FORCING THE CITY GATES" title="" /> +<span class="caption">FORCING THE CITY GATES</span> +<br /> +<span class="small"><i>Reprinted from Dr. Isaac T. Headland's "The Chinese Boy and Girl," by +kind permission of Messrs. Fleming H. Revell & Co.</i> +</span> +</div> +<hr class="quarter" /> + + + +<h3>FORCING THE CITY GATES</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>Two captains are selected, who alternately choose players until all +are in two groups. The two sides then line up in two straight lines, +facing each other about ten feet apart, and holding hands, each line +representing the gates of a city. The captains dispose their men in +line as they see fit, but it is advisable to alternate the larger or +stronger players with the smaller or weaker ones, to equalize the +strength at the points of attack. The captain of one side then names +one of his players, who steps forward and tries to break through the +hands of the opposing side, or he may dodge under them. If he does not +succeed in one place, he may try in another, but may not have more +than three trials. Should he succeed in breaking the opposing line or +dodging under, he returns to his side, taking the two whose hands had +been parted or evaded, as prisoners to reënforce his side. Should he +fail in the third attempt, he is to remain on the side of his +opponents. The captains alternate turns in sending forth a man to +"force the city gates."<span class='pagenum'><a name="Page_90" id="Page_90">[90]</a></span> The players taken from the opposing side must +thereafter work for the side to which they are taken captive, each +prisoner being placed in the line between two of the original team. +The side wins which eventually secures all of the opposing players. +The action may be made more rapid where a large number are playing by +sending out two or more players at once.</p> + +<div class="blockquot"><p>This is a Chinese game, recorded by Dr. Headland, who has +kindly supplied additional points to the author. Some +modifications for large numbers have been found advisable under +American school conditions.</p></div> + + + +<h3>FORTRESS</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Out of doors; gymnasium.</i></p> + +<div class="blockquot"><p>This is one of the very strenuous games based on the idea of +warfare. The underlying idea is exactly opposite to that of +Robbers and Soldiers, being a game of attack and defense rather +than of chase and capture.</p></div> + +<div class="figcenter" style="width: 608px;"> +<img src="images/diag008.jpg" width="608" height="350" alt="diagram: Fortress" title="" /> +<span class="caption smcap">Fortress</span> +</div> + +<p>A fortress is marked on the ground, in the shape of a large square or +oblong, the size differing with the area at disposal and the number of +players. It should be not less than twenty-five by forty feet in +dimensions. One or more sides of this may be situated so as to be +inclosed by a wall or fence. A line should be drawn five feet inside +of the fortress boundaries and another five feet outside of it; these +mark the guard lines or limits for making<span class='pagenum'><a name="Page_91" id="Page_91">[91]</a></span> prisoners. Each party +should also have its prison—a small square marked in the center of +the fortress for the defenders, and another at some distant point for +the besiegers.</p> + +<p>The players are divided into two equal parties, each under the command +of a general, who may order his men at any time to any part of the +battle. One party of players are defenders of the fortress, and should +scatter over it at the beginning of the attack and keep a sharp +lookout on unguarded parts at any time. The other players, forming the +attacking party, scatter under the direction of their general to +approach the fortress from different directions. This may be done in a +sudden rush, or deliberately before attacking. At a signal from their +general, the besiegers attack the fortress.</p> + +<p>The method of combat is entirely confined to engagements between any +two of the opposing players, and is in general of the nature of a "tug +of war." They may push, pull, or carry each other so long as they +remain upright; but wrestling or dragging on the ground are not +allowed. Any player so forced over the guard line becomes a prisoner +to his opponent and is thereafter out of the game. If he be a +besieger, captured by a defender, he is placed within the prison in +the center of the fortress, and may not thereafter escape or be freed +unless the general should make an exchange of prisoners. Should he be +a defender, pulled over the outer guard line by a besieger, he is +taken to the prison of the attacking party, subject to the same rules +of escape. In the general engagement, players of equal strength should +compete, the strong players with strong ones, and <i>vice versa</i>. The +commanders should each give general directions for this to their men +before the engagement opens.</p> + +<p>The battle is won by either party making prisoners of all of the +opponents. Or it may be won by the besiegers if one of their men +enters within the guard line inside the fortress without being touched +by a defender. Should a player accomplish this, he shouts "Hole's +won!" Whereupon the defenders must yield the fortress, and the two +parties change places, defenders becoming besiegers, and <i>vice versa</i>. +The possibility of taking the fortress in this way should lead to +great alertness on the part of the defenders, as they should leave no +point unguarded, especially a fence<span class='pagenum'><a name="Page_92" id="Page_92">[92]</a></span> the enemy might scale. The guard +line should be drawn inside any such boundaries, and a player entering +in this way must of course get inside the guard line as well as over +the fence. The attacking party on its part will use all possible +devices for dashing into the fortress unexpectedly, such as engaging +the players on one side of the fort to leave an unguarded loophole for +entering at another.</p> + +<p>The attacking general may withdraw his forces at any time for a rest +or for conference; either general may run up a flag of truce at any +time for similar purposes. Under such conditions the generals may +arrange for an exchange of prisoners; otherwise there is no means of +freeing prisoners.</p> + + + +<h3>FOX AND GEESE</h3> + +<div class="blockquot"><p>(For other games sometimes known by this title, see <i>Fox Trail</i> +and, in the division of Quiet Games, <i>Naughts and Crosses</i>.)</p></div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>One player is chosen to be fox and another to be gander. The remaining +players all stand in single file behind the gander, each with his +hands on the shoulders of the one next in front. The gander tries to +protect his flock of geese from being caught by the fox, and to do +this spreads out his arms and dodges around in any way he sees fit to +circumvent the efforts of the fox. Only the last goose in the line may +be tagged by the fox, or should the line be very long, the last five +or ten players may be tagged as decided beforehand. It will be seen +that the geese may all coöperate 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.</p> + +<p>A good deal of spirit may be added to the game by the following +dialogue, which is sometimes used to open it:—</p> + +<p> +The fox shouts tantalizingly, "Geese, geese, gannio!"<br /> +<br /> +The geese reply scornfully, "Fox, fox, fannio!"<br /> +<br /> +Fox, "How many geese have you to-day?"<br /> +<br /> +<span class='pagenum'><a name="Page_93" id="Page_93">[93]</a></span>Gander, "More than you can catch and carry away."<br /> +</p> + +<p>Whereupon the chase begins.</p> + +<div class="blockquot"><p>This game is found in almost all countries, under various names +and representing different animals.</p></div> + + + +<h3>FOX AND SQUIRREL</h3> + + +<p><i>20 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>The players sit in their seats facing toward the aisles, so that each +two adjacent lines have their feet in the same aisle and face each +other. The game consists in passing or tossing some object (the +squirrel), such as a bean bag, basket ball, or hand ball from one +player across the aisle to another and back again, zigzagging down +each aisle, to be followed at once by a second object (the fox); the +effort being to have the fox overtake the squirrel before the end of +the line is reached.</p> + +<div class="blockquot"><p>With very little children, passing is better than tossing; but +with older children, or even with little ones, when more +experienced, it is well to use the game as a practice for +tossing and catching. The action should be very rapid. The game +makes much sport for young children, and they are very fond of +it.</p></div> + + + +<h3>FOX TRAIL (DOUBLE RIM)</h3> + +<div class="center">(Fox and Geese; Half Bushel)</div> + +<div class="center">(See also <i>Fox Trail</i> (<i>Single Rim</i>).)</div> + + +<p><i>3 to 30 or more players.</i></p> + +<p><i>Out of doors; indoors; snow.</i></p> + +<div class="blockquot"><p>This form of Fox Trail, like the Single Rim game, is +distinctively a snow game, but may be used anywhere that a +large diagram may be marked on the ground or floor. This game +differs from the Single Rim in the size and complexity of the +diagram, there being two rims to the wheel instead of one. It +also differs in the fact that there is one more player than the +number of dens for the foxes, and in the methods by which the +foxes may run or be chased.</p></div> + +<p>A large diagram is drawn on the ground, resembling a wheel with two +rims. In the snow this is trampled with the feet like a path; on bare +ground or damp sand it may be drawn with the foot or a stick; in the +gymnasium or on a pavement it may be drawn with<span class='pagenum'><a name="Page_94" id="Page_94">[94]</a></span> chalk. The outer rim +should measure from thirty to forty feet in radius; the inner rim +should be ten feet from this. Across the circles are drawn straight +lines resembling the spokes of a wheel, the number being governed by +the number of players. Where these spokes touch the outer rim, a den +or goal is marked for the foxes, there being one goal less than the +number of foxes.</p> + +<div class="figcenter" style="width: 431px;"> +<img src="images/diag009.jpg" width="431" height="400" alt="diagram: Fox Trail (Double Rim)" title="" /> +<span class="caption"><span class="smcap">Fox Trail</span> (Double Rim)</span> +</div> + +<p>One player, who is chosen as hunter, stands at his goal in the center +or hub of the wheel. The balance of the players, who are foxes, take +each a place in a den on the outer rim, with the exception of the odd +fox, who stands elsewhere on the rim, trying to get a den whenever he +can. The object of the game is for the foxes to run from den to den +without being caught by the hunter. The method of running, however, is +restricted. Both foxes and hunter are obliged to keep to the trails, +running only on the lines of the diagram.</p> + +<p>It is considered poor play to run from den to den around the outer<span class='pagenum'><a name="Page_95" id="Page_95">[95]</a></span> +rim, as there is practically no risk in this. The foxes may run in any +direction on any trail, on the spokes of the wheel, or on either of +the rims. They may turn off on the intersecting trail at any point, +not being obliged to run entirely across to the opposite side of the +rim, as in the simpler diagram given for the other game of this name. +No fox, however, may turn back on a trail; having once started, he +must keep on to the next intersecting point. Whenever the hunter +succeeds in tagging a fox, the two players change places, the fox +becoming hunter and the hunter fox.</p> + +<div class="figcenter" style="width: 350px;"> +<img src="images/diag010.jpg" width="350" height="347" alt="diagram: Fox Trail (Single Rim)" title="" /> +<span class="caption"><span class="smcap">Fox Trail</span> (Single Rim)</span> +</div> + +<div class="blockquot"><p>This game is excellent sport, and is one of the most +interesting and popular of the chasing games. It is one of the +very few distinctive snow games.</p></div> + + + +<h3>FOX TRAIL (SINGLE RIM)</h3> + +<div class="center">(Fox and Geese; Half Bushel)</div> + +<div class="center">(See also <i>Fox Trail</i> (<i>Double Rim</i>).)</div> + + +<p><i>3 to 20 players.</i></p> + +<p><i>Out of doors; snow; seashore; gymnasium.</i></p> + +<div class="blockquot"><p>This is one of the few distinctive snow games, but may be +played anywhere that a large diagram may be outlined on the +ground. It is very popular with children, and makes an +admirable game for older players as well. See the more +complicated form, with double-rim diagram, preceding this.</p></div> + +<p>A large circle from fifteen to thirty feet in diameter should be +marked on the ground and crossed with intersecting lines like the<span class='pagenum'><a name="Page_96" id="Page_96">[96]</a></span> +spokes of a wheel, there being about five such lines (ten spokes). The +more players there are, the larger should be the circle and the +greater the number of spokes; but there is no fixed relation between +the number of spokes and players. If played in the snow, this diagram +may be trampled down with the feet; if on the fresh earth or sand, it +may be drawn with the heel or a stick; or if in a gymnasium or on a +pavement, marked with chalk.</p> + +<p>One player is chosen to be It or Hunter. He stands in the center, that +is, on the hub of the wheel. The other players scatter around the rim +and are foxes. They are not stationed at any one point as in the +Double Rim game, but run or stand anywhere around the rim when not +dashing across the spokes. The object of the game is for the foxes to +cross the wheel to some opposite point without being tagged by the +hunter. They may only run, however, on the prescribed trails,—that +is, on the lines of the diagram. In this form of the game (the Single +Rim diagram) they may run only straight across, and are not at liberty +to turn an angle at the hub and seek refuge over any other trail than +the direct continuation of the one on which they started. The hunter +changes places with any one whom he tags.</p> + + + +<h3>FRENCH TAG</h3> + + +<p><i>4 to 60 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>In this form of tag certain boundaries are agreed upon beyond which +players may not run, though they may climb or jump over any obstacles +within the boundaries.</p> + +<p>Any player who goes outside of the bounds is at once declared to be It +by the pursuer. Otherwise the game is like ordinary tag, any player +who is tagged by the chaser becoming It. (See <i>Tag.</i>)</p> + + + +<h3>FROG IN THE MIDDLE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; gymnasium; playground.</i></p> + +<p>One player is chosen for the frog, and sits in the center on the floor +with his feet crossed in tailor fashion. Where there are more<span class='pagenum'><a name="Page_97" id="Page_97">[97]</a></span> than +twenty players, it is well to have at least two such frogs. The other +players stand in a circle around the frog, repeating, "Frog in the +sea, can't catch me!" They dance forward toward the frog and back, +tantalizing him and taking risks in going near him, the object of the +game being for the frog to tag any one of them, whereupon he changes +places with such player. The frog may not at any time leave his +sitting position until released by tagging another player.</p> + + + +<h3>GARDEN SCAMP</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom; parlor.</i></p> + +<p>This game is a great favorite with children, and may be made an +opportunity for much sport with youths and older players.</p> + +<p>All but two of the players form a ring by clasping hands, the +inclosure serving as the garden. Within this one of the odd players +who is assigned to be the scamp takes his place. The other odd player, +the gardener, moves around on the outside of the circle.</p> + +<p>The gardener calls to the scamp inside, "Who let you in my garden?" +and the scamp answers, "No one!" whereupon he starts to run away, the +gardener chasing him. The gardener must take the same path followed by +the scamp in and out under the arms of the players, who must lift +their hands to let them pass. The gardener must also go through all of +the movements performed by the scamp, who may jump "leapfrog" over any +player in the circle, turn somersaults, crawl between the legs of a +circle player, double unexpectedly on his path, circle around one of +the players, or resort to any other device for making the chase +difficult. If the scamp be caught, he becomes gardener, and the +gardener joins the circle. The former scamp, now gardener, chooses a +new scamp to go into the circle.</p> + +<p>Should the gardener fail to follow in the exact path of the scamp, or +to perform any of the feats or antics of the scamp, the gardener must +at once join the ring, and the scamp then has the privilege of +choosing a new gardener.</p> + +<p><b>FOR THE SCHOOLROOM.</b>—This game may be played by the entire class +forming a circle around the room as close to the seats as<span class='pagenum'><a name="Page_98" id="Page_98">[98]</a></span> possible to +leave room for the chase outside the circle. Where seats can be turned +up, this should be done, to give the runners opportunity to cross and +recross the center space easily. The scamp, however, may vault over +seats in his efforts to escape or delay the gardener.</p> + + + +<h3>GOING TO JERUSALEM</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Parlor; gymnasium; schoolroom.</i></p> + +<p>A row of chairs is placed in the center of the room, so that they face +alternately in opposite directions, one chair to one side, the next to +the opposite side, etc. There should be one chair less than the number +of players. The game is most interesting when played with musical +accompaniment.</p> + +<p>The game starts with all the players seated in the row of chairs +except one. This odd one is the leader, and his first object is to +recruit the players for his trip to "Jerusalem." He carries a cane and +walks around the row repeating, "I'm going to Jerusalem! I'm going to +Jerusalem!" in singsong. Every few moments he stops at his discretion +and knocks with his cane on the floor behind the chair of some player. +Immediately the player thus summoned rises from his chair and follows +the leader, sometimes having a lively scramble to encircle the row of +chairs and catch up with him. The next player knocked for follows this +one, and so on, until all are moving around in single file. The leader +may reverse his direction at pleasure. This general hurry and +confusion for the start may, with a resourceful leader, add much to +the sport of the game.</p> + +<p>When the players are all recruited, they continue to march around the +row of chairs, the main object of the game being the scramble for +seats when the music stops, or upon some other signal to sit if there +be no music.</p> + +<p>The musician will add to the interest of the game by varying the time +of the march from slow and stately time to "double quick." At any +moment, after all the players are marching, the music may stop +suddenly. Whenever this happens, the players all scramble for seats. +There will be one odd player left without a seat. This player is +thenceforth out of the game and retires to<span class='pagenum'><a name="Page_99" id="Page_99">[99]</a></span> one end of the room, +taking with him one of the chairs. This continues until there are only +two players encircling one chair, and the one who secures it wins.</p> + +<p>Where two players reach a chair at nearly the same time, the chair +belongs to the one who first reached it, or who is sitting more fully +on it. Sitting on the arm of a chair does not count, nor touching it +with the hands or knees.</p> + +<p><b>FOR THE GYMNASIUM.</b>—When played in a gymnasium, a row of gymnasium +stools may be used instead of chairs, and the gathering up of the +players omitted, the game starting with the stools empty.</p> + +<p><b>FOR THE SCHOOLROOM.</b>—When played in the schoolroom, the game starts +with all of the players ready to march, the first part of the game, in +which they are recruited, being omitted. The class should march in +serpentine form up one aisle and down the next, etc., instead of +encircling a row of seats. There should be for a large class from one +to six less seats than the number of players. For instance, one seat +should be counted out in each row or each alternate row. The seat that +is not in play may be designated by turning it up, if of that variety, +and by placing a book on the desk belonging to it.</p> + +<p>Wherever played, the game may be carried on without music, simply by +the leader or teacher beating time and stopping when players are to +sit; or he may give a signal or a command to "Sit!"</p> + + + +<h3>GOOD MORNING</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Schoolroom; parlor.</i></p> + +<div class="blockquot"><p>This is a very pretty sense-training game,—cultivating +discrimination through the sense of hearing. Little children +are very fond of it, and it is most interesting and surprising +to note the development of perceptive power through the playing +of the game.</p></div> + +<p>One player blinds his eyes. He may do this by going to a corner of the +room and facing the wall, with his hand over his eyes; or a very +pretty method is to have him go to the teacher or leader, with his +face hidden in her lap, and her hands on either side of his head, like +the blinders of a horse.</p> + +<p>The teacher then silently points to some other player in the class,<span class='pagenum'><a name="Page_100" id="Page_100">[100]</a></span> +who rises at once and says, "Good morning, David!" (or whatever the +child's name may be). The little guesser, if he has recognized the +voice, responds with, "Good morning, Arthur!" (or other name). If he +does not guess the voice after the first greeting, the child may be +required to repeat it, until the guesser has had three trials. Should +he fail on the third trial, he turns around to see who the player was, +and changes places with him. If he names the right player, the guesser +retains his position until he fails to guess the voice of the one +greeting him, one player after another being required to stand and +give the greeting "Good morning!"</p> + +<p>When pupils have become somewhat proficient in the guesser's place, +the others should be required to change their seats after the guesser +has blinded his eyes, so that he will not be assisted in his judgment +by the direction from which the voice comes, which is very easily the +case where the other players are in their accustomed seats.</p> + +<p>Of course the greeting will be varied according to the time of day, +being "Good afternoon!" or "Good evening!" as may be appropriate. +Occasionally, in a school game, a pupil from another room may be +called in. Should a strange voice be heard in this way, the little +guesser is considered correct if he answer, "Good morning, stranger!"</p> + + + +<h3>GUESS WHO</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; parlor; schoolroom.</i></p> + +<p>Where there are more than ten players, it is desirable to have them +separated into several groups. Each group has a leader, and lines up +in rank (side by side), with the leader in the middle. One odd player +stands in front of the line, facing it.</p> + +<div class="poem"><div class="stanza"> +<span class="i0">The odd player asks:—<br /></span> +<span class="i2">"Have you seen my friend?"<br /></span> +</div><div class="stanza"> +<span class="i0">The line answers,<br /></span> +<span class="i2">"No."<br /></span> +</div><div class="stanza"> +<span class="i0">First player:—<br /></span> +<span class="i2">"Will you go and find him?"<br /></span> +<span class="i2">"Yes."<br /></span> +<span class="i2">"Put your finger on your lips and follow me!"<br /></span> +</div></div> + +<p><span class='pagenum'><a name="Page_101" id="Page_101">[101]</a></span></p><p>The player in front then turns around and, with finger to his lips, +runs to another part of the ground, all of the row falling in behind +and following him, each player with finger on lips. When they have +reached a new position, the first player stops with his back to the +line, which re-forms in a new order under the direction of its leader, +so that the players do not stand in the same relative positions as +when the odd player faced the line. One player from the row selected +by the leader now steps forward behind the odd player and says, trying +to disguise his voice, "Guess who stands behind you!"</p> + +<p>If the odd player guesses correctly, he retains his position, turns +around, and the dialogue begins over again. If the guess be wrong, the +one who is It changes places with the one whose name he failed to +guess.</p> + + + +<h3>GYPSY</h3> + + +<p><i>5 to 10 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="blockquot"><p>This is one of the traditional dramatic games, obviously an +abbreviated form of <i>Mother, Mother, the Pot Boils Over!</i></p></div> + +<p>One player is selected for gypsy, and one for the mother. The others +are children. The gypsy remains in hiding while the mother says to her +children, pointing to the different ones in turn:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"I charge my children every one<br /></span> +<span class="i1">To keep good house while I am gone;<br /></span> +<span class="i1">You and you, but specially you,<br /></span> +<span class="i1">Or else I'll beat you black and blue."<br /></span> +</div></div> + +<p>The mother then goes away and blinds her eyes. During her absence the +gypsy comes in, takes away a child, and hides her. The gypsy repeats +this until all of the children are hidden. The mother returns and +finds her children gone, whereupon she has to find them. When all have +been found and brought back home, all chase the gypsy.</p> + + + +<h3>HANG TAG</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>One player is It, or chaser, and changes places with any other player +whom he can touch (tag). In this form of the game, however, <span class='pagenum'><a name="Page_102" id="Page_102">[102]</a></span>any +player may escape being tagged by hanging from anything overhead which +will enable him to lift his feet from the floor. When played out of +doors, where there are trees, players will naturally jump to catch +hold of the branches of the trees. In a playground or gymnasium pieces +of apparatus may be used for the same purpose. A player is considered +immune if, instead of hanging by his hands, he throws himself across +some obstacle, such as a fence, which enables him to lift his feet +from the ground.</p> + +<p>The game is very uninteresting if players each choose a place and +remain close to it in the intervals of the game; but it may be made +full of sport if each will take risks and run from point to point, +taunting the one who is It by going as near him as possible, or +allowing him to approach closely before springing for the overhead +support. The one who is It may not linger near any player to the +extent of trying to tire him out in the hanging position, but must +move rapidly from one to another.</p> + +<p>A very interesting form of this game for the gymnasium allows no two +players to hang from the same piece of apparatus; the last one taking +possession has the right to remain hanging on the apparatus, the one +before him being obliged to run at once for another place. This keeps +the players moving and makes the game very lively.</p> + +<p><b>TREE TOAD.</b>—This is a form of Hang Tag played by the modern Greeks. It +is played where there are trees, the players jumping to clasp the +trunk of the tree as a means of lifting their feet from the ground +when the branches are too high to reach. This makes a very funny, +vigorous, and interesting form of the game, to be played in a grove or +shaded lawn.</p> + + + +<h3>HAVE YOU SEEN MY SHEEP?</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; parlor; gymnasium; schoolroom.</i></p> + +<p>The players stand in a circle. One walks around on the outside, and +touching one of the circle players on the back, asks, "Have you seen +my sheep?" The one questioned answers, "How was he dressed?" The +outside player then describes the dress of some one in the circle, +saying, for instance, "He wears a red necktie; he is<span class='pagenum'><a name="Page_103" id="Page_103">[103]</a></span> dressed in gray +and has low shoes." The one questioned then names the player whom he +thinks this describes, and if right, at once begins to chase him +around the outside of the circle. Each of the circle players must be +very alert to recognize himself in the description given by the +outside player, for immediately that he is named he must run around +the outside of the circle, chased by the player who guessed, and try +to reach his own place before being tagged. The one who gives the +description does not take part in the chase. Should the runner be +tagged before returning to his place, he must take the place of the +questioner, running in his turn around the outside of the circle and +asking of some player. "Have you seen my sheep?"</p> + +<p><b>IN THE SCHOOLROOM.</b>—The players remain seated, with the exception of +the one who asks the first question of any player he chooses. This +player at once stands, guesses the player described, and chases him +around the room, the one chased trying to gain his seat before being +caught. If caught, he becomes questioner; if not caught, the same +questioner and guesser play as before.</p> + + + +<h3>HIDE AND SEEK</h3> + + +<p>The following games of hiding and seeking will be found in +alphabetical order:—</p> + + +<div class='center'> +<table border="0" cellpadding="2" cellspacing="0" summary=""> +<tr><td align='left'>Hide and Seek</td><td align='left'>Sardines</td></tr> +<tr><td align='left'>I spy!</td><td align='left'>Smuggling the Geg</td></tr> +<tr><td align='left'>Ring-a-lie-vio</td><td align='left'>Ten Steps</td></tr> +<tr><td align='left'>Run, Sheep, Run! </td> + <td align='left'>Yards Off</td></tr> +</table></div> + + + +<h3>HIDE AND SEEK</h3> + + +<p><i>2 to 20 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>This is a simple form of "I spy," played by very little children. One +covers his eyes or blinds and the others hide. When securely hidden, +they call "Coop!" and the one who is It goes in search of them. The +call of "Coop!" may be repeated at the discretion of the hider. In +this game the object is won when the searcher discovers the hidden +players. There is no race for a goal as in "I spy."<span class='pagenum'><a name="Page_104" id="Page_104">[104]</a></span></p> + + + +<h3>HIDE THE THIMBLE</h3> + +<div class="center">(Magic Music)</div> + + +<p><i>5 to 60 players.</i></p> + +<p><i>Schoolroom; parlor.</i></p> + +<p>One player is sent from the room; while absent, one of those remaining +hides a thimble, a cork, or some small object which has been +previously shown to the absent one. When the object is hidden, the +absent player is recalled, and proceeds to hunt for the hidden object. +While he is doing this, the others sing or clap their hands, the sound +being very soft and low when the hunter is far away from the object, +and growing louder as he approaches it. The piano music is desirable, +but for schoolroom use singing is found to be more interesting for +all, as well as often more practicable. For very little children hand +clapping is pleasing and sometimes more easily used than singing.</p> + + + +<h3>HIGH WINDOWS</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>All of the players but one join hands in a circle. The odd player in +the center runs around on the inside of the circle and hits one of the +players with a wisp of grass, if the game be played out of doors, or +tags him if played indoors. Both players then run out of the circle, +it being the object of the player who was tagged to catch the odd +player before he can run three times around the outside of the ring. +As the runner completes his third time around, the players in the +circle cry "High Windows!" and raise their clasped hands to let both +of the players inside. Should the one who is being chased succeed in +entering the circle without being tagged, he joins the circle and the +chaser takes his place in the center. Should the chaser tag the +pursued before he can circle the ring three times and dodge inside at +the close, the chaser returns to the circle and the one caught goes +again into the center.</p> + +<p>It is permissible to vary the chase by running away from the immediate +vicinity of the circle. Should the chase then become too<span class='pagenum'><a name="Page_105" id="Page_105">[105]</a></span> long, the +circle players may call "High Windows!" as a signal for the runners to +come in. This call is made at the discretion of a leader, whether he +be one of the circle players appointed for that purpose, or a teacher.</p> + + + +<h3>HILL DILL</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>Two parallel boundary lines are drawn from thirty to fifty feet apart; +or the game is often played between the curbings of a street, which +serve as boundaries. One player is chosen to be It, and stands in the +center. The other players stand in two equal parties beyond the +boundary lines, one party on each side. The center player calls out, +"Hill, dill! come over the hill!" The other players then exchange +goals, and as they run across the open space the one in the center +tries to tag them. Any who are tagged assist him thereafter in tagging +the others.</p> + +<div class="blockquot"><p>This game is not well adapted to very large numbers of players, +as it brings two opposing parties running toward each other in +the exchange of goals. It is especially suited to conditions +where a very wide central field lies between the goals, thus +giving opportunity for the players to scatter.</p></div> + + + +<h3>HIP</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground.</i></p> + +<p>All of the players stand in an informal group. One of them is provided +with a stick about the size of a broomstick and about two feet long. +He throws this as far as he can, at the same time calling the name of +one of the other players. The one who threw the stick, and all the +others except the one whose name is called, then scatter in a run. The +one who is called must pick up the stick, whereupon he becomes "Hip" +and must chase the other players. Any player whom he catches he +touches with the stick (pounding not allowed), and that player at once +joins him in trying to catch the others. Any one caught by the second +player, however, must be held by him until Hip can come and touch the +prisoner<span class='pagenum'><a name="Page_106" id="Page_106">[106]</a></span> with the stick, whereupon he also joins Hip's party. As the +number of players with Hip increases, there may be some pretty lively +"tussling" on the part of players who are caught, pending the arrival +of Hip to touch them with the stick, as he may have several to reach +in this way, and the interval may be considerable in which the captor +must hold his victim. The game ends when all of the players have been +touched by Hip.</p> + + + +<h3>HOME TAG</h3> + + +<p><i>4 to 60 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>One player is It, or chaser, and changes places with any one whom he +can touch (tag) outside of the safety places called homes. One or more +such places are chosen to which the players may run at any time for +safety. It is advisable to have these homes widely separated, as at +opposite ends of the playground. If the players resort to these homes +too frequently to make a good game, the chaser may call</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Three times three are nine;<br /></span> +<span class="i1">Who does not run is mine."<br /></span> +</div></div> + +<p>Whereupon every player must run out from his home or goal, or change +places with the tagger.</p> + + + +<h3>HOPPING RELAY RACE</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>A starting line is drawn on the ground, behind which the players stand +in two or more single files, facing a goal. The goal should be ten or +more feet from the starting line, and may consist of a wall, or a line +drawn on the ground. At a signal the first player in each line hops on +one foot to the goal, touches it with his hands (stooping for this if +it be a line on the ground), and hops back to the end of his line, +which should have moved forward to fill his place as he started. He +takes his place at the rear end of the line. He tags the first player +in the line as he passes him, and this player at once<span class='pagenum'><a name="Page_107" id="Page_107">[107]</a></span> hops forward to +the goal. Each player thus takes his turn, the line winning whose last +player first reaches the rear of his line, and there raises his hand +as a signal.</p> + +<p>If the game be repeated, the hopping in the second round should be on +the opposite foot.</p> + +<p><b>FOR THE SCHOOLROOM.</b>—This may be played in the class room by having an +equal number of pupils in each row of seats. The players remain seated +until it is their turn to hop, each hopping from his own seat to the +forward blackboard and back to his seat again; or the distance may be +made greater by continuing past his seat to the rear wall and then +back to his seat again. The game starts with those in the rear seats. +Each pupil as he takes his seat tags the pupil seated next in front of +him, who takes this as a signal to start. The line wins whose player +in the front seat first returns and raises a hand to show he is +seated.</p> + + + +<h3>HOUND AND RABBIT</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>A considerable number of the players stand in groups of three, with +their hands on each other's shoulders, each group making a small +circle which represents a hollow tree. In each tree is stationed a +player who takes the part of rabbit. There should be one more rabbit +than the number of trees. One player is also chosen for hound.</p> + +<p>The hound chases the odd rabbit, who may take refuge in any tree, +always running in and out under the arms of the players forming the +tree. But no two rabbits may lodge in the same tree; so as soon as a +hunted rabbit enters a tree, the rabbit already there must run for +another shelter. Whenever the hound catches a rabbit, they change +places, the hound becoming rabbit and the rabbit hound. Or the hound +may at any time become a rabbit by finding shelter in an empty tree, +whereupon the odd rabbit who is left without shelter must take the +part of the hound.</p> + +<div class="blockquot"><p>This game may be made very lively, and has much sport in it +even for adults. The trees should be scattered promiscuously so +that both rabbits and hound<span class='pagenum'><a name="Page_108" id="Page_108">[108]</a></span> may have many opportunities to +dodge and run in various directions, with false starts and +feints that add zest and interest to such a game.</p> + +<p>For large numbers of players it is advisable to give each a +better chance to participate actively in the game by having the +rabbits and trees change parts whenever a rabbit is caught. The +hound, and the rabbit who was caught, then choose their +successors.</p></div> + +<hr class="quarter" /> +<div class="figcenter" style="width: 597px;"> +<img src="images/plate006.jpg" width="597" height="400" alt="plate: HOW MANY MILES TO BABYLON?" title="" /> +<span class="caption">HOW MANY MILES TO BABYLON?</span> +</div> +<hr class="quarter" /> + + + +<h3>HOW MANY MILES TO BABYLON?</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>The players are divided into two lines and stand facing each other, +with a distance of about ten feet between. Each line numbers off in +twos, and the players in each line take hold of hands. The following +dialogue takes place between the two lines, all of the players in a +line asking or answering the questions in unison. The lines rock +forward and backward during the dialogue from one foot to another, +also swinging the clasped hands forward and backward in time to the +rhythm of the movement and the words. The time should be rapid.</p> + + +<p>The first line asks:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"How many miles to Babylon?"<br /></span> +</div></div> + +<p>Second line:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Threescore and ten."<br /></span> +<span class="i0">"Will we be there by candle light?"<br /></span> +<span class="i0">"Yes, and back again."<br /></span> +<span class="i0">"Open your gates and let us through."<br /></span> +<span class="i0">"Not without a beck [courtesy] and a boo [bow]."<br /></span> +<span class="i0">"Here's a beck and here's a boo,<br /></span> +<span class="i1">Here's a side and here's a sou;<br /></span> +<span class="i1">Open your gates and let us through."<br /></span> +</div></div> + +<p>As the players in the first line say, "Here's a beck and here's a +boo," they suit the action to the words, drop hands, and make each a +courtesy, with wrists at hips for the "beck," and straighten up and +make a deep bow forward for the "boo"; assume an erect position and +bend the head sideways to the right for "Here's a side," and to the +left for "Here's a sou." Then the partners clasp hands and all run +forward in eight quick steps in the same rhythm as<span class='pagenum'><a name="Page_109" id="Page_109">[109]</a></span> the dialogue that +has been repeated, each couple passing under the upraised hands of the +opposite couple, which represent the city gates. Having taken the +eight steps, the running couple turns around, facing the other line +from the opposite side. This is done in four running steps, making +twelve steps in all. The couples that made the gates then turn around +in four running steps (a total of sixteen steps or beats) until they +face the first line, when they in turn begin the rocking motion and +the dialogue, "How many miles to Babylon?" This is repeated +indefinitely, each line being alternately the questioners and the +gates.</p> + +<div class="blockquot"><p>The time in which the lines are repeated and the accompanying +movements should be very brisk and rapid, so as to give life +and action to it. The start forward in the run when the couples +pass through the gates should be made with a decided stamp or +accent on the first step; and the last step with which they +turn in place, facing the line after they have passed through +the gates, should have a similar accent. The questions and +answers should be given with varied intonation to avoid +monotonous singsong.</p> + +<p>Mrs. Gomme ascribes the origin of this game to a time when toll +was required for entrance into a city, or for the carrying of +merchandise into a walled town. The form here given is of +Scottish origin, gathered by the writer, and is different from +any published versions that have been consulted.</p></div> + + + +<h3>HUCKLE, BUCKLE, BEAN STALK</h3> + + +<p><i>5 to 60 players.</i></p> + +<p><i>Schoolroom; parlor.</i></p> + +<p>This game is a form of Hide the Thimble.</p> + +<p>A thimble, cork, ring, or other small object may be used for hiding. +All of the players leave the room save one, who places the object in +plain sight but where it would not be likely to be seen, as on the top +of a picture frame, in a corner on the floor, etc. It may be placed +behind any other object, so long as it may be seen there without +moving any object. This hiding will be especially successful if some +hiding place can be found near the color of the object; for instance, +if the object be of metal, to hang it from the key of a door, put it +in the filigree of a vase, etc. When the object has been placed, the +players are called into the room, and all begin to look for it. When +one spies it, he does not at once disclose <span class='pagenum'><a name="Page_110" id="Page_110">[110]</a></span>this fact to the others, +but quietly takes his seat, and when seated, says, "Huckle, buckle, +bean stalk!" which indicates that he knows where the object is. The +game keeps on until all of the players have located the object, or +until the teacher or leader calls the hunt closed. The first one to +find the object hides it for the next game.</p> + + + +<h3>HUNT (THE)</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>The ground is marked off with two goals at opposite ends by parallel +lines drawn entirely across it. The space between the lines should +measure from thirty to fifty or more feet. One player is chosen for +hunter, who stands in the center. The other players are named in +groups from various animals; thus there will be several lions, several +tigers, etc. These groups are divided so that part stand in one goal +and part in the other, the number of players being equal in each goal +when the game opens.</p> + +<p>The hunter, standing in the center, calls the name of any animal he +chooses, whereupon all of the players bearing that name must change +goals. The hunter tries to catch them while they are in his territory. +The first player caught must thereafter help the hunter in catching +the others. The second player caught changes places with the first, +the first one then being placed in a "cage" at one side of the +playground and is out of the game. The game ends when the hunter has +caught all of the animals.</p> + +<div class="blockquot"><p>There are several games very similar to this, but all of them +have distinctive points that make them quite different in +playing. In the present game the hunter has the advantage of +chasing players running from both directions, but there is a +comparatively small number of these, and he is placed at the +disadvantage of not usually knowing just which players bear the +names of certain animals.</p></div> + + + +<h3>HUNT THE FOX</h3> + + +<p><i>20 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>The players stand in two parallel lines or files facing to the front, +with about five feet distance between the files, and considerable<span class='pagenum'><a name="Page_111" id="Page_111">[111]</a></span> +distance between each two players in a file, so that the runners may +have space to run between them. The head player of one file is a fox +and the head player of the opposite file the hunter.</p> + +<p>At a signal the fox starts to run, winding in and out from one side to +the other of his file until he reaches the bottom, when he turns and +comes up the opposite file. The fox is not obliged to run between each +two players, but may skip any number that he wishes, and choose his +own track. The hunter must follow in exactly the same trail, being +obliged, should he make a mistake, to go back to the point at which he +diverged from the path of the fox. If the fox succeeds in getting back +to the head of the second file without being caught, he is considered +to have escaped, and takes his place at the foot of his own file. +Should he be caught by the hunter, he changes places with the latter, +the hunter going to the foot of the fox's file, and the fox taking the +hunter's original place at the head of his file. The second player in +the fox's file, who should have moved up to the front to keep the +lines even, is then fox for the next chase.</p> + + + +<h3>HUNT THE SLIPPER</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; seashore; gymnasium.</i></p> + +<p>All of the players but one sit in a circle, with the feet drawn up and +knees raised so that a slipper may be passed from hand to hand of each +player under his knees. Where both boys and girls are playing, it is +desirable to have the girls alternate as much as possible with the +boys, as the slipper is more readily hidden under their skirts. The +players pass the slipper or bean bag around the circle under the +knees, the object being on their part to evade the vigilance of the +odd player, who runs around on the outside of the circle trying to +touch the person who holds the slipper. Many devices may be resorted +to for deceiving the hunter, such as appearing to pass the slipper +when it is not in one's hands, or holding it for quite a while as +though the hands are idle, although it is not considered good sport to +do this for very long or often. The players will use every means of +tantalizing the hunter; for instance, when he is at a safe distance, +they will hold the slipper up with a<span class='pagenum'><a name="Page_112" id="Page_112">[112]</a></span> shout, or even throw it to some +other person in the circle, or tap the floor with it. When the hunter +succeeds in catching the player with the slipper, he changes places +with that player.</p> + +<p>When the circle of players is very large, the odd player may take his +place in the center instead of outside the circle.</p> + + + +<h3>INDIAN CLUB RACE</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Gymnasium; playground.</i></p> + +<div class="blockquot"><p>This game is an adaptation of the Potato Race. See also the +related game <i>All Up Relay</i>.</p></div> + +<div class="figleft" style="width: 186px;"> +<img src="images/diag011.jpg" width="186" height="400" alt="diagram: Indian Club Race" title="" /> +<span class="caption smcap">Indian Club Race</span> +</div> + +<p>The players are lined up in two or more single files, the first +players standing with toes on a starting line. A small circle is +marked on the ground to the right of the first player in each file, +and just within the starting line. A series of six small crosses is +also marked on the ground in front of each line, at intervals of six +feet apart, continuing in the same direction as the file, the first +one being ten or fifteen feet from the starting line. An Indian club +is placed on each cross. At a signal, the first runners rush forward, +each picks up a club, returns, and places it (standing upright) within +the small circle, beside his starting place, returns for another, and +so on until all six clubs are within the circle. The first players, +having finished, pass to the rear of their respective lines, which +move up to the starting line.</p> + +<p>At a signal the next row of players take each a club and return it to +one of the crosses, returning for another, etc., until all are placed. +The next runners return the clubs to the circle, and so on until each +player in the files has taken part. The file wins whose last player is +first to get back to the starting line after<span class='pagenum'><a name="Page_113" id="Page_113">[113]</a></span> placing the last club. +In case of a tie, the last three players from the tied files may be +required to repeat the play.</p> + +<p>This is one of the best games for training in self-control, and a +teacher should strictly enforce the rules. Any player starting over +the line before the signal, or standing with the foot beyond it before +starting, should go back and start over again. Whenever a club falls +down, or is not placed on the cross or in the circle, the player who +placed it must go back and stand it upright or it counts as a foul.</p> + + + +<h3>I SAY, "STOOP!"</h3> + + +<p><i>5 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>This game is a variation of the old familiar game "Simon says," but +calls for much more activity than the latter game.</p> + +<p>The players stand in a circle, and in front of them the leader or +teacher. The teacher says quickly, "I say, stoop!" and immediately +stoops himself and rises again, somewhat as in a courtesy. The players +all imitate the action; but when the leader says, "I say, stand!" at +the same time stooping himself, the players should remain standing. +Any who make a mistake and stoop when the leader says, "I say, stand!" +are out of the game.</p> + +<div class="blockquot"><p>This may be made a very amusing little game to fill in a few +dull moments, and when used in the schoolroom, it serves to +refresh tired minds very quickly. The leader should speak and +move very rapidly and make unexpected variations in the order +in which the two commands are given.</p></div> + + + +<h3>I SPY</h3> + +<div class="center">(See <i>Hide and Seek</i> for list of other games of this type.)</div> + + +<p><i>3 to 30 or more players.</i></p> + +<p><i>Out of doors; indoors.</i></p> + +<p>One player is chosen to be the spy, who blinds his eyes at a central +goal while the other players scatter and hide. The spy counts<span class='pagenum'><a name="Page_114" id="Page_114">[114]</a></span> one +hundred, upon the completion of which he announces his readiness to +take up the hunt by shouting aloud:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"One, two, three!<br /></span> +<span class="i1">Look out for me,<br /></span> +<span class="i1">For I am coming and I can see!"<br /></span> +</div></div> + +<p>Or he may shout only the word "Coming!" as he leaves the goal, or +merely the last count, "One hundred!" The spy endeavors to detect as +many hidden players as possible, and for each player must dash back to +the goal, hit it three times, and call out, "One, two, three for +----," naming the player. Should he make a mistake in identity, the +player really seen and the one named by mistake are both free and may +return to the goal without further danger. As soon, however, as a +player knows he has been detected by the spy, he should race with the +latter for the goal, and should he reach it first, should hit it three +times and call out, "One, two, three for me!" Any player who can thus +make the goal after the spy has started on his hunt may save himself +in this way, whether he has been detected or not. Should all of the +players save themselves in this way, the same spy must blind for the +next game. This, however, seldom happens. The first one caught by the +spy, that is, the first one for whom he touches the goal, becomes spy +for the next game.</p> + + + +<h3>JACK BE NIMBLE</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Indoors; out of doors; schoolroom.</i></p> + +<p>This game is suitable for very little children. Some small object +about six or eight inches high is placed upright on the floor to +represent a candlestick. This may be a small box, a book, bottle, or +anything that will stand upright; or a cornucopia of paper may be made +to answer the purpose. The players run in single file and jump with +both feet at once over the candlestick, while all repeat the old +rhyme:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Jack be nimble,<br /></span> +<span class="i1">Jack be quick,<br /></span> +<span class="i1">And Jack jump over the candlestick."<br /></span> +</div></div> + +<p><span class='pagenum'><a name="Page_115" id="Page_115">[115]</a></span></p><p>When there are more than ten players, it is advisable to have several +candlesticks and several files running at once. In the schoolroom +there should be a candlestick for each two rows of players, and these +should encircle one row of seats as they run.</p> + + + +<h3>JACOB AND RACHEL</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; parlor.</i></p> + +<p>All of the players but two form a circle with clasped hands. The two +odd players are placed in the center, one of them, "Jacob," being +blindfolded. The object of the game is for Jacob to catch the other +player, "Rachel," by the sound of her voice; but Rachel is supposed to +be rather coy, and to do all in her power to avoid being caught by +Jacob, even though she answer his questions.</p> + +<p>Jacob begins the game by asking, "Rachel, where art thou?" Rachel +replies, "Here am I, Jacob," and immediately tiptoes to some other +point in the ring, trying to evade Jacob's outstretched hands as he +gropes for her. Rachel may stoop to evade being caught, or may dash +from one side of the ring to the other, or resort to any tactics +except leaving the ring. Jacob may repeat his question whenever he +wishes, and Rachel must answer each time.</p> + +<p>When Rachel is caught, Jacob returns to the ring, Rachel is +blindfolded and chooses a new Jacob, this time taking the aggressive +part and seeking him with the question, "Where art thou, Jacob?" etc.</p> + +<p>When the game is played by both boys and girls, the names are used +properly, but where all boys or all girls are playing, the same names +are used, but one of the party is personated by a player of the +opposite sex.</p> + + + +<h3>JAPANESE CRAB RACE</h3> + + +<p><i>2 to 60 or more players.</i></p> + +<p><i>Gymnasium; playground.</i></p> + +<p>If there be but few players for this game, it may be played as a +simple race, without the relay feature, as here described. For large +numbers the relay idea will be advisable.</p> + +<p><span class='pagenum'><a name="Page_116" id="Page_116">[116]</a></span></p><p>The players are lined up behind a starting line, in from two to five +single files, each containing the same number. Opposite each file, at +a distance of from twenty-five to forty feet, there should be drawn a +circle about three feet in diameter. The game consists in a race run +backward on feet and hands (or "all fours") to the circles. To start, +the first player in each file gets in position, with his heels on the +starting line and his back to the circle for which he is to run; and +all start together at a signal, the player who first reaches his +circle scoring one point for his team. Others follow in turn.</p> + +<div class="blockquot"><p>Until one has tried this, it would be difficult to realize how +thoroughly the sense of direction and the power to guide one's +movements are lost while running in such a position. It is one +of the jolliest possible games for the gymnasium.</p></div> + + + +<h3>JAPANESE TAG</h3> + + +<p><i>4 to 60 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>One player is chaser, or It, and tries to touch or tag all of the +other players, the one tagged then becoming chaser. In this form of +the game, however, whenever a player is touched or tagged, he must +place his left hand on the spot touched, whether it be his back, knee, +elbow, ankle, or any other part of the body, and in that position must +chase the other players. He is relieved of this position only when he +succeeds in tagging some one else.</p> + +<p>As in other tag games where there are large numbers of players, +several players may take the part of the tagger, or It, at the same +time.</p> + + + +<h3>JOHNNY RIDE A PONY</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is a game of leapfrog. The players are divided into two even +parties, except for one leader, one party being the ponies and the +other the riders, or Johnnies. The ponies form one long back as +follows: one player stands upright against a wall or fence; the first +back stoops in front of this leader, bracing his head against<span class='pagenum'><a name="Page_117" id="Page_117">[117]</a></span> him; +the other players grasp each the waist of the player in front, and +stoop with the heads against him or turned to one side (away from the +jumper). When the backs (ponies) are ready, the riders all run toward +them from the side, each rider vaulting from the side on to the back +of one pony. The ponies try in every way, except by straightening up, +to throw their riders while the leader counts fifty. If a rider be +made to touch even one foot to the ground, the ponies have won and +score a point, the riders exchanging places with them. If the ponies +fail in this attempt, they must be ponies again. The side wins which +has the highest score at the end.</p> + + + +<h3>JUMPING RELAY RACE</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>The players are lined up in several single files behind a starting +line which is drawn at from ten to fifty feet from a finishing line +which should be parallel to it. At a signal the first players in each +file, who have been standing with their toes on the starting line, +jump forward with both feet at once and continue the jumping to the +finish line, when they turn and <i>run</i> back to the starting line. Each +player, on returning to the starting line, should touch the hand of +the next player in his file, who should be toeing the line ready to +start, and should begin jumping as soon as his hand is touched by the +return player. The first jumper goes at once to the foot of the line, +which moves up one place each time that a jumper starts out, so that +the next following player will be in position on the line.</p> + +<p>The file wins whose last player first gets back to the starting line.</p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 595px;"> +<img src="images/plate007.jpg" width="595" height="400" alt="plate: JUMPING ROPE ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL" title="" /> +<span class="caption">JUMPING ROPE ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL</span> +</div> +<hr class="quarter" /> + + + +<h3>JUMPING ROPE</h3> + +<div class="center">(Skipping)</div> + + +<p><i>3 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>Jumping a rope is admirable for both boys and girls, combining much +skill with invigorating exercise. It should always be done on the +toes, with a<span class='pagenum'><a name="Page_118" id="Page_118">[118]</a></span> "spring" in the ankles and knees to break the jar, and +should not be carried to a point of exhaustion. It may be made one of +the most interesting competitive games for large numbers, lined up in +relay formation and jumping in turn over a long rope. There should +then be one rope for each line. A score should be kept for each team, +each feat successfully performed by a player scoring one point for his +or her team. For each round, each player in all teams should perform +the same feat.</p> + +<p>The different series following are for:—</p> + +<ol class="uroman"> +<li>Small single rope.</li> +<li>One large rope.</li> +<li>Two large ropes.</li> +<li>Large single rope and small individual rope.</li> +</ol> + +<p>The small single rope or individual rope should be about six feet long +for the average player. A good general rule is to have it just long +enough to reach to the shoulders on each side while the player is +standing on it.</p> + +<p>A rope not made with handles at the ends should have a knot tied at +either end, to prevent untwisting and to give a firm hold. Every +jumper knows how to twist the ends around the hands to make shorter a +rope that is too long.</p> + +<p>A long rope should be heavy and from ten to twenty feet in length. It +should be turned by two players while one or more jump, as indicated. +When not used for athletic competition, any player failing in the +jumping should change places with one of the turners; that is, should +"take an end."</p> + + +<h4>I. Small Single Rope</h4> + +<p>1. Standing in one place, the jumper turns the rope forward and jumps +on the toes of both feet for from ten to twenty-five counts. Prolonged +jumping beyond this number to the point of exhaustion should not be +done.</p> + +<p>2. Standing in one place, jump five counts on one foot and then five +on the other.</p> + +<p>3. Jump as in 1 and 2, but turn the rope backward instead of forward.</p> + +<p>4. Running and skipping, the rope turned forward.</p> + +<p>5. Running and skipping, the rope turned backward.</p> + +<p>6. Running and skipping, one player in the rope and two others running +and turning the rope. The one who is skipping repeats the verse:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">Butterfly, butterfly, turn around;<br /></span> +<span class="i0">Butterfly, butterfly, touch the ground;<br /></span> +<span class="i0">Butterfly, butterfly, show your shoe;<br /></span> +<span class="i0">Butterfly, butterfly, twenty-three to do.<br /></span> +</div></div> + +<p><span class='pagenum'><a name="Page_119" id="Page_119">[119]</a></span></p><p>7. All of the above with two jumpers, each turning one end of the +rope, the inner hands resting on each other's shoulders.</p> + +<p>8. As in 7, but with two jumpers, one standing behind the other +instead of side by side, a hand of the rear jumper being placed on a +hip of the one in front. Each turns one end of the rope.</p> + + +<h4>II. One Large Rope</h4> + +<p>1. The rope should be turned toward the jumper, who should run under.</p> + +<p>2. Rope turned away from the jumper, who runs under.</p> + +<p>3. Run in; jump once and run out on the opposite side; the rope turned +toward jumper.</p> + +<p>4. Run in, jump once, run out on the opposite side; rope turned away +from jumper.</p> + +<p>5. Repeat 3 and 4, jumping five or more times before running out.</p> + +<p>6. Run in, jump once, and run out backward.</p> + +<p>7. The player runs in and jumps while the turners say, "Salt, pepper, +mustard, cider, vinegar," increasing the speed with which the rope is +turned as the word <i>vinegar</i> is said.</p> + +<p>8. "Rock the Cradle." The turners of the rope do not make a complete +circle with it, but swing it from side to side in a pendulum motion. +In this position the player runs in and jumps from one to five times +and runs out on the other side.</p> + +<p>9. Run in (<i>a</i>) with the rope turned toward the jumper, and then (<i>b</i>) +away from the jumper, and jump five times and run out, the hands +meanwhile being placed in some particular position, such as held out +sideways at shoulder level, clasped behind, placed on the shoulders, +or head, or hips, etc.</p> + +<p>10. Run in, first with the rope turned toward the jumper and then away +from the jumper, and jump in various ways—as on both feet at once; on +one foot; on the other foot; on alternate feet with a rocking step, +changing from one foot to the other.</p> + +<p>11. "Chase the Fox." The jumpers, instead of taking single turns until +each has missed, choose a leader or fox who goes through the various +jumps as described, all of the others following in single<span class='pagenum'><a name="Page_120" id="Page_120">[120]</a></span> file. For +instance, the fox runs under the rope without skipping the others all +follow. The fox then turns and runs back; the others follow. The fox +runs in and takes any of the jumps described above and runs out, the +others in turn following.</p> + +<p>12. Repeat all of the above jumps, running in in pairs, threes, etc.</p> + +<p>13. "Calling in." A player runs in and jumps three times, calling some +one in by name on the second jump. They jump once together, and the +first player runs out on the opposite side. The second player, in +turn, calls some one in on his second jump, etc.</p> + +<p>14. A player runs in, calls some one in on the first jump, and +continues jumping to five and then runs out. The player called in +calls another on his first jump, etc., until there are five jumping at +one time. It will probably be necessary for players to run out on +opposite sides.</p> + +<p>15. "Begging." Two players run into the rope and jump together side by +side. While jumping, they change places. One player starts this by +saying, "Give me some bread and butter;" and the other, while +changing, answers, "Try my next-door neighbor." This is continued +until one trips.</p> + +<p>16. A player runs in, turns halfway around in two jumps, and runs out +on the same side.</p> + +<p>17. A player runs in, turns all the way around in two jumps, and runs +out on the opposite side.</p> + +<p>18. "Winding the Clock." A player runs in, counts consecutively from +one to twelve, turning halfway around each time, and then runs out.</p> + +<p>19. "Drop the Handkerchief." A player runs in, and while skipping, +drops his handkerchief, and on the next jump picks it up again, +reciting the lines:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Lady, lady, drop your handkerchief;<br /></span> +<span class="i0">Lady, lady, pick it up."<br /></span> +</div></div> + +<p>20. "Baking Bread." A player runs in with a stone in his hand, and +while jumping places it on the ground, straightens up, picks up the +stone again, and runs out.</p> + +<p>21. A player runs in and works his way while skipping toward<span class='pagenum'><a name="Page_121" id="Page_121">[121]</a></span> one end +of the rope. He says to the turner at that end, "Father, give me the +key." The turner says, "Go to your mother." The player then jumps to +the opposite end of the rope and says, "Mother, give me the key;" and +the turner at that end answers, "Go to your father." This is continued +a certain number of times, or until the player trips.</p> + + +<h4>III. Two Large Ropes</h4> + +<div class="blockquot"><p>In this series two ropes are turned at one time, and this +requires considerable skill on the part of the turners and a +great deal on the part of the jumpers. When two ropes are +turned inward toward each other, the turn is called "Double +Dodge," or "Double Dutch." When the two ropes are turned +outward, away from each other, the turn is called "French +Rope."</p></div> + +<p>1. While the two ropes are turned inward, the players run in, jump, or +skip over each rope in turn as it comes, and run out on the opposite +side.</p> + +<p>2. Number one is repeated, taking the fancy jumps described under 1 +for the single rope.</p> + +<p>3. The two ropes are turned outward, and the players run in, jump, and +run out, as described above.</p> + +<p>4. "Chase the Fox." This is played with the ropes turning either +Double Dodge, or French Rope, and any of the fancy jumps mentioned +previously are taken, the players going through in single file, +following a leader, the fox, who chooses the feat which all are to +perform.</p> + + +<h4>IV. Large Single Rope and Small Individual Rope</h4> + +<p>While two turners keep the large rope turning, a player turning and +skipping his own small rope goes through the following feats:—</p> + +<p>1. The player stands in and jumps five times, both the large and small +ropes starting together. He then runs out forward.</p> + +<p>2. While turning and skipping his own individual rope, the player runs +under the large rope.</p> + +<p>3. The player runs in while his own rope is turning, jumps five times, +and runs out on the opposite side.</p> + +<p>4. The player stands in, jumps five times, and runs out backward.</p> + +<p><span class='pagenum'><a name="Page_122" id="Page_122">[122]</a></span></p><p>5. The player runs in while turning his individual rope backward, +jumps three times, and runs out.</p> + +<p>6. A player jumps in the large rope, at the same time turning and +jumping in his own individual rope. Another player runs in, facing +him, in the small rope, jumps with him, and then runs out again +without stopping either rope.</p> + + + +<h3>JUMP THE SHOT</h3> + +<div class="center">(Sling Shot)</div> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="blockquot"><p>For this game a shot bag, such as is used to weight the ends of +the rope that is drawn over jump standards, may be used, and +the game takes its name from this. This bag, however, being +heavy and hard, may lead to accidents by hitting the ankles of +players, and other things are more desirable unless the players +be expert. A bean bag, sand, or oat bag will do just as well, +tied to the end of a rope.</p></div> + +<p>The players stand in a circle, with one in the center holding a rope +with a weight on the end. The center player swings the rope around to +describe a large circle on the floor, with a sufficient length of rope +to place the bag in line with the feet of those in the circle. The +circle players jump to avoid being caught around the ankles by the +rope. Any one caught in this way must retire from the circle, the +player winning who longest retains his place.</p> + + + +<h3>KALEIDOSCOPE</h3> + +<div class="center">(Flower Garden)</div> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Schoolroom; parlor; playground.</i></p> + +<p>This is a quiet game, and makes a pleasant and restful change from +more active games. It may be correlated with geography, history, +literature, and many other subjects.</p> + +<p>The players are all seated, with the exception of from four to six, +who stand in a line in front of their fellows, each being given, or +choosing, the name of a color,—red, violet, green, etc. The players +who are seated then close their eyes, and those who<span class='pagenum'><a name="Page_123" id="Page_123">[123]</a></span> represent colors +change places in the line. When they are rearranged, those who are +seated open their eyes, and being called upon individually, try to +name the colors in their new arrangement, the game being a test of +memory.</p> + +<p><b>IN THE SCHOOLROOM</b>, and for little children, to give more activity the +colors should scatter and run around the room after being named, +halting on a signal. The player who is to name them then runs around +the room to the different ones as they stand scattered in this way, +naming each as he reaches him.</p> + +<div class="blockquot"><p><b>CORRELATION.</b>—This game may be correlated with any academic +subject in which familiarity with proper names is desired; as +in</p> + +<p><b>History.</b>—By using the names of generals or statesmen from a +given period instead of the colors.</p> + +<p><b>Geography.</b>—The names of capital cities, states, rivers, etc.</p> + +<p><b>Literature.</b>—The names of the works of a given author; of the +authors of a period, or of the characters in a book or play.</p> + +<p><b>Nature study.</b>—The names of birds, trees, flowers, or any other +branch of nature study may be used.</p></div> + + + +<h3>LADY OF THE LAND</h3> + + +<p><i>4 to 10 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="blockquot"><p>This is one of the old dramatic games in which various parts +are enacted by the different players.</p></div> + +<p>One player takes the part of a lady and stands alone on one side. +Another represents a mother, and the balance are children, from two to +eight in number, whom the mother takes by the hand on either side of +her, and approaches the lady, repeating the following verse; the +children may join with her in this if desired:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Here comes a widow from Sandalam,<br /></span> +<span class="i1">With all her children at her hand;<br /></span> +<span class="i1">The one can bake, the other can brew<br /></span> +<span class="i1">The other can make a lily-white shoe;<br /></span> +<span class="i1">Another can sit by the fire and spin;<br /></span> +<span class="i1">So pray take one of my daughters in."<br /></span> +</div></div> + +<p>The lady then chooses one of the children, saying:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"The fairest one that I can see<br /></span> +<span class="i1">Is pretty [Mary]; come to me."<br /></span> +</div></div> + +<p><span class='pagenum'><a name="Page_124" id="Page_124">[124]</a></span></p><p>Mother:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"I leave my daughter safe and sound,<br /></span> +<span class="i1">And in her pocket a thousand pound.<br /></span> +<span class="i1">Don't let her ramble; don't let her trot;<br /></span> +<span class="i1">Don't let her carry the mustard pot."<br /></span> +</div></div> + +<p>The mother then retires with the other children, leaving the daughter +chosen with the lady. This daughter sits down behind or beside the +lady. As the mother retires, the lady says, under her breath, so that +the mother may not hear:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"She shall ramble, she shall trot;<br /></span> +<span class="i1">She shall carry the mustard pot."<br /></span> +</div></div> + +<p>This entire play is repeated until all of the children have been +chosen and left with the lady. The mother then retires alone, and +after an interval in which several days are supposed to have elapsed, +calls to see her children. The lady tells her she cannot see them. The +mother insists, and the lady finally takes her to where they are +sitting.</p> + +<p>The mother goes to one child and asks how the lady has treated her. +The child answers, "She cut off my curls and made a curl pie and never +gave me a bit of it!" The mother asks the next child, who says she cut +off her ear or fingers, etc., and made a pie, not giving her a bit of +it. When all have told the mother what the lady has done to them, they +all rise up and chase the lady; when captured, she is led off to +prison.</p> + +<div class="blockquot"><p>This is one of the oldest traditional dramatic games, and is +found in some form in almost all countries. Sometimes the +mother is supposed to be poor, and bestows her children upon +the wealthy lady of the land for adoption. It is thought +possibly to have come from the country practice in European +countries of hiring servants at fairs.</p></div> + + + +<h3>LAME FOX AND CHICKENS</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>One player is chosen for the fox, and stands in a den marked off at +one end of the playground. The rest are chickens, and have a chicken +yard at the opposite end of the ground. The chickens<span class='pagenum'><a name="Page_125" id="Page_125">[125]</a></span> advance as near +as they dare to the den of the fox and tease him by calling out: "Lame +fox! Lame fox! Can't catch anybody!" The lame fox may take only three +steps beyond his den, after which he must hop on one foot, trying to +tag the chickens while hopping. All tagged become foxes and go home +with him, thereafter sallying forth with him to catch the chickens. +They must all then observe the same rule of taking but three steps +beyond the den, after which they must hop. Should any fox put both +feet down at once after his three steps while outside the den, the +chickens may drive him back. Care should be taken that the hopping be +not always done on the same foot, though a fox may change his hopping +from one foot to the other. The chicken last caught wins the game and +becomes the first lame fox in the new game.</p> + +<p>Where more than thirty players are engaged, the game should start with +two or more foxes.</p> + +<div class="blockquot"><p>This game has sometimes been called Lame Goose.</p> + +<p>It is admirable for players of all ages, but, like all "dare" +games, is especially good to overcome timidity. Timid children +should be encouraged to venture near the fox and to take risks +in giving their challenge.</p></div> + + + +<h3>LAST COUPLE OUT</h3> + +<div class="center">(Widower; Last Pair Pass)</div> + + +<p><i>11 to 31 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>An odd number of players is required for this game. One is chosen for +catcher, who stands at one end of the playground with his back to the +other players. The other players stand in couples in a long line +behind him, facing in the same direction that he does. The catcher +should be not less than ten feet in front of the first couple.</p> + +<div class="figleft" style="width: 176px;"> +<img src="images/diag012.jpg" width="176" height="350" alt="diagram: Last Couple Out" title="" /> +<span class="caption smcap">Last Couple Out</span> +</div> + +<p>The catcher calls, "Last couple out!" when the last pair in the line +runs toward the front, the right-hand one on the right side of the +double line, and the left-hand one on the left side, and try to join +hands in front of the catcher. The catcher may not chase them before +they are in line with him, and may not turn his head to see when or +from where the runners are coming. They should<span class='pagenum'><a name="Page_126" id="Page_126">[126]</a></span> try to gain their end +by varying the method of approach, sometimes both circling far out +beyond him on either side, or one of them doing this and the other +running in close toward the lines.</p> + +<p>If the catcher succeeds in catching one of the players before that +player can clasp hands with his partner, these two, catcher and +caught, form a couple and take their places at the head of the line, +which should move backward one place to make room for them, and the +other player of the running couple becomes catcher. If neither be +caught, they are free; <i>i.e.</i> out of the game.</p> + +<div class="blockquot"><p>In the Scotch and Swedish forms of this game, the title is +"Widow" or "Widower," the catcher supposedly taking the part of +the bereaved one and trying to get a mate. It has been +suggested that the game has descended from old methods of +marriage by capture.</p></div> + + + +<h3>LAST MAN</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<div class="blockquot"><p>This is a schoolroom adaptation of the game usually known as +"Three Deep," or "Third Man." It is one of the most interesting +and popular schoolroom games.</p></div> + +<p>One player is chosen to be runner and another chaser. The remaining +players are seated. The game starts with quite a distance between +runner and chaser. The first object of the game is for the chaser to +tag (touch) the runner. Should he do this, they immediately change +parts, the previous chaser having to flee instantly for safety with +the previous runner, now chaser, after him. The greatest sport of the +game comes in, however, in the way the runner may save himself at any +time from being tagged by the chaser by standing at the rear of any +row of seats and calling "Last man!" As soon as he does this, the one +sitting in the front<span class='pagenum'><a name="Page_127" id="Page_127">[127]</a></span> row of that line of seats becomes liable to +tagging by the chaser, and must instantly get up and run. As soon as +he has left his seat, the entire line moves forward one seat, leaving +a seat at the rear for the "last man." There may be no moving of this +kind, however, until the runners are out of the aisle.</p> + +<p>As in all running games in the class room, the seated players must +keep their feet under the desks and out of the aisles.</p> + +<p>It will be seen that all of the players must be very alert to watch +the actions of the runner, but especially those sitting in the front +seats, as at any moment one of them may have to become runner. The +last man must never fail to call out the words "Last man!" when he +takes his stand at the rear of a row of seats. He is not considered to +have taken refuge until he does this.</p> + + + +<h3>LEADER AND FOOTER</h3> + + +<p><i>50 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is a leapfrog game. One player is chosen to be "back," and he +chooses a leader, generally the poorest jumper, and a "footer"—the +best jumper. A starting or "taw" line is drawn on the ground and the +back stands with his side parallel to it. The other players line up in +single file at some distance, with the leader at the head and the +footer at the rear of the line. The footer dictates the way in which +the back is to be cleared and his distance from taw. For instance, he +may, having put a long distance between the back and the line, require +a run of a limited number of steps, or a hop and skip (specifying the +number), before the jump. The leader makes the first jump as +prescribed by footer, and the others, in turn, including the footer. +Any player failing in the feat becomes back. Any player who is +doubtful of success may call upon the footer to perform the feat. If +the footer fails, he becomes the back. If the challenge be +successfully met, the one making the challenge becomes back.</p> + + + +<h3>LEAPFROG</h3> + + +<div class="blockquot"><p><b>The back.</b>—Any player who bends over to make a back for others +to leap over is called the "back." He must rest his hands on +his knees or near them<span class='pagenum'><a name="Page_128" id="Page_128">[128]</a></span> to make a firm back. It is against the +rules for any player making a back to throw up his back or bend +it lower while a player is leaping over it; but each player, +before jumping, may say "High back!" or "Low back!" which the +one who is down must adjust before the jumper starts. He then +must do his best to keep the back perfectly level and still, +unless the game calls for a different kind of play. In some +games the back stands with his back toward the jumpers, and in +others with his side toward them. If he is to stand on a +certain line, he must "heel it" if with his back toward them, +or, if his side be toward them, stand with one foot on either +side of the line.</p> + +<p><b>The jumper.</b>—The player who leaps must lay his hands flat on +the back at the shoulders and not "knuckle," <i>i.e.</i> double +under his fingers. Any player transgressing this rule must +change places with the back. The back must be cleared without +touching him with the foot or any part of the body except the +hands. Such a touch is called "spurring," and the transgressor +must change places with the back if the latter stands upright +before the next player can jump over him. If he does not stand +upright in time, he remains back. When a leap is made from a +starting line or taw, the jumper may not put his foot more than +half over the line. Good jumpers will land on the toes with +knees bent and backs upright, not losing the balance.</p></div> + +<p>The leapfrog games here given in alphabetic order include:—</p> + + +<div class='center'> +<table border="0" cellpadding="2" cellspacing="0" summary=""> +<tr><td align='left'>I. <span class="smcap">With One Back</span>:</td><td> </td> + <td align='left'>II. <span class="smcap">With Two or More Backs</span>:</td></tr> +<tr><td align='left'>Leader and Footer</td><td> </td> + <td align='left'>Bung the Bucket</td></tr> +<tr><td align='left'>Leapfrog</td><td> </td> + <td align='left'>Johnny Ride a Pony</td></tr> +<tr><td align='left'>Leapfrog Race</td><td> </td> + <td align='left'>Cavalry Drill</td></tr> +<tr><td align='left'>Par</td><td> </td> + <td align='left'>Saddle the Nag</td></tr> +<tr><td align='left'>Spanish Fly</td><td> </td> + <td align='left'>Skin the Goat</td></tr> +</table></div> + + + +<h3>LEAPFROG</h3> + + +<p><i>2 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>The first player makes a back, standing either with his back or his +side toward the one who is to leap over. The next player runs, leaps +over the back, runs a few steps forward so as to allow space for a run +between himself and the first player, and in his turn stoops over and +makes a back. This makes two backs. The third player leaps over the +first back, runs and leaps over the second, runs a short distance and +makes a third back, etc., until all the players are making backs, when +the first one down takes his turn at leaping, and so on indefinitely.</p> + +<p><b>VARIATION.</b>—This may be made much more difficult by each<span class='pagenum'><a name="Page_129" id="Page_129">[129]</a></span> player +moving only a few feet in advance of the back over which he has +leaped, as this will then leave no room for a run between the backs, +but means a continuous succession of leaps by the succeeding players.</p> + + + +<h3>LEAPFROG RACE</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>The players are lined up in two or more single files, as for the +simplest form of leapfrog, but the game is a race between the +different files.</p> + +<p>The first player takes his place on the starting or taw line and makes +a "back," with his head away from the file. The next player +immediately jumps over and makes a back one pace forward of the first +player. The third jumps over the backs of the two and makes a third +back, and so on until all are down, when the first player jumps over +all in succession, but steps one side when he has vaulted over the +last back. The others all follow.</p> + +<p>The line wins which is first reduced to one player in the position of +"back." In other words, when every player in the line has jumped over +the back of every other player.</p> + +<p>A burlesque on this game, which has in it some good sport and +exercise, consists in crawling between the feet of the players instead +of jumping over their backs. This may be done for every player in the +line, or the two methods alternated, leaping over the back of one, +crawling between the feet of the next, etc.</p> + + + +<h3>LETTING OUT THE DOVES</h3> + + +<p><i>3 to 30 players.</i></p> + +<p><i>In doors or out of doors.</i></p> + +<p>This game is particularly suitable for young children. The players +stand in groups of three. One in each group, usually the smallest, +represents a dove; one a hawk, larger than the dove or a swifter +runner; and the third the owner of the birds. The dove stands in front +of the owner, holding her by the hand. The<span class='pagenum'><a name="Page_130" id="Page_130">[130]</a></span> hawk stands behind, also +held by the hand. The owner throws the dove from her with a gesture of +the hand, first toward herself and then away, as a dove might be +tossed for flight in the air, and the little dove sails away, with +arms floating like wings. When the dove has a sufficient start, so +that the larger and swifter hawk may not get her too easily, the owner +throws the hawk in the same way. The hawk runs with outstretched arms +also as though flying, and tries to catch the dove, but is obliged to +run over exactly the same route as the dove. At her discretion the +owner claps her hands as a signal for the two pet birds to return to +her, the dove trying to get back without being caught by the hawk. The +clapping for the return of the birds is always done with hollowed +palms to make a deep sound. The owner gives this when the dove has +reached the farthest point to which she thinks it best for her to go, +the judgment for this being determined sometimes by the gaining of the +hawk on his prey. The dove may not turn to come home until the signal +be heard.</p> + +<p>It is well to make an imaginative atmosphere for little children for +this game by telling them of the way doves and hawks are trained as +pets.</p> + +<div class="blockquot"><p>This game is played by little girls in China, and is one +reported by Dr. Headland in his charming book on the <i>Chinese +Boy and Girl</i>. Some additional points are given here, kindly +supplied by Dr. Headland to the author.</p></div> + + + +<h3>LOST CHILD (THE)</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Schoolroom; parlor; playground; gymnasium.</i></p> + +<p>This is a quiet game designed to test the memory, and makes an +interesting variation when players are tired of active games. The +players are all seated, with the exception of one, who is sent from +the room. Or if the game be played in an open playground, this one +player may blind his eyes in a corner of a wall or fence or behind a +bush. When this player is well out of sight and hearing, the leader or +teacher beckons one of the players, who leaves the group and hides. If +in the schoolroom, this may be done under the teacher's desk or in a +wardrobe. The rest of the players then change their seats, and the one +who is blinding is called back and<span class='pagenum'><a name="Page_131" id="Page_131">[131]</a></span> tries to tell which player is +hidden. When successful, this first guesser may be seated and another +chosen to blind. Otherwise the first guesser blinds again.</p> + + + +<h3>MASTER OF THE RING</h3> + + +<p><i>2 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>A circle is drawn on the ground. The players stand shoulder to +shoulder inside the circle, with arms folded either on the chest or +behind the back. The play starts on a signal, and consists in trying +to push one's neighbor with the shoulders out of the circle. Any +player overstepping the line drawn on the ground drops out of the +game. Any player who unfolds his arms or falls down is also out of the +game.</p> + +<p>The Master of the Ring is he who in the end vanquishes all of the +others.</p> + + + +<h3>MAZE TAG</h3> + +<div class="center">(Line Tag; Right Face)</div> + + +<p><i>15 to 100 players.</i></p> + +<p><i>Playground; gymnasium; house party.</i></p> + +<p>All but two of the players stand in parallel lines or ranks, one +behind the other, with ample space between each two players and each +two ranks; all the players in each rank clasp hands in a long line. +This will leave aisles between the ranks, and through these a runner +and chaser make their way.</p> + +<p>The sport of the game consists in sudden changes in the direction of +the aisles, brought about by one player who is chosen as leader and +stands aside, giving the commands, "Right face!" or "Left face!" at +his discretion. When one of these commands is heard, all of the +players standing in the ranks drop hands, face in the direction +indicated, and quickly clasp hands with the players who are then their +neighbors on the right and left. This brings about a change of +direction in the aisles, and therefore necessitates a change of +direction in the course of the two who are running.</p> + +<p>The success of the game depends largely upon the judgment of the +leader in giving the commands, "Right (or left) face!" They<span class='pagenum'><a name="Page_132" id="Page_132">[132]</a></span> should be +given quickly and repeatedly, the leader often choosing a moment when +the pursuer seems just about to touch his victim, when the sudden +obstruction put in his way by the change in the position of the ranks +makes necessary a sudden change of direction on his part. The play +continues until the chaser catches his victim, or until a time limit +has expired. In either case two new players are then chosen from the +ranks to take the places of the first runners.</p> + +<p>It is a foul to break through the ranks or to tag across the clasped +hands.</p> + + + +<h3>MENAGERIE</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Indoors.</i></p> + +<p>This game may be one of the funniest possible for a house party. The +players sit around the room or in a circle. One player who has ready +wit is chosen to be ringmaster, or there may be different showmen or +ringmasters for each group of animals. The ringmaster takes his place +in the center, and will be more effective if furnished with a whip. He +shows off in turn different troops of animals, pointing out from two +to eight players for each troop, according to the number who are +taking part. These must come forth into the center of the ring and go +through their paces as indicated by the showman. He may thus display +the growling and clawing bear, the hopping and croaking frog, the +leaping kangaroo, the roaring and ramping lion, the humped camel, the +stubborn and braying donkey, the screaming and wing-flapping eagle, +the hooking and mooing cow, the neighing and galloping horse, etc.</p> + +<p>For instance, the ringmaster may say: "Ladies and gentlemen: I will +now exhibit to you a marvelous troup of snorting hippopotami. Such +graceful carriage has never before been seen in these ponderous +animals. They have learned to gambol in our Northern clime with even +greater grace than they showed in their native jungles. They show +almost human intelligence. Sit up there!" (cracking his whip) "Snort +to the right! Snort to the left!" etc.</p> + +<p>When all of the animals in the menagerie have been displayed, they may +all join in a circus parade, each retaining his distinctive +character.<span class='pagenum'><a name="Page_133" id="Page_133">[133]</a></span></p> + + + +<h3>MIDNIGHT</h3> + +<div class="center">(Twelve O'clock at Night)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; classroom.</i></p> + +<p>One player is the fox and the others sheep. The fox may catch the +sheep only at midnight. The game starts with the fox standing in a den +marked in one corner of the playground, and the sheep in a sheepfold +marked in the diagonally opposite corner. The fox leaves his den and +wanders about the meadow (playground), whereupon the sheep also come +forth and scatter around, approaching as close to the fox as they +dare. They keep asking him, "What time is it?" and he answers with any +hour he chooses. Should he say "Three o'clock," or "Eleven o'clock," +etc., they are safe; but when he says "Midnight!" they must run for +the sheepfold as fast as possible, the fox chasing them. Any sheep +caught changes places with the fox, and the game is repeated. When +played in a class room, only a few children should be selected for +sheep.</p> + +<div class="blockquot"><p>This game is enjoyed by children of almost any age.</p> + +<p>It affords an excellent opportunity for daring and for finesse. +Timid children should be encouraged to take risks, approaching +near the fox, and surrounding him on all sides. All should be +taught to make the chase varied and difficult for the fox, +instead of running in a straight line for the goal. The fox has +opportunity for much stratagem in choosing for the moment when +he says "Midnight!" one in which the players are standing where +he could easily catch or corner them. He may also gain +advantage by appearing to start in one direction and suddenly +changing to another. These elements add zest to the game, +cultivate prowess, and make the children brighter and more +alert.</p></div> + + + +<h3>MOON AND MORNING STARS</h3> + + +<p><i>5 to 20 players.</i></p> + +<p><i>Out of doors.</i></p> + +<p>This game is played when the sun is shining. One of the players is the +moon, and takes her place in a large area of shadow, such as would be +cast by a large tree or a house. As the moon belongs to the night, she +may not go out into the sunshine.</p> + +<p><span class='pagenum'><a name="Page_134" id="Page_134">[134]</a></span></p><p>The other players are morning stars, and as they belong to the +daylight, their place is in the sun. The morning stars dance around in +the sunlight, venturing occasionally into the shadow where the moon +is, saying—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"O the Moon and the Morning Stars,<br /></span> +<span class="i1">O the Moon and the Morning Stars!<br /></span> +<span class="i1">Who dares to tread—Oh,<br /></span> +<span class="i1">Within the shadow?"<br /></span> +</div></div> + +<p>The moon tries to catch or tag them while they are in the shadow. Any +star so caught changes places with the moon.</p> + +<div class="blockquot"><p>This game is played by the little Spanish children.</p></div> + + + +<h3>MOTHER, MAY I GO OUT TO PLAY?</h3> + + +<div class="blockquot"><p>This is one of the old traditional dramatic games and is found +in many countries.</p></div> + +<p>One player represents a mother, and the rest are her children, and +stand in front of her in a line. One or all of them ask the mother the +following question, the mother answering as indicated:—</p> + +<p>"Mother, may I go out to play?"</p> + +<p>"No, my child; it is such a wet day."</p> + +<p>"Look how the sun shines, mother."</p> + +<p>"Well, make three round courtesies and be off away."</p> + +<p>The children thereupon make three "round courtesies" by whirling +around and dipping down suddenly to spread the skirts out. They then +run away and pretend to play. Soon they return and knock at the door. +The mother asks:—</p> + +<p>"What have you been doing all this time?"</p> + +<p>"Brushing Jennie's hair and combing Jennie's hair."</p> + +<p>"What did you get for it?"</p> + +<p>"A silver penny."</p> + +<p>"Where's my share of it?"</p> + +<p>"The cat ran away with it."</p> + +<p>"Where's the cat?"</p> + +<p>"In the wood."</p> + +<p>"Where's the wood?"</p> + +<p>"Fire burnt it."</p> + +<p><span class='pagenum'><a name="Page_135" id="Page_135">[135]</a></span></p><p>"Where's the fire?"</p> + +<p>"Moo cow drank it."</p> + +<p>"Where's the moo cow?"</p> + +<p>"Sold it for a silver penny."</p> + +<p>"What did you do with the money?"</p> + +<p>"Bought nuts with it."</p> + +<p>"What did you do with them?"</p> + +<p>"You can have the nutshells, if you like."</p> + +<p>The last words being rather disrespectful, the mother at once chases +the children, calling, "Where's my share of the silver penny?" The +players being chased, reply, "You may have the nutshells!" The mother +thus catches the children, one after another, and pretends to punish +them.</p> + + + +<h3>MOTHER, MOTHER, THE POT BOILS OVER!</h3> + + +<p><i>5 to 11 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="blockquot"><p>This is a traditional dramatic game.</p></div> + +<p>One player represents an old witch, another a mother, another the +eldest daughter, another a pot boiling on the hearth, and the balance +are children, named for the days of the week, Monday, Tuesday, etc.</p> + +<p>The old witch hides around the corner of a house or other convenient +place, and peeps out, while the mother says to her eldest daughter, "I +am going away, and I want you to let nothing happen to your sisters." +To the others she says, "Monday, you take care of Tuesday, and +Tuesday, you take care of Wednesday," etc., until she comes to the +last child, when she says, "And Saturday, take care of yourself." Then +to the eldest, "Be sure and not let the old witch take any of your +sisters. You can also get the dinner, and be sure not to let the pot +boil over."</p> + +<p>The mother then goes away and stays at a distance out of sight. As +soon as the mother has gone, the old witch, stooping, lame, and +walking with a stick, comes and raps with her knuckles on the supposed +door. The eldest daughter says; "Come in! What do you want?"</p> + +<p><span class='pagenum'><a name="Page_136" id="Page_136">[136]</a></span></p><p><i>Old Witch.</i> Let me light my pipe at your fire; my fire is out.</p> + +<p><i>Eldest Daughter.</i> Yes, if you will not dirty the hearth.</p> + +<p><i>Old Witch.</i> No, certainly; I will be careful.</p> + +<p>The eldest daughter lets her in and goes about her work, setting the +table or looking on the shelf, when the old witch suddenly stoops down +and blows the ashes on the hearth; whereupon the pot makes a hissing +sound as though boiling over, and the old witch catches hold of Monday +and runs away with her.</p> + +<p>The eldest daughter cries out, "Mother, mother, the pot boils over!"</p> + +<p>The mother calls back, "Take the spoon and skim it."</p> + +<p>"Can't find it."</p> + +<p>"Look on the shelf."</p> + +<p>"Can't reach it."</p> + +<p>"Take the stool."</p> + +<p>"Leg's broken."</p> + +<p>"Take the chair."</p> + +<p>"Chair's gone to be mended."</p> + +<p>Mother, "I suppose I must come myself!"</p> + +<p>The mother then returns, looks about, and misses Monday. "Where is my +Monday?" she demands of the eldest daughter.</p> + +<p>The daughter says, "Under the table." The mother pretends to look +under the table, and calls "Monday!" then says, "She isn't there." The +daughter suggests various places, up on the shelf, down in the cellar, +etc., with the same result. Finally, the eldest daughter cries and +says: "Oh, please, mother, please! I couldn't help it, but some one +came to beg a light for her pipe, and when I looked for her again she +had gone, and taken Monday with her."</p> + +<p>The mother says, "Why, that was the old witch!" She pretends to beat +the eldest daughter, and tells her to be more careful in the future, +and on no account to let the pot boil over. The eldest daughter weeps, +promises to be better, and the mother again goes away. The old witch +comes again, and the same thing is repeated until each child in turn +has been taken away, the old witch pretending each time to borrow a +different article that is used around the fire, as the poker, the +kettle, etc. Finally, the eldest daughter is carried off too.</p> + +<p><span class='pagenum'><a name="Page_137" id="Page_137">[137]</a></span></p><p>The pot, which has boiled over with a hissing sound each time the old +witch has come to the hearth, now boils over so long and so loudly +that the mother hears it and comes back to see what is the matter. +Finding the eldest daughter gone too, the mother goes in search of +them to the witch's house. On the way she meets the old witch, who +tries to turn her from her path by speaking of various dangers.</p> + +<p>The mother asks of her, "Is this the way to the witch's house?" and +the witch replies, "There is a red bull that way."</p> + +<p>"I will go this way."</p> + +<p>"There is a mad cow that way."</p> + +<p>"I will go this way."</p> + +<p>"There is a mad dog that way."</p> + +<p>Finally, the mother insists on entering the witch's house. The witch +refuses to let her in, saying—</p> + +<p>"Your shoes are too dirty."</p> + +<p>"I will take them off."</p> + +<p>"Your stockings are too dirty."</p> + +<p>"I will take them off."</p> + +<p>"Your feet are too dirty."</p> + +<p>The mother grows angry at this, pushes her way into the house, and +calls her children. The witch is supposed, prior to this, to have +cooked the children, made them into pies, and put them in a row, +naming them apple pie, peach pie, etc. They stand or sit with their +faces or heads covered.</p> + +<p>The mother approaches them and says, "You have some pies?" The old +witch says, "Yes, some very nice apple pie." The mother proceeds to +taste the apple pie and says, "This needs more sugar." The witch +pretends to stir in more sugar, whereupon the mother tastes again and +says, "Why, this tastes exactly like my child Monday!" Monday +thereupon uncovers her face and says, "It is Monday!" The mother +shakes her and says, "Run away home!" which she does.</p> + +<p>This is gone through with each pie in turn, the mother finding them in +need of more salt or longer cooking or some other improvement before +she discovers in each case one of her children. When all have been +sent home, the mother, joined by the children, chases and catches the +witch.</p> + +<p><span class='pagenum'><a name="Page_138" id="Page_138">[138]</a></span></p><div class="blockquot"><p>This is one of the oldest traditional games, of which many +versions are given by Mrs. Gomme and Mr. Newell, both from +Great Britain and America. Several incidents here given the +present writer has gathered directly from players of the game. +According to Mrs. Gomme, the game probably illustrates some of +the practices and customs associated with fire worship, worship +of the hearth, and ancient house ritual. The magic pot boils +over when anything is wrong and as a warning to the mother that +she is needed. The incident of the witch taking a light from +the hearth is very significant, as, according to an old +superstition, the giving of a brand from a hearth gave the +possessor power over the inmates of the house. The sullying of +the hearth by the old witch in blowing the ashes has also an +ancient significance, as fairies were said to have power over +inmates of a house where the hearth or threshold had been +sullied.</p></div> + + + +<h3>MY LADY'S TOILET</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>This a French form of a game known in America as Spin the Platter. +Each of the players is named for some article of My Lady's toilet, +such as her gown, necklace, evening coat, slippers, bracelet, etc. All +sit in a circle except one, who stands or crouches in the center and +spins a plate or tray, at the same time saying, "My Lady wants her +necklace;" or names some other article of the toilet. The player +representing the article thus named must rush to the center and catch +the plate before it stops spinning and falls to the ground. If +successful, the player takes the place of the spinner. If +unsuccessful, she returns to her place and pays a forfeit, which is +redeemed at the end of the game. The speaker should name the different +articles while carrying on a flow of narrative, as, for instance: "My +Lady, being invited to a ball at the king's palace, decided to wear +her <i>blue gown</i>. With this she called for her <i>silver slippers</i>, her +<i>white gloves</i>, her <i>pearl necklace</i>, and a <i>bouquet</i> of roses. As the +evening was quite cool, she decided to wear her <i>white opera coat</i>," +etc. The speaker will make several opportunities for introducing +mention of the ball, and whenever she says anything about the ball, +all the players must jump up and change places, the spinner trying to +secure one for herself in the general confusion. One odd player will +be left without a place, and she becomes spinner. When boys are +playing, they may appropriately take the parts of carriage, horses, +footmen, the escort, etc.<span class='pagenum'><a name="Page_139" id="Page_139">[139]</a></span></p> + + + +<h3>NUMBERS CHANGE</h3> + +<div class="center">(See also <i>Exchange</i>.)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; playground; gymnasium; schoolroom.</i></p> + +<p>The players stand in a large circle and are numbered consecutively. +One player takes his place in the center. He calls two numbers, and +the players whose numbers are called must change places while the +center player tries to secure one of their places. The one who is left +without a place changes places with the center player.</p> + +<p><b>FOR THE SCHOOLROOM.</b>—This game may be adapted by selecting two players +as chasers, who take their places in the front of the room. These +players are not blindfolded, as in the parlor form of the game. All of +the other players are seated, having been numbered. The teacher calls +two numbers, when the players bearing those numbers must rise at once +and exchange seats, the two chasers trying to catch them before they +can get to their seats.</p> + +<p>When a game is played under these circumstances, it is not permissible +for the chaser to take a vacant seat; he must catch the player who is +running for it. No player, having once left his own seat, may return +to it, but must keep up the chase until he is caught or reaches the +seat for which he is running.</p> + +<div class="blockquot"><p>This game gives opportunity for some very lively chasing, with +good running and dodging up and down the aisles. As in all +running games in the class room, the seated players should keep +their feet out of the aisles.</p> + +<p>For young children it may be found desirable to have only one +chaser. It generally adds to the interest of the game to have a +general exchange of seats at the opening of the game, +immediately after the numbers have been assigned, and before +the chasing is commenced, as then the person who calls the +numbers is at a loss to know how near or distant those called +may be in relation to each other, and this element adds much to +the sport of the game.</p></div> + + + +<h3>OBSERVATION</h3> + + +<p><i>5 to 60 players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>This game is a test of visual memory. When played in a parlor, all the +players are seated except one, who passes around a tray or<span class='pagenum'><a name="Page_140" id="Page_140">[140]</a></span> a plate, +on which are from six to twenty objects, all different. These may +include such things as a key, spool of thread, pencil, cracker, piece +of cake, ink bottle, napkin ring, small vase, etc. The more uniform +the size and color of the objects the more difficult will be the test. +The player who carries the tray will pass at the pace of an ordinary +walk around the circle, giving each player an opportunity to look at +the objects only so long as they are passing before him. It is not +allowable to look longer than this. The observer must then at once +write down on a slip of paper the names of as many of the objects as +he can remember. The player wins who writes correctly the longest +list.</p> + +<p>It is sometimes more convenient to have the articles on a table and +the players all pass in a line before them.</p> + +<p><b>IN THE SCHOOLROOM.</b>—The objects should be placed on the teacher's +desk, so shielded that pupils cannot see them except as they march +past the desk. This they should do, returning at once to their seats +and writing the list. Used in this way, the game may be made to +correlate with nature study, the objects to be observed being grasses, +shells, leaves, stones, woods, etc.</p> + + + +<h3>ODD MAN'S CAP</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>Twelve players make the best-sized group for this game; where there +are more players, they should be divided into small groups. All but +one of the players stand in a circle with considerable space between +each two. The odd man stands in the center. Each player is provided +with a stick about two feet in length; canes or wands may be used as a +substitute, but the shorter sticks are better; they may be whittled +from branches or bits of wood, and should not be pointed at the ends. +The odd man tosses his cap or a cloth bag toward the circle. The +players endeavor to catch it on their sticks, and keep it moving from +one to another, so as to evade the odd man, who tries to recover his +property. Should he succeed, he changes places with the one from whom +he recovered it. The sticks must be kept upright in the air. A dropped +cap may be picked up only by hand, not on a stick. The sticks must +always be held<span class='pagenum'><a name="Page_141" id="Page_141">[141]</a></span> upright. An old stiff hat, or a cap or bag wired +around the edge to keep it spread open, makes the best game.</p> + +<p>This game holds the interest of the players intently and is full of +sport.</p> + + + +<h3>OLD BUZZARD</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground.</i></p> + +<div class="blockquot"><p>This is one of the old dramatic games, probably better known in +America than any other of this type.</p></div> + +<p>One player is chosen to represent the "Old Buzzard"; another player +represents a hen, and the remainder are chickens. All the players +circle around the buzzard, saying in chorus:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Chickany, chickany, crany crow;<br /></span> +<span class="i0">I went to the well to wash my toe;<br /></span> +<span class="i0">And when I came back a chicken was gone."<br /></span> +</div></div> + +<p>The hen finishes by asking alone, "What o'clock is it, old buzzard?" +The buzzard crouches on the ground during the repetition of the verse, +going through the pantomime of building a fire with sticks, and in +answer to the question may name any hour, as eight o'clock, nine +o'clock, ten o'clock. So long as the buzzard does not say twelve +o'clock, the players continue to circle around, repeating the verse, +the final question being asked each time by a different player, until +the buzzard finally says, "Twelve o'clock!" When this occurs, the ring +stands still, and the following dialogue takes place between the +buzzard and the hen:—</p> + +<p> +<i>Hen.</i> Old buzzard, old buzzard, what are you doing?<br /> +<br /> +<i>Buz.</i> Picking up sticks.<br /> +<br /> +<i>Hen.</i> What do you want the sticks for?<br /> +<br /> +<i>Buz.</i> To build a fire.<br /> +<br /> +<i>Hen.</i> What are you building a fire for?<br /> +<br /> +<i>Buz.</i> To broil a chicken.<br /> +<br /> +<i>Hen.</i> Where are you going to get the chicken?<br /> +<br /> +<i>Buz.</i> Out of your flock!<br /> +</p> + +<p>The buzzard, who keeps a crouching attitude with face downcast during +this dialogue, suddenly rises on the last words and chases the +players, who scatter precipitately. When a player is captured, <span class='pagenum'><a name="Page_142" id="Page_142">[142]</a></span>the +buzzard brings him back, lays him down, and dresses him for dinner, +while the rest of the players group around. The buzzard asks of the +captured chicken, "Will you be picked or scraped?" and goes through +the motions of picking feathers or scaling fish, as the chicken +decides. The buzzard then asks, "Will you be pickled or salted?" "Will +you be roasted or stewed?" each time administering to the recumbent +chicken the appropriate manipulations. At the end he drags the victim +to a corner, and the game goes on with the remainder of the players.</p> + + + +<h3>OLD MAN TAG</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>The players are in groups of two rows each, which play together. These +two rows face away from each other. Thus the first and second row will +turn respectively to the right and left, with their feet in the +aisles, toward which they then face. This will leave a free aisle +between them, in which the "old man" may run about. The third and +fourth rows play together, facing away from each other, and leaving a +free aisle for their old man or tagger. This will bring the second and +third rows with their feet in the same aisle.</p> + +<div class="figleft" style="width: 374px;"> +<img src="images/diag013.jpg" width="374" height="350" alt="diagram: Old Man Tag" title="" /> +<span class="caption smcap">Old Man Tag</span> +</div> + +<p>For each group one player is selected to be old man or tagger. The +teacher gives a signal, whereupon all of the players stand. The object +of the game is for the old man to tag any player who is standing. The +players may avoid this by sitting whenever the old man approaches +them. Should he succeed in tagging any player, that player must remain +seated until the end of the game, but any player who sits to escape +tagging must rise again as soon<span class='pagenum'><a name="Page_143" id="Page_143">[143]</a></span> as the old man has moved away from +his vicinity. The player is considered to have won who longest avoids +the old man.</p> + +<div class="blockquot"><p>Children are very fond of this game in many grades, and it may +be made very lively, the old man dodging rapidly up and down +his aisle, and the other players bobbing quickly up and down +from their seats.</p></div> + + + +<h3>OLD WOMAN FROM THE WOOD</h3> + +<div class="center">(For boys, see <i>Trades</i>.)</div> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Parlor; playground; schoolroom.</i></p> + +<p>The players are divided into two even parties, which face each other +from a short distance. One party advances toward the other, remarking, +"Here comes an old woman from the wood." The second party answers, +"What canst thee do?" whereupon the old woman replies, "Do anything!" +The second party then says, "Work away!" whereupon all the players in +the first party proceed to imitate some occupation in which an old +woman might engage, and which they have previously agreed on among +themselves, such as sewing, sweeping, knitting, digging a garden, +chopping wood, kneading bread, stirring cake, washing, ironing, etc. +The opposite party tries to guess from this pantomime the occupation +indicated. Should they guess correctly, they have a turn to perform in +the same way. Should they be unable to guess correctly, the first +party retires, decides on another action, and returns. This form of +the game is generally played by girls. Boys play the same game with +different dialogue under the name of "Trades."</p> + +<p>When played in a playground or gymnasium, where there is free space +for running, a successful guess should be followed by a chase of the +actors by the guessing party, any players caught before a designated +goal line is reached having to join the party of their captors. The +party wins which secures all of the players.</p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 618px;"> +<img src="images/plate008.jpg" width="618" height="400" alt="plate: OYSTER SHELL" title="" /> +<span class="caption">OYSTER SHELL</span> +</div> +<hr class="quarter" /> + + + +<h3>OYSTER SHELL</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>Two parallel lines are drawn across the center of the playground, with +a space of ten feet between them, which is neutral territory.<span class='pagenum'><a name="Page_144" id="Page_144">[144]</a></span> At a +considerable distance beyond each line, and parallel to it, a second +line is drawn, the space beyond being a refuge for any players of the +party belonging to that side. This second line should preferably be at +a considerable distance from the starting line, so as to give plenty +of opportunity for a good chase during the game.</p> + +<p>The players are divided into two equal parties, which take place one +on either side of the neutral territory. Each party chooses a color, +light or dark, corresponding to the light or dark side of an oyster +shell or some other small object which is used in the game.</p> + +<p>A neutral odd player who acts as leader takes his place in the center +of the neutral territory and tosses the oyster shell into the air. If +there be no such leader available, the parties may choose captains to +toss the shell alternately. The shell is allowed to fall on the +ground. If the light side falls upward, the light party must turn and +run for the goal at the opposite end of the ground, the other party +chasing them. Any one captured (tagged) must carry his captor back to +his home goal on his back. A party scores one point for each prisoner +caught. These may be easily counted, as the prisoners carry their +victors home pick-a-back. The party first scoring fifty or one hundred +points (according to the number of players) wins the game; or the +winners may be determined by the largest score when the game ends.</p> + +<div class="blockquot"><p>Because of the carrying home of the victors by the players who +are caught, it is advisable that some means be adopted to have +opponents of nearly equal size. This is easily done by having +the players line up according to size at the opening of the +game and assigned alternately to the different sides. In any +event, the tall players should be placed opposite each other, +and the smaller players <i>vis-a-vis</i>.</p> + +<p>This game is from the ancient Greeks, and is said to have +arisen from a custom of exiling wrangling political opponents +by writing their names on an oyster shell and sending from the +city the one whose name fell uppermost when the shell was +tossed. Some modern adaptations are here given.</p></div> + + + +<h3>PAR</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is a leapfrog game in which the distance of the back from the +jumping line is advanced after each round a "foot and a<span class='pagenum'><a name="Page_145" id="Page_145">[145]</a></span> half," +measured in a certain way called a "par." The game starts with the +back at a given distance from the line. After each player has +"overed," the back places one foot with the outer edge on the line on +which he has been standing, puts the heel of the other foot against +the instep so that the second foot will be at right angles to the +first, and marks a new line at the point where the toes come. The new +line is thus the length of one foot in advance of the first line, plus +the width of the other foot at the instep. The players then leap again +from the starting line, and as the back moves farther away, they add +to their leaps each time, as becomes necessary for the greater +distance, as follows: (1) leap; (2) hop and leap; (3) hop twice and +leap; (4) hop three times and leap; (5) hop, skip, jump, and leap.</p> + +<p>Any player failing to "over" changes places with the back.</p> + + + +<h3>PARTNER TAG</h3> + + +<p><i>4 to 100 players.</i></p> + +<p><i>Indoors; out of doors; schoolroom.</i></p> + +<p>All of the players but two hook arms in couples. Of the two who are +free, one is It or chaser, and the other the runner. The runner may +save himself by locking arms with either member of any couple he +chooses. Whenever he does so, the third party of that group becomes +runner and must save himself in like manner. If the runner be tagged +at any time, he becomes It or chaser; and the chaser becomes runner.</p> + +<p>To get the proper sport into this game, the couples should run and +twist and resort to any reasonable maneuver to elude the runner, who +is liable at any time to lock arms with one of them and so make the +other a runner.</p> + +<p>For large numbers there should be more than one runner and chaser.</p> + + + +<h3>PEBBLE CHASE</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Gymnasium; playground; out of doors.</i></p> + +<p>One player, who is the leader, holds a small pebble between the palms +of his hands, while the others stand grouped around him,<span class='pagenum'><a name="Page_146" id="Page_146">[146]</a></span> each with +his hands extended, palm to palm. The leader puts his hands between +the palms of each player, ostensibly to drop therein the pebble which +he holds, as in the game called "Button, button." The player who +receives the pebble is chased by the others, and may only be saved by +returning to the leader and giving the pebble to him. This chase may +begin as soon as the players suspect who has the pebble. Each player +should therefore watch intently the hands and faces of the others to +detect who gets it, and immediately that he suspects one, start to +chase him. It is therefore to the interest of the player who gets the +pebble to conceal that fact until the attention of the group is +distracted from him, when he may slip away and get a good start before +he is detected. He may do this whenever he sees fit, but may not delay +after the leader has passed the last pair of hands. The leader will +help to conceal the fact of who has the pebble by passing his hands +between those of the entire group, even though he should have dropped +the pebble into the hands of one of the first players.</p> + +<p>If the pebble holder gets back to the leader and gives him the pebble +before being tagged, he continues with the group. If the pebble holder +is caught before he can get back to the leader, he must pay a forfeit +or change places with the leader, whichever method is decided on +before the game opens.</p> + +<p>In a crowded playground it is well to require that the chasers follow +over exactly the same route as the pebble man. Under such conditions, +the game is more successful if limited to ten players to a group.</p> + +<div class="blockquot"><p>This game is from the modern Greeks. It is found to bear +transplanting excellently, being full of interest and sport.</p></div> + + + +<h3>PINCH-O</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Gymnasium; playground.</i></p> + +<p>This is a game of chase, an advancing line (rank) of players turning +and fleeing from an odd player in front of them when a signal is +given. The players in the advancing line pass a "Pinch" (hand +pressure) from one to another along the line, the end players<span class='pagenum'><a name="Page_147" id="Page_147">[147]</a></span> calling +out "Pinch!" and "O!" respectively at the start and finish of this +performance. The "O" is the signal for the chaser to start. The chaser +therefore watches the hands carefully to detect the pressure and know +when it is approaching the end; the other players naturally try to +conceal this passing of hand pressure, delaying or hastening it to +take the chaser unaware.</p> + +<p>The player who is It walks backward, being about ten feet in front of +the others, who advance slowly forward in a line, holding hands. The +player on one end of the line calls "Pinch!" and at once squeezes or +pinches the hand of the player standing next. This player slightly +presses the hand of the one on his other side, and so on across the +line until the pressure is felt by the last player on the opposite +end, who at once calls out "O!" Immediately that the "O" is heard, the +entire line is liable to be tagged by the one who is walking backward +in front of them, and they therefore instantly turn and run for +"home," a place determined beyond certain boundaries at one end of the +ground. The one who is It gives chase, and any one tagged by him must +join him in tagging the players when the game is repeated. The game +ends when all are caught, the last player to be caught being the +winner, and taking the part of the odd player for the next round.</p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 605px;"> +<img src="images/plate009.jpg" width="605" height="400" alt="plate: PITCH PEBBLE" title="" /> +<span class="caption">PITCH PEBBLE</span> +</div> +<hr class="quarter" /> + + + +<h3>PITCH PEBBLE</h3> + + +<p><i>4 to 10 players.</i></p> + +<p><i>Out of doors; seashore.</i></p> + +<p>This game may be played with pebbles, shells, or nuts, each player +having two or four of such articles. The object of the game is to +throw these pebbles into a hole about four inches in diameter, which +should be made in the ground. The first part of the game is concerned +with determining the order in which the players shall take turns. Ten +feet from the hole a place is marked, from which the players throw in +turn until each has had enough turns to have thrown all of his +pebbles. The one who has succeeded in landing a pebble nearest the +hole becomes the first player, and takes his stand on a second mark +drawn one fourth nearer the hole, all the players meanwhile having +gathered up their pebbles again. These are all given to the successful +player, and he pitches them in a mass<span class='pagenum'><a name="Page_148" id="Page_148">[148]</a></span> toward the hole, becoming the +owner of as many as fall into the hole. Any pebbles that do not go in +the hole are gathered up by the player who in the original throwing +came out second in trying to get near the hole, and he, in turn, +throws these in mass, standing also at the nearer throwing point from +which his predecessor threw. All of the players take turns in this way +until all of the pebbles have been appropriated. The player wins who +gets the most pebbles. Pebbles won are not thrown again, but kept for +score.</p> + +<p>For good players the distances from the hole may be increased.</p> + + + +<h3>POISON</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Gymnasium; playground; seashore.</i></p> + +<div class="figleft" style="width: 351px;"> +<img src="images/diag014.jpg" width="351" height="350" alt="diagram: Poison" title="" /> +<span class="caption smcap">Poison</span> +</div> + +<p>A circle is marked on the floor or ground considerably smaller than an +outer circle formed by the players, clasping hands. Each player tries, +by pulling or pushing, to induce the others to step within the smaller +circle, but endeavors to keep out of it himself. Any one who touches +the ground within the inner circle, if only with one foot, is said to +be poisoned. As soon as this happens, the player or players so +poisoned become catchers; the other players shout "Poisoned!" and at +once break the circle and run for safety, which consists in standing +on wood. The merest chip will answer, and growing things are not +counted wood. If played in a gymnasium, iron may give immunity instead +of wood. Any one caught before reaching safety, or in changing places +afterward, joins the catchers, and when all have been caught, the ring +is once more surrounded.<span class='pagenum'><a name="Page_149" id="Page_149">[149]</a></span></p> + + + +<h3>POISON SNAKE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Gymnasium; playground.</i></p> + +<div class="figright" style="width: 358px;"> +<img src="images/diag015.jpg" width="358" height="350" alt="diagram: Poison Snake" title="" /> +<span class="caption smcap">Poison Snake</span> +</div> + +<p>The players join hands to form a circle. About fifteen Indian clubs or +tenpins are placed in the center of the circle, with spaces between +them in which a player might step. The players then try, by pushing or +pulling their comrades by means of the clasped hands, to make them +knock over the clubs. Any player who overturns a club or who unclasps +hands must at once leave the circle, the club being replaced. The +first players so leaving start a "scrub" circle; players disqualified +in the scrub circle start another in their turn, etc. The player wins +who is left in the original circle. Where several circles have been +formed, the several winners may form a circle at the close and play to +determine the final winner.</p> + +<div class="blockquot"><p>This game has possibilities for much sport and skill. The +agility with which players leap over or pass between the clubs +is as important a part of the game as the pulling and pushing. +The clubs should be sufficiently scattered to make it possible +for a player to save himself in this way. Children may need to +have this feature of the game pointed out to them. The game is +equally interesting to children or adults, but obviously +requires gymnasium suits for girls or women.</p></div> + + + +<h3>POM POM PULLAWAY</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Out of doors.</i></p> + +<p>This game is often played between the curbings of a city street, but +is suitable for any open play space which admits of two lines<span class='pagenum'><a name="Page_150" id="Page_150">[150]</a></span> drawn +across it with a space of from thirty to fifty feet between them. All +players stand on one side behind one of the dividing lines, except one +player who is It and who stands in the center of the open ground. He +calls any player by name and adds a formula, as below:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"John Smith, Pom Pom Pullaway!<br /></span> +<span class="i1">Come away, or I'll fetch you away!"<br /></span> +</div></div> + +<p>Whereupon the player named must run across the open space to the +safety line on the opposite side, the one who is It trying meanwhile +to catch him before he reaches that line. If he gets over safely, he +remains there until all of his comrades have joined him or have been +caught. Any one caught by the one who is It joins the latter in +helping to catch other players as they dash across the open space, but +the one originally It remains the caller throughout the game. After +all of the uncaught players have crossed to one side, they try in the +same way to return to their first goal. The first one to be caught is +It for the next game.</p> + +<div class="blockquot"><p>Players should give the chaser as much difficulty as possible +in catching them by making feints in one direction and suddenly +running in another, or by running diagonally instead of +straight across, etc.</p></div> + + + +<h3>POOR PUSSY</h3> + + +<p><i>5 to 20 players.</i></p> + +<p><i>Parlor.</i></p> + +<p>The players sit in a circle, except one who is chosen for Poor Pussy. +Pussy kneels in front of any player and miaous. This person must +stroke or pat Pussy's head and say, "Poor Pussy! Poor Pussy! Poor +Pussy!" repeating the words three times, all without smiling. If the +player who is petting Puss smiles, he must change places with Puss. +The Puss may resort to any variations in the music of the miaou, or in +attitude or expression, to induce the one who is petting to smile.</p> + +<div class="blockquot"><p>This may be made one of the most amusing games for adults at a +house party. The writer has seen some of the most dignified +professional people laughing until the tears came while playing +this simple little game.</p></div><p><span class='pagenum'><a name="Page_151" id="Page_151">[151]</a></span></p> + + + +<h3>POTATO RACES</h3> + + +<div class="blockquot"><p>Four forms of Potato Race are here given as follows:—</p> + +<p><span class="smcap">Potato Race I.</span> Individual competition; rules of Amateur +Athletic Union of the United States. Placing potatoes on marked +spots; gathering them up not a part of the game.</p> + +<p><span class="smcap">Potato Race II.</span> Team competition. One player places the +potatoes on spots; the next gathers them up, etc.</p> + +<p><span class="smcap">Potato Shuttle Relay.</span> Rules of Girls' Branch, Public Schools +Athletic League, New York City. Alternate placing and gathering +up.</p> + +<p><span class="smcap">Potato Spoon Race.</span> Only gathering up of potatoes.</p></div> + + + +<h3>POTATO RACE—I</h3> + +<div class="center">(For individual competitors)</div> + + +<p><i>2 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="blockquot"><p>The simpler and usual Potato Race is played in two forms: (I), +the players competing as individuals; and (II), competing as +teams. The following description is for individual competition; +the team game is described as Potato Race II. There are other +forms of playing the individual game; the one given here is +according to the rules of the Amateur Athletic Union.</p></div> + +<p>The competitors should each wear a large number pinned across the +shoulders on the back, where it may be read plainly by the judges. The +competition is carried on in heats, as many players as the playing +space will allow playing in each heat. Potatoes should be used, or +blocks of wood are officially permissible. These wooden blocks may be +secured of potato shape, and are better than those of cubical form, as +the latter are apt to land on the corners and bound.</p> + +<p>A starting line is drawn across the ground. At right angles to it a +row of potatoes is placed for each player in the heat. The potatoes +should be two yards apart and eight in number. (This is the official +number and distance for the Amateur Athletic Union; the number varies +in unofficial games, but should be equal for the different rows.) The +first potato should be two yards from the receptacle, which is usually +placed on the starting line, one beside each competitor. This +receptacle should be a pail, basket, box, or can. The official +dimensions of the A. A. U. call for its being not over two feet in +height, with an opening not over thirty-six inches in circumference.<span class='pagenum'><a name="Page_152" id="Page_152">[152]</a></span> +In handicap events the starting mark is paid from the rear of the can. +The potatoes are replaced on the marks before the beginning of each +heat, the game in this form consisting solely of gathering them up, +not in placing them. There is no rule against tossing a potato into +the receptacle, but it is poor policy to do so, as it increases the +risks of failure.</p> + +<p>The contestants start, as for a race, in response to the starter's +signals, "On your marks!" "Get set!" "Go!" The game consists in +picking up the potatoes one at a time and placing them in the +receptacle. The potatoes may be picked up in any order desired. A +potato dropped, however, must be picked up before another potato be +touched, or the player is disqualified. Similarly, a potato missing +the receptacle or bounding out of it must be placed in it before the +next potato be touched, or the player is disqualified. When all the +potatoes have been placed in the receptacle, the player finishes by +dashing across a finish line, a tape, or strand of worsted, stretched +five feet back of the receptacle. As in all races in athletic form, a +player is disqualified for interfering with any other competitor, or +for touching the finish tape with the hands or arms: the tape should +be breasted. The winners in each heat play a final race; or, with +large numbers competing, semi-finals before the finals. Where small +numbers are competing, those finishing first, second, and even third, +may be entered for the final trials. In case of a tie, both +competitors are entered for the next (final, or semi-final) heat, or, +if tied in the final heat, the tied competitors play again.</p> + + + +<h3>POTATO RACE—II</h3> + +<div class="center">(Team competition)</div> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium; seashore.</i></p> + +<p>The first description here given is for an informal game. This is +followed by the rules for strict athletic procedure.</p> + +<p>The ground is marked off with a starting line. At right angles to it +are marked two or more rows of spots according to the number of teams +competing, the spots being from three to six feet apart, each row +containing from six to ten. On each spot is placed a potato; or a +stone, block of wood, or any other object may be substituted; <span class='pagenum'><a name="Page_153" id="Page_153">[153]</a></span>on the +seashore bathing slippers may be used. Potato-shaped blocks of wood +may be had as substitutes for potatoes, and are better than cubical +blocks, which are apt to land on the corners and bound.</p> + +<p>The players are divided evenly into competing groups which line up in +single file behind the starting line, each file being in line with one +of the rows of potatoes. Beside the leader of each file is a box or +basket; or a circle may be drawn on the ground instead. At a signal +each leader runs forward, picks up a potato, brings it back and puts +it in the box, goes for another, etc., until all the potatoes in his +row have been gathered in. He may pick them up in any order that he +chooses. Immediately that the last potato is placed, this player +touches the outstretched hand of the next player in his file, and at +once leaves the playing space; he should not line up again with his +team. The next player in the file starts out immediately on receiving +the "touch off," replaces the potatoes one at a time, and touches off +the next player, who gathers them in, and so on, alternately, until +each player has had his turn. The team wins whose last player is the +first to dash back over the starting line.</p> + +<div class="blockquot"><p>For an athletic contest for adults, the following rules are +typical:—There should be eight potatoes for each team, placed +two yards apart, the first potato two yards from the +receptacle. The receptacle should be either a pail, basket, +box, or can, not over two feet in height, having an opening not +over thirty-six inches in circumference. The finish line is a +"tape" (strand of worsted) stretched parallel with the starting +line and five yards back of the receptacle. There should be a +judge of fouls for each team and two judges at finish. Fouls +are:—</p> + +<p>1. Not placing a potato accurately on the spot.</p> + +<p>2. Leaving a potato outside the receptacle instead of in it, +whether it be dropped there or bound out.</p> + +<p>3. Starting over the line without or before the "touch off."</p> + +<p>A foul corrected before the next step in the game be taken does +not score as a foul. The teams win first, second, third, and +fourth places in the order of finishing, if there be no fouls. +Where fouls have been scored, the team finishing first, with +the fewest number of fouls, has first place, etc. In case of a +tie, the tied teams must play again to determine the winner.</p> + + +<div class='center'> +<table border="0" cellpadding="4" cellspacing="0" summary="Order of Finishing"> +<tr><td align='center'>Teams</td><td align='center'>Order of Finishing</td><td align='center'>Fouls</td><td align='center'>Order of Winning</td></tr> +<tr><td align='center'>A</td><td align='center'>2</td><td align='center'>0</td><td align='left'> First place</td></tr> +<tr><td align='center'>B</td><td align='center'>1</td><td align='center'>4</td><td align='left'> Third place</td></tr> +<tr><td align='center'>C</td><td align='center'>4</td><td align='center'>6</td><td align='left'> Fourth place</td></tr> +<tr><td align='center'>D</td><td align='center'>3</td><td align='center'>3</td><td align='left'> Second place</td></tr> +</table></div> + +</div><p><span class='pagenum'><a name="Page_154" id="Page_154">[154]</a></span></p> + + + +<h3>POTATO SHUTTLE RELAY</h3> + + +<p><i>20 to 100 players.</i></p> + +<p><i>Playground; gymnasium; seashore.</i></p> + +<p>This first description is for an informal game. This is followed by +rules for an athletic contest.</p> + +<p>This is a form of potato race suitable for large numbers. The ground +is marked off with two starting lines, one at either end of the +ground. At even intervals between these two lines a row of from four +to ten spots should be clearly marked on the ground, each row forming +a line at right angles to the starting lines. There should be as many +rows of this kind as there are teams.</p> + +<p>On the first spot of each row should be placed a box, basket, or pail, +and in it three or more potatoes, according to the number of spots. +Stones may be used, blocks of wood, or any other uniform objects as a +substitute for potatoes, but the latter are best.</p> + +<p>The players are divided into two or more equal groups, and each group +is subdivided as for a shuttle relay into two divisions. One division +of each group stands in single file behind the starting line at one +end of the ground, the other division facing it in single file behind +the opposite starting line. Between the two divisions should stretch +the row of spots. The receptacle should be on the spot near the first +runner.</p> + +<p>At a signal, the first runner of each team starts over the line, takes +a potato from the box, places it on the first spot, returns, gets +another potato, places it on another spot, and so on until all are +placed; he need not observe strictly the consecutive order of the +spots. He then runs forward and touches the outstretched hand of the +first runner in the opposite file of his team. This runner must pick +up the potatoes and replace them in the box one at a time, and then +"touch off" the player facing him in the opposite file. Each player, +as he finishes his part ("touches off" the next runner), should leave +the running space entirely and not line up with his team. The line +nearest the box serves as a finish line, and the team wins whose last +runner, having replaced the last potato, is first to get over this +line.</p> + +<p>If a potato be dropped, the runner must pick it up and replace it in +the box or on the spot, then make his play over again.</p> + +<p><span class='pagenum'><a name="Page_155" id="Page_155">[155]</a></span></p><div class="blockquot"><p>The above description is for a comparatively informal game. +For a strict athletic contest for junior players the following +rules, used by the Girls' Branch of the Public Schools Athletic +League, New York City, are given:—</p> + +<p>The laying out of the grounds should be for four spots in each +row, two yards between each, with the starting lines two yards +back of the first and fourth spots. The receptacle is placed on +the spot nearest the first runners, and should be a pail, +basket, box, or can, not over twenty-four inches in +circumference at the opening. Three potatoes are used.</p> + +<p>The first runners start on signals, "On your marks!" "Get set!" +(or "Get ready!") "Go!" There should be a judge to score fouls +for each division of each team, and two judges at the finish.</p> + +<p>In case of a tie, the tied teams play again.</p> + +<p>Fouls consist in: 1. Placing a potato otherwise than on the +mark. 2. Leaving a potato outside the receptacle instead of in +it, whether it be dropped outside or bound out. 3. Starting +over the line without the "touch off." Any foul corrected +before going on with the next step in the game does not score +as a foul. Teams win in the order of finishing, plus +consideration of the record on fouls. Thus, a team finishing +fourth, with no fouls, would get first place, if the teams +finishing first, second, and third all had fouls.</p> + + +<div class='center'> +<table border="0" cellpadding="4" cellspacing="0" summary=""> +<tr><td align='center'>Teams</td><td align='center'>Order of Finishing</td><td align='center'>Number of Fouls</td><td align='center'>Order of Winning</td></tr> +<tr><td align='center'>A</td><td align='center'>1</td><td align='center'>8</td><td align='left'> Fourth place</td></tr> +<tr><td align='center'>B</td><td align='center'>3</td><td align='center'>3</td><td align='left'> Third place</td></tr> +<tr><td align='center'>C</td><td align='center'>4</td><td align='center'>0</td><td align='left'> First place</td></tr> +<tr><td align='center'>D</td><td align='center'>2</td><td align='center'>3</td><td align='left'> Second place</td></tr> +</table></div> + +</div> + + + +<h3>POTATO SPOON RACE</h3> + + +<p><i>6 to 60 players.</i></p> + +<p><i>Parlor; playground; gymnasium.</i></p> + +<p>This is a form of potato race that may afford much amusement, +especially for indoor companies. The players are divided into two or +more groups which compete against each other. Each group lines up in +single file, so that the leaders all toe a starting line. Placed on +the floor in front of each group, and stretching ahead in the same +direction, should be a row of potatoes at intervals of two or three +feet apart, one for each player in the file. The larger and the more +irregular in shape the potatoes the better. There should be from six +to ten potatoes for each row. Each leader should be furnished with a +teaspoon, and beside the leader of each file should be a pan, box, or +basket, in which the potatoes are to be placed. At a signal each +leader starts forward, takes up a potato on the<span class='pagenum'><a name="Page_156" id="Page_156">[156]</a></span> spoon, carries it to +the box or basket beside his first standing position, and places the +potato in it; he then hands the spoon to the next player, and passes +off the playing field, not lining up again with his team. The second +player picks up the next potato, puts it in the box, and so on, until +all have played, the last one standing beside the box with the spoon +held aloft as a signal that he has finished.</p> + +<p>It is not allowable to touch the potato with anything but the spoon. +Should a potato be touched otherwise, the player must replace it and +pick it up again on the spoon. Should a potato drop from the spoon, it +must be picked up on the spoon where it dropped, and the play +continued from that point.</p> + + + +<h3>PRISONER'S BASE</h3> + + +<div class="blockquot"><p>Prisoner's Base is one of the most popular games for both boys +and girls who are beginning to care for team organization, and +is capital for adults. It gives opportunity for vigorous +exercise for all of the players, for the use of much judgment, +prowess, and daring, and for simple team or coöperative work.</p> + +<p>The game is found under many different forms. Several, which +offer marked or typical differences, each possessing distinct +playing values, are given here. These differences are in (1) +the arrangement of the ground, and (2) the rules governing the +players and game.</p> + +<p>The differences in the grounds may be classed as follows:—</p> + +<p>I. The entire playground divided in two divisions, one +belonging to each party, each division having a small pen for +prisoners at the rear. (Diagram I.)</p> + +<p>II. The main part of playground neutral territory, with home +goals for the opposing parties at opposite ends, with prisons +in, near, or attached to them. (Diagrams II, V.)</p> + +<p>III. The main part of playground neutral territory, with home +goals for both parties at the same end, attached or separate, +and prisons at the opposite end, either (1) on the same side of +the ground as the home goal, or (2) on the enemy's side of the +ground. (Diagrams III-IV.)</p> + +<p>The rules for play for the second and third types of ground are +fundamentally the same, though differing in details, and they +differ from those for Diagram I. The playing qualities of the +games for the last three diagrams, however, are very distinct +because of the different methods of the enemies' approach to +each other (which make differences in the risk of "dares"), and +because of the differing risks in rescuing prisoners and taking +the enemy's goal by entry.</p> + +<p>It has seemed best to make a selection of the typical forms, +and leave the leader of games free to choose his own. The first +form is the simplest for beginners and younger players, and +makes a good introduction to the game for such players.</p></div> + +<p><span class='pagenum'><a name="Page_157" id="Page_157">[157]</a></span></p><div class="blockquot"><p>Stealing Sticks is still another form of Prisoner's Base. The +main difference lies in the carrying away of the enemy's +property.</p> + +<p>Prisoner's Base and related games are supposed to have +descended from the days of border warfare. They are very old, +and Strutt mentions a "Proclamation at the head of the +Parliamentary proceedings early in the reign of Edward the +Third, ... where it [Prisoner's Base] is prohibited in the +avenues of the palace at Westminster during the sessions of +Parliament, because of the interruption it occasioned to the +members and others in passing to and fro." The game at that +time was played by adults.</p></div> + + + +<h3>PRISONER'S BASE—I</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="figright" style="width: 273px;"> +<img src="images/diag016.jpg" width="273" height="358" alt="diagram: Prisoner's Base—I" title="" /> +<span class="caption smcap">Prisoner's Base—I</span> +</div> + +<p>The ground is divided into two equal parts, with a small base or +prison marked off at the farther end of each division. From five to +fifteen players guard each side. They venture into the enemy's ground, +and, if caught, are put into the prison, where they must remain until +tagged by one of their own side who is free. Both prisoner and rescuer +may be tagged and brought back to prison before reaching their own +ground. The game is won when one side makes prisoners of all of its +opponents, or when a free man enters the opponents' prison, but this +last may be done only when there are no prisoners there.</p> + +<div class="blockquot"><p>This form of Prisoner's Base differs from others in greater +simplicity, both as to the arrangement of the ground and the +rules of play. It is therefore better for younger players or +beginners in the game.</p> + +<p>The differences in detail consist in:—</p> + +<p>1. The ground being divided by a line through the center into +two opposing territories. In other forms, the main playground +is neutral territory, each party having a small home goal +marked within it.</p> + +<p>2. In this game (No. I) a player cannot "give a dare" without +venturing into the opponents' territory, and any opponent may +tag him. In other forms, the tagging, being on neutral +territory, is controlled by limitations as to which player was +last to leave his home goal, and makes a more complex game.</p></div> + +<p><span class='pagenum'><a name="Page_158" id="Page_158">[158]</a></span></p><div class="blockquot"><p>The rules about (1) a prisoner and his rescuer both being +liable to capture on the way home, and (2) to winning by +entering the enemy's prison, with the restriction that no +prisoners must be there, are also distinctive features.</p></div> + +<hr class="quarter" /> +<div class="figcenter" style="width: 594px;"> +<img src="images/plate010.jpg" width="594" height="400" alt="plate: PRISONER'S BASE" title="" /> +<span class="caption">PRISONER'S BASE</span> +</div> +<hr class="quarter" /> + + + +<h3>PRISONER'S BASE—II</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="figleft" style="width: 276px;"> +<img src="images/diag017.jpg" width="276" height="350" alt="diagram: Prisoner's Base—II" title="" /> +<span class="caption smcap">Prisoner's Base—II</span> +</div> + +<p>Two captains are chosen who select players alternately until all are +disposed in two parties of equal numbers. A large goal is marked off +at each end of the ground, with a small base or prison in one rear +corner of it. The wide, open space between the goals is neutral +territory. The objects of the game are to enter the opponent's goal or +to make prisoners of all of his men. The entrance of one player within +the enemy's home goal means victory for his side. As one player +advances for this purpose, or "gives a dare," the opponents send out a +player to tag him, when the first side immediately sends out a second +player to "cover" or protect the darer by trying to tag his opponent. +The first side then sends out a second player to "cover" their first +man. He is at liberty to tag either of the other two players. In this +way any or all of the players may be out at one time, though it is +unwise to leave the goal unguarded. Any player may tag any man from +the opposite side who left his goal before he did, but none who came +out after he did. Whenever a player returns to his home goal, which he +may do at any time, the man who went out to cover him must return +also, and of course the man who went out to cover this second one, +etc. The issuing forth of players, or their return to the home goal, +is subject at all times to the direction of the captain, though much +independence of judgment should be exercised by the various players. +The captain may also designate one player to guard the home goal and +one to guard the prisoners whenever he chooses.</p> + +<p><span class='pagenum'><a name="Page_159" id="Page_159">[159]</a></span></p><p>Any player caught (tagged) is placed in the opponents' prison +("prisoner's base"), where he must remain until rescued by one of his +own side. The prisoner may reach as far out of the prison as possible, +so long as one foot is within it. When there are several prisoners, +they may take hold of hands or otherwise touch each other, as by the +feet (this is optional with the prisoners), and reach forward as far +as possible, to be tagged by a rescuer, so long as one of them (the +last caught) keeps one foot within the prison goal. In such a line the +first one caught should be farthest from the prison, the next one +caught holding his hand, and so on in the order of capture. A guard +should always be at hand to intercept any attempts at rescue. A +prisoner and his rescuer may not be tagged while returning home, but +the rescuer may be tagged before he touches the prisoner. One rescuer +may free only one prisoner at a time. Whenever a player is caught, all +of the others return to their home goals (except prisoners), and a +fresh start is made in the game.</p> + +<p>Much finessing is possible by engaging the enemy on one side of the +ground, while a good runner is held in reserve to dash into the +enemy's goal on the other side. Or one player may, by a wide detour, +creep around unnoticed to the rear of the enemy's goal and enter it +from that side.</p> + +<p>Each side should have a captain to maintain discipline, to take +general direction of the game, and to decide with the opposing captain +any disputed points.</p> + +<div class="blockquot"><p>This game is more complicated than the one of the same name +previously described. It is well for beginners to start with +the first game. The author can testify from vivid recollections +the hold which this form of the game may have for successive +seasons on its devotees. Sometimes a "dare line" is drawn a few +feet in front of each home goal, which challenges the opponents +to a special thrill of venturesomeness. The game in this form, +as a small boy said to the author, is "the national game of +Minneapolis."</p></div> + + + +<h3>PRISONER'S BASE—III</h3> + + +<p><i>6 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="figleft" style="width: 271px;"> +<img src="images/diag018.jpg" width="271" height="350" alt="diagram: Prisoner's Base—III" title="" /> +<span class="caption smcap">Prisoner's Base—III</span> +</div> + +<p>The ground is divided according to the accompanying diagram; the +players, who are divided into two equal parties, with a captain<span class='pagenum'><a name="Page_160" id="Page_160">[160]</a></span> for +each party, being stationed respectively in the goals marked <i>A</i> and +<i>B</i>, which are at the same end of the ground instead of at opposite +ends, as in Prisoners' Base II. In the present form of the game, the +prison belonging to each side is located directly opposite its own +home goal at the farther end of the ground, instead of near its own +goal, as in II. Rescue of a prisoner is by entry of the opponent's +prison, not by tagging the prisoners; so there is no object in the +prisoner's reaching out of the prison, as in the previous forms of the +game.</p> + +<p>The two parties decide by counting out, holders, drawing lots, or some +other form of choice, which shall commence. One member of this side +then runs out to the middle of the ground and gives a "nominy," or +"dare," calling, "Chevy, chevy, chase! One, two, three!" As soon as he +has called this (but not before), he is liable to be tagged by the +opponents, who try to catch him before he can run home again. Should +he reach home in safety, the opponents take their turn in sending a +man to the middle to give a "dare" in the same way. A player need not +run home, however, but may remain at large, another player from his +side running out to cover or protect him by trying to tag the +opponent. Several players from each team may be out in this way at one +time. A player may be caught by any man who left his home goal after +he did, but by none who left before him. Each player must therefore +keep a sharp watch on his opponents to know which of them may tag him +and which he may tag. This is continued until a prisoner is caught, +when he is taken by his captor to the prison belonging to the side +capturing him. A captor may not be tagged while taking a prisoner to +prison, and is allowed to go back to his goal afterward without +tagging. If a player can reach the opponents' prison without being +tagged by an opponent, he releases the first prisoner taken there. +Both may return home without being tagged. The object of the game is +to place all of the players of<span class='pagenum'><a name="Page_161" id="Page_161">[161]</a></span> the opponents' side in prison, and +when that is accomplished, to take possession of the opponent's home +goal. When this is done, the two parties change sides and begin again, +the losing side being first to send a man into the field.</p> + + + +<h3>PRISONER'S BASE—IV</h3> + + +<div class="figleft" style="width: 266px;"> +<img src="images/diag019a.jpg" width="266" height="350" alt="diagram: Prisoner's Base—IV" title="" /> +<span class="caption smcap">Prisoner's Base—IV</span> +</div> + +<p>This differs from the preceding game only in the laying out of the +ground, the prison for each party being on the opponent's side of the +ground instead of on the side of the home goal. This arrangement +decreases the risk in rescuing prisoners. All of the rules for the +game are the same as in III.</p> + + + +<h3>PRISONER'S BASE—V</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="figright" style="width: 360px;"> +<img src="images/diag019b.jpg" width="360" height="350" alt="diagram: Prisoner's Base—V" title="" /> +<span class="caption smcap">Prisoner's Base—V</span> +</div> + +<p>In this form of prisoner's base the ground is marked out in a square +or oblong, the dimensions varying with the number of players and their +age or ability as runners. For average players a ground measuring 60 × +60 feet is recommended. The two end boundaries serve as base lines, +the territory beyond each belonging to the party on that side. In this +respect the game differs from those previously described, in which a +limited home goal is marked for each team. About ten feet from the +base line, near the left-hand corner of the square or oblong, a small +prison is marked for each team.</p> + +<p>The first object of the game is to make prisoners of all the +opponents. The second object of the game is to make runs into the +enemy's territory and back again without being caught (tagged).<span class='pagenum'><a name="Page_162" id="Page_162">[162]</a></span> Three +such runs entitle the player making them to select a player from the +opposing team as a prisoner, or to free one prisoner from his own +team. Should a player be made a prisoner, any runs he may have made +into the enemy's territory up to that time are lost in his account, +and when freed, he must begin his score of runs over again to count +three. A player returning home after a run into the enemy's territory +may not capture a prisoner, or free one of his own men from prison on +the way. A player may not be tagged after crossing the opponents' base +line until he starts back. In returning home after such a run, a +player may be tagged by any opponent who left his own goal after the +runner left his own goal (not the enemy's goal), but not by any who +started out before the runner started. This rule applies to the +capture of opponents at any time, any player, for instance, on team A, +being liable to capture by any opponent on team B who left his base +line <i>after</i> the A man, but not any who left it <i>before</i> he left his +own. Similarly, he may capture any player on team B who ventured forth +before he did, but must be on his guard against any who came out after +he did. Stepping over the side lines while being chased is equivalent +to being caught; but this does not apply when escorting a prisoner or +at any other time.</p> + +<p>Prisoners may stretch out of the prison as far as possible so long as +one foot is within it. As the number of prisoners increases, they may +stretch out in one long file from the prison, provided each touches a +hand or foot, or some other part of the next player. In such a file, +the first prisoner captured should be the farthest away from the +prison, the last one captured with at least one foot in the goal, and +the others in relative order. After the first prisoner is caught, the +game centers more on freeing or preventing the freeing of prisoners +than on runs into the enemy's goal.</p> + +<div class="blockquot"><p>This is the form of Prisoner's Base preferred by Mr. Joseph Lee +of Boston, and described by him in <i>Playground</i> (No. 8). Mr. +Lee says:—</p> + +<p>"The interest of the game depends very much on locating the +prison in such a way as to give the right balance between the +forces of offense and defense. If it is placed close to the +base line of the side by which the capture has been made, it is +almost impossible to free the prisoner if there is any defense +at all. The game is often spoiled by this mistake. On the other +hand, it must not be placed too far out, for if it is, it +becomes impossible to win the game, because the line of +prisoners, when the side is nearly all caught, then extends to +a point<span class='pagenum'><a name="Page_163" id="Page_163">[163]</a></span> so much nearer their own base line than to that of +their opponents that even the slowest runner on the losing side +can get down and free a prisoner before the fastest runner on +the opposite side can get out to stop him. The art of laying +out the ground is to have the prison placed far enough out to +make the freeing of the first prisoner reasonably easy, without +being so far out as to make the catching of the last one +impossible. In general, the game can be made lively and +comparatively unscientific by making the distance between the +base lines (the lines on which the two sides are lined up) +short, the field wide, and the prisons far out; and can be made +more difficult and less eventful by making it long and narrow, +with the prisons close in. If this latter tendency is carried +too far, however, freeing prisoners and making runs become at +last impossible, and the game is entirely stopped.... The game, +of course, is at its best when there is most going on and of +the most thrilling sort,—a lot of players making runs and +freeing and defending prisoners,—with flight and rally, charge +and rout, and triumph and despair."</p></div> + + + +<h3>PUSS IN A CORNER</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Schoolroom; playground; gymnasium.</i></p> + +<p>All of the players but one are disposed in the corners or at +convenient goals that will answer the same purpose. The odd player +goes from one to another, saying, "Pussy wants a corner!" The player +to whom this is addressed replies, "Go to my next-door neighbor." Any +two of the other players meanwhile watch their opportunity to beckon +to one another for exchanging places. They try to make this exchange +of signals and to dash across from place to place when the attention +of Puss is attracted in some other direction, as Pussy must try to +secure a corner by rushing to any place that is vacant when the +players thus exchange.</p> + +<p>The sport of the game consists very largely in tantalizing Puss by +making many exchanges, or, on the other hand, in Puss suddenly dashing +for some vacant place without giving previous evidence of knowing of +it. Whenever Puss secures a corner, the odd player left out becomes +Puss.</p> + +<p>Puss, when not succeeding in getting a corner as soon as desirable, +may call "All change!" when all of the players must exchange places, +and in the general flurry Puss should secure a place.</p> + +<div class="blockquot"><p><b>Out of doors.</b>—This game may be very delightfully adapted to +outdoor play by each player taking a tree as a "corner," when +the dodging and running<span class='pagenum'><a name="Page_164" id="Page_164">[164]</a></span> may be much more varied and +interesting than in the open space of a parlor or gymnasium.</p></div> + + + +<h3>PUSS IN THE CIRCLE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>A large circle is marked on the ground or floor. One player, who is +Puss, stands in the center of this circle; the other players stand +outside of the circle surrounding it. These players may be tagged by +Puss whenever they have a foot inside of the circle. They will make +opportunity for this by stepping in and out of the circle, teasing +Puss in every possible way to tag them. Any one whom Puss touches +becomes a prisoner and is another Puss, joining the first Puss in the +circle to help tag the others. The last one tagged is the winner of +the game.</p> + +<div class="blockquot"><p>This is one of the games particularly suited to make a timid +child courageous, and a teacher or leader using the game with +little children should urge such timid children to take an +active part in the game.</p></div> + + + +<h3>RAILROAD TRAIN</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Parlor; schoolroom; out of doors.</i></p> + +<p>Each player is named for some object on a train, such as engine, +baggage car, dining car, smokestack, boiler, cylinders, wheels, oil, +coal, engineer, porter, conductor, etc. One person is chosen to be the +train master. He says in narrative form: "We must hurry and make up a +train to go to Boston. I will take Number One <i>engine</i> and some +<i>coal</i>; have the <i>bell rope</i> in order; be sure that the <i>cushions</i> are +brushed in the <i>sleeping car</i>," etc. As he names these objects, the +player bearing each name runs to the starter and lines up behind him, +each putting his hands on the shoulders of the one in front, the first +one placing his on the shoulders of the starter. When all are on the +train, the starter gives the signal for going, and the whole train +moves out on its journey, which at the discretion of the starter will +be up hill over obstacles, down hill from others, around loops and +curves, etc.; and he<span class='pagenum'><a name="Page_165" id="Page_165">[165]</a></span> may, under suitable circumstances, find a +convenient place for a grand "smash-up" at the end.</p> + +<p>For large numbers there should be several starters, starting several +trains at once, and these may race for a given point at the end.</p> + + + +<h3>RED LION</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>A place is marked out at one side or end of the ground called the den. +In this stands one player who is called Red Lion. The other players +choose one of their number as a chief, who does not run, but stands at +one side and directs the movements of the others. The chief calls +"Loose!" to the Red Lion. After hearing this signal, the lion is free +to run out whenever he chooses. The players venture near to the den, +taunting the lion with the lines:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Red Lion, Red Lion, come out of your den!<br /></span> +<span class="i1">Whoever you catch will be one of your men."<br /></span> +</div></div> + +<p>When the Red Lion thinks the players are sufficiently near to give him +a good opportunity to catch one, he makes a sudden sortie and catches +any player that he can. The player is not his prisoner until the Lion +has held him and repeated three times "Red Lion!" Both the Lion and +his prisoner must hurry back to the den, as all of the other players +may turn upon them at once to drive them back with blows. This is +generally restricted to hitting with caps. Thereafter, when the Red +Lion issues forth, he must take the prisoner with him, hand in hand, +both of them endeavoring together to catch one of the other players by +putting their arms over his head.</p> + +<p>The Red Lion and his man may not issue, however, from their den until +the chief calls "Cow catcher!" or some other signal, as explained +below. As in the previous case, when a prisoner is caught, he and his +captors hurry to the den to avoid the buffeting of the other players. +Each time that the Red Lion goes forth, all of his prisoners must go +with him. The method in which they go, however, and in which they +capture their prey, will be determined by the signals of the chief. +When he calls "Cow catcher!" they must all run out in a long string, +hand in hand, and capture their<span class='pagenum'><a name="Page_166" id="Page_166">[166]</a></span> prisoner by any two in the line +slipping their clasped hands over his head. If the chief calls +"Tight!" the Red Lion and his men go forth in the same way, holding +hands, and try to capture a player by surrounding him and so take him +to the den. Should the chief call "Doubles!" then the Red Lion and his +men come forth two by two, and try to capture their prisoners. The +order in which these varied commands are given is entirely at the +discretion of the chief.</p> + +<p>At any time when the Red Lion and his men are out on the hunt, any of +the other players may try to break apart the clasped hands of the +hunters. Whenever this is done, the lions must rush back to their den, +being driven back and buffeted by the outside players. The game ends +when all of the men have been captured by the Red Lion's party. The +last man to be caught is the winner, and becomes Red Lion for the next +game.</p> + + + +<h3>RING-A-LIEVIO</h3> + +<div class="center">(Ring-a-lee-ve-o)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Out of doors.</i></p> + +<div class="blockquot"><p>This is a form of Hide and Seek in opposing parties. Players +who are caught are prisoners and may be freed as described. The +method of capture also differs from that in some other forms of +Hide and Seek.</p></div> + +<p>A small goal or den about five feet square is drawn at some central +point.</p> + +<p>Two leaders are chosen who alternate in choosing players, until all +are disposed in two groups. Lots are drawn or counting out resorted to +between the captains to determine which side shall start out first. +The remaining group takes its place in the den while the opponents go +to some distant point, from which they call "Ready!" and immediately +scatter and hide.</p> + +<p>The group in the den, as soon as they hear the call "Ready!" start out +for the chase, leaving one of their number to guard the den. Whenever +a player is caught (tagging is not enough; the player must be firmly +secured), the catcher calls "Caught! Caught! Caught!" and leads his +prisoner to the den. The object of the<span class='pagenum'><a name="Page_167" id="Page_167">[167]</a></span> game is to make prisoners of +all of the hiding team. A prisoner may be freed from the den by one of +the players from his group running out from his hiding place and +tagging him. This may only be done, however, by the rescuer getting +both feet in the den. Should this be accomplished, the rescuer calls +"Ring-a-lievio!" as he dashes through the den, and both run for +safety. The den keeper tries to catch them as they run away, but may +not chase them beyond certain boundaries, which must be determined +beforehand. Only one prisoner may be freed at a time. Prisoners are +most easily freed when there are several in the den at once and the +den keeper's attention is distracted to one side of the den while the +prisoners are freed from the other.</p> + +<div class="blockquot"><p>This game, like all hiding games, is especially adapted to open +spaces, offering many hiding places, such as the edge of a +wood, a garden, park, or playground having considerable +shrubbery, or to a village street.</p></div> + + + +<h3>RINGMASTER</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium; parlor.</i></p> + +<p>This may be made a very amusing game for young children. One is chosen +for ringmaster and stands in the center. If he can flourish a whip +like a true ringmaster in the circus, the interest of the game will be +enhanced. The other players form a circle around him without clasping +hands.</p> + +<p>The ringmaster turns and moves around in a circle, snapping his whip +at each flourish, and calling the name of some animal. The players in +the circle immediately imitate the animal, both as to its movements +and cries. For instance, for a bear they claw or run on "all fours," +or climb and at the same time growl; for a frog they may hop or swim +and croak. The list may include the hopping kangaroo, the snarling and +springing tiger, the humped and swaying camel, the balking and braying +donkey, the flopping and barking seal, the scratching and cackling +hen, the ponderous and mooing cow, the neighing and galloping horse, +etc.</p> + +<p>The ringmaster at his discretion may announce, "We will all join the +circus parade!" whereupon all of the animals should<span class='pagenum'><a name="Page_168" id="Page_168">[168]</a></span> gallop around the +circle in characteristic movements, each choosing an animal that he +likes to represent.</p> + + + +<h3>ROBBERS AND SOLDIERS</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Out of doors.</i></p> + +<div class="blockquot"><p>This game is best played in the country, where there are woods +in which the robbers may hide.</p></div> + +<p>The players are divided between robbers and soldiers, there being +about ten robbers to fifty soldiers (the proportion of one to five). +The larger and stronger players are usually selected for the robbers. +The soldiers have one General who directs their movements, and the +robbers a Captain. The robbers are given five or ten minutes' start +from the prison. The soldiers stand at this place, marked as their +fort or prison, until the General gives the command for the search to +begin. The object of the robbers is to hide so that the soldiers may +not find them, and when found, to resist capture if possible. They may +hide by climbing trees or dodging behind them, conceal themselves in +underbrush, under dead leaves, etc. If played aright, the game should +be a very strenuous one, the resistance offered by the robbers +requiring several soldiers to overcome. A robber may resist all of the +way to prison. A guard is appointed by the General for the prison, and +prisoners may run away at any time if not prevented by the guard.</p> + +<p>The soldiers, in attempting to locate the robbers, will use many +devices besides a simple hunt. For instance, they will form a large +circle and gradually work in toward the center, thus surrounding any +robbers who may be hidden within the territory so covered. The game is +won when all of the robbers have been made prisoners. Old clothes are +quite in order for this game.</p> + +<p>The soldiers will find whistles of advantage for signaling each other +for help.</p> + +<div class="blockquot"><p>This game has been a favorite one for many generations with the +boys at a large school near Copenhagen.</p></div><p><span class='pagenum'><a name="Page_169" id="Page_169">[169]</a></span></p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 597px;"> +<img src="images/plate011.jpg" width="597" height="400" alt="plate: ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS, FORT CLARK, NORTH +DAKOTA" title="" /> +<span class="caption">ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS, FORT CLARK, NORTH DAKOTA</span> +<br /> +<span class="small"> +<i>From painting by Maximilian, Prince of Wied.</i> +<br/> +<i>Reproduced by kind permission of the Bureau of Ethnology, Washington +D.C., from "Games of the North American Indians," by Stewart Culin.</i> +</span> +</div> +<hr class="quarter" /> + + + +<h3>ROLLING TARGET</h3> + + +<p><i>2 to 30 players.</i></p> + +<p><i>Gymnasium; playground.</i></p> + +<p>This game consists in shooting or hurling through a rolling hoop a +stick or gymnasium wand. The hoop may be from six inches to two feet +in diameter. The smaller hoop is adapted only to expert players; it is +well to begin with a hoop the size of a barrel hoop.</p> + +<p>Where there are numerous players, they are divided into opposing +teams, which alternate in throwing at the target (hoop). These players +take places at intervals of about five feet along one side of the +playground, each holding a spear (stick) to hurl at the hoop as it +passes him. Another player stands at one end of the ground and sends +the hoop rolling the full length of the space covered by the playing +team; its course should be from ten to twenty feet distant from the +line-up of the team and parallel to the latter.</p> + +<p>As the hoop passes him, each player in turn hurls his spear at it. +This is best done with the spear held horizontally at a height of +about the middle of the hoop. Each spear that successfully goes +through the hoop scores one point for its team. Each team has three +rounds, and then gives place to the opponents. The team first scoring +one hundred points wins the game.</p> + +<p>When there are not enough players to put into teams, each player +scores independently, the first to make twenty points winning.</p> + +<p>For obvious reasons of safety, no player should be allowed on the side +toward which the spears are hurled. This game may be played capitally +with bean bags instead of sticks.</p> + +<div class="blockquot"><p>This is an adaptation of one of the hoop and pole games played +by the North American Indians, and is almost the only game of +theirs that has not been previously adopted by the whites. The +instant success of the game with boys, who ask to stay after +school to play it, would indicate a valuable acquisition. +Different tribes of Indians play with different sized hoops, +the illustration showing a very small one. The author is +indebted for this to the remarkable collection, <i>Games of the +North American Indians</i>, by Mr. Stewart Culin.</p></div><p><span class='pagenum'><a name="Page_170" id="Page_170">[170]</a></span></p> + + + +<h3>ROUND AND ROUND WENT THE GALLANT SHIP</h3> + + +<p><i>4 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>This is a simple little game for very little children, consisting +simply in dancing around in a circle with clasped hands as the +following verse is recited, and "bobbing" down quickly as the ship +goes to the bottom of the sea:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Three times round went our gallant ship,<br /></span> +<span class="i3">And three times round went she;<br /></span> +<span class="i1">Three times round went our gallant ship,<br /></span> +<span class="i3">Then she sank to the bottom of the sea."<br /></span> +</div></div> + +<p>A tumble as the ship goes down adds much to the spirit of the play.</p> + + + +<h3>RUN, SHEEP, RUN!</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Out of doors.</i></p> + +<div class="blockquot"><p>This is a form of hide-and-seek, but the hiding and the seeking +are done by parties instead of individually, each party acting +under the direction of a captain. Any number of players may +take part, but from four to six on a side are perhaps best.</p></div> + +<p>Two captains are chosen, who in turn alternately choose players until +all the players are divided into two parties. One party becomes a +searching party (chosen by lot, "holders," or counting out between the +captains) and remains at the goal, while the other party goes out with +its captain, who directs the various individuals where to hide, after +agreeing with his party on a series of signals to be used, as +described below. When all are hidden, this captain goes back to the +searchers, who at once start out on the hunt under the direction of +their captain, who may divide or dispose of his party as he sees fit. +The captain of the hiding party remains with the searchers, calling +out signals to his hidden men which shall enable them to approach +nearer to the goal by dodging from one hiding place to another, always +trying to keep out of sight of the searchers.<span class='pagenum'><a name="Page_171" id="Page_171">[171]</a></span> Neither party, however, +may run for the goal until its own captain shouts "Run, sheep, run!" +The captain of the hiding party is generally the first one to give +this signal, and he does so whenever he thinks his men are well placed +to make the goal. The captain of the searchers naturally gives the +signal to his players as soon as he hears his competitor calling it, +as the game is won by the party of which one player first reaches the +goal.</p> + +<p>Should any member of the searching party catch sight of an opposing +player before all run for the goal, he tells his captain, who at once +shouts, "Run, sheep, run!"</p> + +<p>Any signals may be agreed on between the captain of the hiding party +and his men; the following are examples:—</p> + +<p>"Red!" meaning "Danger."</p> + +<p>"Green!" meaning "Go around the house to the left."</p> + +<p>"Blue!" meaning "Go around the house to the right."</p> + +<p>"Purple!" meaning "Stand still."</p> + +<p>"Yellow!" meaning "Keep on going in the same direction and get nearer +to the goal."</p> + + + +<h3>SADDLE THE NAG</h3> + + +<p><i>6 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is a game of leapfrog. The players are divided into equal +parties, with a chief for each. One of the chiefs stands with his back +to a wall or fence, and all of his party bend their backs as for +leapfrog, the first with his head against the chief, and the others, +one behind the other, in a line stretching out in front of him. Each +player in the line braces his shoulder against the stooping player +next in front, or each may grasp the forward player around the waist. +The heads should all be turned to the same side. One of the opposite +side then leaps on the back of the player farthest from the wall, and +tries to make his way over the backs of the entire line to the chief +to "crown" him; that is, to place his hand on his head. The players +who are making "backs" try in every way, without rising to a standing +position, to throw this player off and so prevent his crowning their +chief. Each player of the "out" side tries in turn to crown the chief. +Should they be unsuccessful<span class='pagenum'><a name="Page_172" id="Page_172">[172]</a></span> the sides change. If one or more players +succeed in crowning the chief, each successful player has a second +chance before the sides change. The side that succeeds in oftenest +crowning its opponent's chief wins the game. The limit of the game is +usually placed at six trials for each side.</p> + + + +<h3>SARDINES</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; house party.</i></p> + +<p>This is a game of hide and seek that reverses some of the usual +methods of playing the game. The player chosen to be It, instead of +blinding goes out himself to hide, while all of the other players stay +at the goal. While one of their number counts one hundred, they must +all either blind their eyes or be shut in one room to give the hider a +fair chance. After counting, they shout "One hundred!" and all start +out to hunt for the hider. Any player discovering him must, after +making sure that none of the others observe him, hide in the same +place with the hider. If necessary, he must linger near until there is +opportunity to do this without being discovered. If there should not +be room to hide in the same place, the finder must take a seat in +plain sight near the hiding place. Sometimes a large number of players +will be seated in a room or in a group out of doors, while the last +unfortunate hunters try to locate some clever hiding place which is +obviously near but hard to detect. Of course it is better for the +players to actually hide with the first hider, if practicable, which +probably suggested, on occasion, being "packed in like sardines."</p> + +<p>This is one of the most interesting house party games for young people +for either out of doors or within.</p> + + + +<h3>SCHOOLROOM TAG</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>A circle about three feet in diameter is drawn on the floor in the +front of the room and serves as a goal. One player is chosen to be It, +and stands ten feet from the goal. The other players sit<span class='pagenum'><a name="Page_173" id="Page_173">[173]</a></span> at their +desks. The one who is It calls the name of some player, who must at +once rise and try to run through the goal and return to his seat +without being tagged. In order to do this, he may have to make quite a +detour before passing through the goal, or he may be able to run +through it at the opening of the chase. The chaser must also run +through the goal before he may tag the runner. If the chaser succeeds +in tagging the runner, he continues to be chaser, and calls the name +of another player to run. If the runner gets to his seat without being +tagged, he changes places with the other and becomes It.</p> + +<div class="blockquot"><p>This game is printed with the kind permission of the Alumni +Association of the Boston Normal School of Gymnastics, from the +book entitled <i>One Hundred and Fifty Gymnastic Games</i>.</p></div> + + + +<h3>SHADOW TAG</h3> + + +<p><i>4 to 60 players.</i></p> + +<p><i>Out of doors.</i></p> + +<div class="blockquot"><p>This is a very pretty form of tag, suitable for little +children, and they delight in playing it. It hardly need be +said that it requires a sunny day.</p></div> + +<p>The player who is It tries to step or jump on to the shadow of some +other player, and if successful, announces the fact by calling the +name of the player. That player then becomes It.</p> + +<p>The teacher or leader will need to encourage the children to venture +boldly into the open spaces, where the shadows become apparent, rather +than to huddle on one side of the ground, where the chaser cannot +reach the shadows.</p> + + + +<h3>SHUTTLE RELAY</h3> + +<div class="center">(Double Relay)</div> + + +<p><i>20 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="blockquot"><p>This form of relay race is especially adapted to large numbers +in limited space. The action is more rapid than in the single +relay, although each runner runs only half as far.</p></div> + +<p>The players are divided into two or more groups of equal numbers. Each +group in turn is divided into two divisions, which stand facing<span class='pagenum'><a name="Page_174" id="Page_174">[174]</a></span> each +other in single file, with the leader of each division toeing a +starting line. There should be from fifty to one hundred and fifty +feet between the starting lines. At a signal, the leaders on one side +of the ground run forward, but instead of touching a goal or terminal +line at the opposite end of the ground, the runner "touches off" +(touches the outstretched hand of) the leader of the line facing him, +and passes at once away from the playing space. He should not line up +again with his team.</p> + +<p>The player thus touched dashes forward in his turn and touches the +first player in the file facing him, from which Number One came, and +passes off the game limits. Each player thus runs only in one +direction, instead of in two, as in a single relay race. The team wins +whose last player first dashes across the starting line opposite him.</p> + +<div class="blockquot"><p>As in the single relay race, this may be played by handing a +flag from one runner to the next, instead of "touching off." If +a flag be used, it should not be on a stick because of danger +to the eyes.</p> + +<p>This game may also be played with strict observance of athletic +rules. The first runners should then be started with the +signals, "On your mark!" "Get set!" (or "Get ready!") and "Go!" +There should be a judge to watch fouls for each division of +each team, and two judges at the finish. Fouls consist in +starting over the line, even with part of the foot, before +being touched off, or in a failure to actually touch. The teams +win in the order of finishing, plus consideration of the number +of fouls, as described for the Potato Shuttle Relay.</p></div> + + + +<h3>SIEGE</h3> + + +<p><i>10 to 30 players.</i></p> + +<p><i>Out of doors; barn.</i></p> + +<p>This game is suitable for a barn; the greater the number of open doors +and windows available in the barn the better.</p> + +<p>The players are divided into two equal parties, one of which personate +defenders, and take their places in the barn, with the doors and +windows open. The other party are the besiegers, and are stationed +outside the barn. The fighting is done by means of weeds specially +prepared for the purpose. The weeds commonly called redroot or +iron-weed are very good for this. The stems, measuring about a foot +and a half in length, are stripped except<span class='pagenum'><a name="Page_175" id="Page_175">[175]</a></span> for a small leaf or tuft of +leaves at one end. On the opposite end the root is cut away so as to +leave only a small knob which will serve to weight the missile.</p> + +<p>The game opens with each party provided with a pile of this +ammunition, which is thrown at the opponents through the doors and +windows of the barn. A player hit once with a dart is considered +"wounded," but may keep on playing. A player hit twice is "killed," +and is out of the game. Each party must keep within its own bounds.</p> + +<p>The party wins which has the fewest killed at the end of the game.</p> + +<div class="blockquot"><p>This was a favorite game with a group of Long Island boys, from +one of whom the author obtained it.</p></div> + + + +<h3>SINGLE RELAY RACE</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="blockquot"><p>This game differs from the track event known as a Relay Race. +The form here given is one of the best for engaging in +strenuous exercise all of a large number of players in a +limited playing space.</p></div> + +<p>A wall or fence is chosen for a goal, or a line may be drawn across +the ground for this purpose, or a goal object may be placed for each +team, around which each player on the team must run. From fifty to a +hundred feet back of this goal, or objective point, and parallel to +it, a line is drawn to serve as a starting line.</p> + +<p>The players are divided into two or more groups of equal numbers. Each +group lines up in single file behind the starting line. If possible, +there should be at least five feet distance sideways between the +files. The first player of each file stands toeing the starting line, +and at a signal runs forward to the goal, touches it with his hand if +it be a wall or fence, or with his foot if it be a line on the ground, +or runs around it if it be an object. He then runs back to his line +and touches the outstretched hand of the next player (called "touching +off"), who should have moved forward to toe the starting line. As soon +as this touch is received, this player in turn runs forward, touches +the goal, and returns in the same way. Each player as he returns +leaves the playing space at<span class='pagenum'><a name="Page_176" id="Page_176">[176]</a></span> the rear. The file moves up one place +each time that a runner starts, so that the next player will toe the +starting line.</p> + +<p>The file wins whose last runner is first to dash across the starting +line on his return run. If desired, each runner may hold a flag in his +hand and pass it to the next player, instead of merely touching the +hand. This flag should not be on a stick, which is dangerous for the +runner receiving it.</p> + +<p>Starting over the line before being touched by a returning runner is a +foul. Where athletic procedure is not observed, this starting over the +line may be penalized by having the transgressor go back and start +over again. In an athletic event it disqualifies the team, unless the +competing teams have made an equal or greater number of fouls.</p> + +<div class="blockquot"><p>Where this game is played in strict athletic form, the first +start is made in response to the usual signals: (1) "On your +mark!" (2) "Get set!" (or "Get ready!") (3) "Go!" In +competitive events of this sort, crossing the starting line +before being touched off is a foul; also touching a goal object +around which the players may have to run. There should be a +judge of fouls for each team and two judges at the finish. The +team wins which finishes first with the fewest number of fouls, +as explained for the Potato Race. The simple "touch-off," and +not the handing of flags, is customary in athletic procedure.</p></div> + + + +<h3>SKIN THE GOAT</h3> + + +<p><i>6 to 20 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="blockquot"><p>This is a game of leapfrog, differing from Saddle the Nag in +the gradual lengthening of the line of backs, though there are +similar features in the two games. The players in this game are +not divided into opposing parties.</p></div> + +<p>One player stands with his back against a wall or fence. Another +player stoops, with his head against the breast or stomach of this +first player. A third player jumps upon the back thus made and tries +to "crown" the player standing against the wall, that is, to place his +hand on his head. The player, who is making the "back" tries in every +way (except by straightening up) to throw the player off his back and +so prevent his crowning of the standing player. If the "back" succeeds +in doing this, the one whom he throws off takes his place behind this +stooping player in the same<span class='pagenum'><a name="Page_177" id="Page_177">[177]</a></span> general position, grasping him around the +waist and bending his head to one side or against the forward player, +thus lengthening the line of backs. Another player then jumps on the +backs, tries to make his way to the one who is upright and crown him. +Any player who succeeds in crowning the upright player changes places +with him, the one winning who has done this the most times when the +play ends.</p> + + + +<h3>SKYTE THE BOB</h3> + + +<p><i>2 to 10 players.</i></p> + +<p><i>Playground; seashore.</i></p> + +<div class="blockquot"><p><i>Note.</i>—The word "skyte" means a sharp, glancing blow, and as +here used indicates the way in which the stones are thrown at +the "bob."</p></div> + +<p>This game is played with buttons and stones. Each player is provided +with one or more buttons called "men." A small, flat stone about the +size of a quarter may be used as a man in place of a button. In +addition, each player is provided with a flat stone called a +"pitcher." A flat stone, small, but somewhat larger than the pitchers, +is placed on the ground as a base on which the men are piled, and is +called the "bob." The game consists in hitting the bob with a pitcher +so as to knock over the pile of men, the men becoming the property of +the thrower or not, according to their position as they fall.</p> + +<p>From fifteen to twenty-five feet from the pile of men a line is drawn +from which the players throw. Each player in turn toes the line and +throws his pitcher so as to strike the bob or base under the pile of +men, his object being to make these men fall off. Any men that are +knocked off, and lie nearer to the pitcher where it fell than to the +bob, become the property of the player who threw the pitcher. The +second player then takes his turn, but his play is more difficult than +that of the first player, as any men that he drives nearer to the +first player's pitcher belong to the latter. Any man which lies nearer +to the second player's pitcher, however, than to the bob or to the +first player's pitcher, belongs to this second player. This is +continued by the different players in succession, the player winning +who has the largest number when all of the men are disposed of, or +when all have thrown.<span class='pagenum'><a name="Page_178" id="Page_178">[178]</a></span></p> + + + +<h3>SLAP CATCH</h3> + +<div class="center">(Hands Up)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>The players stand in a circle, with one in the center. Those in the +circle bend their elbows, which should touch the sides, and extend +their hands in front, with palms downward. The object of the one in +the center is to slap the hands of any player in the circle while thus +extended. The circle players may bend the hands downward or sideways +at the wrist, but may not withdraw the arms, or change the position of +the elbow. Any one slapped in this way changes places with the one in +the center.</p> + +<p>The success of this game will depend upon the alertness of the one who +is in the center, who should dodge quickly and unexpectedly from one +part of the circle to another, with many feints and false moves that +will keep the circle players uncertain where he is going to slap next. +Played in this way, the game calls for much alertness on the part of +all concerned. The circle should not be too large, or the action will +be too slow to be interesting.</p> + +<p><b>SCHOOLROOM.</b>—In the schoolroom this is played in groups with the +players seated instead of in a circle. Two rows face each other to +form a group, with feet drawn well under the seats. The one who is It +walks up and down the aisle.</p> + + + +<h3>SLAP JACK</h3> + +<div class="center">(Herr Slap Jack; Skipaway)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; parlor.</i></p> + +<p>The players stand in a circle, clasping hands. One player runs around +the outside of the circle and tags another as he runs. The player +tagged immediately leaves his place and runs in the opposite +direction. The object of both runners is to get back first to the +vacant place. Whoever succeeds wins, and remains in that place, the +one left out becoming runner the next time.</p> + +<p>This is sometimes varied by having the players bow and shake<span class='pagenum'><a name="Page_179" id="Page_179">[179]</a></span> hands as +they meet. This adds an element of self-control, but detracts from the +vigor and sport of the game. This game is one of the standard +favorites for little children.</p> + +<p><b>SCHOOLROOM.</b>—In the schoolroom this game is played with all of the +pupils seated except one. The odd player walks or runs through the +aisles, touches some player, and runs on around the room in the +direction he is going. The one touched at once leaves his seat and +runs around the room in the opposite direction. The one wins who first +gets back to the vacant seat. Dodging through aisles to shorten +distance is not allowed; the run must be around the outer aisles of +the room.</p> + + + +<h3>SLIPPER SLAP</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>This game is played with a slipper, or a piece of paper folded in +several thicknesses to present a surface of about three by eight +inches, firm but flexible. This may be crumpled at one end to form a +sort of handle, if desired.</p> + +<p>One player is chosen to stand in the center. The others stand in a +circle, shoulder to shoulder, so that the center player cannot see +what goes on behind their backs. The players then pass the slipper +from hand to hand behind their backs, taking every favorable +opportunity to slap the one in the center with it; but instantly that +this is done the player holding the slipper must put it again behind +his back and pass it to the next player, to avoid being caught with +the slipper in his hand. The one in the center should try to catch any +player who thus slaps him before the slipper is passed to another +player.</p> + +<p>Very rapid action and much sport may be had from this game. It is +rulable to hit the center player with nothing but the slipper, but the +players will use any other feints they choose to mislead him as to who +holds the slipper, pretending to pass it, or making a false move as +though to hit him, etc. The center player must catch one of the circle +men with the slipper actually in his hands to have it count. Should +this be done, he changes places with that player.</p> + +<p>This game may be played in the schoolroom, the class being<span class='pagenum'><a name="Page_180" id="Page_180">[180]</a></span> divided +into groups of ten or twelve players each. It is also an excellent +parlor game, and is full of sport if played by quick, alert players.</p> + +<div class="blockquot"><p>This game is from Denmark.</p></div> + + + +<h3>SMUGGLING THE GEG</h3> + + +<p><i>10 or 30 to more players.</i></p> + +<p><i>Out of doors.</i></p> + +<div class="blockquot"><p>This is an old Scotch game, evidently an outgrowth of +smuggling. The "geg" is a small treasure or object easily +handled, such as a pocket knife, key, marble, etc.</p></div> + +<p>The players are divided into two even parties, one called the "Outs" +and the other the "Ins." A den about four feet by six in size is +marked on the ground in some central place. Both parties agree on +boundaries beyond which it is unfair to go, though the space available +for play should be very considerable. It is determined by lot or by +counting out which of the parties shall be the first Outs, or +smugglers, this being the more desirable position. The Outs have the +geg, or treasure, which they give to one of their number in a manner +that leaves his identity unknown to the Ins. They may do this by going +out of sight around a corner of a building and choosing one of their +number to take the geg, or by standing in a row within sight of the +Ins, with their backs to a wall or fence, and pass the geg from hand +to hand behind their backs, making many feints and passes intended to +deceive the onlookers.</p> + +<p>When the geg has been deposited with one of their number, the Outs run +and hide, but before reaching their final hiding place, must give a +call of "Smugglers!" This is the signal for the Ins to start on the +chase. The object of the Ins is to catch the one player among the Outs +who is custodian of the geg. The identity of this player may be a +sheer matter of surmise on their part, when they will have to +challenge any player whom they may catch. If the player holding the +geg can return to the den without being caught, his party wins, and +again goes out for the next game. But if the holder of the geg be +caught before he gets to the den, the Ins win the game, and become the +Outs for the next round.</p> + +<p><span class='pagenum'><a name="Page_181" id="Page_181">[181]</a></span></p><p>Whenever one of the Ins catches one of the Outs, the latter is not a +prisoner until he is "crowned"; that is, the pursuer must hold him, +take off his cap, and place the palm of his hand on the prisoner's +head, when he must cease to struggle. The pursuer then demands, +"Deliver up the geg!" which must be done at once should this +particular smuggler be the one who holds it. This fact is then shouted +aloud, and all of the players return to the den. If the player caught +should not have the geg, he is allowed to go free.</p> + +<p>Of course it is to the interest of the Outs to engage the attention of +the Ins as much as possible upon players who do not hold the geg, thus +to give the holder of it a chance to make the den and so win for his +party.</p> + + + +<h3>SNOW DART</h3> + + +<p><i>2 to 10 players.</i></p> + +<p><i>For the snow.</i></p> + +<p>This game is played with a wooden dart about eight inches long, +whittled out of wood about the size of a broomstick, pointed abruptly +at one end, and sloping gradually to the other. A narrow track or +slide is made down the side of a hill or inclined place, about sixty +feet in length. At four different points in this track snow barriers +or bumpers are made. The track is iced by throwing water over it and +letting it freeze.</p> + +<div class="figleft" style="width: 300px;"> +<img src="images/diag020.jpg" width="300" height="58" alt="Snow Dart" title="" /> +<span class="caption smcap">Snow Dart</span> +</div> + +<p>The dart is started at a point at the top of the track. It is not +rulable to shove it; it must simply be placed on the track and move of +its own weight. The object of the game is to pass the dart in this way +over as many of the barriers as possible without its leaving the +track. Each player scores one point for each barrier, over which the +dart passes without leaving the track, the one having the highest +score at the end of the playing time winning. The players take turns +in sliding the dart. Any player who can successfully pass his dart +over all four barriers four times in succession, wins, irrespective of +other scores. If desired, the players may play in partners.</p> + +<div class="blockquot"><p>This game is an adaptation from one played by the Cree Indians. +For it the author is indebted to Mr. Stewart Culin's <i>Games of +the North American Indians</i>.</p></div><p><span class='pagenum'><a name="Page_182" id="Page_182">[182]</a></span></p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 342px;"> +<img src="images/plate012.jpg" width="342" height="400" alt="plate: SNOW SNAKE" title="" /> +<span class="caption">SNOW SNAKE</span> +<br /> +<span class="small">Menominee Indian holding snow snake preparatory to throwing. From +Hoffman. +<br /> +<i>Reproduced from "Games of the North American Indians," by Stewart +Culin; with kind permission of the author and of the Bureau of +Ethnology, Washington, D.C.</i> +</span> +</div> +<hr class="quarter" /> + + + +<h3>SNOW SNAKE</h3> + + +<p><i>2 to 10 or more players.</i></p> + +<p><i>For the snow.</i></p> + +<p>This game is played by skimming or skipping sticks over the hard +surface of the snow, as stones are skipped over the water. Each player +is provided with from three to five small sticks. These may be +especially whittled, or they may be pieces of branches. A perfectly +smooth stick is best, and one that has some weight to it. Each stick +is notched, one notch on the first, two on the second, three on the +third, etc.</p> + +<p>The players stand at a given line and take turns in skimming their +sticks over the surface of the snow, each player throwing but one +stick at a time. When each player has thrown, the stick that has gone +the farthest scores for the thrower according to the number of notches +on it. For instance, if the stick had but one notch, it scores one +point for the player; a three-notched stick scores three points, etc. +The sticks are then gathered up and put to one side, and each player +in turn throws the next stick in his bunch, the successful player of +the first round having the first throw in the second round, and +scoring in similar manner. This is continued until all of the sticks +have been thrown. This may close the game, which is won by the highest +scorer, or it may be repeated indefinitely, either with a time limit +or until a certain score is reached.</p> + +<div class="blockquot"><p>This game is an adaptation of one played by the Wabanaki +Indians. The Northern Indians have many games belonging to the +Snow Snake class.</p></div> + + + +<h3>SPANISH FLY</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is a game of leapfrog in which the leader (first over) sets feats +for the others to perform, as in Follow the Leader, any player who +fails taking the place of the back. The following feats are popular:—</p> + +<p>The jumper leaps over, touching the back with one hand only and waving +his cap with the other.</p> + +<p><span class='pagenum'><a name="Page_183" id="Page_183">[183]</a></span></p><p>The jumper leaps over without touching the back.</p> + +<p>The jumper makes a quarter turn while going over.</p> + +<p><b>HATS ON DECK.</b>—The leader, as he vaults, places his cap on the back, +and must clear without touching it. Each player, in turn, adds his hat +to the pile, the last player having to jump over all. If any one +knocks over the pile, he must become back, and the game begins over +again. If all jump successfully, the last one over then jumps again, +removing his hat as he goes over without disturbing the others, and so +on until all have been removed.</p> + +<p><b>HATS FULL OF WATER.</b>—The jumper places his own hat on his head upside +down and balances it there while leaping over the back.</p> + + + +<h3>SPANS</h3> + + +<p><i>2 to 10 players.</i></p> + +<p><i>Out of doors; indoors.</i></p> + +<p>This is a game played by snapping buttons against a wall, their +landing point determining a score. Each player has a button. One of +the players lays his button on the ground near a wall or fence. The +others, in turn, snap their buttons against the wall so as to rebound +near to that of the first player. Should the button snapped drop +within one hand reach or span (<i>i.e.</i> the distance between stretched +thumb and fingers) of the button first laid down, it scores two points +for the player throwing it. If it comes within two such spans of the +first button, it scores one point. Should it hit this button and +bounce away within but one span, it counts four points. Should it so +bounce within two spans, it scores three points; and should it go +farther than this, it scores but one point. The number of points in +the game, twenty-five or fifty, is agreed on at the outset. The +players take regular turns, and the first to score the required number +wins the game.</p> + + + +<h3>SPIN THE PLATTER</h3> + +<div class="center">(See also <i>My Lady's Toilet</i>)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>All the players are numbered and seated in a circle, except one, who +stands in the center and twirls a platter, tray, or some other<span class='pagenum'><a name="Page_184" id="Page_184">[184]</a></span> round +object. As he starts it spinning, he calls any number that he chooses, +and the player bearing that number must at once spring forward and try +to catch the platter before it ceases to spin and falls to the floor. +If successful, he returns to his place in the circle. If not +successful, he takes the place of the spinner and pays a forfeit. The +forfeits are all redeemed at the end of the game.</p> + +<p>This game may also be played by calling the players by name instead of +numbering them.</p> + + + +<h3>SPOONING</h3> + + +<p><i>10 to 30 players.</i></p> + +<p><i>Children's party; adult house party.</i></p> + +<p>All but one of the players stand in a circle. The odd player is +blindfolded and placed in the center. He is given two silver +tablespoons. The players in the circle clasp hands and move around +until the blindfolded player clicks the spoons together, at which +signal the circle must stand still.</p> + +<p>The blindfold player then goes up to any one in the circle, and by +feeling over the face and head with the bowls of the spoons must +identify the player. He may not feel on the shoulders or around the +neck, only on the face and head. A player may stoop to disguise his +height for this, but otherwise may not evade the touch of the spoons. +If the blindfold player correctly identifies the one before him, they +exchange places. If incorrect in his guess, the play is repeated.</p> + +<div class="blockquot"><p>This may be a very amusing game for either children or adults. +The author has seen it played with great success under both +conditions.</p></div> + + + +<h3>SQUIRREL AND NUT</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>All of the pupils but one sit at their desks with heads bowed on the +arms as though sleeping, but each with a hand outstretched. The odd +player, who is the squirrel, and carries a nut, runs on tiptoe up and +down through the aisles, and at his or her discretion drops the nut +into one of the waiting hands. The player who gets<span class='pagenum'><a name="Page_185" id="Page_185">[185]</a></span> the nut at once +jumps up from his seat and chases the squirrel, who is safe only when +he reaches his nest (seat). Should the squirrel be caught before he +reaches his nest, he must be squirrel the second time. Otherwise the +player who received the nut becomes the next squirrel.</p> + +<p>It is scarcely necessary to say that the other players wake up to +watch the chase.</p> + + + +<h3>SQUIRREL IN TREES</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Schoolroom; playground; gymnasium.</i></p> + +<p>This game is very like Hound and Rabbit, but is a little less +exciting, and under some circumstances better adapted to very young +children.</p> + +<p>Most of the players stand in groups of three, with hands on each +other's shoulders, forming hollow trees. In each tree is a player +representing a squirrel, and there is also one odd squirrel without a +tree. The teacher or leader claps her hands, when all of the players +must run for other trees, and the odd squirrel tries to secure a tree, +the one who is left out being the odd squirrel next time.</p> + + + +<h3>STAGE COACH</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Parlor; schoolroom; gymnasium.</i></p> + +<p>A leader is chosen who has a faculty for telling a story. This leader +gives to each of the players the name of some part of a stage coach or +of its contents. Thus, one may be the whip, one the wheels, one the +cushions, one the windows, others the brake, driver, harness, horses, +passengers, including specifically the fat old gentleman, the woman +with the bandbox, etc.</p> + +<p>Where there are many players, several may be given the same name, +though it is desirable that these should not all be seated near +together. The leader then tells a story in which the various parts of +a stage coach are mentioned, and whenever he names one of these parts +or articles, the player or players bearing that name must get up +instantly, whirl around once, and sit down again.<span class='pagenum'><a name="Page_186" id="Page_186">[186]</a></span> Any player failing +to do this must pay a forfeit. Whenever the story teller says "Stage +Coach!" all of the players must get up and turn around. At the end of +this story he will manage to have the stage coach meet with a +catastrophe, and as soon as he says "The stage coach upset!" all of +the players must change seats. The leader takes this opportunity to +secure one for himself, and the player who is left without a seat +becomes leader for the next game, or must distribute the forfeits. For +large numbers there should be several more players than chairs.</p> + +<div class="blockquot"><p>The leader may say, for example: "It being a beautiful spring +day, the <i>old lady with the bandbox</i> [here the old lady must +get up and turn around] decided to visit her daughter, and so +took a <i>seat</i> in the <i>stage coach</i> [everybody turns around]; +she found the <i>cushions</i> [cushions turn around] very +comfortable until the <i>fat old gentleman</i> [fat old gentleman +turns around] got in, when the place seemed to her very +crowded, and she was glad to open the <i>windows</i>; the <i>driver</i> +cracked his <i>whip</i>, the <i>wheels</i> creaked, the <i>horses</i> strained +at the <i>harness</i>, and away they started on their journey," etc.</p> + +<p>The interest of the game may be enhanced by connecting the +stage coach, its passengers, and journey with some well-known +story, as of Mr. Pickwick and Sam Weller, or Rebecca of +Sunnybrook Farm.</p></div> + + + +<h3>STAKE GUARD</h3> + +<div class="center">(See also <i>Duck on a Rock</i>.)</div> + + +<p><i>10 to 30 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="blockquot"><p>This game is one of the forms of Duck on a Rock, and in this +form is well adapted to use indoors as well as out of doors. +The game differs from the ordinary games of Duck on a Rock +chiefly in the limited territory to which the guard is +confined.</p></div> + +<p>A stake is driven in the ground (or if in a gymnasium, an Indian club +is placed) in the center of a square plainly marked, and measuring +from eight to twelve feet. A throwing line is drawn twenty or more +feet from the stake. The game is played with bean bags, and begins +with the choice of a guard. This choice is made by all of the players +standing on the throwing line and throwing their bags at the stake. +The player whose bag falls farthest away from the stake becomes the +first guard.</p> + +<p>The stake guard places his bag on top of the stake (or club). The +other players line up on the throwing line. Upon a given<span class='pagenum'><a name="Page_187" id="Page_187">[187]</a></span> signal from +a leader or captain, all of the players throw their bags +simultaneously at the stake, trying to displace the bag on top of it. +Knocking over the club accomplishes the same purpose. Each player must +then try to regain his bag, but in doing this he may be tagged by the +guard. If this be done, he changes places with the guard. The guard +may only tag a player, however, within the limits of the square +surrounding the stake, beyond which he may not go; and he may do this +only after he has replaced his own bag on top of the stake.</p> + +<div class="figright" style="width: 365px;"> +<img src="images/diag021.jpg" width="365" height="375" alt="diagram: Stake Guard" title="" /> +<span class="caption smcap">Stake Guard</span> +</div> + +<p>Any player failing to recover his bag at once will watch for an +opportunity to do so when the guard is next occupied in replacing his +own bag. Any player thus waiting for his bag may linger near the +boundaries of the center square.</p> + +<p>Should the guard succeed in tagging a player within the square, that +player must at once place his own bag on the stake; and the guard must +try to get his bag and escape from the square before this new guard +can place his bag and tag him. As soon as a player recovers his bag +and escapes from the center square, he should go at once to the +starting line, and may throw again immediately for the center bag. The +game progresses better, however, if all of the throwing be done +simultaneously, the returning players waiting for a signal from the +leader before throwing.</p> + +<div class="blockquot"><p>As players become proficient, the game may be made more +skillful and interesting by increasing the distance between the +throwing line and the stake, and also by lessening the size of +the square drawn around the stake, in which the guard is +confined.</p></div><p><span class='pagenum'><a name="Page_188" id="Page_188">[188]</a></span></p> + + + +<h3>STEALING STICKS</h3> + +<div class="center">(See also <i>Prisoner's Base</i>.)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="figleft" style="width: 232px;"> +<img src="images/diag022.jpg" width="232" height="375" alt="diagram: Stealing Sticks" title="" /> +<span class="caption smcap">Stealing Sticks</span> +</div> + +<p>The ground is divided into two equal parts, with a small goal marked +off at the rear of each part, in which six sticks are placed. Each +player who reaches the enemy's goal safely may carry one stick back to +his own goal, and may not be caught while carrying it back. If caught +in the enemy's territory before reaching the goal, a player must +remain a prisoner in the goal until touched by one of his own side; +neither may be caught while returning. Any player may catch any +opponent, except under the rules just stated. No stick may be taken by +a side while any of its men are prisoners. The game is won by the side +gaining all of the sticks.</p> + +<div class="blockquot"><p>This game is known also by the name of Scots and English and +probably originated in border warfare. The players sometimes +contribute some article of wearing apparel to the pile of +property that is to be stolen instead of using sticks for the +purpose. Caps and coats are the usual donations.</p></div> + + + +<h3>STEP</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>The ground is marked off by two parallel lines from fifty to two +hundred feet apart. One player, who is chosen to be counter, stands on +one of these lines with his back to the other players, who line up on +the opposite line.</p> + +<p>The object of the game is for the players who are lined up in the rear +to advance forward until they cross the line where the counter<span class='pagenum'><a name="Page_189" id="Page_189">[189]</a></span> is +stationed. They may only advance, however, by short stages, during +which the player in front counts ten.</p> + +<p>The game starts by this forward player counting ten loudly and +rapidly, the other players moving forward while he does this, but +immediately that he says "Ten!" they must stand still, and he at once +turns to look at them. He will call the name of any player or players +whom he sees moving, and any so called must go back to the starting +line and begin over again. This counting of ten by the one player and +moving forward of the others continues until all have crossed the line +where the counter stands. The last one over changes places with him +for the next game.</p> + +<div class="blockquot"><p>This game is a great favorite, especially with girls, though +the writer has known many boys to play it persistently. The +players will learn to use much caution in moving forward, often +stopping before the count of ten, to be sure that they shall +not be caught in motion. The progress thus made may seem slower +than that of those who dash forward to the last moment, but as +with the famous hare and tortoise, this slower but continuous +method often wins.</p></div> + + + +<h3>STILL POND; NO MORE MOVING!</h3> + +<div class="center">(Still water, still water, stop!)</div> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Parlor; gymnasium; playground.</i></p> + +<p>One player is blindfolded; the others scatter promiscuously. The +blindfolded player is led to the center of the playground, and +asked:—</p> + +<p>"How many horses has your father in his stable?"</p> + +<p>He replies, "Three."</p> + +<p>"What color are they?"</p> + +<p>"Black, white, and gray."</p> + +<p>"Turn around three times and catch whom you may."</p> + +<p>The blindfolded player is then spun around so as to confuse his sense +of direction. He then says, "Still pond; no more moving!" whereupon +the other players must stand still, being allowed only three steps +thereafter. The blindfolded player begins to grope for the others. +When he catches one, he must guess by touching the hair, dress, etc., +whom he has caught. If he guesses correctly, the player changes places +with him. If incorrectly, he must go on with<span class='pagenum'><a name="Page_190" id="Page_190">[190]</a></span> his search. The players +may resort to any reasonable devices for escaping the hands of the +groping blind man, such as stooping or dodging, so long as they do not +take more than three steps. When caught, a player may try to disguise +his identity by making himself shorter, etc.</p> + + + +<h3>STONE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>A large circle is drawn on the ground or floor in the center of the +play space. At either end of the ground a goal is marked off. One +player, chosen to be stone, sits on the floor in the circle. The other +players stand around outside the circle, taunting the stone by +stepping over into his territory. Suddenly, and the more unexpectedly +the better, the stone rises and runs for the other players, who are +only safe from tagging when behind one of the goals. Any one so tagged +becomes a stone and joins the first stone in sitting near the center +of the circle. They also join him in chasing the other players +whenever he gives the signal. This continues until all the players +have been tagged.</p> + + + +<h3>STOOP TAG</h3> + +<div class="center">("Squat" Tag)</div> + + +<p><i>4 to 60 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>One player is It and chases the others, trying to tag one of them. A +player may escape being tagged by suddenly stooping or "squatting"; +but each player may stoop but three times. After the third time of +stooping, the player may resort only to running to escape being +tagged. Any player tagged becomes It.</p> + +<p>For large numbers of players there should be several taggers.</p> + + + +<h3>SUN DIAL</h3> + + +<p><i>2 to 10 players.</i></p> + +<p><i>Gymnasium; playground; seashore.</i></p> + +<p>A circle from twelve to twenty feet in diameter is drawn on the +ground. This is intersected with straight lines, like the spokes of a<span class='pagenum'><a name="Page_191" id="Page_191">[191]</a></span> +wheel, which divide it into twelve sections, numbered consecutively +from one to twelve.</p> + +<div class="figright" style="width: 348px;"> +<img src="images/diag023.jpg" width="348" height="350" alt="diagram: Sun Dial" title="" /> +<span class="caption smcap">Sun Dial</span> +</div> + +<p>One player is blindfolded, placed in the center (on the hub of the +wheel), and turned around several times to confuse his sense of +direction. He then walks around inside the rim while counting twelve, +or repeating the verse:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Dickery, dickery, dock;<br /></span> +<span class="i1">The mouse ran up the clock;<br /></span> +<span class="i1">The clock struck ten<br /></span> +<span class="i1">He ran down again,<br /></span> +<span class="i1">Dickery, dickery, dock."<br /></span> +</div></div> + +<p>He stops on the last word, and the number of the space in which he +stands is scored to his credit; for instance, if he stops in section +eight, it scores eight points for him; if in section three, it scores +three points, etc. Should he stop with one foot on a line or outside +the circle, he scores nothing. The players take turns, each having but +one trial at a turn. The game is won by the player first scoring +twenty-five or fifty points, as may be decided.</p> + + + +<h3>TAG</h3> + + +<div class="blockquot"><p>The game of plain, old-fashioned Tag may be made great sport, +especially if suddenly and unexpectedly commenced in a group of +players when other interests seem to lag.</p> + +<p>The game has many variations, a considerable number of which +are here given, each variation making practically a different +game.</p> + +<p>This game is found in all countries and is prehistoric. It is +supposed to have arisen from the idea of fleeing from an evil +spirit, and in those forms from which immunity is found by +touching wood or iron or taking some particular position, that +especial feature is supposed to have originated in the idea of +breaking the spell of the pursuing evil.</p> + +<p>The following tag games will be found in their alphabetical order:—</p></div> + + +<div class='center'> +<table border="0" cellpadding="2" cellspacing="0" summary="List of Tag Games"> +<tr><td align='left'>Cross Tag</td><td align='left'>Hang Tag</td></tr> +<tr><td align='left'>Fence Tag</td><td align='left'>Home Tag</td></tr> +<tr><td align='left'>French Tag</td><td align='left'>Japanese Tag (<i>Over</i>)<span class='pagenum'><a name="Page_192" id="Page_192">[192]</a></span></td></tr> +<tr><td align='left'>Maze Tag (Line Tag; Right Face) </td> + <td align='left'>Shadow Tag</td></tr> +<tr><td align='left'>Old Man Tag</td><td align='left'>Stoop Tag (Squat Tag)</td></tr> +<tr><td align='left'>Partner Tag</td><td align='left'>Tag</td></tr> +<tr><td align='left'>Schoolroom Tag</td><td align='left'>Whip Tag</td></tr> +</table></div> + + + +<h3>TAG</h3> + + +<p><i>4 to 60 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>Tag in its simplest form may be started by any one of a group of +players suddenly turning to another, touching (tagging) him and saying +"You're It!" when all must flee from the one who is It.</p> + +<p>The player who is It may chase and tag any other player whom he +chooses, but will aid his own ends by suddenly turning his attention +from one player to another, or by doubling back on his course, or +resorting to any of the other feints that give an unexpected turn to a +game of chase.</p> + +<p>The players who are being chased will add to the zest of the game by +venturing as close as possible to the one who is It, calling to him +and taunting him with their proximity, and suddenly dodging away. When +a player is hard pressed or breathless, or does not wish to play, he +may become immune from tagging by crossing any one finger over its +neighbor on either hand, as the forefinger over the middle finger. It +is considered "babyish," however, to resort to this unless there is +some very good reason. A player who has had a good fair chase ought to +be willing to be It if caught.</p> + +<p>Any player whom the chaser tags immediately becomes It, but the +chaser, in touching him, must say "You're It!" At his own discretion +he may add "No fair," which means that the one who has just become It +may not turn at once and tag him. A venturesome player, however, will +omit this, especially if he should tag another player from behind, and +trust to his own powers of dodging for getting safely away. Where +there are a large number of players, two or more may be chosen to be +It.</p> + + + +<h3>TAG THE WALL RELAY</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>The players should all be seated, an even number in each row of seats. +At a signal, the last player in each line runs forward and<span class='pagenum'><a name="Page_193" id="Page_193">[193]</a></span> tags the +front wall. As soon as this player is out of the aisle, the others all +move backward one seat. This leaves the front seat vacant, and the +runner having touched the wall returns immediately and takes this +vacant front seat. As the player sits he raises his hand, which is a +signal for the player who is now the last one in the line to run +forward, the line moving backward one place as soon as he is out of +the aisle. He, in turn, having touched the wall, takes the vacant +front seat. The play is continued in this way until every one in the +row has run.</p> + +<p>The line wins whose player, sitting at the start in the front seat, +first returns to his seat.</p> + +<p>As in all schoolroom games where there is running, the seated players +should be very careful to keep their feet under the desks, so there +will be nothing in the aisles over which the runners may trip.</p> + +<div class="blockquot"><p>This is one of the best class room games and is very popular.</p></div> + + + +<h3>TEN STEPS</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; indoors.</i></p> + +<p>This is a game of hide and seek and like all such games is best played +where there is plenty of space and many hiding places. The distinctive +feature of this game is the peculiar limitation put on the opportunity +to hide, which may even free the blinder from his task. The one who is +It, or hunter, blinds his eyes and counts ten while the other players +run for hiding places. As soon as the one who is blinding says "Ten!" +the players must all stand motionless whereever they happen to be, +while he turns at once to look for them. Any player whom he sees +moving must come back to the goal and start over again. The hunter +repeats this five times, and any player not entirely out of sight the +fifth time the hunter turns must change places with him, the original +hunter becoming a spectator of the game. Having called "Ten!" and +turned to look for moving players five times, the hunter (or the one +taking his place, as explained above) counts one hundred, to give the +players time to reach final hiding places, and the game proceeds as in +regular I Spy.<span class='pagenum'><a name="Page_194" id="Page_194">[194]</a></span></p> + + + +<h3>THIMBLE RING</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>All of the players but one stand in a circle, each one clasping with +his left hand the right wrist of his left-hand neighbor. This leaves +all of the right hands free and all of the left hands occupied. The +odd player stands in the center of the circle, and tries to detect who +holds the thimble that is passed from hand to hand. Each player in the +circle places his right hand first in the hand of his neighbor on the +right and then in the hand of the neighbor on the left, keeping this +movement going rhythmically, while the entire circle repeats the +lines:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"The thimble is going, I don't know where;<br /></span> +<span class="i1">It is first over here and then over there."<br /></span> +</div></div> + +<p>When the player in the center thinks he knows who has the thimble, he +goes up to him and says: "My lady's lost her thimble. Have you it?" If +correct, these two players change places. If incorrect, the one who is +It demands of the player addressed to find it. This player, in turn, +has one guess. If correct, he takes the place of the one who has the +thimble, the one who was It taking the vacant place in the circle, and +the one who held the thimble going to the center. Should the player be +incorrect in his guess, he changes places with the one in the center.</p> + + + +<h3>THIRD MAN</h3> + +<div class="center">(See also <i>Three Deep</i> and <i>Last Man</i>.)</div> + + +<p><i>15 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<div class="blockquot"><p>This game is another form of the game commonly known as Three +Deep, but instead of being played in the circular formation, +the players are scattered irregularly over the playground.</p></div> + +<p>All of the players but two take partners and scatter in any irregular +way. The players forming each couple stand facing each other, with the +distance of a long step between them. To make a<span class='pagenum'><a name="Page_195" id="Page_195">[195]</a></span> success of the game, +the distance should be considerable between the various couples.</p> + +<p>Of the two odd players, one is runner and the other chaser, the object +of the latter being to tag the runner. The runner may take refuge +between any two players who are standing as a couple. The moment that +he does so, the one toward whom his back is turned becomes third man, +and must in his turn try to escape being tagged by the chaser. Should +the chaser tag the runner, they exchange places, the runner +immediately becoming chaser and the chaser being liable instantly to +tagging.</p> + + + +<h3>THIRD SLAP</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>The players should be divided into groups of from five to ten each. +One in each group is chosen to be It; the others line up in front of +him, all standing at a distance of from thirty to fifty feet from a +goal previously decided on. The players in the line hold their hands +extended forward the length of the forearm, the elbows being bent and +touching the sides; the palms should be turned downward.</p> + +<p>The one who is It tries to slap the hands of any of the players, who +may evade him by bending the hands downward, upward, or sideways, at +the wrist, but may not withdraw the arm or change the position of the +elbow. Any player who receives three slaps, whether on one or both +hands, immediately upon receiving the third slap, chases the one who +is It toward the goal. Should the slapper be caught before he reaches +the goal, he must continue as before, but if he succeeds in reaching +the goal in safety, he changes places with his pursuer, who becomes +It, or slapper, for the next round.</p> + +<div class="blockquot"><p>This game may have much sport in it if the one who is taking +the part of slapper be very alert and agile in his movements, +dodging quickly from one player to another, and making many +false moves to throw the players off their guard as to where he +is going to strike next. This game is very popular with +children, and is an amusing diversion for young people for +house parties.</p></div><p><span class='pagenum'><a name="Page_196" id="Page_196">[196]</a></span></p> + + + +<h3>THREE DEEP</h3> + +<div class="center">(See also <i>Third Man</i> and <i>Last Man</i>.)</div> + + +<p><i>15 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This game is one of the standard favorites for both children and +adults.</p> + +<p>All of the players but two form in a double ring, facing inward; that +is, in two concentric circles, with one player directly behind +another.</p> + +<div class="blockquot"><p>There are several methods of getting players into this +formation. One method is to have the players march in column +two abreast, form in a circle, and all face inward. Another +method is to have the players form in a circle in single file; +one player steps in front of his neighbor on the right, and +each alternate player in quick succession around the circle +does the same, thus accomplishing the end of bringing all of +the players in couples one behind another.</p></div> + +<p>The two odd players, one of whom is runner and the other chaser, start +outside of the circle, generally one of them being on one side of the +circle and the other opposite. The object of the game is for the +chaser to tag the runner. The runner may save himself by stopping in +front of any couple standing in the circle, whereupon, that file +having been made "three deep," the outer player or third man becomes +at once liable to tagging, and in his turn becomes runner and tries to +evade the chaser. He may seek refuge in the same way in front of a +couple.</p> + +<div class="figleft" style="width: 363px;"> +<img src="images/diag024.jpg" width="363" height="350" alt="diagram: Three Deep" title="" /> +<span class="caption smcap">Three Deep</span> +</div> + +<p>Should the chaser tag the runner, they exchange places, the runner<span class='pagenum'><a name="Page_197" id="Page_197">[197]</a></span> +immediately becoming chaser, and the chaser being liable instantly to +tagging.</p> + +<p>It will thus be seen that great alertness is necessary on the part of +any one standing on the outside of the circle, as at any moment the +runner may take refuge in front of his file or couple, making him the +third man and liable to be tagged. It is not permissible for any third +man to take refuge in front of the couple standing immediately on his +right or left when he becomes third man.</p> + +<p>Both runner and chaser may dash through the circle, but may not pause +for a moment within the circle, except when the runner claims refuge +in front of some couple. When players are inclined to confuse the play +by hesitating while running through the circle, this privilege of +running through is sometimes forbidden, all the chasing being confined +to the outside of the circle.</p> + +<p><b>VARIATION.</b>—This game may be varied by having the players who form the +circle stand face to face, with a distance of one long step between +each two, instead of all facing toward the center of the circle. In +this form of the game the runner takes refuge between the two forming +the couple, the one toward whom his back is turned being the third +man. Both runner and chaser may run between the two circles of +players.</p> + +<div class="blockquot"><p>This may be made one of the jolliest games possible, and also +one of the best for making slow and dull players alert and +active. The author has seen many a class of slow-minded +children waken to much quicker mental action as well as greater +physical agility by this game. For adult players it may be +thoroughly delightful. The writer recalls a class of adult +business men in a Y. M. C. A. gymnasium who resorted even to +leapfrog tactics in the strenuous sport they put into this +game.</p></div> + + + +<h3>TOMMY TIDDLER'S GROUND</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>The ground is divided by a line into two equal parts. One of these +belongs to Tommy Tiddler, who stands on his side of the line and may +not cross it. All of the other players are on the other side of the +line, and venture across the line into Tommy Tiddler's ground, +taunting him with the remark,—</p> + +<div class="poem"><div class="stanza"> +<span class='pagenum'><a name="Page_198" id="Page_198">[198]</a></span><span class="i0">"I'm on Tommy Tiddler's ground,<br /></span> +<span class="i1">Picking up gold and silver!"<br /></span> +</div></div> + +<p>Tommy may tag any one on his ground, and any one so tagged changes +places with him. The players will learn to add to the interest of the +game by venturing as near Tommy Tiddler as possible and being very +tantalizing in inducing him to run after them. Tommy Tiddler, on his +part, will find opportunity for considerable finesse, such as in +appearing to give his attention entirely to one player, then suddenly +turning and dashing for another.</p> + + + +<h3>TOSSING WANDS</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Gymnasium; playground; schoolroom.</i></p> + +<p>This game is played in two forms, line form and circle form.</p> + +<p><b>LINE FORM.</b>—The players stand in two lines or ranks facing each other, +all those in one line being provided with gymnasium wands about three +feet in length. A leader is appointed who either counts or commands as +a signal for tossing the wands back and forth from one line to the +other: as, "One, two, three—toss!" This is even more effective if +gymnastic movements be taken on the three counts, as bending the trunk +forward with the wand downward, stretching the arms upward with the +wand overhead, extending it forward at shoulder height, and then +tossing backward over the head. The signals for this would be "Bend! +Stretch! Out! Toss!"</p> + +<p>The wands should first be held in the hand with the palms upward, and +caught with the hands in the same position. Later, the hand position +should be reversed, the wand being grasped with the downward-turned +palms.</p> + +<p><b>CIRCLE FORM.</b>—When players are proficient in catching in opposite +lines or ranks, they should form a circle, facing around in single +file, each player being provided with a wand which is tossed backward +over the head and caught by the player behind. This may be done best +rhythmically with the exercises and commands mentioned above, "Bend! +Stretch! Out! Toss!" The wand should be caught with the palms outward.</p> + +<p><span class='pagenum'><a name="Page_199" id="Page_199">[199]</a></span></p><p>Any player failing to catch a wand drops out of the game. With a +little practice, however, this usually resolves itself into a quick +drill rather than a game; but it is a most interesting, skillful, and +diverting play.</p> + + + +<h3>TRADES</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>This game is the boys' form of the game played by girls as "Old Woman +from the Woods." The players divide into two equal parties. One party +retires and decides on some trade or occupation, whereupon they +advance toward the second party, saying:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Here are some men from Botany Bay.<br /></span> +<span class="i1">Got any work to give us to-day?"<br /></span> +</div></div> + +<p>The second party asks, "What can you do?" The first party answers, +"Anything." The second party says, "Set to work, then!" whereupon they +go through pantomimic motions descriptive of the occupation chosen, +such as planing, sawing, or hammering, for the carpenter; the motions +of the bricklayer, tailor, cobbler, motor-man, etc. The second party +guesses what this pantomime indicates. Should they guess correctly, +they have a turn at representing a trade. Should they fail, the first +party has another trial.</p> + +<p>When played in a playground or gymnasium, where there is a good +running space, a successful guess should be followed by a chase of the +actors by the guessing party, any players caught before a designated +goal line is reached having to join the party of their captors. The +party wins which secures all of the players.</p> + +<div class="blockquot"><p>The following activities and occupations were shown by one +class of city boys: milking cows, grinding coffee, hanging wall +paper, traveling salesmen (displaying and measuring goods), +rooting a baseball team, Marathon race, picking cherries, +basket-ball game, oiling sewing machine, blowing up bicycle +tires, running a lawn mower, bricklaying.</p></div> + + + +<h3>TREE PARTY</h3> + + +<p><i>5 to 60 players.</i></p> + +<p><i>Out of doors.</i></p> + +<p>In these days of nature study this game is especially appropriate. It +may be used on any ground or strip of woodland where there is a +variety of trees, the game consisting in identifying the trees.</p> + +<p><span class='pagenum'><a name="Page_200" id="Page_200">[200]</a></span></p><p>A tag or card is fastened on one or more trees of each variety within +certain prescribed limits. These cards may be made as fanciful or as +rustic as desired. Birch bark is very appropriate for them, and for +either birch bark or a conventional card a pretty element may be added +by writing some appropriate quotation or verse, after the Japanese +custom. The main object of each card, however, is to bear a number. +Each player is provided with a card or slip of paper containing a list +of numbers corresponding to those on the trees. Thus, if fifteen trees +be numbered, there should be fifteen numbers on each player's card.</p> + +<p>The players, having been provided each with a card and pencil, wander +at will over the designated territory. Whenever a number is discovered +on a tree, the player, if he knows the name of the tree, writes it on +his own card opposite the corresponding number. For most companies, +popular rather than botanical names of the trees are permissible. At a +signal—a bell, whistle, horn, or call—the players all assemble. The +host or hostess then reads a correct list, each player checking the +card that he holds. The player wins who has the largest number of +names correct.</p> + +<div class="blockquot"><p>The writer has known this game to be a most beautiful diversion +for a lawn party on a large estate, and has a feeling +appreciation of how many trees most people will find it hard to +name in even a familiar strip of woodland.</p></div> + +<hr class="quarter" /> +<div class="figcenter" style="width: 595px;"> +<img src="images/plate013.jpg" width="595" height="400" alt="plate: A CITY PLAYGROUND" title="" /> +<span class="caption">A CITY PLAYGROUND</span> +</div> +<hr class="quarter" /> + + + +<h3>TRIPLE CHANGE</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; parlor.</i></p> + +<p>The players form a circle, with the exception of three who stand in +the center. Those forming the circle and those in the center number +off in threes. The players in the center take turns in calling each +his number, as "One!" "Two!" or "Three!" whereupon all of the players +in the circle who hold that number quickly change places with each +other, the one who called the number trying to catch one as he runs to +a new place. Any player so caught changes places with the caller. For +instance, the center player may call "Three!" whereupon all of the +Numbers Three in the circle must change places. They may do this by +changing with a near neighbor, or tantalize the one who called by +running across the circle.</p> + +<p><span class='pagenum'><a name="Page_201" id="Page_201">[201]</a></span></p><p>The center players take turns in calling numbers. For instance, if +the first one fails to secure a place, then the second of the center +group calls. Should the first succeed in catching one of the other +players, the player so caught will await his turn in the center until +Numbers Two and Three have each had a turn at calling before he calls +a number.</p> + + + +<h3>TUG OF WAR</h3> + +<div class="center">(See <i>Catch and Pull Tug of War</i> and <i>Wand Tug of War</i>; also <i>Contests +for Two</i>, under "Feats and Forfeits.")</div> + + + +<h3>UNDER THE CUCKOO'S NEST</h3> + + +<p><i>5 to 30 players.</i></p> + +<p><i>House party; out of doors.</i></p> + +<p>One player is chosen as leader, and stands up, generally with his back +against a wall or post, while a second player, who is the cuckoo, +bends down, as for leapfrog, with his head against the leader. The +other players stand around in a circle, each placing a finger on the +back of the cuckoo. The leader then "counts off" the fingers of the +players with the following rhyme, indicating a finger for each accent +of the rhyme:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"The wind blows east, the wind blows west,<br /></span> +<span class="i1">The wind blows under the cuckoo's nest.<br /></span> +<span class="i1">Where shall this or that one go?<br /></span> +<span class="i1">Shall he go east or shall he go west?<br /></span> +<span class="i1">Or shall he go under the cuckoo's nest?"<br /></span> +</div></div> + +<p>The player whose finger is indicated by the last word of the rhyme +must then go to any place directed by the cuckoo, who, if he has any +intimation of the identity of the player, may use considerable tact in +choosing a difficult or interesting place; as on some high point to +which it is difficult to climb, or under some low object under which +it is hard to crawl, some distant place, etc. One player, however, +must be directed to hide under the cuckoo's nest, and this player +takes a position at the feet of the cuckoo. This is a favored +position. When all of the players have been thus disposed, the leader +calls, "Pom, pom, cooketty coo!" As soon as this call is heard, the +players run back and pound the cuckoo on the back until<span class='pagenum'><a name="Page_202" id="Page_202">[202]</a></span> the last one +is in. This last one becomes the cuckoo for the next repetition of the +game.</p> + + + +<h3>VAULTING SEATS</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>This game is played the same as Changing Seats, except that the pupils +vault over the seats instead of sitting in them. The game may be +played anywhere above the third year.</p> + +<p>The teacher gives the order "Right, jump!" whereupon all of the pupils +jump over their seats toward the right-hand side of the room. The row +that is displaced, now standing in the right-hand aisle, runs at once +around the room to the left-hand aisle. The teacher then repeats her +command. The directions for the vaulting should be varied and +unexpected, several being given to the right, then several to the +left, etc.</p> + +<div class="blockquot"><p>The method of vaulting is to place one hand on the edge of the +desk at the back of the seat to be vaulted over, and one hand +on the desk that goes with the seat to be vaulted over. The +hand should preferably be placed halfway between the two +aisles, to assist both the jump and the landing. While placing +the hands, pupils should crouch in a position ready to spring, +with the heels raised, knees spread outward, and back straight +and erect. They should land in the same position, as the bend +of the ankle, knee, and hip joints breaks the jar of landing.</p></div> + + + +<h3>WAND RACE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Gymnasium; playground; schoolroom.</i></p> + +<p>An objective line, fence, or wall is chosen, and from ten to twenty +feet from it and parallel with it a starting line is drawn. The +players stand behind this line and toe it. If there be a large number, +they form in competitive files as for a relay race, the leaders of +each division toeing the line. Each leader balances on the forefinger +a gymnasium wand, the other hand being placed on the hip, and walks +forward to the objective line, all starting at a given signal. Should +the wand be dropped, it must be picked up and the effort resumed from +the place where this happened.</p> + +<p>The first one to reach the objective line wins; or, if a relay, scores +for his division. The division wins that gets the largest score.<span class='pagenum'><a name="Page_203" id="Page_203">[203]</a></span> If +desired, the winners, <i>i.e.</i> those scoring for the different lines, +may "play off" against each other, after all of the other players have +had their turn.</p> + + + +<h3>WAND TUG OF WAR</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This game is played with wooden gymnastic wands, from three to five +feet in length, and not less then one inch in diameter. There should +be half as many wands as there are players. A line is drawn across the +center of the floor or playground. The players are divided into two +divisions, one standing on each side of the dividing line, so that +each player faces an opponent. These grasp each the end of a wand, +held horizontally between them. At a signal a tug of war begins, each +player trying to pull his opponent across the line. Any one who puts a +foot on the ground of the opponent's territory ceases the struggle and +must come across the line. The division wins which has the greatest +number of players on its side of the line at the end.</p> + +<p>The game is best played in two or three five-minute intervals, with +rests between.</p> + + + +<h3>WATER SPRITE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>The players stand in two lines facing each other, with a large open +space representing a river between. One player, representing the water +sprite, stands in the middle of the river and beckons to one on the +bank to cross. This one signals to a third player on the opposite bank +or side of the river. The two from the banks then run across to +exchange places, the water sprite trying to tag one of them. If the +water sprite be successful, he changes places with the one tagged.</p> + +<div class="blockquot"><p>This is a Chinese game, reported by Miss Adèle M. Fielde, and +is based upon the superstition that a water sprite waits in the +middle of a stream to entice people into it, probably an +outgrowth of spring freshets.</p></div><p><span class='pagenum'><a name="Page_204" id="Page_204">[204]</a></span></p> + + + +<h3>WEATHER COCK</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>This game, besides offering much sport, may be made to serve a useful +purpose in familiarizing children with the points of the compass.</p> + +<p>The class having learned which directions are north, east, south, and +west, one player, who represents the weather bureau, stands in front +of the others (or the teacher may take this part), and calls out which +way the wind blows. For instance, when he says, "The wind blows north" +the players turn quickly toward the north; if he says "west," the +players turn to the west; whenever he says "whirlwind," the players +all spin around quickly three times on the right heel.</p> + +<p>The interest will depend very largely on the rapidity and variety with +which the leader calls the various points of the compass. For older +children, halfway points may be named, as northwest, southeast, etc.</p> + + + +<h3>WEE BOLOGNA MAN</h3> + + +<p><i>2 to 60 or more players.</i></p> + +<p><i>Parlor; playground; schoolroom.</i></p> + +<div class="poem"><div class="stanza"> +<span class="i0">"I'm the wee Bologna Man.<br /></span> +<span class="i1">Always do the best you can,<br /></span> +<span class="i1">To follow the wee Bologna Man."<br /></span> +</div></div> + +<p>A leader who can be very brisk in movement and resourceful in ideas +stands in front of the other players and repeats this verse rapidly, +imitating each time he repeats the verse some one action +characteristic of the members of a band. For instance, the first time +he may go through the pantomime of playing a fife; the next time, +without any pause between, he may imitate the beating of a drum; the +next, playing a fiddle, trombone, flute, cymbals, triangle, imitate +the drum major, etc. All of the other players follow his movements.</p> + +<p>The sport will depend largely upon the rapidity of the time and the +vivacity that is put into the movements.</p> + +<p><span class='pagenum'><a name="Page_205" id="Page_205">[205]</a></span></p><p><b>FOR THE SCHOOLROOM.</b>—The head players in the different lines of seats +should take turns in being the Bologna Man, and the movements should +be such as will afford effective exercise. For instance, the first +player will stand and repeat the verse while hopping on one foot, the +entire class joining in the hopping. The moment he is through, the +leader of the next row should jump up, face the class, and repeat the +verse, going through some other motion, such as hopping on the other +foot; he, in turn, to be succeeded by the next leader, etc. Many +gymnastic movements will suggest themselves, such as jumping on both +feet, jumping forward down the aisle frog fashion, jumping high in +place, running in place, stretching the arms out sideways and bending +sideways like a walking beam, whirling both arms around like a +windmill, taking a dance step, etc.</p> + +<div class="blockquot"><p>This is one of the Scotch plays, and like most Scotch things of +the sort, should be done in brisk time.</p></div> + + + +<h3>WHIP TAG</h3> + +<div class="center">(Light the Candle; Beetle-goes-Round)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This game may be played with a knotted towel, though it is perhaps +more skillful and interesting when played with a "beetle," a small +cylindrical sack about twenty inches long, stuffed with cotton, and +resembling in general proportions a policeman's club.</p> + +<p>All but one of the players stand in a circle with hands behind their +backs. The odd player runs around the outside carrying the beetle, +which he drops in the hands of any player in the circle. That player +immediately turns to chase his right-hand neighbor, beating him as +much as he can find opportunity for while he chases him around the +circle and back to his place. It is obviously to the interest of this +neighbor to outrun the beetle and escape a buffeting.</p> + +<p>The one holding the beetle then takes the place of the first outside +player, that one joining the ring. The new beetle man, in turn, runs +around on the outside and drops the beetle in any hands which he +chooses.</p> + +<p><span class='pagenum'><a name="Page_206" id="Page_206">[206]</a></span></p><div class="blockquot"><p>The sport of this game depends on the alertness of the +players, as not only the one who receives the beetle but his +right-hand neighbor must know when and where the beetle lands, +and turn quickly for the chase. The player running around the +outside will add to the zest of the game by trying to deceive +the ring players as to where he is going to place the beetle, +quickening or slowing his pace, or resorting to other devices +to keep them on the alert.</p></div> + + + +<h3>WHO GOES ROUND MY STONE WALL?</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="blockquot"><p>There are two ways of playing this game. The one first +described is better suited to schools and general playground +conditions; the second is quite distinct, and may have better +sport for parlor use.</p></div> + +<p>The players stand in a circle, numbering preferably twenty or less, +with a little space between each two players, and not holding hands. +They represent a sheepfold, but later, as each is chosen from the +circle, he takes the part of a sheep. One player is chosen to be Jacky +Lingo, who walks around outside of the circle. Another, who is the +shepherd or owner of the sheep, stands in the center of the circle.</p> + +<p>The owner says, "Who goes round my stone wall?" The outside player +answers, "Nobody; only little Jacky Lingo."</p> + +<p>"Pray don't steal any of my fat sheep."</p> + +<p>Jacky Lingo answers: "Unless I take one-by-one, two-by-two, +three-by-three! Follow me!"</p> + +<p>As Jacky Lingo says his last line, he taps three different players on +the back, one for "one-by-one," another for "two-by-two," and a third +for "three-by-three." If a large number be playing, he may tap two for +each count instead of one, making six in all. As the players are +tapped, they step out from the sheepfold and line up back of Jacky +Lingo, each one in the line placing his hands on the shoulders of the +one next in front. This is continued until all the players are taken +by Jacky Lingo, who then runs off around the ground with them. The +owner goes after them, faces Jacky Lingo, and says, "Have you seen +anything of my black sheep?"</p> + +<p>"Yes; I gave them a lot of bread and butter and sent them up there" +(pointing to left or right).</p> + +<p>"Then what have you got behind you?"</p> + +<p><span class='pagenum'><a name="Page_207" id="Page_207">[207]</a></span></p><p>"Only a few poor black sheep."</p> + +<p>"Well, let me see! Here's my black sheep!"</p> + +<p>The owner then tries to catch the sheep, and this Jacky Lingo tries to +prevent. Any sheep in the line may be touched by the owner, and when +so touched he steps out of the line and stands aside until all are +caught.</p> + +<p><b>VARIATION.</b>—When played indoors or on the turf, the game may be played +by the owner being blindfolded and taking a position on hands and +knees—"all fours." The dialogue is the same as given above, and the +gathering in of the sheep by Jacky Lingo the same, except that the +players do not line up behind him. They simply stray over the ground +when he takes them from the fold. When all are scattered in this way, +they begin to cry, "Baa-a! baa-a!" and the owner, still on all fours +and blinded, tries to catch them. The first one caught becomes +shepherd the next time.</p> + + + +<h3>WINK</h3> + + +<p><i>9 to 25 players.</i></p> + +<p><i>House party.</i></p> + +<p>An uneven number of players are required for this game. Enough chairs +are placed in a circle to allow one chair to each two players and one +for the odd player, that is, half as many chairs as there are players, +with one player over. A player sits in each chair, all facing inward. +Behind each chair stands a second player, who acts as guard. There +should be one empty chair with a guard behind it. This odd player +winks at some one sitting in the circle, who at once tries to slip out +of his chair without being tagged by his guard and take his place in +the empty chair. He may not go if he be tagged by his guard. The +object of the guards should be to avoid being the keeper of an empty +chair, and therefore the one who has to wink. The players try to evade +the vigilance of the guards by the quickness and unexpectedness of +their movements. The guards may not keep their hands on their +prisoners, but must have them hanging at their sides until they see +their players winked at. They may not dash around the sides of the +chairs which they guard, but must stay all the time behind them.</p> + +<p>Nodding the head may be used instead of winking, but is more apparent +to the guards.<span class='pagenum'><a name="Page_208" id="Page_208">[208]</a></span></p> + + + +<h3>WOLF</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Out of doors.</i></p> + +<p>This is an admirable hide and seek game where there are many hiding +places, as in a village or the country.</p> + +<p>One player is chosen for the wolf, who goes off and hides. The rest of +the players are sheep, with one of their number as leader. A place is +chosen for a pen where the sheep must stay and blind their eyes while +the wolf is hiding. This pen may be a tree or rock or a square or +circle drawn on the ground. The leader counts one hundred, to give the +wolf time to hide. The sheep then start out, but must all follow their +leader "like sheep," looking for the wolf in each place where the +leader may search for him. This game differs from most other hiding +games in that the searchers are the ones who have to flee for safety +when the hider is discovered. As soon as the wolf is spied, the leader +cries:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"All my sheep<br /></span> +<span class="i1">Gather in a heap;<br /></span> +<span class="i1">For I spy the woolly, woolly wolf!"<br /></span> +</div></div> + +<p>The sheep at once stand still until the wolf has taken a jump toward +them, which he must do before he may chase them; but immediately that +the wolf has made his leap, the sheep all turn and run for the sheep +pen, the wolf following. As the wolf may not run until he hears the +word "wolf" at the end of the leader's lines, the latter often +tantalizes the wolf by saying, "I spy the woolly, woolly—lamb!" or +"the woolly, woolly—cat!" or names any other animal he chooses, with +a pause before the name, to prolong the suspense of the impatient +wolf, finally ending up with "the woolly, woolly—wolf!"</p> + +<p>Any sheep tagged by the wolf becomes a wolf and joins the wolf the +next time, hiding either in the same den with him or in a separate +den. When there is more than one wolf, the leader halts his sheep +whenever he spies a wolf, whether it be the original wolf or not, and +all of the wolves join in the chase when the sheep run back to the +pen. The game ends when all of the sheep have been caught.</p> + +<p><span class='pagenum'><a name="Page_209" id="Page_209">[209]</a></span></p><p>The wolf has several resources at his command for catching sheep in +addition to a simple chase. If at any time while in hiding he spies +the sheep before they spy him, and considers their position in +relation to the goal advantageous to himself, he may call, "Stand your +ground, three feet!" whereupon the sheep must instantly stand still +and then take three steps toward the wolf and stand again until he +jumps toward them, when the chase for the sheep pen begins. The wolf +may also exercise considerable finesse by running directly for the pen +if he be in a position to reach it quicker or more directly than by +chasing the sheep. Should he reach the pen first, he may then tag the +sheep as they run in. One sheep may act as a decoy to engage the +attention of the wolf while the others run into the pen.</p> + + + +<h3>WOOD TAG</h3> + + +<p><i>3 to 30 or more players.</i></p> + +<p><i>Out of doors; gymnasium.</i></p> + +<p>This is a game of tag. When there are more than thirty players, it is +desirable to have two or more who are It, or taggers. The players +venture as near as possible to the one who is It, taunting him by +crying, "Ticky, ticky, touch wood!" Any player may seek immunity from +being tagged by touching a piece of wood. No growing thing, however, +such as a tree or shrub, is to be considered as wood. No player may +stay very long in any place of safety, and the moment his hand or foot +be taken from the wood he is liable to be tagged. A player who is not +near wood may gain a few minutes' respite by calling out "Parley!" but +he must stand perfectly still in the place where he then is, the +tagger being able to tag him if he makes the slightest move of any +part of his body. When such a player decides to run again, he calls +out, "Parley out!"</p> + +<p>This game affords opportunity for a great deal of sport through the +making of false starts and the daring approach to the one who is It, +who, in turn, may make sudden and unexpected sorties in different +directions.</p> + +<div class="blockquot"><p>Like Iron Tag, this game is very ancient, and has evidently +come from an old superstition that to touch iron or some other +particular substance gave immunity from the spell of evil +spirits.</p></div><p><span class='pagenum'><a name="Page_210" id="Page_210">[210]</a></span></p> + + + +<h3>WRESTLING</h3> + +<div class="center">(See "<i>Contests for Two</i>" under "Feats and Forfeits.")</div> + + + +<h3>YARDS OFF</h3> + + +<p><i>3 to 30 or more players.</i></p> + +<p><i>Out of doors.</i></p> + +<div class="blockquot"><p>This is a form of I Spy or Hide and Seek, and seems indigenous +to New York. All players properly caught by the spy become +prisoners, but may be freed in a prescribed way. The procedure +which gives time for hiding is also distinctive.</p></div> + +<p>Two players are chosen, one to be It and one for stick thrower. All +the players stand grouped around a goal, and the stick thrower throws +a stick as far away from the goal as he can. As soon as the stick +touches the ground, all of the players, including the thrower, but not +the one who is It, scatter and hide. The one who is It must walk to +the stick (never run), take it up, bring it back, and stand it up, +resting against the goal. He then starts to hunt for the hidden +players. He must run back and touch the goal for any player whom he +discovers, saying, "One, two, three, for—!" naming the player. Any +one caught in this way becomes a prisoner at the goal. Any player who +has not been detected by the spy may run in to the goal at any time +and throw the stick away, whereby all of the prisoners, <i>i.e.</i> those +who have been spied and previously caught, become free and hide again. +Whenever this freeing of prisoners happens, the spy must return to the +goal, walk to the stick, pick it up, walk back with it to the goal +again, and go on with the play as before. This continues until the spy +has touched the goal for all of the players, though they need not all +be prisoners at once. Any player spied who reaches the goal before the +spy, is thereafter free; <i>i.e.</i> out of the game. The last one caught +becomes spy for the next game.</p> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_211" id="Page_211">[211]</a></span></p> +<h2>QUIET GAMES</h2> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_213" id="Page_213">[213]</a></span></p> +<h2>QUIET GAMES</h2> + +<div class="blockquot"><p><span class="smcap">Note.</span>—The games in this division are not necessarily noiseless +or lacking in movement; but are distinguished from the active +games largely by the lack of chasing or other vigorous +exercise.</p></div> + + + +<h3>AUTHOR'S INITIALS</h3> + + +<p><i>2 to 60 players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>Each player is given a piece of paper on which is written various +series or groups of words, each group descriptive of some author, and +each word beginning with one of his initials in regular order. The +player wins who guesses the largest number of authors. The following +are suggested; others may be devised:—</p> + +<ol> +<li>Juveniles firmly conquered (James Fenimore Cooper).</li> +<li>Name honored (Nathaniel Hawthorne).</li> +<li>Bright humor (Bret Harte).</li> +<li>One wholesome humorist (Oliver Wendell Holmes).</li> +<li>Really lasting stories (Robert Louis Stevenson).</li> +<li>Cheerful laborer (Charles Lamb).</li> +<li>Tender, brilliant author (Thomas Bailey Aldrich).</li> +<li>Heroism wisely lauded (Henry Wadsworth Longfellow).</li> +<li>Just, gentle writer (John Greenleaf Whittier).</li> +<li>Poetry bridged skyward (Percy Bysche Shelley).</li> +<li>Clever delineator (Charles Dickens).</li> +<li>Rare brain (Robert Browning).</li> +<li>Weird imagination (Washington Irving).</li> +</ol> + + + +<h3>"B" GAME</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>House party.</i></p> + +<p>Each player is given a sheet of paper with numbered questions prepared +like the following list. The answer to each question is to be written +opposite it, and must consist of the letter B as an initial and added +to it the number of letters designated, the whole<span class='pagenum'><a name="Page_214" id="Page_214">[214]</a></span> conforming to the +definition given. The following examples will illustrate:—</p> + +<ol> +<li>B and one letter, meaning to exist.—Be.</li> +<li>B and two letters forming a sack.—Bag.</li> +<li>B and three letters forming a storehouse.—Barn.</li> +<li>B and three letters, side of a stream.—Bank.</li> +<li>B and three letters, a young creature.—Baby.</li> +<li>B and three letters, a bag of goods.—Bale.</li> +<li>B and three letters, without hair.—Bald.</li> +<li>B and three letters, a surety.—Bond.</li> +<li>B and three letters, timber.—Beam.</li> +<li>B and three letters, a vegetable.—Beet.—Bean.</li> +<li>B and three letters, a poet.—Bard.</li> +<li>B and three letters, a drink.—Beer.</li> +<li>B and three letters, a globule.—Bead.</li> +<li>B and three letters, part of a bird.—Beak.</li> +<li>B and three letters, a vessel.—Boat.</li> +<li>B and four letters, an appendage.—Beard.</li> +<li>B and four letters, a tree.—Beech.</li> +<li>B and four letters, to commence.—Begin.</li> +<li>B and four letters, a strand.—Beach.</li> +<li>B and four letters, a receptacle.—Basin.</li> +<li>B and four letters, a kind of meat.—Bacon.</li> +<li>B and five letters, a combat.—Battle.</li> +<li>B and five letters, a hound.—Beagle.</li> +<li>B and five letters, a signal.—Beacon.</li> +<li>B and five letters, a cup.—Beaker.</li> +<li>B and eight letters, a demon.—Beelzebub.</li> +</ol> + +<p>The player wins who answers correctly the largest number. This game +may be devised for any initial letter.</p> + + + +<h3>BARGAIN COUNTER</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>House party.</i></p> + +<p>Each player is provided with a paper and pencil. The following is +either written on the papers in advance, or by the players from +dictation, minus the underscoring. Each player is then required to +find in the text the names of twenty-five textiles that may be +purchased in a dry goods store, none to be mentioned twice, indicating +each by underscoring. The player wins who has the largest number +correct.</p> + +<p><span class='pagenum'><a name="Page_215" id="Page_215">[215]</a></span></p><p>Dolly Varden, immaculately dressed, sat in the window ledge and heard +from the church near by the mellow chords of the organ dying slowly +away. Her silken hair was well drawn back from her forehead low and +broad. Clothed as she was in pink and green, she made one think of the +spring. She was considered musical; I considered her brilliant in +every way. I was before the dresser, getting ready to go out, and +taking a forkful of cold slaw now and then, or some mock duck. "I want +to send a line north, Henrietta," said Dolly, bringing ham sandwiches; +for she saw I felt hungry. She then wrote this letter: "I marvel, +veterans, if you pause in your good work for lack of cash, merely as +is represented. You should canvas for a book or paper, Caleb, some +handy volume, possibly a duodecimo. Hairsplitting terms like this I do +not often employ, but, blessings on the head of Cadmus! linguists must +sometimes use their hands as well as their wit, weed gardens, if need +be, but spare the mullein, for it seems to me like a flower. Always +remember that, though the light burns dim, it yet will burn."</p> + + + +<h3>BEAST, BIRD, OR FISH</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; gymnasium; playground; schoolroom.</i></p> + +<p>The players stand or are seated, preferably in a circle. One player +stands or sits in the center with a soft ball, made by crushing paper +or knotting up a handkerchief. This is thrown at one of the players by +the one in the center, who says quickly, "Beast, bird, or fish!" then +repeats one of these classes and immediately counts ten, whereupon the +player who has been hit by the ball must name some beast or bird or +fish, according to the class last named by the thrower. This must be +done before the latter has finished counting ten. For instance, the +thrower will say as he throws, "Beast, bird, or fish!—Bird!" +whereupon the player hit by the handkerchief must name a bird while +the thrower counts ten. This must not be a repetition of any bird +previously named in the game. Should the player who is hit by the ball +fail to meet the requirements, he changes places with the thrower. +Should he succeed, the thrower repeats the game by hitting some other +player.</p> + +<p><b>IN THE SCHOOLROOM</b> this game may be played with all the players but one +in their accustomed seats.</p> + +<p>An old English form of this game substitutes the words "Fire, air, and +water," for "Beast, bird, and fish," the players being required to +name some animal that lives in the air or water when<span class='pagenum'><a name="Page_216" id="Page_216">[216]</a></span> those elements +are named, but to keep silence when fire is named. In this form the +game is supposed to be a survival of fire worship.</p> + + + +<h3>BUZZ</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom; parlor.</i></p> + +<p>This is a quiet game, as distinguished from those requiring much +muscular activity. One of the players starts the game by saying "One"; +the next says "Two," the next "Three," etc., until the number "Seven" +is reached, when the word "Buzz" is substituted for it. The next +player says "Eight," and so on up to a multiple of seven, such as +fourteen, twenty-one, twenty-eight, etc., on each of which the word +"Buzz" should be used instead of the right number. The word "Buzz" is +also substituted for any number in which the word seven occurs, even +though it should not be a multiple of seven, such as seventeen, +twenty-seven, thirty-seven, etc. When seventy is reached, the counting +proceeds as "Buzz-one," "Buzz-two," etc., and seventy-seven is +"Buzz-buzz."</p> + +<p>Whenever a player says a number instead of "Buzz," or says "Buzz" in +the wrong place, or calls out a wrong number, he must pay a forfeit +and start the game over again by saying "One."</p> + +<p>The game may also be played by having each player who misses drop from +the game. Where this is done, and the player retains his seat but is +silent, the game becomes even more confusing for the players who +remain.</p> + + + +<h3>CAKE SALE</h3> + + +<p><i>Any number.</i></p> + +<p><i>Parlor.</i></p> + +<p>Each player is given a card or sheet of paper prepared with the +following questions, or they may be dictated at the time. The one wins +who has the largest number of answers correct.</p> + +<p>What kind of cake would you buy for—</p> + +<ol> +<li>Sculptors? (Marble cake.)</li> +<li>Politicians? (Plum cake.)</li> +<li>Geologists? (Layer cake.)</li> +<li>Advertisers? (Cream puffs.)</li> +<li>Dairymen? (Cream cake.)<span class="pagenum"><a name="Page_217" id="Page_217">[217]</a></span></li> +<li>Milliners? (Ribbon cake.)</li> +<li>His Satanic Majesty? (Angel's food.)</li> +<li>Babies? (Patty cakes.)</li> +<li>Lovers? (Kisses.)</li> +<li>The betrothed? (Bride's cake.)</li> +<li>Gossips? (Spice cake.)</li> +<li>Carpenters? (Plain (plane) cake.)</li> +<li>Idlers? (Loaf cake.)</li> +<li>Pugilists? (Pound cake.)</li> +<li>One who lives on his friends? (Sponge cake.)</li> +<li>Dynamiters? (Raisin cake.)</li> +<li>Invalids? (Delicate cake.)</li> +<li>Convalescents? (Sunshine cake.)</li> +<li>"Boodlers"? (Dough-nuts.)</li> +<li>Those who sample all these too much? (Stomach ache.)</li> +</ol> + + + +<h3>CAT PARTY</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>House party.</i></p> + +<p>Each player is provided with a sheet of paper on which are written the +following questions. Each question is to be answered with a word, of +which the first syllable is cat. The player wins who writes the +largest number of correct answers, the list of answers being read by +the host or hostess at the close of the time allowed for the game.</p> + +<p>Examples of questions are given below:—</p> + +<ol> +<li>What sort of cat is allowed in a library? (Catalogue.)</li> +<li>What sort of cat makes you think of reflected sounds? (Catacoustics.)</li> +<li>What sort of cat unites well with a toilet article? (Catacomb.)</li> +<li>What sort of cat requires a physician's attention? (Catalepsy.)</li> +<li>What sort of cat is feared by soldiers? (Catapult.)</li> +<li>What sort of cat is bad for the eyes? (Cataract.)</li> +<li>What sort of cat is to be dreaded? (Catastrophe.)</li> +<li>What sort of cat is allowed on the table? (Catsup.)</li> +<li>What sort of cat goes to Sunday school? (Catechism.)</li> +<li>What sort of cat do girls most detest? (Caterpillar.)</li> +<li>What sort of cat makes small boys weep? (Cat-o'-nine-tails.)</li> +</ol> + + +<p><span class='pagenum'><a name="Page_218" id="Page_218">[218]</a></span></p> + + + +<h3>CRAMBO</h3> + + +<p><i>10 to 30 players.</i></p> + +<p><i>House party.</i></p> + +<p>Each player is provided with two slips of paper, and also with another +full sheet of paper and a pencil. On one of the slips he writes a +question. This may be as serious or absurd as fancy dictates. On the +other slip of paper he writes a word, either a common or proper noun. +The slips containing the questions are then collected in a box or hat, +and those containing the nouns in another receptacle. The questions +are thoroughly mixed and passed around, each player drawing one. The +same is done with the nouns.</p> + +<p>Each player must then write a verse which shall answer the question +and contain the word that he has drawn, no matter how irrelevant they +may be. A time limit is generally given for this performance, varying +with the facility of the players.</p> + +<p>The following may serve as examples. The author recalls a very grave +banker, not suspected of humor, who drew the question, "How long +should you roast a leg of mutton?" The word drawn was "Finger." He +wrote:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"To roast the mutton, let it linger<br /></span> +<span class="i1">Longer than to roast your finger."<br /></span> +</div></div> + +<p>Another business man drew the question, "What is the difference +between doughnuts and sponge cake?" The word was "Youth." He wrote:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Sponge cake is delicate and sweet to the taste,<br /></span> +<span class="i2">While doughnuts are tough as thunder;<br /></span> +<span class="i1">And the youth who partakes of the first in haste<br /></span> +<span class="i2">Will tackle the latter with wonder."<br /></span> +</div></div> + +<p>The game may be made more difficult by each player writing on a third +slip of paper a verb or an adjective, these to be collected and +redistributed with the nouns and questions.<span class='pagenum'><a name="Page_219" id="Page_219">[219]</a></span></p> + + + +<h3>CROSS QUESTIONS</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>All but one of the players sit in two rows facing each other, those +directly opposite each other being partners. The odd player walks +around the rows behind the others, asking questions of any player +facing him from the farther row. The question must be answered, not by +the player addressed, but by his partner or <i>vis-a-vis</i>, who sits with +his back to the questioner.</p> + +<p>Any player answering a question addressed directly to him, or failing +to answer one addressed to his partner, or giving an incorrect answer +to a question, changes places with the questioner, or pays a forfeit, +as may have been decided on beforehand.</p> + +<p><b>FOR THE SCHOOLROOM.</b>—When played in the schoolroom, the adjacent rows +should form a group and face each other so as to leave free aisles +between the groups in which the questioners may walk, as shown in the +diagram of "Old Man Tag."</p> + +<p>The game may be made to correlate with almost any subject in the +school curriculum, the questioner asking, for instance, for capital +cities, boundaries, mountains, etc., for geography; for dates or the +names of heroes in great events, for history; or even for brief +problems in mental arithmetic.</p> + + + +<h3>DUMB CRAMBO</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor.</i></p> + +<p>The players are divided into two parties. One party goes outside of +the room, and those remaining choose some verb, which is to be guessed +and acted by the other party. The outside party is then told some word +which rhymes with the chosen verb. They consult among themselves, +decide on a verb which they think may be the right one, enter the +room, and without speaking act out the word they have guessed. The +inside party must decide from this pantomime if the correct verb has +been guessed. If not, they shake their heads. If right, they clap +their hands. No speaking<span class='pagenum'><a name="Page_220" id="Page_220">[220]</a></span> is allowed on either side. If the outside +party be wrong in their guess, they retire and try another word, +repeating this play until they hit upon the right word, when the two +sides change places.</p> + + + +<h3>FIND THE RING</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Parlor; gymnasium; schoolroom.</i></p> + +<p>The players sit in a circle, holding in their hands a long piece of +string tied at the ends so as to form a circle large enough to go +around, a small ring having been put upon this string. One player is +chosen to stand in the center. The players who are seated then pass +the ring from one to another, the object being for the player in the +center to detect who has the ring. The other players will try to +deceive him by making passes to indicate the passage of the ring when +it really is not in their vicinity. When the player in the center +thinks he knows who has the ring, he calls out the name of that +player. If right, he sits down, and that player must take his place in +the center. This game may be played by the players repeating the +following lines as the ring is passed around the circle:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Oh, the grand old Duke of York,<br /></span> +<span class="i2">He had ten thousand men;<br /></span> +<span class="i1">He marched them up the hillago,<br /></span> +<span class="i2">And marched them down again.<br /></span> +</div><div class="stanza"> +<span class="i0">"And when they were up they were up,<br /></span> +<span class="i2">And when they were down they were down;<br /></span> +<span class="i1">And when they were halfway up the hill,<br /></span> +<span class="i2">They were neither up nor down."<br /></span> +</div></div> + +<p>This game may be played out of doors around a bush, in which case the +player who is It must circle around the outside of the ring formed by +the other players instead of standing in the center.</p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 602px;"> +<img src="images/plate014.jpg" width="602" height="400" alt="plate: FLOWER MATCH" title="" /> +<span class="caption">FLOWER MATCH</span> +</div> +<hr class="quarter" /> + + + +<h3>FLOWER MATCH</h3> + + +<p><i>2 to 10 players.</i></p> + +<p><i>Out of doors.</i></p> + +<div class="blockquot"><p>This is one of the pretty Oriental games recorded from Korea by +Mr. Culin, and is played by the children of that country, +Japan, and China.</p></div> + +<p><span class='pagenum'><a name="Page_221" id="Page_221">[221]</a></span></p><p>The players each gather a handful of meadow bloom—blossoms and grass +indiscriminately, not selecting the contents of the bunch. All sit +down in a group. The first player lays out one from his pile, say a +buttercup. All of the players around the circle try to match this, +that is, each one who has buttercups lays all of them in a pile with +that of the first player, who appropriates the entire pile when this +has gone around the circle. Then the next player lays out something +which all must try to match. The one wins who has the largest number +of grasses or blossoms all counted together at the end. Different +sorts of grasses and leaves count in this game as well as different +kinds or colors of blossoms.</p> + + + +<h3>GRASS BLADE</h3> + + +<p><i>2 to 10 players.</i></p> + +<p><i>Out of doors.</i></p> + +<div class="blockquot"><p>This is a pretty game for little children, recorded by Mr. +Culin, as played by the children of Japan, China, and Korea.</p></div> + +<p>Each child gathers a handful of grass, the soft, flexible grass blades +being best for the purpose. The players are all seated in a group. One +child makes a loop of a blade of grass by holding the two ends in his +hand. Another child loops a blade of grass through this and the two +pull; the one whose grass blade breaks loses, and the two pieces as +trophies are given to the successful player, who then matches his +grass blade with the next, and so on around the circle until his grass +blade breaks, when he loses his turn and the next player has a similar +turn. The one wins who has the greatest pile of trophies at the end.</p> + + + +<h3>HANDS UP—HANDS DOWN</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>This is a schoolroom adaptation of Up Jenkins, and is designed +especially for use as children assemble in a class room before the +opening of the school session. The only material required is a small +paper or worsted ball of a size that may be hidden in the clinched +hand.</p> + +<p><span class='pagenum'><a name="Page_222" id="Page_222">[222]</a></span></p><p>The players are divided into two groups, each group seated, partly +facing the other (indicated by arrows in the diagram) with a captain +standing before each side at <i>C</i>.</p> + +<p>The side starting the game is given a small ball of paper or worsted, +and at the command of the captain of the <i>opposing</i> side the players +pass the ball rapidly from one to another. Each player makes the +motion of passing, so as to deceive the opposing group as to the +whereabouts of the ball.</p> + +<div class="figleft" style="width: 400px;"> +<img src="images/diag025.jpg" width="400" height="350" alt="diagram: Hands Up, Hands Down" title="" /> +<span class="caption smcap">Hands Up, Hands Down</span> +</div> + +<p>The captain and players of the opposing group meanwhile keep a sharp +lookout for the ball without leaving their seats.</p> + +<p>After a short time of passing, the captain, who started the passing +(Group <i>B</i>, diagram) calls suddenly, "Hands up!" and immediately all +passing in Group <i>A</i> must cease, and all hands must be raised high +overhead and tightly clinched, so the player having the ball, when the +passing ceased, may not disclose the fact.</p> + +<p>The <i>B</i> captain again gives a sudden command of "Hands down!" +Immediately all hands are brought down softly on the desk in front of +each player of Group <i>A</i>, hands wide open, palms downward, and again +the player with the ball tries to hide it under his hand.</p> + +<p>The players of Group <i>B</i>, who think they know who has the ball, raise +their hands. No player may speak unless called by his captain. When +called, he may say, "Under J.'s right hand" (or left hand, as the case +may be). J. raises the right hand, and if the guesser be mistaken, +places that hand in his lap, it being thereafter out of commission, so +to speak. No other player of Group <i>A</i> moves a hand. Should the ball +be found under the hand raised, the opposing group, <i>i.e.</i> Group <i>B</i>, +receives as many points as there are hands left upon the desks. +Otherwise, the search continues, the captain of Group <i>B</i> asking +players of his group to order a hand raised, or orders it himself, +until the ball is discovered. <span class='pagenum'><a name="Page_223" id="Page_223">[223]</a></span>Group <i>B</i> now takes the ball and passes +it from one to another, and Group <i>A</i> gives commands through its +captain. The side making a score of three hundred points wins. A side +loses ten points when a player talks or calls for a hand to be raised +without the permission or call of the captain.</p> + +<div class="blockquot"><p>This adaptation was made by Miss Adela J. Smith of New York +City, and received honorable mention in a competition for +schoolroom games conducted by the Girls' Branch of the Public +Schools Athletic League of New York City, in 1906. It is here +published by the kind permission of the author, and of the +Girls' Branch, and of Messrs. A. G. Spalding & Brothers, +publishers of the handbook in which the game first appeared.</p></div> + + + +<h3>HEN ROOST</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>Each of the players except one chooses a word, which should be the +name of some object, and in answering any questions put to him in the +game he must introduce this word which he has chosen into each answer. +The odd player takes the place of questioner. He may ask one or more +questions of each player, as he sees fit, the dialogue taking any turn +he chooses, the following being suggestive of the general tone of +it:—</p> + +<p>The questioner says: "I heard that you got into the hen roost +yesterday. How did you get in?"</p> + +<p>Answer: "With the dictionary."</p> + +<p>To the next player: "What did you find there?"</p> + +<p>Answer: "A horse."</p> + +<p>To the next player: "What did you give him to eat?"</p> + +<p>Answer: "A sofa pillow," etc.</p> + +<p>Any player who laughs, or who fails to answer promptly or correctly to +the question, must change places with the questioner. Forfeits may +also be required if desired.</p> + + + +<h3>HORNS</h3> + + +<p><i>5 to 60 players.</i></p> + +<p><i>Indoors; out of doors; schoolroom.</i></p> + +<p>This game is played very much like "Simon says." It is a quiet game +that may be played with all of the players seated, their forefingers +<span class='pagenum'><a name="Page_224" id="Page_224">[224]</a></span>placed on their knees or on a table or desk in front of them. One who +is leader says:—</p> + +<p>"All horns up!"</p> + +<p>"Cat's horns up!" or</p> + +<p>"Cow's horns up!"</p> + +<p>whereupon he lifts his own forefingers, pointing upward. Should he +name an animal that has horns, all of the players lift their fingers +in similar manner, but should he name an animal such as a cat, that +has no horns, any player that lifts his fingers in imitation of the +leader is out of the game.</p> + + + +<h3>INITIALS</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>House party.</i></p> + +<p>For this game it will be necessary to prepare slips of paper, one for +each player. At the head of the paper are written the initials of some +person who will be present; under this a series of questions which the +player drawing the paper is to answer. The papers are put in a box or +hat and drawn by the players, or held in the hand with the initials +concealed and drawn in that way. A certain time may be allowed, if +desired, for the answering of the questions.</p> + +<p>The answers must be written in each case immediately below the +question, must consist of only as many words as there are initials at +the top of the sheet, and the words of the answer must begin with the +initials in their proper order. For example:—</p> + +<div class="center">H. B. B.</div> + +<ol> +<li>To whom does this paper belong? (Henry B. Brown.)</li> +<li>What is his character? (Horrid, but bearable.)</li> +<li>What kind of hair has he? (Heavy, burnished brown.)</li> +<li>What kind of eyes has he? (Heavenly, bright blue.)</li> +<li>What books does he prefer? (Handsomely bound biographies.)</li> +<li>What animals does he prefer? (Howling big bears.)</li> +<li>What is his chief occupation? (Hammering bulky boxes.)</li> +<li>What do you surmise regarding his future? (He'd better beware.)</li> +<li>What does he think of the opposite sex? (Hebes! Bright beauties!)</li> +<li>What does he think of the world in general? (He's becoming bewildered.)</li> +</ol> + +<p><span class='pagenum'><a name="Page_225" id="Page_225">[225]</a></span></p> + + + +<h3>LEAF BY LEAF</h3> + + +<p><i>Any number of players.</i></p> + +<p><i>Out of doors; indoors.</i></p> + +<p>A basket of leaves is provided, no two of the leaves being alike. +These may be leaves from trees, shrubs, or plants, or flowers may be +used in the same way.</p> + +<p>The players are each provided with a card or slip of paper and a +pencil, and are seated. One leaf is handed to the first player, who +passes it on to the next, and so on until it has made the round of the +group. Each player, in turn, if he can identify the leaf, writes the +name of it on a card. Each leaf is thus passed.</p> + +<p>The host or hostess then reads a correct list, naming the leaves in +the order in which they were passed. The player wins who has the +largest number correct.</p> + +<p>This is an especially pleasing game for nature students.</p> + + + +<h3>LITERARY LORE</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>House party.</i></p> + +<p>Each player is given a sheet of paper on which the following questions +are written. The player wins who writes correct answers to the largest +number of questions. This game may be worked up from the writings of +any poet or author. Examples are given from Tennyson and Longfellow. +The answers are appended here, but in playing the game should be read +by the host or hostess at the end.</p> + + +<div class="center">TENNYSON</div> + +<ol> +<li>What poem is it that sings down the vale?—The Brook.</li> +<li>What is the poem whose father is king?—The Princess.</li> +<li>The poem that honors a friend who is gone?—In Memoriam.</li> +<li>The poem that rules in the spring?—The May Queen.</li> +<li>The poem that lives in the depths of the sea?—The Mermaid.</li> +<li>The poem once baked in a pie?—The Blackbird.</li> +<li>The poem from which all its dwellers have gone?—The Deserted House.</li> +<li>The poem that is a good-by?—The Farewell.</li> +<li>The poem whose dress was tatters and rags?—The Beggar Maid.</li> +<li>The poem that lets in light?—The Window.</li> +<li>The poem in which we see castles in Spain?—The Day Dream.</li> +<li>The poem that sees in the night?—The Owl.</li> +</ol> + +<p><span class='pagenum'><a name="Page_226" id="Page_226">[226]</a></span></p> + +<div class="center">LONGFELLOW</div> + +<ol> +<li>What poem is it that helps to shoe your horse?—The Village Blacksmith.</li> +<li>The poem that needs an umbrella?—The Rainy Day. An April Day.</li> +<li>The poem that carries you across?—The Bridge.</li> +<li>The poem that finds you weary?—The Day is Done.</li> +<li>The poem that keeps the time?—The Old Clock on the Stairs.</li> +<li>The poem that belongs to little people?—The Children's Hour.</li> +</ol> + + + +<h3>LONDON</h3> + + +<p><i>2 players.</i></p> + +<p><i>Indoors; schoolroom; seashore.</i></p> + +<div class="figleft" style="width: 153px;"> +<img src="images/diag026.jpg" width="153" height="375" alt="diagram: London" title="" /> +<span class="caption smcap">London</span> +</div> + +<p>This is a quiet game in which the players are all seated. A diagram is +drawn on a slate or piece of paper of oblong shape, about six by ten +inches in outside dimensions, if the surface admits of one so large. +This is divided by a horizontal line every two inches. It is an +advantage if the players have different colored pencils, but this is +not necessary. A piece of paper is placed at the bottom of the diagram +and blown over the diagram toward the top; or a small piece of glass +or china called a "chipper" is used, the latter being nicked or +snapped with the fingers. The first player snaps his chipper, and in +whichever place it stops marks with a pencil a small round "<i>o</i>" to +represent a man's head. The chipper is then returned to its starting +place and the play is repeated. This is continued until the player has +marked a head in each of the horizontal spaces; or should his chipper +land a second time in a space in which he has already marked such a +head, he makes a larger round under the head to represent the body of +a man. The third time it lands in this place he makes a downward +stroke for a leg, and the fourth time one for a second leg, which +completes the man. Should three complete men be so drawn in one<span class='pagenum'><a name="Page_227" id="Page_227">[227]</a></span> +space, the player, without shooting again, draws what are called +"arms," that is, a horizontal line from the figures across the space +to the outside limits. This occupies the space completely and keeps +the other player out of that space; that is, the other cannot put any +men in it or add to any which he may already have started there.</p> + +<p>The first player continues to play until the chipper lands on a line; +a player whose chipper lands on a line or outside of the diagram loses +his turn. The other player then takes his turn, and may start, +continue, or complete men in any spaces which the first player has not +occupied with three armed men, even though the latter may have started +men in the space or have completed two of them. Each player may build +only on his own men.</p> + +<p>The player wins who succeeds in occupying the largest number of spaces +with three armed men of his own drawing.</p> + +<p>The space at the top of the diagram, called "London," is especially +advantageous. No men are marked in it, but should the chipper land +there at any time, the player may draw a head in every other space on +the diagram, or add one mark to any one drawing he may have already in +each space.</p> + +<p>This game may be played on the <b>seashore</b> or playground or wherever the +diagram may be drawn in hard earth.</p> + +<p>For the <b>schoolroom</b> it is an interesting diversion for pupils who +assemble early before the opening of the school session.</p> + + + +<h3>MINISTER'S CAT (THE)</h3> + + +<p><i>Any number of players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>The first player says, "The minister's cat is an avaricious cat," +using an adjective which begins with "a" to describe the cat.</p> + +<p>The next player makes a remark about the cat, using the same initial +letter for the adjective; for instance, that it is an "aggressive" +cat. This is continued, each player using a different adjective +beginning with the letter "<i>a</i>," until the game has gone entirely +around the circle. The first player then makes a similar remark about +the cat, using an adjective beginning with "<i>b</i>." This goes<span class='pagenum'><a name="Page_228" id="Page_228">[228]</a></span> around, +and so on through the alphabet. Any player who is slow to respond, or +who fails, must either drop out of the game or pay a forfeit, as may +be decided at the start.</p> + + + +<h3>MUSIC BOX</h3> + + +<p><i>3 to 60 players.</i></p> + +<p><i>House party; schoolroom; playground.</i></p> + +<p>Each player is given a slip of paper and pencil. Some one who has a +good repertoire of popular airs sits at the piano—or lacking a piano, +may sing without words—and goes briefly through snatches of one air +after another, each of the players writing on his slip of paper the +name of the air, or leaving a blank if he be unable to name it. The +one wins who names the largest number of airs correctly.</p> + +<p>This is an admirable game to use for old ballads, such as "Annie +Laurie," "Suwanee River," "My Old Kentucky Home," "Blue Bells of +Scotland," etc., or for national airs, or for both together. In a +company that is well up on current music, airs from current songs and +popular operas may be used successfully.</p> + + + +<h3>MY LADY'S LAP DOG</h3> + + +<p><i>5 to 30 of more players.</i></p> + +<p><i>Parlor.</i></p> + +<div class="blockquot"><p>My lady's lapdog.</p> + +<p>Two plump partridges and my lady's lapdog.</p> + +<p>Three great elephants, two plump partridges, and my lady's +lapdog.</p> + +<p>Four Persian cherry trees, three great elephants, etc.</p> + +<p>Five Limerick oysters, four Persian cherry trees, etc.</p> + +<p>Six bottles of Frontignac, five Limerick oysters, etc.</p> + +<p>Seven swans a swimming, six bottles of Frontignac, etc.</p> + +<p>Eight flip flap floating fly boats, seven swans, etc.</p> + +<p>Nine merchants going to Bagdad, eight flip flap, etc.</p> + +<p>Ten Italian dancing masters going to teach ten Arabian magpies +how to dance, nine merchants going to Bagdad, etc.</p> + +<p>Eleven guests going to celebrate the marriage of the Princess +Baldroubadour with the Prince of Terra del Fuego, ten Italian +dancing masters going to teach ten Arabian magpies, etc.</p> + +<p>Twelve triumphant trumpeters triumphantly trumpeting the +tragical tradition of Telemachus, eleven guests going to +celebrate the marriage, etc.</p></div> + +<p><span class='pagenum'><a name="Page_229" id="Page_229">[229]</a></span></p><p>The players sit in a circle; the one who is leader turns to the next +player and says, "My lady's lapdog." This player turns to the one next +him and repeats the phrase, which is thus handed around the circle. +When it gets back to the leader, the leader turns to his neighbor and +adds an item to that previously mentioned, saying, "Two plump +partridges and my lady's lapdog." This goes around the circle, when +the leader says, "Three great elephants, two plump partridges, and my +lady's lapdog," and so on, adding each time different items according +to the formula given above. Any player failing to repeat the list +correctly pays a forfeit.</p> + +<p><b>VARIATION.</b>—For younger players, the following list may be found +better:—</p> + +<div class="blockquot"><p>A big fat hen.</p> + +<p>Two ducks and a big fat hen.</p> + +<p>Three wild geese, two ducks, and a big fat hen.</p> + +<p>Four plump partridges, three wild geese, two ducks, etc.</p> + +<p>Five pouting pigeons, four plump partridges, three, etc.</p> + +<p>Six long-legged cranes, five pouting pigeons, etc.</p> + +<p>Seven green parrots, six long-legged cranes, etc.</p> + +<p>Eight screeching owls, seven green parrots, six long-legged, +etc.</p> + +<p>Nine ugly black turkey buzzards, eight screeching owls, etc.</p> + +<p>Ten thousand domesticated chimney swallows, nine ugly black +turkey buzzards, eight screeching owls, etc.</p></div> + + + +<h3>NAUGHTS AND CROSSES</h3> + + +<p><i>2 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="figright" style="width: 350px;"> +<img src="images/diag027.jpg" width="350" height="313" alt="diagram: Naughts and Crosses" title="" /> +<span class="caption smcap">Naughts and Crosses</span> +</div> + +<p>A diagram is drawn on a slate, paper, or the ground, and consists of +two vertical lines, crossed by two horizontal lines. One player +chooses to write "naughts" (o) and the other "crosses" (x). The +players take turns in marking a naught or a cross in one of the nine +places provided by the diagram, the object being to get three naughts +or three crosses in a row. This row may be either vertical, +horizontal, or diagonal.</p> + +<p><span class='pagenum'><a name="Page_230" id="Page_230">[230]</a></span></p><p>A score is kept of the games won by each player, and a third score is +kept of the games played in which neither player wins.</p> + +<p>This game may be played at the <b>seashore</b>, on the <b>playground</b>, or +wherever the diagram may be traced on the earth.</p> + +<p>For <b>school</b> use it is an interesting diversion for pupils who assemble +early before a session opens, or who remain in over a rainy noontime.</p> + + + +<h3>NIMBLE SQUIRREL</h3> + + +<p><i>Any number of players.</i></p> + +<p><i>Schoolroom; parlor; playground.</i></p> + +<div class="blockquot"><p>This is a device for mental arithmetic. It is one of which +children are very fond. As the play element may enter very +largely into the fanciful suggestions used by the teacher, it +seems in place in a book of games.</p></div> + +<p>The teacher states her problem in a manner similar to the following:—</p> + +<p>"There was a tree with fifty branches. A squirrel started on the first +branch, jumped up three branches [to the fourth], came halfway down +[to the second], went three times as high [sixth branch], fell halfway +down [third branch], saw a dog, and ran to the top of the tree; fell +to the ground and started over again; went up eight branches, jumped +past three branches," etc., finishing up with, "How many branches from +the top was he?"</p> + +<p>This game has been found intensely interesting for children through +the upper grades of the elementary schools.</p> + + + +<h3>PENNY WISE</h3> + + +<p><i>5 to 30 players.</i></p> + +<p><i>House party.</i></p> + +<p>Each player is provided with a bright new penny (of design prior to +1909), a piece of paper, and a pencil. On the paper are written +beforehand, or to dictation, the following requirements, of course +without the answers. The player wins who has the largest number of +correct answers.</p> + +<p><span class='pagenum'><a name="Page_231" id="Page_231">[231]</a></span></p><p>Find on the penny the following:—</p> + +<p> +The name of a song.—America.<br /> +A privilege.—Liberty.<br /> +A part of Indian corn.—Ear.<br /> +A part of a hill.—Brow.<br /> +Something denoting self.—Eye (I).<br /> +Part of a door.—Lock (of hair).<br /> +A weapon of war.—Arrow.<br /> +An act of protection.—Shield.<br /> +A gallant.—Beau (bow).<br /> +A punishment.—Stripes.<br /> +Part of a plant.—Leaf.<br /> +A piece of jewelry.—Ring.<br /> +A nut.—Acorn.<br /> +A musical term.—Bar.<br /> +An occupation.—Milling.<br /> +A foreign fruit.—Date.<br /> +Trimming for a hat.—Feather.<br /> +What ships sail on.—Sea (C).<br /> +A perfume.—Scent (cent).<br /> +A religious edifice.—Temple.<br /> +A messenger.—One sent (cent).<br /> +A method of voting.—Ayes and Noes (eyes and nose).<br /> +A Chinese beverage.—Tea (T).<br /> +A gaudy flower.—Tulips (two lips).<br /> +Comfort.—Ease (E. E.).<br /> +A small animal.—Hare (hair).<br /> +A term of marriage.—United state.<br /> +An ancient honor.—Wreath.<br /> +One of the first families.—Indian.<br /> +</p> + + + +<h3>PLANTING A GARDEN</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>House party.</i></p> + +<p>Each player is provided with a sheet of paper and a pencil. The game +consists in one player writing down something that he has planted and +the next player stating what came up. Anything may be planted, though +the questioner must have in mind something that could come up from +what he writes. He must sign his initials. The names of the plants +that come up<span class='pagenum'><a name="Page_232" id="Page_232">[232]</a></span> must bear some direct relation, punning or otherwise, to +the things planted.</p> + +<p>For example, a player writes, "I planted a kitten; what came up?" The +paper is handed to the next player, who writes, "Pussy willows."</p> + +<p>After the questions are written, the papers are collected and +redistributed, and each writes an answer to the question he has drawn. +They are then collected again, and the hostess reads the questions and +answers. Any question not answered must be replied to by the player +who wrote it. Examples follow:—</p> + +<ol> +<li>Plant an angry wise man; what will come up?—Scarlet sage.</li> +<li>Plant a box of candy; what will come up?—Candytuft.</li> +<li>Cupid's arrow; what will come up?—Bleeding heart.</li> +<li>Some steps.—Hops.</li> +<li>Days, months, and years.—Thyme.</li> +<li>Christmas Eve.—Star of Bethlehem.</li> +<li>Orange blossoms.—Bridal wreath.</li> +<li>A sermon.—Jack in the pulpit.</li> +<li>Cuff on the ear.—Box.</li> +<li>Grief.—Weeping willow.</li> +<li>Cinderella at midnight.—Lady's slipper.</li> +<li>A ship that has nowhere to go.—Portulaca (port you lack, ah!).</li> +<li>Star spangled banner and Union Jack.—Flags.</li> +<li>Claws and a roar.—Tiger lilies.</li> +<li>A Richmond caterpillar.—Virginia creeper.</li> +<li>Contentment.—Heart's-ease.</li> +<li>What a married man never has.—Batchelor's buttons.</li> +<li>Sad beauties.—Bluebells.</li> +<li>Labyrinth.—Maize.</li> +</ol> + + + +<h3>PRINCE OF PARIS</h3> + + +<p><i>10 to 30 players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>A player is chosen as leader; the others are numbered consecutively +from one up, and are all seated.</p> + +<p>The leader, standing in front, says, "The Prince of Paris has lost his +hat. Did you find it, Number Four, sir?" whereupon Number Four jumps +to his feet and says:—</p> + +<p>"What, sir! I, sir?"</p> + +<p><i>Leader.</i> "Yes, sir! You, sir!"</p> + +<p><span class='pagenum'><a name="Page_233" id="Page_233">[233]</a></span></p><p><i>No. Four.</i> "Not I, sir!"</p> + +<p><i>Leader.</i> "Who, then, sir?"</p> + +<p><i>No. Four.</i> "Number Seven, sir."</p> + +<p>Number Seven, as soon as his number is called, must jump at once to +his feet and say:—</p> + +<p>"What, sir! I, sir?"</p> + +<p><i>Leader.</i> "Yes, sir! You, sir."</p> + +<p><i>No. Seven.</i> "Not I, sir!"</p> + +<p><i>Leader.</i> "Who then, sir?"</p> + +<p><i>No. Seven.</i> "Number Three, sir!"</p> + +<p>Number Three immediately jumps to his feet, and the same dialogue is +repeated. The object of the game is for the leader to try to repeat +the statement, "The Prince of Paris has lost his hat," before the last +player named can jump to his feet and say, "What, sir! I, sir?" If he +succeeds in doing this, he changes places with the player who failed +in promptness, that player becoming leader.</p> + +<p>Should any player fail to say "Sir" in the proper place, this also is +a mistake, and the leader may change places with such player.</p> + +<div class="blockquot"><p>This game has much sport in it for house parties or other uses.</p></div> + + + +<h3>RECOGNITION</h3> + + +<p><i>Any number of players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>Each player is given a card or slip prepared with the following +questions, or the list may be dictated at the time.</p> + +<p>What famous persons, historical or mythical, do these objects suggest?</p> + +<ol> +<li>Hatchet? (George Washington.)</li> +<li>A rail fence? (Abraham Lincoln.)</li> +<li>A kite? (Benjamin Franklin.)</li> +<li>A muddy cloak? (Sir Walter Raleigh.)</li> +<li>A lonely island? (Robinson Crusoe.)</li> +<li>A burning bush? (Moses.)</li> +<li>A ruff? (Queen Elizabeth.)</li> +<li>A glass slipper? (Cinderella.)</li> +<li>An apple? (William Tell.)</li> +<li>A silver lamp? (Aladdin.)</li> +<li><span class='pagenum'><a name="Page_234" id="Page_234">[234]</a></span> +A smooth, round stone? (David.)</li> +<li>Long hair? (Sampson.)</li> +<li>A dove? (Noah.)</li> +<li>A pomegranate seed? (Persephone.)</li> +<li>A spider web? (Robert Bruce.)</li> +<li>A key? (Bluebeard.)</li> +<li>A wolf? (Red Riding Hood.)</li> +<li>A steamboat? (Robert Fulton.)</li> +</ol> + + + +<h3>SCAT</h3> + + +<p><i>2 players.</i></p> + +<p><i>Indoors; out of doors; schoolroom.</i></p> + +<p>One player holds on his upturned palm a ruler, a paper knife, or a +small thin strip of wood. The other player takes this quickly and +tries to "scat" or hit the opponent's palm with the ruler before he +can withdraw his hand. The game will be made more interesting by +feints on the part of the player who has to take the ruler, he giving +several appearances of taking it before really doing so. When a player +succeeds in hitting his opponent's hand with the ruler they change +parts in the game. Count is kept of the unsuccessful hits, the player +winning who has the smallest score when the play ends.</p> + +<p>This is one of the diversions useful for rainy day recesses in school, +or for pupils who congregate before a session opens.</p> + + + +<h3>SEEKING FOR GOLD</h3> + + +<p><i>5 to 15 players.</i></p> + +<p><i>Out of doors; seashore.</i></p> + +<p>A handful of small pebbles is collected, and the players sit on the +ground in a circle. One of the players scatters the pebbles on the +ground in the center of the circle, as jackstones are scattered. This +player then draws a line with his finger between any two of the +pebbles, and tries to snap one of these two so that it will hit the +other, as marbles are snapped at one another. If successful in hitting +the pebble, the same player has a second turn, keeping each time the +two pebbles hit. Should this player miss, another<span class='pagenum'><a name="Page_235" id="Page_235">[235]</a></span> gathers up the +pebbles, scatters them, draws a line between any two of them, snaps +them, etc.</p> + +<p>The one wins who at the close of the game has the largest number of +pebbles. It will be seen that a small number of players is better for +this game than a large group. Nuts may be used instead of pebbles.</p> + +<div class="blockquot"><p>This game is played by children in China.</p></div> + + + +<h3>SHAKESPEAREAN ROMANCE (A)</h3> + + +<p><i>Any number of players.</i></p> + +<p><i>House party; schoolroom.</i></p> + +<p>Each player is provided with a sheet of paper prepared with the +following questions, or the questions may be dictated at the time. +Each question is to be answered with the title of one of Shakespeare's +plays. The player wins who has the largest number correct at the end +of the time allotted for the game.</p> + +<p>Other questions may be devised.</p> + +<ol> +<li>Who were the lovers? (Romeo and Juliet.)</li> +<li>What was their courtship like? (Midsummer Night's Dream.)</li> +<li>What was her answer to his proposal? (As You Like It.)</li> +<li>About what time of the month were they married? (Twelfth Night.)</li> +<li>Of whom did he buy the ring? (Merchant of Venice.)</li> +<li>Who were the best man and maid of honor? (Antony and Cleopatra.)</li> +<li>Who were the ushers? (The Two Gentlemen of Verona.)</li> +<li>Who gave the reception? (Merry Wives of Windsor.)</li> +<li>In what kind of a place did they live? (Hamlet.)</li> +<li>What was her disposition like? (The Tempest.)</li> +<li>What was his chief occupation after marriage? (Taming of the Shrew.)</li> +<li>What caused their first quarrel? (Much Ado about Nothing.)</li> +<li>What did their courtship prove to be? (Love's Labor Lost.)</li> +<li>What did their married life resemble? (A Comedy of Errors.)</li> +<li>What did they give each other? (Measure for Measure.)</li> +<li>What Roman ruler brought about reconciliation? (Julius Cæsar.)</li> +<li>What did their friends say? (All's Well that Ends Well.)</li> +</ol> + + + +<h3>SIMON SAYS</h3> + + +<p><i>2 to 60 players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>The players sit around a table, or if played in the schoolroom, sit at +their respective desks. Each player makes a fist of each<span class='pagenum'><a name="Page_236" id="Page_236">[236]</a></span> hand with +the thumb extended. One is chosen for leader, whom the others follow.</p> + +<p>The leader says, "Simon says, 'Thumbs up!'" whereupon he places his +own fists on the table before him with the thumbs upward. The players +must all do likewise. The leader then says, "Simon says, 'Thumbs +down!'" whereupon he turns his own hands over so that the tips of the +thumbs touch the table, the others imitating him. He may then say, +"Simon says, 'Thumbs wiggle waggle!'" whereupon he places his fist on +the table with the thumbs upward and moves the thumbs sideways, the +players imitating him.</p> + +<p>If at any time the leader omits the words "Simon says," and goes +through the movements simply with the words "Thumbs up!" "Thumbs +down!" or "'Wiggle waggle!" the players must keep their hands still +and not imitate his movements. Any player imitating him under these +circumstances must either pay a forfeit or become leader, or both, as +may be decided on beforehand.</p> + + + +<h3>SKETCHES</h3> + + +<p><i>3 to 60 players.</i></p> + +<p><i>Schoolroom; parlor.</i></p> + +<div class="blockquot"><p>The game here described for use with history may be used simply +as a diversion in describing animals or any inanimate objects; +or it may be used to correlate with English (authors), picture +study, etc.</p></div> + +<p>Each player is provided with a sheet of paper and pencil and writes a +description of some historical character; the object being to give a +description that shall be perfectly truthful and yet puzzling or +misleading for the other players who are to guess the identity of the +character in the writer's mind.</p> + +<p>One player is called on to read his description. The other players may +have the privilege of asking questions that may be answered by "Yes" +or "No" only; but it is considered much more of an honor to guess +correctly without this assistance. The one guessing the character +correctly reads his description next. A description for instance might +read:—</p> + +<div class="blockquot"><p>"The person whom I would describe was a very tall man; very +vigorous; used an ax on occasion; had much to do with +legislators; was widely known outside of his native country, +and has been the subject of many biographies."</p></div> + +<p><span class='pagenum'><a name="Page_237" id="Page_237">[237]</a></span></p><p>As this description would apply equally to Washington, Lincoln, +Gladstone, and several others who might be mentioned, there is +opportunity for considerable guessing before the right character be +found.</p> + + + +<h3>TIDBITS FARMER (THE)</h3> + + +<p><i>5 to 30 players.</i></p> + +<p><i>House party.</i></p> + +<p>Each player should be given a card or slip of paper on which the +following verses are written, the last of each line being left blank. +The game consists in filling in the blank spaces each with a double +letter of the alphabet, as indicated in parentheses. The player wins +who has the largest number correct.</p> + + +<div class='center'> +<table border="0" cellpadding="1" cellspacing="0" summary="Game card"> +<tr><td align='left'>There is a farmer who is</td><td align='left'>(YY)</td></tr> +<tr><td align='left'><span style="margin-left: 1em;">Enough to take his</span></td><td align='left'>(EE)</td></tr> +<tr><td align='left'>And study nature with his</td><td align='left'>(II)</td></tr> +<tr><td align='left'><span style="margin-left: 1em;">And think on what he</span></td><td align='left'>(CC)</td></tr> +<tr><td align='left'><br />He hears the chatter of the</td><td align='left'>(JJ)</td></tr> +<tr><td align='left'><span style="margin-left: 1em;">As they each other</span></td><td align='left'>(TT)</td></tr> +<tr><td align='left'>And sees that when a tree de</td><td align='left'>(KK)</td></tr> +<tr><td align='left'><span style="margin-left: 1em;">It makes a home fo</span>r</td><td align='left'>(BB)</td></tr> +<tr><td align='left'><br />A yoke of oxen will he</td><td align='left'>(UU)</td></tr> +<tr><td align='left'><span style="margin-left: 1em;">With many haws and</span></td><td align='left'>(GG)</td></tr> +<tr><td align='left'>And their mistakes he will ex</td><td align='left'>(QQ)</td></tr> +<tr><td align='left'><span style="margin-left: 1em;">When plowing for his</span></td><td align='left'>(PP)</td></tr> +<tr><td align='left'><br />He little buys but much he se</td><td align='left'>(LL)</td></tr> +<tr><td align='left'><span style="margin-left: 1em;">And therefore little</span></td><td align='left'>(OO)</td></tr> +<tr><td align='left'>And when he hoes his soil spe </td> + <td align='left'>(LL)</td></tr> +<tr><td align='left'><span style="margin-left: 1em;">He also soils his h</span></td><td align='left'>(OO)</td></tr> +</table></div> + + + +<h3>TIP TAP TOE</h3> + + +<p><i>2 to 8 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p><b>INDOORS.</b>—A circle is drawn on a slate or paper, the size of it +varying with the number of players, a larger circle being desirable<span class='pagenum'><a name="Page_238" id="Page_238">[238]</a></span> +for a large number of players. This circle is intersected with +straight lines, so that it is divided into a series of wedge-shaped +spaces, the number of lines and spaces being also at the discretion of +the players, the larger the number of players the larger the number of +spaces desirable and the greater the variation in scoring. In each of +these spaces numbers are written in consecutive order, one for each +space, 1, 2, 3, 4, etc., or the numbers may be done in multiples of +five,—5, 10, 15, 20, etc. The players take turns in rotation. The one +whose turn it is shuts his eyes, takes a pencil, circles it around +over the diagram while he says the following verse:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">"Tip, tap, toe, here we go,<br /></span> +<span class="i1">Three jolly sailor boys all in a row."<br /></span> +</div></div> + +<p>At the close of the verse the player places the point of the pencil on +the diagram, still with his eyes closed. He then opens his eyes, and +should the pencil have touched one of the numbered spaces, he marks +down to his score the number written in that space, and crosses out +that figure on the diagram. Thereafter that space does not count in +playing. Should the pencil touch a dividing line or the line forming +the circumference of the circle, or fall outside of the circle, or +fall in a space in which the number has been crossed out, the player +scores nothing, and loses his turn, the next one taking up the play.</p> + +<div class="figleft" style="width: 347px;"> +<img src="images/diag028.jpg" width="347" height="350" alt="diagram: Tip Tap Toe" title="" /> +<span class="caption smcap">Tip Tap Toe</span> +</div> + +<p>When all of the spaces have been crossed out, the player wins who has +the largest score, but should any player at any time touch his pencil +to the center of the circle, he wins the game.</p> + +<p><b>OUT OF DOORS.</b>—This game may be played out of doors by<span class='pagenum'><a name="Page_239" id="Page_239">[239]</a></span> drawing the +diagram on the earth with a sharpened stick, which is used afterwards +as a pointer as a pencil is used on the paper diagram. If on hard +earth the figures may be marked in the spaces as on a paper diagram, +but the diagram should be drawn considerably larger than when on +paper.</p> + +<p>This is an admirable game for playing on the hard sand of the +<b>seashore</b>. In that case little pebbles or shells are placed in the +different spaces instead of numerals; one in the first space, two in +the second, three in the third, etc. When a player places his stick or +pointer in a space he removes the pebbles from that place to a little +pile, and the score is counted at the end by counting this pile of +pebbles. Any space from which the pebbles have been removed is +thereafter out of the game, as when the figures are crossed out on the +paper diagram.</p> + +<div class="blockquot"><p>This game is supposed to have originated in early methods of +allotting land.</p></div> + + + +<h3>UP, JENKINS!</h3> + + +<p><i>6 to 20 or more players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>This is one of the most popular current games among young people, +being usually played to the accompaniment of much laughter and intense +interest. It consists in the guessing by opposing parties of the hand +under which a coin is hidden.</p> + +<p>The players are divided into two parties. Each party has a captain, +each player being captain in turn during successive rounds of the +game. The players gather around a table, one party on one side and the +others opposite. A coin, usually a quarter, is passed from hand to +hand under the table by one of the parties in an endeavor to conceal +from the opponents which individual holds it. The leader of the +opposite party then calls, "Up, Jenkins!" when all of the hands of his +opponents are brought from under the table and held up with palms +outward toward the guessing party, fingers closed down tightly over +the palms, the quarter being hidden in one of the hands. The opponents +may look at the hands from their side of the table in this way as long +as they choose. The leader then commands "Down, Jenkins!" when the +hands are<span class='pagenum'><a name="Page_240" id="Page_240">[240]</a></span> slammed down simultaneously flat on the table, palms +downward. This is done with enough noise to disguise the clink of the +coin striking the table. The object of the game is for the opponents +(those not having the coin) to guess under which hand the coin is +laid, each hand supposed not to have it being ordered off the table. +The captain of the guessing party, who alone may give these orders +(though his players may assist him with suggestions), calls for the +lifting of one specified hand at a time. The player named must lift +the hand indicated, and that hand is thereafter to be taken from the +table.</p> + +<p>If the guessing party can be successful in thus eliminating all of the +empty hands so that the coin is left under the last hand, they are +considered to have won, and the coin passes to them for the next +round. If the coin be disclosed before the last hand be reached, the +side holding it adds to its score the hands remaining on the table +that were not ordered off. The side wins which has the highest score +when the play stops, the time limits being indefinite.</p> + +<p><b>For the schoolroom</b> see also an adaptation called <i>Hands up—Hands +down</i>.</p> + + + +<h3>WHAT IS MY THOUGHT LIKE?</h3> + + +<p><i>5 to 30 players.</i></p> + +<p><i>Children's party; house party; playground.</i></p> + +<p>The players are seated in a circle or any convenient group. One of the +number decides upon a "thought"; that is, he thinks of some person, +object, or abstraction, without telling the others what it is. He then +asks of each in turn, "What is my thought like?" Each answers anything +he chooses. The first player then declares what his thought was, and +asks of each, "Why is—(naming the object he thought of) +like—(whatever such player answered)?" Each must find some likeness, +however absurd, or pay a forfeit. For instance, the answers around the +circle might be, "Your thought is like an umbrella," "like Napoleon," +"Pinafore," "sadness," "my necktie," "a rose," etc. The questioner +then says, "I thought of a lead pencil. Why is a pencil like an +umbrella?" "Because it is oftenest black." The pencil may be like +Napoleon<span class='pagenum'><a name="Page_241" id="Page_241">[241]</a></span> because it can make a mark; like a rose because it is +sometimes cut, etc. If any one happens to answer to the first +question, "a pencil" (or whatever was thought of), he also must pay a +forfeit.</p> + + + +<h3>WOODLAND LOVERS (THE)</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>House party.</i></p> + +<p>Each player is given a paper on which the following is written or +dictated, the words in parentheses being omitted and a blank space +left. The game consists in each player filling in these blank spaces +with the name of some tree. The host or hostess at the end reads this +list of words in order, the player winning who has the largest number +correct. The same tree may be mentioned more than once.</p> + +<div class="blockquot"><p>He took her little hand in his own big (palm). "I love (yew), +dear," he said simply. She did not (sago) away, for it had been +a case of love at first sight. She murmured something in (aloe) +voice. They had met one day upon a sandy (beech), and from that +(date) onward, they cared not a (fig) for the outside world. +Her name was (May Ple). She was a charming girl. Rosy as a +(peach); (chestnut) colored hair; (tulips) like a (cherry); +skin a pale (olive). In fact, she was as beautiful (as pen) or +brush ever portrayed. The day he met her she wore a jacket of +handsome (fir). He was of Irish descent, his name being +(Willow) 'Flaherty. He was a (spruce) looking young fellow. +Together they made a congenial (pear). But when did the course +of true love ever run smooth? There was a third person to be +considered. This was (paw paw). Both felt that, counting (paw +paw) in, they might not be able to (orange) it. What if he +should refuse to (cedar)! Suppose he should (sago) to her +lover? And if he should be angry, to what point won't a +(mango)? Well, in that case she must submit, with a (cypress) +her lover in her arms for the last time, and (pine) away. But +happily her parent did not constitute (ebony) skeleton at their +feast. He was guilty of no tyranny to reduce their hopes to +(ashes). They found him in his garden busily (plantain). He was +chewing (gum). "Well," he said thoughtfully, in answer to the +question: "Since (yew) love her I must (cedar) to (yew). You +make a fine young (pear). Don't cut any (capers) after you're +married, young man! Don't (pine) and complain if he is +sometimes cross, young woman! I hope to see (upas) many happy +days together!"</p></div><p><span class='pagenum'><a name="Page_242" id="Page_242">[242]</a></span></p> + + + +<h3>ZOO</h3> + + +<p><i>5 to 10 players.</i></p> + +<p><i>Parlor; schoolroom.</i></p> + +<p>Each player is provided with ten slips of paper, numbered +conspicuously from one to ten, but arranged irregularly in a pile. The +players gather around a table or sit in a circle, each one being given +the name of an animal; the sport of the game will consist largely in +choosing unusual or difficult names, such as yak, gnu, camelopard, +hippopotamus, rhinoceros, Brazilian ant-eater, kangaroo, etc.</p> + +<p>Each player holds his slips with the numbers turned downward. The +first player turns up his upper slip so that the number is visible and +lays it down in front of him. In doing this he must turn it away from +himself, so that the other players see it first; the next player then +does the same. Should the two slips happen to coincide in number, for +instance, should the first player have turned up number three and the +second player turn up number three, they must each at once call each +other's names, as "Yak!" "Hippopotamus!" or whatever name was assigned +to them. The one who first calls the other's name gives away his slip +to that other, the object being to get rid of one's slips as fast as +possible.</p> + +<p>Should the slip turned up by the second player not correspond in +number to that turned by the first, he also lays it down in front of +him; the third player then turns his up, and this is continued around +the circle until a slip is turned that corresponds in number with any +that has already been turned up, when those two players must +immediately call each other's names, as before explained. The player +wins who first gets rid of all of his slips.</p> + +<p>For <b>schools</b>, a class should divide into small groups for this game, +which may be made to correlate with geography or history, by using +proper names from those subjects instead of names of animals.</p> + +<p>For <b>older players</b> the game may be made very funny also by assigning to +each player the name of a patent medicine instead of the name of an +animal, and playing cards may be used instead of the numbered slips.</p> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_243" id="Page_243">[243]</a></span></p> +<h2>FEATS AND FORFEITS</h2> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_245" id="Page_245">[245]</a></span></p> +<h2>FEATS AND FORFEITS</h2> + + +<div class="blockquot"><p>Athletic feats requiring skill, strength, or agility are a very +interesting and amusing feature for gymnasiums and many other +conditions, and contain possibilities for some excellent and +vigorous physical development. As some of these may be used for +forfeits (although some kinds of forfeits cannot take the place +of athletic feats), these two classes of amusements are +included here in one chapter. The searcher for forfeits will do +well, however, to look through the section on feats.</p></div> + + +<h3>I. <span class="smcap">Contests For Two: Wrestling Matches and Tugs of War</span></h3> + +<p>The following group of wrestling matches and races make a very +interesting and vigorous form of game with which to close a lesson in +formal gymnastics. For instance, if pupils are in a formation that +admits of immediately turning toward partners without change of +formation, this may be done and any of these games then used without +further rearrangement of a class. When used in this way the wrestling +matches are generally determined by the winning of the best two out of +three trials.</p> + +<p>These wrestling matches and races may of course be used also for +forfeits.</p> + +<p><b>BALANCE WRESTLE.</b>—Two contestants stand each in a forward stride +position, the right foot being lengthwise on a line (the same line for +both contestants) and the left foot back of it, turned at right angles +to the right foot with the heel touching the same line. The toes of +the right feet should touch. In this position players grasp right +hands. The objects of the game are to make the opponent (1) move one +or both feet, or (2) touch the floor with any part of the body. A +point is scored for the opponent whenever a player fails in one of +these ways. After a trial has been made with the right hand and foot, +the wrestle should be repeated with the left hand and foot extended, +and so on alternately.</p> + +<p><span class='pagenum'><a name="Page_246" id="Page_246">[246]</a></span></p><p><b>BOUNDARY TUG.</b>—Two lines are drawn on the floor, five feet apart. +Within this space two contestants face each other, the right toes +touching and each stepping backward in a strong stride position with +the left foot. Both players grasp a cane or wand, and each tries to +pull the other across one of the boundary lines.</p> + +<p><b>HARLEQUIN WRESTLE.</b>—This is a one-sided wrestle between two persons. +Each stands on one leg; they then grasp right hands and each tries to +make the other lower his upraised foot to the ground, or touch the +floor with his free hand. The opponent may not be touched with the +free hand.</p> + +<p><b>INDIAN WRESTLE.</b>—Two players lie on their backs side by side, with +adjacent arms locked. The feet should be in opposite directions. At a +signal the adjacent legs are brought to an upright position and +interlocked at the knees. The wrestle consists in trying to force the +opponent to roll over from his position.</p> + +<p><b>INTERFERING.</b>—This is one of the hopping relays, but the shoulders may +not be used in it. Two contestants fold arms, and each, while hopping +on one foot, tries to make his opponent put the other foot to the +floor. As neither arms nor shoulders may be used, this is done +entirely by a side movement of the free leg.</p> + +<p><b>KNEE AND TOE WRESTLE.</b>—Two players sit on a mat, facing each other. +The knees should be drawn up closely and the players should be near +enough together to have the toes of each touch those of the opponent. +Each player passes a stick under his knees, and then passes his arms +under it and clasps his hands in front of his own knees. The wrestling +begins at a signal and consists in each player trying to get his toes +under those of his opponent and throw him backward.</p> + +<p><b>LUNGE AND HOP FIGHT.</b>—A circle six feet in diameter is drawn on the +ground. One player takes a lunge position forward, so that his forward +foot rests two feet within the circle. The second player stands in the +circle on one foot with arms folded across the chest. The hopper tries +to make the lunger move one of his feet. The lunger in turn tries to +make the hopper put down his second foot or unfold arms. Either player +is defeated also if he moves out of the circle. The lunger may use his +hands and arms.</p> + +<p><b>PUSH AND PULL.</b>—Two lines are drawn on the floor at an interval<span class='pagenum'><a name="Page_247" id="Page_247">[247]</a></span> of +five feet. Within these lines two players take their places with two +stout sticks, canes, or wands between them, each player grasping one +end of each cane. The object of the feat is to push the opponent +across the boundary line behind him, or to pull him over the nearer +boundary line.</p> + +<p>The relative positions of the opponents may be reversed and the same +struggle gone through back to back, still holding the canes.</p> + +<div class="blockquot"><p>This differs from <b>Boundary Tug</b> in the way the wands are held +and the fact of there being two wands.</p></div> + +<p><b>ROOSTER FIGHT.</b>—This is an old Greek amusement. A ring six feet in +diameter is drawn on the ground. Two players are placed in this, who +stoop and grasp each his own ankles. In this position they try to +displace each other by shouldering. The player loses who is overthrown +or who loosens his grasp on his ankles.</p> + +<p><b>SHOULDER SHOVE.</b>—For this, the players are divided into groups of +five; each group marks on the ground a circle about eight feet in +diameter. All five players stand within the circle. Four of them must +fold their arms across the chest and hop on one foot. The object of +the game is for these four players to push the fifth one, who is It, +out of the circle with their shoulders. They may not use their hands. +The fifth one may stand on both feet and use his arms. Should one of +the hoppers place both feet on the ground or unfold his arms, he must +leave the circle. The player who is It may avoid the hoppers by +running and dodging. Should he be pushed out of the circle, the four +hoppers are considered to have won the game.</p> + +<p><b>WAND AND TOE WRESTLE.</b>—Two players sit on the floor with knees bent +and toes touching those of the opponent. One wand is held between +them, which both grasp so that the hands are placed alternately; there +should be a short space in the center between the hands. The object of +the tug is to pull the opponent up and over the dividing line. This is +an excellent form of wand wrestle and will hold the interest of a +class for months, especially if a continuous score be kept for the +same contestants.</p> + +<p><b>WAND TWIST.</b>—Two players stand and grasp at or near shoulder height a +wand or cane held in a horizontal position. The object of<span class='pagenum'><a name="Page_248" id="Page_248">[248]</a></span> one player +is to raise or twist the wand out of the horizontal position, and of +the other player to prevent this. The one who is trying to hold the +wand in the horizontal position should have his hands next to each +other in the center of the wand. The one who tries to twist the wand +should place his hands outside of and touching those of the player who +is resisting.</p> + +<p><b>WAND WRESTLE.</b>—One player holds a wand or cane at full arm's length +above his head, the hands being at about shoulder width distant on the +wand, which should be held horizontally. The other player tries to +pull the wand down to shoulder height. He may pull it forward at the +same time, as it may be almost impossible in some cases to lower it +without this forward movement.</p> + + +<h3>II. <span class="smcap">Races</span></h3> + +<p><b>ESKIMO RACE ON ALL FOURS.</b>—The performers stand with hands and feet on +the floor, the knees stiff, the hands clinched and resting on the +knuckles. The elbows should be stiff. In this position a race is run, +or rather "hitched," over a course that will not easily be too short +for the performers.</p> + +<div class="blockquot"><p>This is a game of the Eskimos, reported by Lieutenant Schwatka.</p></div> + +<p><b>ESKIMO JUMPING RACE.</b>—Fold the arms across the breast with the knees +rigid and the feet close together. Jump forward in short jumps of an +inch or two.</p> + +<div class="blockquot"><p>This is the regular form of one of the games of the Eskimos, +reported by Lieutenant Schwatka.</p></div> + + +<h3>III. <span class="smcap">Miscellaneous Feats</span></h3> + +<p><b>ANKLE THROW.</b>—This feat consists in tossing some object over the head +from behind with the feet. A bean bag, book, or basket ball, is held +firmly between the ankles. With a sudden jump, the feet are kicked +backward so as to jerk the object into an upward throw, which should +end in its curving forward over the head. It should be caught as it +comes down.</p> + +<p><b>ARM'S LENGTH TAG.</b>—Two players stand each with an arm extended at full +length at shoulder level, and try to touch each other without being +touched in return. This will require some rapid twisting, dodging, and +bending. A touch on the extended hand does not count.</p> + +<p><span class='pagenum'><a name="Page_249" id="Page_249">[249]</a></span></p><p><b>BACKSLIDING.</b>—The hands are placed palm to palm behind the back with +the fingers pointing downward and thumbs next to the back. Keeping the +tips of the fingers close to the back and the palms still together, +the hands are turned inward and upward until the tips of the fingers +are between the shoulders, pointing upward toward the head, and the +thumbs outside.</p> + +<p><b>CATCH PENNY.</b>—One elbow is raised level with the shoulder, the arm +being bent to bring the hand toward the chest. Three or four pennies +are placed in a pile on the bent elbow. Suddenly the elbow is dropped +and the same hand moved downward quickly in an effort to catch the +pennies before they fall to the ground.</p> + +<p><b>CHINESE GET-UP.</b>—Two persons sit on the floor back to back with arms +locked, and retaining such relative positions they try to stand +upright.</p> + +<p><b>COIN AND CARD SNAP.</b>—Balance a visiting card on the tip of the middle +or forefinger. On top of the card place a dime or nickle; this should +be exactly over the tip of the finger and in the middle of the card. +Snap the edge of the card with a finger of the other hand, so that the +card will be shot from under the coin and leave the coin balanced on +the finger.</p> + +<p><b>DOG COLLAR.</b>—Two players on hands and knees on a mat, rug, or cushion, +face each other with about three feet distance between them. A knotted +towel or a strap, or anything that will not chafe or cut the flesh, is +thrown over both heads like a collar, being long enough to encircle +the two. The head should be held well upward to prevent this from +slipping off. At a signal, the players pull against each other, each +trying to pull the opponent from the mat or to pull the collar from +around his neck.</p> + +<p><b>DOG JUMP.</b>—The performer holds a stick horizontally between the +forefingers of his hands, pressing with the fingers to keep it from +falling. Keeping the stick in this position, he should jump over it +forward and then backward. The same feat may be performed by pressing +together the middle fingers of the two hands without a stick and +jumping over them forward and backward, as a dog jumps through curved +arms.</p> + +<p><b>DOT AND CARRY TWO.</b>—This is a spectacular feat of strength for three +performers, A, B, and C. They stand in line, side by side, A standing +in the center with B on his right and C on his<span class='pagenum'><a name="Page_250" id="Page_250">[250]</a></span> left. He stoops down +and passes his right hand behind the left thigh of B, and clasps B's +right hand. He then passes his left hand behind C's right thigh, and +takes hold of C's left hand. B and C pass each one arm around A's +neck, and A, by raising himself gradually to a standing position, will +find that he is able to lift the other two from the ground.</p> + +<p><b>HAND STAND SALUTE.</b>—A player is required to stand on his hands with +legs stretched at full length in the air, and then wriggle the feet at +the ankles.</p> + +<p><b>HEEL AND TOE SPRING.</b>—A line is drawn on the floor. The performer +places his heels against this line, bends down, grasps the toes with +the fingers underneath the feet and pointing backward toward the +heels. He then leans forward slightly to get an impetus, and jumps +backward over the line.</p> + +<p>This same feat may be reversed. Standing in the same position, the +performer toes a line and jumps over it forward.</p> + +<p><b>JUG HANDLE.</b>—The performer places his hands across the chest, with the +tips of the middle fingers touching and the elbows extending on each +side like a jug handle. Another player tries to pull the arms apart, +either by working at them separately or together. Jerking is not +permissible; the pull must be steady.</p> + +<p>Until one has tried this, it is surprising to find that even a strong +person cannot overcome a weaker one in this position.</p> + +<p><b>LAST AND FIRST.</b>—Place one foot immediately behind the other. On the +rear foot place a small object, such as a light book, a slipper, or a +small stick. With a sudden movement lift the forward foot, at the same +instant hopping on the rear foot with a kicking movement forward, so +as to throw the object forward beyond a given mark.</p> + +<p><b>LATH AND PLASTER.</b>—Rub the top of the head with one hand, and +simultaneously pat the chest with the other hand. Reverse the +movement, patting the head and rubbing the chest. Do each of these +things with the hands changed, the hand that was on the chest being +placed on the head, and <i>vice versa</i>.</p> + +<p><b>PICK ME UP.</b>—The performer is required to stand against the wall, drop +a handkerchief at his feet, and without bending the knees stoop and +pick up the handkerchief.</p> + +<p><b>PICK UP AND PUSH UP.</b>—A line is drawn about two feet from a wall, +which is toed by the performer, facing the wall. Between<span class='pagenum'><a name="Page_251" id="Page_251">[251]</a></span> the line and +the wall is placed a stool directly in front of the performer. The +player leans forward, puts the top of his head against the wall, picks +up the stool with his hands, and pushes himself backward to an upright +position, getting an impetus from the head only, and lifting the stool +as he does so.</p> + +<p><b>PINCUSHION.</b>—On a chair having a cane or rush or wooden bottom a pin +is stuck on the edge of the seat, or just under the edge, well around +on one side toward the back. The performer starts sitting in the +chair, and without leaving it, or touching his hands or feet to the +floor, must reach around so as to remove the pin with his teeth.</p> + +<p><b>PRAY DO.</b>—A line is marked on the floor. The performer stands with his +toes on the line, and without using his hands or moving his feet, +kneels down and gets up again.</p> + +<p><b>RABBIT HOP.</b>—This should be done on a soft mat or cushion. The +performer kneels; then sits back on the heels and grasps the insteps +with his hands. From this position he leans suddenly forward, and +while doing so pulls the feet up from the floor. In the instant that +his weight is released, he hitches forward on the knees, the two knees +moving forward alternately.</p> + +<p><b>ROTARY.</b>—Raise both arms above the head. Move both with a rotary +motion in opposite directions, describing a circle in the air, with +the right hand moving forward and with the left moving backward +simultaneously.</p> + +<p>Extend both arms in slanting position downward from the shoulders, +elbows straight. Describe circles in the air with both arms, the hands +at about the level of the hips, the right turning forward and the left +backward.</p> + +<p><b>"RUBBER NECK."</b>—In this feat a kneeling performer is required to pick +a card up from the floor with his teeth, both hands being behind his +back. The card is placed in front of him at the length of his forearm +and hand from one knee. This distance is measured by placing the elbow +against the knee and stretching the forearm and the hand at full +length on the floor; the point which the middle finger reaches is the +point at which the card must be placed. The card has the ends folded +down so as to rest like a small table on the floor. The nearer edge of +it must rest on the line determined as above specified.</p> + +<p><span class='pagenum'><a name="Page_252" id="Page_252">[252]</a></span></p><p><b>SCALES.</b>—Hold a weight out at arm's length for a given time.</p> + +<p><b>SIAMESE TWINS.</b>—Two players (two boys or two girls), of about the same +height and weight, stand back to back and lock arms. The object is to +walk in one direction, using first the legs of one player and then +those of the other. This may be done by one player moving his feet +forward slightly. This is accomplished by both bending the knees, and +the player on the side toward which progress is to be made sliding his +feet forward. Bracing his feet in the new position, he straightens his +entire body upright, drawing the rear player after him until both are +in the same relative position as at the start. This constitutes one +step, and is repeated over as long a distance as may be specified or +desired.</p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 600px;"> +<img src="images/plate015.jpg" width="600" height="564" alt="plate: SKIN THE SNAKE" title="" /> +<span class="caption">SKIN THE SNAKE</span> +<br /> +<span class="small"><i> +Reprinted from Dr. Isaac T. Headland's "Chinese Boy and Girl," by +kind permission of Messrs. Fleming H. Revell and Co. +</i> +</span> +</div> +<hr class="quarter" /> + + +<p><b>SKIN THE SNAKE.</b>—This is a feat for several performers—from five to +fifty or more, and is suitable for the gymnasium. The players stand in +a line, one behind another, with a short distance between. Each player +bends forward and stretches one hand backward between his legs, while +with the other hand he grasps that of the player in front, who has +assumed the same position. When all are in position, the line begins +backing, the player at the rear end of the line lying down on his +back, and the next player walking backward astride over him until he +can go no farther, when he also lies down with the first player's head +between his legs. This backing and lying-down movement continues until +all the players are lying in a straight line on the floor. Then the +last one to lie down gets up and walks astride the line toward the +front, raising the man next behind him to his feet, and so on until +all again are standing in the original position. The grasp of hands is +retained throughout.</p> + +<div class="blockquot"><p>It hardly need be said that this game is of Chinese origin. It +makes a very funny spectacle, especially if done rapidly.</p></div> + +<p><b>STOOPING PUSH.</b>—Draw a line on the floor. Toe it with the feet spread +wide apart. Reach around outside of the legs and grasp a light +dumb-bell or other object of similar weight with both hands; throw or +slide it forward on the floor from between the feet, the hands being +kept together throughout. The object is to see how far the dumb-bell +may be thrown without the player losing his balance.</p> + +<p><b>TANTALUS.</b>—The left foot and leg and left cheek are placed close<span class='pagenum'><a name="Page_253" id="Page_253">[253]</a></span> +against the wall. The right foot is then slightly lifted in an effort +to touch the left knee. Having reached it, the position should be +steadily maintained for a few moments.</p> + +<p><b>THUMB SPRING.</b>—This is similar to the Wall Spring, but differs both in +method of execution and in general difficulty. The performer places +the inner side of the thumbs against a wall, or the edge of a table or +window sill may be used. No other part of the hands should touch this +surface. The feet should then be moved as far backward as possible. +The body will then be leaning forward; and from this position, without +any movement of the feet, a sudden push should be made from the +thumbs, the object being to recover the upright position. It is well +to begin with a slight distance and work up to a greater one.</p> + +<p><b>WALL PIVOT.</b>—One foot is placed against a wall at about the height of +the knee. The other foot is thrown over it, the body making a complete +turn in the air, so that the free foot may touch the ground in time to +sustain the weight before a tumble. Thus, if the right foot be placed +against the wall, the left leg will be thrown over it and the body +turned over toward the right, the left foot being replaced on the +floor to receive the weight. This is usually easier if done with a +short run, and is best practiced on a thick gymnasium mattress.</p> + +<p><b>WALL SPRING.</b>—The performer should stand facing a wall and a short +distance from it. Keeping his feet in one spot, he should lean forward +and place the palms of his hands flat against the wall; from this +position he should then make a sudden push and spring backward to an +upright position. With some practice, this may be done with a very +considerable distance between the feet and the wall.</p> + +<p><b>WOODEN SOLDIER.</b>—The arms are folded across the chest. In this +position the performer is required to lie down on the back and rise +again to an upright standing position, without assistance from either +hands or elbows.</p> + +<p><b>WRIGGLE WALK.</b>—The performer stands with heels together and toes +pointed outward. Simultaneously he raises the right toes and the left +heel, and turns them toward the same direction, the right toes inward +and the left heel outward, pivoting on the opposite toe and heel. This +is then reversed, so as to continue progress in<span class='pagenum'><a name="Page_254" id="Page_254">[254]</a></span> the same direction. +Resting on the toes and heel just moved, he lifts the opposite ones; +that is, the left toes moving outward, the right heel moving inward, +and so progresses for a specified distance.</p> + + +<h3><span class="smcap">IV. FORFEITS</span></h3> + +<div class="blockquot"><p>Many of the things described in the previous section of this +chapter may be used as forfeits.</p> + +<p>Forfeits are used in many games as a penalty for failure, and +may be an occasion for much merriment. The usual method of +collecting and disposing of the forfeits is for each player +when he fails, to deposit with some one person designated for +the purpose some article which shall serve to identify him when +the penalties are assigned. This may be a ring, some small +article from the pocket, a bonbon, a pebble, or flower, a bit +of ribbon, or other ornament of dress.</p> + +<p>When the game is over, the forfeits are redeemed. For this +purpose one player is chosen as the judge, who is seated. +Behind him stands a player who takes one article at a time from +the pile of collected forfeits, holds it over the head of the +judge so that he may not see it, and says, "Heavy, heavy hangs +over thy head."</p> + +<p>The judge then asks, "Fine or superfine?" (meaning, boy or +girl?)</p> + +<p>The holder answers, "Fine," if a boy, and "Superfine," if a +girl, and adds, "What must the owner do to redeem it?"</p> + +<p>The judge then pronounces sentence. Part of the sport of this +imposing of penalties for forfeits is the ignorance of the +judge as to who is the owner of the forfeit.</p> + +<p>The following penalties are appropriate for the paying of +forfeits, and many of the feats previously described are also +suitable.</p> + +<p>The practice of forfeits is prehistoric, and is thought to have +originated in the custom of paying ransom for immunity from +punishment for crimes. As used in games of later years, the +main object has been to make the offender ridiculous.</p></div> + +<p><b>AFFIRMATIVE, THE.</b>—A player is required to ask a question that cannot +be answered in the negative. The question is, "What does y-e-s spell?"</p> + +<p><b>BLARNEY STONE.</b>—The player is required to pay a compliment to each +person in the room in turn.</p> + +<p><b>BLIND WALTZ.</b>—Two players are blindfolded and told to waltz together.</p> + +<p><b>CHEW THE STRING.</b>—Two bonbons are wrapped in paper and tied each to a +piece of string six yards in length. These are placed on the floor at +a distance from each other, the free end of each string being<span class='pagenum'><a name="Page_255" id="Page_255">[255]</a></span> given +to one of the two players who are assigned to this penalty. At a +signal, each player puts his piece of string in his mouth, and with +hands behind back chews rapidly at the string, trying to get it all +into the mouth. The one who first gets to his piece of candy is +rewarded by having both pieces.</p> + +<p><b>CONSTANTINOPLE.</b>—The player is required to "Spell Constantinople, one +syllable at a time." As soon as he gets to the letter "<i>i</i>," all of +the other players shout the following syllable, "No!" The speller +naturally thinks that he has made a mistake, and commences again. Each +time that he gets to the letter "<i>i</i>," the same cry of "No" is made, +and the poor victim may become very much confused, and doubt his own +memory as to spelling before he discovers the trick.</p> + +<p><b>CORDIAL GREETING, A.</b>—This penalty is imposed upon two players at +once. They are blindfolded and led to opposite corners of the room. +They are then told to go toward each other and shake hands.</p> + +<p><b>CRAWL, THE.</b>—The player is required to leave the room with two legs +and come back with six. He does this by bringing a chair with him when +he returns.</p> + +<p><b>DANGEROUS POSITION, A.</b>—The player is required to sit upon the fire. +This is done by writing the words "the fire" on a slip of paper, and +then sitting on it.</p> + +<p><b>ENNUI.</b>—The player is required to yawn until he makes some one else +yawn.</p> + +<p><b>FOOTBALL.</b>—A ball the size of an orange is made of crumpled paper. It +is placed on the floor, and the player is required to stand at a point +three times the length of his foot from the ball. From this point he +is required without bending the knees to kick the ball out of the way.</p> + +<p><b>FORUM, THE.</b>—The player is required to make a speech on any subject +assigned by the judge.</p> + +<p><b>FOUR FEET.</b>—The player is required to put four feet against the wall. +He does this by placing the feet of a chair against the wall.</p> + +<p><b>GRASSHOPPER.</b>—The player is required to hold one foot in his hand and +hop on the other around the room.</p> + +<p><b>HAND-TO-HAND.</b>—A player is given some small article to hold in each +hand, such as a flower or lead pencil, and required to<span class='pagenum'><a name="Page_256" id="Page_256">[256]</a></span> stretch both +arms at full length sideways, the right arm to the right and the left +arm to the left. He is then required to bring both articles into one +hand without bending shoulders or elbows; or, to state it differently, +without bringing the hands any nearer together. This may be done by +placing one of the objects on a table with one hand, turning around, +and picking it up with the other hand.</p> + +<p><b>HAYSTACK.</b>—A player is required to make a pile of chairs as high as +his head, and then take off his shoes and jump over them. (Jump over +the shoes.)</p> + +<p><b>HOTTENTOT TACKLE.</b>—The player is required to cross the arms and grasp +the left ear with the right hand and the nose with the left hand. He +is then suddenly to release the grasp and reverse the position of the +hands, grasping the right ear with the left hand and the nose with the +right hand. This should be repeated several times in quick succession.</p> + +<p><b>INSIDE AND OUT.</b>—The player is required to kiss a book inside and +outside without opening it. He accomplishes this seemingly impossible +task by taking the book out of the room, kissing it there, coming +back, and kissing it again inside the room.</p> + +<p><b>JINGLES.</b>—The player is given two pairs of rhymes and required to +write a verse of four lines ending with the prescribed rhymes. This +same forfeit may be imposed on several different players at once, an +added interest arising from comparison of the finished verses.</p> + +<p><b>KNIGHT OF THE RUEFUL COUNTENANCE.</b>—This requires two players, one who +is assigned to be the knight and the other to be the squire.</p> + +<p>The squire takes the knight by the arm and leads him before each lady +present. The squire kisses the hand of each lady in turn, and after +each kiss carefully wipes the knight's mouth with a handkerchief. The +knight must display his grief at the loss of so many opportunities by +preserving throughout an unsmiling countenance.</p> + +<p><b>LITTLE DOG TRAY.</b>—The player is required to crawl under the table on +all fours and bark like a dog.</p> + +<p><b>LITTLE GERMAN BAND, THE.</b>—Three or four players are told to imitate a +little German band, each being required to represent a<span class='pagenum'><a name="Page_257" id="Page_257">[257]</a></span> certain +instrument, and all to join in rendering some popular air, which +should be assigned.</p> + +<p><b>LITTLE SUNSHINE.</b>—The player is required to walk around the room and +bestow a smile on each person in turn.</p> + +<p><b>LUNCH COUNTER.</b>—An apple is suspended at head height on the end of a +string from a chandelier or portière pole. The delinquent player is +required to walk up to the apple and take a bite from it without help +from the hands. For obvious reasons, only one person should be allowed +to bite at an apple.</p> + +<p><b>MOODS.</b>—The player is required to laugh in one corner of the room, to +sing in the second corner, to cry in the third, and to whistle or +dance in the fourth.</p> + +<p><b>NEGATIVE SIDE, THE.</b>—The player is required to answer "No" to a +question put to him by each member of the company in turn. This may be +made very funny if he be required, for instance, thereby to express +dislike for his favorite occupations or friends.</p> + +<p><b>PILGRIMAGE TO ROME, A.</b>—The judge announces that the player who is to +redeem this forfeit is about to make a pilgrimage to Rome, and +requests that each member of the company give him something to take on +his journey. The pilgrim is then required to pass around the room +while each person, in turn, presents him with some article, the more +inappropriate or difficult or cumbersome to carry the better. These +may consist, for instance, of a small chair, a sofa pillow, a house +plant, a big basket, a lunch consisting of a nut, etc. These must all +be carried at once, and when all have been collected, the pilgrim must +make one entire round of the room before laying any of them down.</p> + +<p><b>SAFETY POINT.</b>—The player is required to put one hand where the other +cannot touch it. He does this by placing the right hand on the left +elbow, or <i>vice versa</i>.</p> + +<p><b>SO NEAR AND YET SO FAR.</b>—Two players are required to stand upon an +open newspaper in such a manner that they cannot possibly touch one +another. They will find the solution of the problem in placing the +newspaper over the sill of a door, and then closing the door between +them.</p> + +<p><b>SPOON FOOD.</b>—Two players are blindfolded and seated on the floor, each +with a large towel or napkin pinned around the neck like a bib. Each +is then given a bowl filled with corn meal or flour,<span class='pagenum'><a name="Page_258" id="Page_258">[258]</a></span> and a spoon. +When all is ready, the two players are told to feed each other. This +forfeit makes as much sport for the rest of the company as for those +engaged in its performance.</p> + +<p><b>THREE QUESTIONS.</b>—The delinquent player is sent out of the room. While +he is gone, the remaining players decide on three questions, to which +he must reply "Yes" or "No" before he knows what the questions are. +When he returns, he is asked if he will answer the first question with +"Yes" or "No." Having made his choice, the question is then repeated +to him, often resulting in much laughter from the incongruity of the +answer. The other questions are answered in the same way.</p> + +<p><b>TIDBIT.</b>—The player is required to bite an inch off the poker. He does +this by holding the poker about an inch from his face and making a +bite at it.</p> + +<p><b>TOAST OF THE EVENING, THE.</b>—The player is required to propose his or +her own health in a complimentary speech about himself or herself.</p> + +<p><b>UMBRELLA STAND.</b>—A closed umbrella or a cane is held upright on the +floor by pressing on the top of it with the forefinger. The player is +then required to release his hold, to pirouette rapidly, and snatch +the umbrella before it falls to the ground.</p> + +<p><b>VERSE LENGTHS.</b>—The player is required to repeat a verse or jingle, +stating the number of the word after each word. For example:—</p> + +<p>"Yankee, <i>one</i>, Doodle, <i>two</i>, went, <i>three</i>, to, <i>four</i>, town, +<i>five</i>," etc.</p> + +<p><b>WALKING SPANISH.</b>—The player is given a cane or closed umbrella. He +rests this on the floor, places both hands on top of it, and then +rests his forehead on the hands. While in this position, he is +required to turn around three times, then suddenly stand with head +erect, and walk straight ahead.</p> + +<p><b>ZOO, THE.</b>—The player is required to imitate a donkey or any other +animal.</p> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_259" id="Page_259">[259]</a></span></p> +<h2>SINGING GAMES</h2> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_261" id="Page_261">[261]</a></span></p> +<h2>SINGING GAMES</h2> + + + +<h3>DID YOU EVER SEE A LASSIE?</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p>This is a game for very little children, and with a little suggestion +as to the exercises or movements to be illustrated by the "lassie," +may be the source of some very good exercise as well as a pleasing +game.</p> + +<p>All of the players but one form a circle, clasping hands. They circle +around, singing the first two lines of the verse. While they are doing +this, the odd player stands in the center and illustrates some +movement which he chooses for the others to imitate. During the last +two lines of the verse the players stand in place, drop hands, and +imitate the movements of the center player, which he continues in +unison with them.</p> + +<div class="poem"><div class="stanza"> +<span class="i0">Did you ever see a lassie, a lassie, a lassie,<br /></span> +<span class="i0">Did you ever see a lassie do <i>this</i> way and <i>that</i>?<br /></span> +<span class="i0">Do <i>this</i> way and <i>that</i> way, and <i>this</i> way and <i>that</i> way;<br /></span> +<span class="i0">Did you ever see a lassie do <i>this</i> way and <i>that</i>?<br /></span> +</div></div> + +<p>When a boy is in the center, the word "lassie" should be changed to +"laddie."</p> + +<p>The player may imitate any activity, such as mowing grass, raking hay, +prancing like a horse, or turning a hand organ; may use dancing steps +or movements such as bowing, courtesying, skipping, whirling in dance +steps with the hands over the head, etc.; or may take any gymnastic +movements, such as hopping, jumping, arm, head, trunk, or leg +exercises, etc.</p> + +<p><span class='pagenum'><a name="Page_262" id="Page_262">[262]</a></span></p> + +<div class="figcenter" style="width: 272px;"> +<span class="caption">Did You Ever See a Lassie?</span> +<a href="images/mus001full.jpg"><img src="images/mus001.jpg" width="272" height="400" alt="music: Did You Ever See a Lassie?" title="" /></a> +<span class="caption"><a href="music/lassie144.midi">(Listen)</a></span> +</div> + +<p><span class='pagenum'><a name="Page_263" id="Page_263">[263]</a></span></p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 597px;"> +<img src="images/plate016.jpg" width="597" height="400" alt="plate: DRAW A BUCKET OF WATER" title="" /> +<span class="caption">DRAW A BUCKET OF WATER</span> +</div> +<hr class="quarter" /> + + + +<h3>DRAW A BUCKET OF WATER</h3> + + +<p><i>4 to 60 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>This game is played in groups of four, generally by girls. Two players +face each other, clasping hands at full arm's length. The other two +face each other in the same way, with their arms crossing those of the +first couple at right angles. Bracing the feet, the couples sway +backward and forward, singing the following rhyme:—</p> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus002full.jpg"> +<img src="images/mus002.jpg" width="275" height="242" alt="music: Draw a Bucket of Water" title="" /> +</a> +<span class="caption"><a href="music/bucket.midi">(Listen)</a></span> +</div> + +<div class="poem"><div class="stanza"> +<span class="i10">Draw a bucket of water,<br /></span> +<span class="i10">For my lady's daughter.<br /></span> +<span class="i10">One in a rush,<br /></span> +<span class="i10">Two in a rush,<br /></span> +<span class="i10">Please little girl, bob under the bush.<br /></span> +</div></div> + +<p>As the last line is said, the players all raise their arms without +unclasping the hands and place them around their companions, who<span class='pagenum'><a name="Page_264" id="Page_264">[264]</a></span> +stoop to step inside. They will then be standing in a circle with arms +around each other's waists. The game finishes by dancing in this +position around in a ring, repeating the verse once more.</p> + +<p>The illustration shows in the left-hand group the pulling backward and +forward; in the rear (center) group the lifting of hands and stooping +under; and in the right-hand group the position for dancing around +while repeating the verse.</p> + +<h3>DUCK DANCE (THE)</h3> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus003full.jpg"> +<img src="images/mus003.jpg" width="275" height="325" alt="music: DUCK DANCE (THE)" title="" /> +</a> +<span class="caption"><a href="music/duckdance-v1-3.midi">(Listen, verses 1-3)</a></span> +<span class="caption"><a href="music/duckdance-vlast.midi">(Listen, last verse)</a></span> +</div> + +<div class="poem"><div class="stanza"> +<span class='pagenum'><a name="Page_265" id="Page_265">[265]</a></span> +<span class="i10">I saw a ship a-sailing, a-sailing on the sea;<br /></span> +<span class="i10">And oh, it was laden with pretty things for me.<br /></span> +<span class="i10">There were comfits in the cabin, and apples in the hold;<br /></span> +<span class="i10">The sails were made of silk, and the masts were made of gold.<br /></span> +</div><div class="stanza"> +<span class="i10">Four and twenty sailors that sat upon the deck<br /></span> +<span class="i10">Were four and twenty white mice with chains about their necks.<br /></span> +<span class="i10">The captain was a duck with a packet on his back,<br /></span> +<span class="i10">And when the ship began to move the captain cried quack! quack!<br /></span> +</div></div> + +<p>The players hold hands and circle rapidly while singing. After the +last verse one of the players breaks the circle and with his next +neighbor raises his hand high to form an arch, calling "Bid, bid, +bid!" which is the call for ducks. The player on the opposite side of +the break in the circle proceeds to pass under this arch, the entire +circle following, all holding hands and answering "Quack! quack! +quack!"</p> + +<p>When all have passed through, the two players at the opposite end of +the line raise their hands and cry, "Bid, bid, bid!" while the two who +first made the arch pass through, drawing the line after them, and +calling "Quack! quack! quack!" This passing of the ducks under the +gateway is continued during one or two repetitions of the music. The +players should repeat "Bid, bid, bid!" and "Quack, quack, quack!" in +rhythm during all of this latter part of the play.</p> + + + +<h3>FARMER IN THE DELL</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="poem"><div class="stanza"> +<span class="i10">The farmer in the dell,<br /></span> +<span class="i10">The farmer in the dell,<br /></span> +<span class="i12">Heigh-o! the cherry-oh!<br /></span> +<span class="i10">The farmer in the dell.<br /></span> +</div><div class="stanza"> +<span class="i10">The farmer takes a wife,<br /></span> +<span class="i10">The farmer takes a wife,<br /></span> +<span class="i12">Heigh-o! the cherry-oh!<br /></span> +<span class="i10">The farmer takes a wife.<br /></span> +</div><div class="stanza"> +<span class='pagenum'><a name="Page_266" id="Page_266">[266]</a></span> +<span class="i10">The wife takes a child,<br /></span> +<span class="i10">The wife takes a child,<br /></span> +<span class="i12">Heigh-o! the cherry-oh,<br /></span> +<span class="i10">The wife takes a child.<br /></span> +</div></div> + +<p>The succeeding verses vary only in the choice in each, and follow in +this order:—</p> + +<div class="poem"><div class="stanza"> +<span class="i10">The child takes a nurse, etc.<br /></span> +<span class="i10">The nurse takes a cat, etc.<br /></span> +<span class="i10">The cat takes a rat, etc.,<br /></span> +<span class="i10">The rat takes the cheese, etc.<br /></span> +</div></div> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus004full.jpg"> +<img src="images/mus004.jpg" width="275" height="161" alt="music: The farmer in the dell" title="" /> +</a> +<span class="caption"><a href="music/dell.midi">(Listen)</a></span> +</div> + +<p>The players stand in a circle with one of their number in the center, +who represents the farmer in the dell. At the singing of the second +verse, where the farmer takes a wife, the center player beckons to +another, who goes in and stands by her. The circle keeps moving while +each verse is sung, and each time the player last called in beckons to +another; that is, the wife beckons one into the circle as the child, +the child beckons one for the nurse, etc., until six are standing in +the circle. But when the lines, "The rat takes the cheese," are sung, +the players inside the circle and those forming it jump up and down +and clap their hands in a grand confusion, and the game breaks up.<span class='pagenum'><a name="Page_267" id="Page_267">[267]</a></span></p> + + + +<h3>HUNTING</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="blockquot"><p>This game is especially enjoyed by little boys, for whom there +is a comparatively small number of appropriate singing games.</p></div> + +<p>The players all stand in two lines facing each other. They clap their +hands in time with the song, and sing the first verse:—</p> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus005full.jpg"> +<img src="images/mus005.jpg" width="275" height="278" alt="music: Oh, have you seen the Shah?" title="" /> +</a> +<span class="caption"><a href="music/hunting.midi">(Listen)</a></span> +</div> + +<div class="poem"><div class="stanza"> +<span class="i10">Oh, have you seen the Shah?<br /></span> +<span class="i10">Oh, have you seen the Shah?<br /></span> +<span class="i10">He lights his pipe on a starlight night.<br /></span> +<span class="i10">Oh, have you seen the Shah?<br /></span> +</div><div class="stanza"> +<span class='pagenum'><a name="Page_268" id="Page_268">[268]</a></span> +<span class="i10">For a-hunting we will go,<br /></span> +<span class="i10">A-hunting we will go.<br /></span> +<span class="i10">We'll catch a fox and put him in a box.<br /></span> +<span class="i10">A-hunting we will go.<br /></span> +</div></div> + +<p>While the last verse is being sung, the two players at the top of the +lines run forward, join hands, and run down between the lines to the +foot, turn around, join the other hands, and return between the lines. +When they have reached the head again, they unclasp hands and run down +the outside of the lines, each on his own side, and take their places +at the foot of the lines. By this time the verse should be finished, +and it is then sung again, the two players who are now standing at the +head running down through the middle, etc. This is repeated until all +the players have run, when the two lines join hands in a ring and all +dance around, repeating the verse for the last time.</p> + +<p>For a large number of players several may run instead of two. The +first two then represent foxes, the next four, prancing or galloping +horses (all in time to the music), and four others for riders or +hunters.</p> + + + +<h3>ITISKIT, ITASKET</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>This is a form of Drop the Handkerchief, differing somewhat in play, +and also in that a verse is sung with the game.</p> + +<p>All of the players but one stand in a circle with clasped hands; the +odd player, carrying a handkerchief, runs around on the outside of the +circle, singing the following verse:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">Itiskit, Itasket,<br /></span> +<span class="i0">A green and yellow basket;<br /></span> +<span class="i0">I wrote a letter to my love<br /></span> +<span class="i0">And on the way I dropped it.<br /></span> +<span class="i0">Some one of you has picked it up<br /></span> +<span class="i0">And put it in your pocket;<br /></span> +<span class="i0">It isn't you—it isn't you—<br /></span> +</div></div> + +<p>This last phrase is repeated until the player reaches one behind whom +he wishes to drop the handkerchief, when he says, "It is you!" and +immediately starts on a quick run around the circle.<span class='pagenum'><a name="Page_269" id="Page_269">[269]</a></span></p> + +<div class="figcenter" style="width: 275px;"> +<span class="caption">Itiskit, Itasket</span> +<a href="images/mus006full.jpg"> +<img src="images/mus006.jpg" width="275" height="394" alt="music: Itiskit, Itasket" title="" /> +</a> +<span class="caption"><a href="music/itiskit.midi">(Listen)</a></span> +</div> + +<p><span class='pagenum'><a name="Page_270" id="Page_270">[270]</a></span></p><p>The one behind whom the handkerchief was dropped picks it up and at +once starts around the circle in the opposite direction, the object +being to see which of the two shall first reach the vacant place. The +one who is left out takes the handkerchief for the next round.</p> + +<p>Should a circle player fail to discover that the handkerchief has been +dropped behind him until the one who has dropped it has walked or run +entirely around the circle, he must yield his place in the circle to +the handkerchief man, changing places with him.</p> + + + +<h3>KEEP MOVING</h3> + + +<p><i>5 to 60 players.</i></p> + +<p><i>Indoors; out of doors; schoolroom.</i></p> + +<p>One player is chosen as leader. He repeats or sings the following +formula, at the same time going through the motions indicated. The +other players must repeat the formula and the motions with him. They +may be either seated or standing. The rhythm should be very rapid:—</p> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus007full.jpg"> +<img src="images/mus007.jpg" width="275" height="191" alt="music: Keep Moving" title="" /></a> +<span class="caption"><a href="music/keepmoving.midi">(Listen)</a></span> +</div> + +<div class="poem"><div class="stanza"> +<span class='pagenum'><a name="Page_271" id="Page_271">[271]</a></span> +<span class="i10">One finger one thumb keep moving,<br /></span> +<span class="i10">One finger one thumb keep moving,<br /></span> +<span class="i10">One finger one thumb keep moving.<br /></span> +<span class="i12">Tra-la! la-la! la-la!<br /></span> +</div></div> + +<p>(The thumb and index finger of one hand are separated and brought +together, as when a bird's beak is being imitated with the fingers.)</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Two fingers two thumbs keep moving,<br /></span> +<span class="i10">Two fingers two thumbs keep moving,<br /></span> +<span class="i10">Two fingers two thumbs keep moving.<br /></span> +<span class="i12">Tra-la! la-la! la-la!<br /></span> +</div></div> + +<p>(The thumb and index finger of both hands are moved in similar +manner.)</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Four fingers two thumbs keep moving,<br /></span> +<span class="i10">Four ——<br /></span> +<span class="i10">Four ——<br /></span> +<span class="i12">Tra-la! ——<br /></span> +</div></div> + +<p>(The thumb, index, and middle fingers on each hand.)</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Six fingers two thumbs keep moving,<br /></span> +<span class="i10">Six ——<br /></span> +<span class="i10">Six ——<br /></span> +<span class="i12">Tra-la! ——<br /></span> +</div></div> + +<p>(Add the ring finger.)</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Eight fingers two thumbs keep moving,<br /></span> +<span class="i10">Eight ——, etc.<br /></span> +</div></div> + +<p>(All the fingers.)</p> + +<div class="poem"><div class="stanza"> +<span class="i8">Eight fingers two thumbs one hand keep moving,<br /></span> +<span class="i8">Eight fingers two thumbs one hand keep moving,<br /></span> +<span class="i8">Eight fingers two thumbs one hand keep moving.<br /></span> +<span class="i10">Tra-la! la-la! la-la!<br /></span> +</div></div> + +<p>(The finger motion is continued, and to it is added an up-and-down +shaking of one hand.)</p> + +<div class="poem"><div class="stanza"> +<span class="i8">Eight fingers two thumbs two hands keep moving,<br /></span> +<span class="i8">Eight ——<br /></span> +<span class="i8">Eight ——<br /></span> +<span class="i10">Tra-la! ——<br /></span> +</div></div> + +<p>(A similar movement of the other hand is added.)</p> + +<div class="poem"><div class="stanza"> +<span class='pagenum'><a name="Page_272" id="Page_272">[272]</a></span> +<span class="i1">Eight fingers two thumbs two hands one arm keep moving, etc.<br /></span> +</div></div> + +<p>(One arm is moved up and down with the shoulder, elbow, and wrist all +active, while the movement of the fingers and of the opposite hand +continues.)</p> + +<div class="poem"><div class="stanza"> +<span class="i1">Eight fingers two thumbs two hands two arms keep moving, etc.<br /></span> +</div></div> + +<p>(Add similar movement of the other arm.)</p> + +<div class="poem"><div class="stanza"> +<span class="i1">Eight fingers two thumbs two hands two arms one foot keep moving, etc.<br /></span> +</div></div> + +<p>(The toes of one foot are lifted (bending the ankle) and tapped on the +floor as in beating time.)</p> + +<div class="poem"><div class="stanza"> +<span class="i1">Eight fingers two thumbs two hands two arms two feet keep moving, etc.<br /></span> +</div></div> + +<p>(Add similar movement of other foot.)</p> + +<div class="poem"><div class="stanza"> +<span class="i1">Eight fingers two thumbs two hands two arms two feet one leg keep moving, etc.<br /></span> +</div></div> + +<p>(Lift one leg with bent knee and replace the foot on the floor in +rhythmic time, while all of the other parts mentioned are kept in +motion as previously.)</p> + +<div class="poem"><div class="stanza"> +<span class="i1">Eight fingers two thumbs two hands two arms two feet two legs keep moving, etc.<br /></span> +</div></div> + +<p>(Add similar movement of the other leg.)</p> + +<div class="poem"><div class="stanza"> +<span class="i1">Eight fingers two thumbs two hands two arms two feet two legs one head keep moving, etc.<br /></span> +</div></div> + +<p>(Add a nodding movement of the head, forward and backward.)</p> + +<p>This is a Scotch game and is full of sport, but will depend largely +for its success upon the familiarity of the leader with the order of +the movements, and, like most Scotch games, upon the rapid and +sustained time in which it is kept going. It is especially good for +the schoolroom, as it affords some excellent exercise without the +players leaving their seats.<span class='pagenum'><a name="Page_273" id="Page_273">[273]</a></span></p> + + + +<h3>KING OF FRANCE (THE)</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus008full.jpg"> +<img src="images/mus008.jpg" width="275" height="185" alt="music: The King of France" title="" /> +</a> +<span class="caption"><a href="music/kingoffrance.midi">(Listen)</a></span> + +</div> + +<div class="poem"><div class="stanza"> +<span class="i10">The King of France with forty thousand men<br /></span> +<span class="i10">Marched up the hill and then marched down again.<br /></span> +</div></div> + +<p>The players stand in two rows or groups facing each other. Each group +has a leader who stands in the center and represents a king leading +his army.</p> + +<p>The game or play is a simple one of imitation; in which the players +perform in unison some action first indicated by one of the leaders.</p> + +<p>The leaders of the two groups take turns in singing the verse, at the +same time marching forward during the first line of the verse, and +back again to their places during the second line, illustrating the +action that is then to be taken by all. The verse is then sung by both +groups while advancing toward each other and retreating, performing +the movements indicated by the leaders. The movements illustrated by +the leaders may be anything suitable to an<span class='pagenum'><a name="Page_274" id="Page_274">[274]</a></span> army of men, the words +describing the movement being substituted for the line, "Marched up +the hill." Thus:—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">The King of France with forty thousand men<br /></span> +<span class="i0">Waved his flag and then marched down again.<br /></span> +</div></div> + +<p>The following variations are suggested, each of which indicates the +movements to go with it.</p> + +<div class="poem"><div class="stanza"> +<span class="i0">Gave a salute, etc.<br /></span> +<span class="i0">Beat his drum.<br /></span> +<span class="i0">Blew his horn.<br /></span> +<span class="i0">Drew his sword.<br /></span> +<span class="i0">Aimed his gun.<br /></span> +<span class="i0">Fired his gun.<br /></span> +<span class="i0">Shouldered arms.<br /></span> +<span class="i0">Pranced on his horse.<br /></span> +</div></div> + +<p>It is scarcely necessary to say that a real flag and drum add much to +the martial spirit of the game, and if each soldier can have a stick +or wand over his shoulder for a gun, the <i>esprit de corps</i> will be +proportionately enhanced.</p> + + + +<h3>KITTY WHITE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>This is an admirable game for very little children. Their dramatic +tendency should be given full rein in impersonating the soft movements +of the kitty and mousie before the chase begins.</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Kitty White so slyly comes,<br /></span> +<span class="i12">To catch the Mousie Gray;<br /></span> +<span class="i10">But mousie hears her softly creep;<br /></span> +<span class="i12">And quickly runs away.<br /></span> +</div><div class="stanza"> +<span class="i10">Run, run, run, little mouse,<br /></span> +<span class="i10">Run all around the house;<br /></span> +<span class="i10">For Kitty White is coming near,<br /></span> +<span class="i10">And she will catch the mouse, I fear.<br /></span> +</div></div> +<p><span class='pagenum'><a name="Page_275" id="Page_275">[275]</a></span></p> + +<div class="figcenter" style="width: 275px;"> +<span class="caption">Kitty White</span> +<a href="images/mus009full.jpg"> +<img src="images/mus009.jpg" width="275" height="320" alt="music: Kitty White" title="" /></a> +<span class="caption"><a href="music/kittywhite.midi">(Listen)</a></span> +</div> + +<p>One player is chosen for the mouse and stands in the center, and +another for Kitty White, who stands outside of the circle. The other +players join hands in a ring and move around, while singing the first +four lines. Meanwhile Kitty White is creeping around outside of the +circle, peeping in at little Mousie Gray. When the fourth line is +reached, "And quickly runs away," the circle stops moving and drops +hands while the mouse runs out and in through the circle, chased by +Kitty White. For the last four<span class='pagenum'><a name="Page_276" id="Page_276">[276]</a></span> lines, while the chase is going on, +the players in the circle stand in place and clap their hands while +singing "Run, run," etc.</p> + +<p>When the mousie is caught, both return to the circle, and another +mouse and kitty are chosen.</p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 600px;"> +<img src="images/plate017.jpg" width="600" height="400" alt="plate: THE DUCK DANCE" title="" /> +<span class="caption">THE DUCK DANCE</span> +</div> +<hr class="quarter" /> + + + +<h3>LEAVES ARE GREEN</h3> + + +<p><i>4 to 60 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>This is a game for small children. The players join hands and form a +ring. They dance around in a circle in time to the music, singing to +the air of "Mulberry bush":—</p> + +<div class="poem"><div class="stanza"> +<span class="i0">The leaves are green, the nuts are brown;<br /></span> +<span class="i0">They hang so high they will not come down;<br /></span> +<span class="i0">Leave them alone till frosty weather;<br /></span> +<span class="i0">Then they will all come down together.<br /></span> +</div></div> + +<p>As the last words are sung, the children all stoop suddenly to the +ground, to represent the falling nuts. This is more interesting if the +time be rapid and if the players jump before stooping, which may lead +to their tumbling over as the nuts do when they fall from the trees.</p> + + + +<h3>LET THE FEET GO TRAMP</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<div class="poem"><div class="stanza"> +<span class="i10">Let the feet go tramp! tramp! tramp!<br /></span> +<span class="i10">Let the hands go clap! clap! clap!<br /></span> +<span class="i10">Let the finger beckon thee.<br /></span> +<span class="i10">Come, dear friend, and skip with me.<br /></span> +<span class="i12">La, la la la, la la la, etc.<br /></span> +</div></div> + +<p><span class='pagenum'><a name="Page_277" id="Page_277">[277]</a></span></p> + +<div class="figcenter" style="width: 275px;"> +<span class="caption">Let the Feet Go Tramp</span> +<a href="images/mus010full.jpg"> +<img src="images/mus010.jpg" width="275" height="313" alt="music: Let the Feet Go Tramp" title="" /></a> +<span class="caption"><a href="music/tramp.midi">(Listen)</a></span> +</div> + +<p>The players form a circle with from one to five in the center, +according to the number of players. All of the players, both circle +and center, sing the verse, suiting the action to the words with +stamping of the feet for "Tramp, tramp, tramp!" and clapping of the +hands for "Clap, clap, clap!" As the last line, "Come dear friend and +skip with me," is sung, each child in the center beckons to one in the +circle, who steps in and joins hands with the little partner as they +stand facing each other. These partners in the<span class='pagenum'><a name="Page_278" id="Page_278">[278]</a></span> center then dance +around in time to the chorus "La, la," and the circle players may also +join hands and dance in a circle.</p> + + + +<h3>LONDON BRIDGE</h3> + + +<p><i>6 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus011full.jpg"> +<img src="images/mus011.jpg" width="275" height="163" alt="music: London Bridge" title="" /></a> +<span class="caption"><a href="music/londonbridge.midi">(Listen)</a> +</span> +</div> + +<div class="poem"><div class="stanza"> +<span class="i10">London Bridge is falling down,<br /></span> +<span class="i12">Falling down, falling down.<br /></span> +<span class="i10">London Bridge is falling down,<br /></span> +<span class="i12">My fair lady!<br /></span> +</div><div class="stanza"> +<span class="i10">Build it up with iron bars,<br /></span> +<span class="i12">Iron bars, iron bars.<br /></span> +<span class="i10">Build it up with iron bars,<br /></span> +<span class="i12">My fair lady!<br /></span> +</div><div class="stanza"> +<span class="i10">Iron bars will bend and break,<br /></span> +<span class="i12">Bend and break, bend and break,<br /></span> +<span class="i10">Iron bars will bend and break,<br /></span> +<span class="i12">My fair lady!<br /></span> +</div></div> + +<p><span class='pagenum'><a name="Page_279" id="Page_279">[279]</a></span></p> + +<div class='center'> +<table border="0" cellpadding="4" cellspacing="0" summary=""> +<tr><td align='left'>Build it up with gold and silver, etc.</td><td align='left'>Gold and silver will be stolen away, etc.</td></tr> +<tr><td colspan="2" align='center'><hr class="table" /></td></tr> +<tr><td align='left'>Get a man to watch all night, etc.</td><td align='left'>Suppose the man should fall asleep? etc.</td></tr> +<tr><td colspan="2" align='center'><hr class="table" /></td></tr> +<tr><td align='left'>Put a pipe into his mouth, etc.</td><td align='left'>Suppose the pipe should fall and break? etc.</td></tr> +<tr><td colspan="2" align='center'><hr class="table" /></td></tr> +<tr><td align='left'>Get a dog to bark all night, etc.</td><td align='left'>Suppose the dog should meet a bone? etc.</td></tr> +<tr><td colspan="2" align='center'><hr class="table" /></td></tr> +<tr><td align='left'>Get a cock to crow all night, etc.</td><td align='left'>Here's a prisoner I have got, etc.</td></tr> +<tr><td colspan="2" align='center'><hr class="table" /></td></tr> +<tr><td align='left'>What's the prisoner done to you? etc.</td><td align='left'>Stole my hat and lost my keys, etc.</td></tr> +<tr><td colspan="2" align='center'><hr class="table" /></td></tr> +<tr><td align='left'>A hundred pounds will set him free, etc.</td><td align='left'>A hundred pounds he has not got, etc.</td></tr> +<tr><td colspan="2" align='center'><hr class="table" /></td></tr> +<tr><td colspan="2" align='center'>Off to prison he must go, etc.</td></tr> +</table> +</div> + +<p>Two of the tallest players represent a bridge by facing each other, +clasping hands, and holding them high for the others to pass under. +The other players, in a long line, holding each other by the hand or +dress, pass under the arch while the verses are sung alternately by +the players representing the bridge and those passing under, those +forming the arch singing the first and alternate verses and the last +"Off to prison." As the words,—</p> + +<div class="poem"><div class="stanza"> +<span class="i10">"Here's a prisoner I have got"<br /></span> +</div></div> + +<p>are sung, the players representing the bridge drop their arms around +the one who happens to be passing under at the time. The succeeding +verses are then sung to "Off to prison he must go." During this last +one the prisoner is led off to one side to a place supposed to be a +prison, and is there asked in a whisper or low voice to choose between +two valuable objects, represented by the two bridge players who have +previously agreed which each shall represent, such as a "diamond +necklace" or a "gold piano." The prisoner belongs to the side which he +thus chooses. When all have been caught, the prisoners line up behind +their respective leaders (who have up to this time been the holders of +the bridge), clasp each other around<span class='pagenum'><a name="Page_280" id="Page_280">[280]</a></span> the waist, and a tug of war +takes place, the side winning which succeeds in pulling its opponent +across a given line.</p> + +<p>Where a large number of players are taking part, say over ten, the +action may be made much more rapid and interesting by forming several +spans or arches to the bridge instead of only one, and by having the +players run instead of walk under. There is thus much more activity +for each player, and the prisoners are all caught much sooner.</p> + +<div class="blockquot"><p>This is a very ancient game, supposed to have originated in the +custom of making a foundation sacrifice at the building of a +bridge. The tug of war is thought by Mr. Newell possibly to +signify a contest between powers of good and evil for the soul +of the victim sacrificed.</p></div> + + + +<h3>LOOBY LOO</h3> + + +<p><i>5 to 60 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="poem"><div class="stanza"> +<span class="i10">Here we dance, looby, looby, looby.<br /></span> +<span class="i12">Here we dance, looby, looby, light.<br /></span> +<span class="i10">Here we dance, looby, looby, looby, loo,<br /></span> +<span class="i12">Every Saturday night.<br /></span> +</div><div class="stanza"> +<span class="i10">Put your right hand in<br /></span> +<span class="i12">Put your right hand out<br /></span> +<span class="i10">Give your right hand a shake, shake, shake,<br /></span> +<span class="i12">Hinkumbooby round-about.<br /></span> +</div><div class="stanza"> +<span class="i10">Here we dance, looby, looby, looby, etc.<br /></span> +</div><div class="stanza"> +<span class="i10">Put your left hand in, etc.<br /></span> +</div><div class="stanza"> +<span class="i10">Here we dance, looby, looby, looby, etc.<br /></span> +</div><div class="stanza"> +<span class="i10">Put your two hands in, etc.<br /></span> +<span class="i10">Put your right foot in, etc.<br /></span> +<span class="i10">Put your left foot in, etc.<br /></span> +<span class="i10">Put your two feet in, etc.<br /></span> +<span class="i10">Put your right elbow in, etc.<br /></span> +<span class="i10">Put your left elbow in, etc.<br /></span> +<span class="i10">Put your two elbows in, etc.<br /></span> +<span class="i10">Put your right ear in, etc.<br /></span> +<span class="i10">Put your left ear in, etc.<br /></span> +<span class="i10">Put your head way in (bend deeply from the waist).<br /></span> +</div></div> +<p><span class='pagenum'><a name="Page_281" id="Page_281">[281]</a></span></p> + +<div class="figcenter" style="width: 275px;"> +<span class="caption">Looby Loo</span> +<a href="images/mus012full.jpg"> +<img src="images/mus012.jpg" width="275" height="416" alt="music: Looby Loo" title="" /></a> +<span class="caption"><a href="music/loobyloo.midi">(Listen)</a></span> +</div> + +<p><span class='pagenum'><a name="Page_282" id="Page_282">[282]</a></span></p><p>The players stand in a ring, clasping hands. For the first two lines +of the chorus,—</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Here we dance, looby, looby, looby,<br /></span> +<span class="i12">Here we dance, looby, looby, light,<br /></span> +</div></div> + +<p>the players sway from one foot to the other, throwing the free foot +across the other in sort of a balance movement in rhythm to the music. +On the last two lines of this verse,—</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Here we dance, looby, looby, looby, loo,<br /></span> +<span class="i12">Every Saturday night,<br /></span> +</div></div> + +<p>the circle gallops halfway around to the left for the first line, and +reverses the action, returning to place on the last line.</p> + +<p>For the alternate verses which describe action the movements are +suited to the words; for instance, when the left hand is called for, +the players lean far forward and stretch the left hand into the ring +while singing the first line, turn around, and stretch the left hand +outward for the second line, shake the hand hard on the third line, +and on the last line jump or spin completely around.</p> + +<div class="blockquot"><p>This is a very ancient game, supposed to have originated in a +choral dance, probably in celebration of the rites of some +deity, in which animal postures were assumed or animal rites +were an object. Later, it was an old court dance, stately and +decorous as the minuet.</p></div> + + + +<h3>MUFFIN MAN</h3> + + +<p><i>6 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>The players stand in a circle, with one or more in the center. The +circle dances around and sings the first two lines of the following +verse. They then stand still while the player or players in the center +choose each a partner who enters the circle with him; they clasp hands +and dance around, singing the last two lines:—</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Oh, have you seen the muffin man, the muffin man, the muffin man?<br /></span> +<span class="i10">Oh, have you seen the muffin man that lives in Drury Lane, O!<br /></span> +<span class="i10">Oh, yes, I've seen the muffin man, the muffin man, the muffin man,<br /></span> +<span class="i10">Oh, yes, I've seen the muffin man that lives in Drury Lane, O!<br /></span> +</div></div> +<p><span class='pagenum'><a name="Page_283" id="Page_283">[283]</a></span></p> + +<div class="figcenter" style="width: 275px;"> +<span class="caption">(The) Muffin Man</span> +<a href="images/mus013full.jpg"> +<img src="images/mus013.jpg" width="275" height="255" alt="music: (The) Muffin Man" title="" /></a> +<span class="caption"><a href="music/muffinman.midi">(Listen)</a></span> +</div> + +<div class="blockquot"><p>Miss Newton has a very good adaptation of this game for the +schoolroom or parlor, in which four or five players stand in +corners. Each of these chooses a partner at the end of the +second line, and these groups of two dance in a circle.</p></div> + + + +<h3>MULBERRY BUSH</h3> + + +<p><i>6 to 60 players or more.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="poem"><div class="stanza"> +<span class="i10">Here we go round the mulberry bush,<br /></span> +<span class="i12">The mulberry bush, the mulberry bush,<br /></span> +<span class="i10">Here we go round the mulberry bush,<br /></span> +<span class="i12">So early in the morning!<br /></span> +</div></div> +<p><span class='pagenum'><a name="Page_284" id="Page_284">[284]</a></span></p> + +<div class="figcenter" style="width: 275px;"> +<span class="caption">MULBERRY BUSH</span> +<a href="images/mus014full.jpg"> +<img src="images/mus014.jpg" width="275" height="231" alt="music: MULBERRY BUSH" title="" /></a> +<span class="caption"><a href="music/mulberrybush.midi">(Listen)</a></span> +</div> + +<div class="poem"><div class="stanza"> +<span class="i10">This is the way we wash our clothes,<br /></span> +<span class="i12">We wash our clothes, we wash our clothes,<br /></span> +<span class="i10">This is the way we wash our clothes,<br /></span> +<span class="i12">So early Monday morning.<br /></span> +</div><div class="stanza"> +<span class="i10">This is the way we iron our clothes,<br /></span> +<span class="i12">We iron our clothes, we iron our clothes,<br /></span> +<span class="i10">This is the way we iron our clothes,<br /></span> +<span class="i12">So early Tuesday morning.<br /></span> +</div><div class="stanza"> +<span class="i10">This is the way we scrub the floor,<br /></span> +<span class="i12">We scrub the floor, we scrub the floor,<br /></span> +<span class="i10">This the way we scrub the floor,<br /></span> +<span class="i12">So early Wednesday morning.<br /></span> +</div><div class="stanza"> +<span class="i10">This is the way we mend our clothes,<br /></span> +<span class="i12">We mend our clothes, we mend our clothes,<br /></span> +<span class="i10">This the way we mend our clothes,<br /></span> +<span class="i12">So early Thursday morning.<br /></span> +</div><div class="stanza"> +<span class='pagenum'><a name="Page_285" id="Page_285">[285]</a></span> +<span class="i10">This is the way we sweep the house,<br /></span> +<span class="i12">We sweep the house, we sweep the house,<br /></span> +<span class="i10">This is the way we sweep the house,<br /></span> +<span class="i12">So early Friday morning.<br /></span> +</div><div class="stanza"> +<span class="i10">Thus we play when our work is done,<br /></span> +<span class="i12">Our work is done, our work is done,<br /></span> +<span class="i10">Thus we play when our work is done,<br /></span> +<span class="i12">So early Saturday morning.<br /></span> +</div></div> + +<p>The players stand in a circle clasping hands, and circle around, +singing the first verse. In the second and alternate verses the action +indicated by the lines is given in pantomime. In all verses the +players spin around rapidly, each in her own place, on the repetition +of the refrain, "So early in the morning."</p> + +<div class="blockquot"><p>This is one of the oldest traditional games, and probably one +of the most widely known. It is considered to have originated +as a marriage dance around a sacred tree or bush, our mistletoe +custom having come from the same source.</p></div> + + + +<h3>NUTS IN MAY</h3> + + +<p><i>6 to 60 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>(Sung to the air of "Mulberry Bush")</p> + +<div class="poem"><div class="stanza"> +<span class="i0">Here we come gathering nuts in May,<br /></span> +<span class="i2">Nuts in May, nuts in May.<br /></span> +<span class="i0">Here we come gathering nuts in May,<br /></span> +<span class="i2">On a cold and frosty morning.<br /></span> +</div><div class="stanza"> +<span class="i0">Whom will you have for nuts in May,<br /></span> +<span class="i2">Nuts in May, nuts in May?<br /></span> +<span class="i0">Whom will you have for nuts in May<br /></span> +<span class="i2">On a cold and frosty morning?<br /></span> +</div><div class="stanza"> +<span class="i0">We'll have (Mary) for nuts in May,<br /></span> +<span class="i2">Nuts in May, nuts in May,<br /></span> +<span class="i0">We'll have (Mary) for nuts in May,<br /></span> +<span class="i2">On a cold and frosty morning.<br /></span> +</div><div class="stanza"> +<span class='pagenum'><a name="Page_286" id="Page_286">[286]</a></span><span class="i0">Whom will you send to fetch her away,<br /></span> +<span class="i2">To fetch her away, to fetch her away?<br /></span> +<span class="i0">Whom will you send to fetch her away,<br /></span> +<span class="i2">On a cold and frosty morning?<br /></span> +</div><div class="stanza"> +<span class="i0">We'll send (Alice) to fetch her away,<br /></span> +<span class="i2">To fetch her away, to fetch her away.<br /></span> +<span class="i0">We'll send (Alice) to fetch her away,<br /></span> +<span class="i2">On a cold and frosty morning.<br /></span> +</div></div> + +<p>The players stand in two lines facing each other and holding hands, +with a wide space between which will admit of advancing toward each +other and retreating. The first line sings the first verse, advancing +toward its opponents and retreating. The second line then advances and +retreats and sings the second verse. The first line again advances and +retreats, singing the third verse, naming some player who stands in +the opposing line. The second line, unwilling to yield a player so +easily, then advances and retires, singing the fourth verse, in which +it suggests that some one be sent to take the one who has been +selected for "nuts," and the first line then advances and retires, +singing the last verse, in which it names some player from its own +side whom it considers a good match for the player whom it has called +from the opposite side.</p> + +<p>The lines then stand still while these two players advance to the +center, draw a mark on the ground, or throw a handkerchief down to +serve the purpose, take hold of right hands across the line, and have +a tug of war. The player who is pulled across the line becomes the +captured "nut" and joins the side of her captors. The game is then +repeated, with the change that the lines of players sing the verses +that were sung by their opponents the previous time, the second line +of players starting with the first verse. This should be continued +until all of the players have taken part in the tug of war. The line +wins which gets the most "nuts."</p> + +<p>For large numbers of players, instead of a tug of war between two +players only, the two lines may advance, each player joining hands +with the one opposite, and all taking part in the tug of war. Still +another method is to have the two players who are named, join hands, +with the players of their respective sides all lined up behind them +for a tug of war, as in London Bridge.<span class='pagenum'><a name="Page_287" id="Page_287">[287]</a></span></p> + + + +<h3>OATS, PEAS, BEANS</h3> + + +<p><i>6 to 60 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus015full.jpg"> +<img src="images/mus015.jpg" width="275" height="390" alt="music: Oats, Peas, Beans" title="" /></a> +</div> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus016full.jpg"> +<img src="images/mus016.jpg" width="275" height="230" alt="music: Oats, Peas, Beans-continued" title="" /></a> +<span class="caption"><a href="music/oatspeas.midi">(Listen)</a></span> +</div> + +<div class="poem"><div class="stanza"> +<span class="i10">Oats, peas, beans, and barley grows,<br /></span> +<span class="i10">Oats, peas, beans, and barley grows.<br /></span> +<span class="i10">Nor you nor I nor nobody knows<br /></span> +<span class="i10">How oats, peas, beans, and barley grows.<br /></span> +</div><div class="stanza"> +<span class="i10">Thus the farmer sows his seed,<br /></span> +<span class="i10">Thus he stands and takes his ease,<br /></span> +<span class="i10">Stamps his foot and claps his hands,<br /></span> +<span class="i10">And turns around to view his lands.<br /></span> +</div><div class="stanza"> +<span class="i10">A-waiting for a partner,<br /></span> +<span class="i10">A-waiting for a partner,<br /></span> +<span class="i10">So open the ring and choose one in,<br /></span> +<span class="i10">Make haste and choose your partner.<br /></span> +</div><div class="stanza"> +<span class='pagenum'><a name="Page_289" id="Page_289">[289]</a></span> +<span class="i10">Now you're married, you must obey.<br /></span> +<span class="i10">You must be true to all you say.<br /></span> +<span class="i10">You must be kind, you must be good,<br /></span> +<span class="i10">And keep your wife in kindling wood.<br /></span> +</div></div> + +<p>The players form a ring, clasping hands, and circle about one of their +number who has been chosen to stand in the center. They all sing the +first four lines, when they drop hands, and each player goes through +the motions indicated by the words: sowing the seed with a broad sweep +of the arm as though scattering seed from the hand; standing erect and +folding the arms; stamping the foot; clapping the hands; and at the +end of the verse turning entirely around. They then clasp hands again +and circle entirely around, singing:—</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Waiting for a partner,<br /></span> +<span class="i10">Waiting for a partner,<br /></span> +</div></div> + +<p>standing still for the last two lines:—</p> + +<div class="poem"><div class="stanza"> +<span class="i10">So open the ring<br /></span> +<span class="i10">And choose one in.<br /></span> +</div></div> + +<p>On these words the one in the center chooses one from the circle as a +partner. The player who was first in the center then returns to the +circle, and the one chosen as partner remains in the center while the +game is repeated.</p> + +<p>If large numbers are playing, four players may stand in the center +instead of one, and in that case, of course, four partners will be +chosen. This form of playing the game has traditional sanction, and at +the same time adapts itself nicely to the large numbers that often +have to be provided for under modern conditions of playing.</p> + +<div class="blockquot"><p>This is one of the games that Mr. Newell calls "world-old and +world-wide." It is found in France, Italy, Spain, Germany, +etc., was played by Froissart in the fourteenth century, and by +Rabelais in the fifteenth. The game is supposed to have had its +source in a formula sung at the sowing of grain to propitiate +the earth gods and to promote and quicken the growth of crops. +Mrs. Gomme notes that the turning around and bowing to the +fields and lands, coupled with pantomimic actions of harvest +activities, are very general in the history <span class='pagenum'><a name="Page_290" id="Page_290">[290]</a></span>of sympathetic +magic among primitive peoples, from which doubtless came the +custom of spring and harvest festivals.</p> + +<p>Mrs. Gomme also points out that the choosing of the partner +indicates the custom of courtship and marriage at these sowing +and harvest gatherings.</p></div> + + + +<h3>ROUND AND ROUND THE VILLAGE</h3> + + +<p><i>6 to 30 or more players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<div class="figcenter" style="width: 275px;"> +<a href="images/mus017full.jpg"> +<img src="images/mus017.jpg" width="275" height="230" alt="music: Round and Round the Village" title="" /></a> +<span class="caption"><a href="music/roundthevillage.midi">(Listen)</a></span> +</div> + +<div class="poem"><div class="stanza"> +<span class="i10">Go round and round the village,<br /></span> +<span class="i10">Go round and round the village,<br /></span> +<span class="i10">Go round and round the village,<br /></span> +<span class="i10">Go as we have done before.<br /></span> +</div><div class="stanza"> +<span class="i10">Go in and out the windows,<br /></span> +<span class="i10">Go in and out the windows,<br /></span> +<span class="i10">Go in and out the windows,<br /></span> +<span class="i10">Go as we have done before.<br /></span> +</div><div class="stanza"> +<span class='pagenum'><a name="Page_291" id="Page_291">[291]</a></span> +<span class="i10">Now stand and face your partner,<br /></span> +<span class="i10">Now stand and face your partner,<br /></span> +<span class="i10">Now stand and face your partner,<br /></span> +<span class="i10">And bow before you go.<br /></span> +</div><div class="stanza"> +<span class="i10">Now follow me to London,<br /></span> +<span class="i10">Now follow me to London,<br /></span> +<span class="i10">Now follow me to London,<br /></span> +<span class="i10">As we have done before.<br /></span> +</div></div> + +<p>The players form a circle, clasping hands, with one player outside. In +this game the circle stands still and represents the houses of a +village. The player outside sings the first verse dancing around the +circle. On the second verse, "In and out the windows," etc., the +players forming the ring raise their clasped hands to represent +windows, and the outside player passes in under one arch, out under +the next, and so on, winding in and out until the circle has been +completed. She tries to get around by the time the verse is finished, +and then goes on singing the third verse while she pauses in the +circle and chooses a partner. These two then run around the outside of +the circle while singing the last verse, "Follow me to London," etc., +returning at the close to the center of the circle, where they bow and +part, the first player taking her place in the ring. The game is then +repeated, with the second player running around the outside of the +village.</p> + +<p>Where large numbers are playing, several players may be chosen instead +of one, to run around the village and in and out of the windows. In +that case several partners will be chosen, and at the close the first +players will return to the circle, and the partners whom they have +chosen will go on with the game by running around the village and +singing the first verse again.</p> + +<p><b>FOR THE SCHOOLROOM.</b>—In the schoolroom two players may be chosen to +run "Round and round the village," starting from different parts of +the room. The remainder of the class sits and sings while these +players run up and down through the aisles, each touching two or three +pupils, who rise and run after them. When the windows are mentioned, +the seated players who still have neighbors sitting across the aisles, +stand, and clasp hands<span class='pagenum'><a name="Page_292" id="Page_292">[292]</a></span> with the neighbors to form an arch under which +the runners make their way.</p> + +<p><b>Variations.</b>—A pretty variation in this game, adapting it to the +modern city environment, with which many city children are more +familiar than they are with village life, is to substitute for the +words "Round and round the village" and "In and out the windows" the +words, "Round and round the city" (presumably on elevated or subway +trains) and "In and out the stations" or "In and out the subway." +While this tampering with a traditional form of the game is +questionable, there is no doubt that children much enjoy playing about +things related to their own experiences. A gradual and probably +unconscious adaptation to environment is one of the manifestations of +the folk-lore spirit.</p> + +<div class="blockquot"><p>This is one of the very old traditional games, based on village +customs. Mrs. Gomme traces it to the periodical village +festivals at which marriages took place. In some of these it +was customary for the young people to go through the houses in +procession.</p></div> + + + +<h3>SNAIL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Indoors; out of doors.</i></p> + +<p>This is a favorite game with very little children. For large numbers +each verse may be repeated as needed to complete the winding or +unwinding of the line.</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Hand in hand you see us well<br /></span> +<span class="i10">Creep like a snail into his shell,<br /></span> +<span class="i12">Ever nearer, ever nearer,<br /></span> +<span class="i12">Ever closer, ever closer,<br /></span> +<span class="i10">Very snug indeed you dwell,<br /></span> +<span class="i10">Snail, within your tiny shell.<br /></span> +</div><div class="stanza"> +<span class="i10">Hand in hand you see us well<br /></span> +<span class="i10">Creep like a snail out of his shell.<br /></span> +<span class="i12">Ever farther, ever farther,<br /></span> +<span class="i12">Ever wider, ever wider.<br /></span> +<span class="i10">Who'd have thought this tiny shell<br /></span> +<span class="i10">Could have held us all so well.<br /></span> +</div></div> +<p><span class='pagenum'><a name="Page_293" id="Page_293">[293]</a></span></p> + +<div class="figcenter" style="width: 275px;"> +<span class="caption">SNAIL</span> +<a href="images/mus018full.jpg"> +<img src="images/mus018.jpg" width="275" height="350" alt="music: SNAIL" title="" /></a> +<span class="caption"><a href="music/snail.midi">(Listen)</a></span> +</div> + +<p>The players all stand in line holding hands; while singing the first +verse they wind up in a spiral, following the leader, who walks in a +circle growing ever smaller until all are wound up, still holding +hands. The leader then turns and unwinds, until all are again in one +long line.</p> + +<p>This "winding up" is a very old traditional feature in games, and is +supposed to have originated in tree worship.<span class='pagenum'><a name="Page_294" id="Page_294">[294]</a></span></p> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_295" id="Page_295">[295]</a></span></p> +<h2>BALLS AND BEAN BAGS</h2> + +<hr class="quarter" /> +<div class="figcenter" style="width: 650px;"> +<img src="images/plate018.jpg" width="650" height="400" alt="plate: BALLS" title="" /> +<span class="caption">BALLS</span> +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" summary="List of types of balls"> +<tr> + <td align="left">1. Medicine ball</td> + <td align="left">7. Playground ball</td> +</tr> +<tr> + <td align="left">2. Basket ball</td> + <td align="left">8. Baseball (outdoor)</td> +</tr> +<tr> + <td align="left">3. Volley ball</td> + <td align="left">9. Tennis ball</td> +</tr> +<tr> + <td align="left">4. Association and Soccer football (round)</td> + <td align="left">10. Handball</td> +</tr> +<tr> + <td align="left">5. Intercollegiate and Rugby football (prolate spheroid) </td> + <td align="left">11. Handball (official American, leather covered)</td> +</tr> +<tr> + <td align="left">6. Gas ball</td> + <td align="left">12. Golf ball</td> +</tr> +</table> +</div> +</div> + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_297" id="Page_297">[297]</a></span></p> +<h2>BALLS AND BEAN BAGS</h2> + +<h3>SPECIFICATIONS FOR BALLS, BEAN BAGS, MARKING GROUNDS, ETC.</h3> + + +<p><b>BALLOONS.</b>—Gas balloons have been found very useful for quite a large +class of games, and are specially suitable for use in the schoolroom +or parlor, though they may also be used out of doors. The balloons are +the regular toy balloons used by children, and are preferably ten or +twelve inches in diameter when inflated, though smaller ones may be +used. In games where two balloons are used it is desirable that they +be of different colors, to distinguish which belongs to each team. +When the gas in a balloon is exhausted, if it be not convenient to +refill the rubber bag with gas, it may be filled with the breath, and +will be found still to float sufficiently in the air for purposes of +the game, though of course the gas-filled balloons with their tendency +to rise are superior.</p> + +<p><b>BASEBALL</b> (See also <i>Indoor Baseball</i>).—Baseballs are hard and +preferably leather covered. The required ball for the National +Association of Baseball Leagues is not less than 5 nor more than 5-1/4 +ounces in weight, and measures not less than 9 nor more than 9-1/4 +inches in circumference. A slightly smaller ball is used in junior +play; that is, for boys under sixteen. The best construction of +baseballs is that in which there is a rubber center wound with woolen +yarn, the outside covering being of white horsehide. Good balls cost +from fifty cents to $1.50 each, but baseballs may be had at five cents +each.</p> + +<p><b>BASKET BALL.</b>—Basket balls are comparatively large, round, "laced" +balls; that is, they consist of a rubber bladder inserted in a leather +case; the bladder is inflated by means of a hand or foot pump; after +it is placed inside of the leather cover the opening in the cover is +laced together. The official ball prescribed by the Amateur Athletic +Union and the Young Men's Christian Association Athletic League of +North America calls for one that measures, when inflated, not less +than 30 nor more than 32 inches in circumference; the limit of +variableness to be not more than 1/4 inch in three diameters; the +weight to be not less than 18 nor more than 20 ounces; the ball when +ready for use to be tightly inflated and so laced that it cannot be +held by the lacing. The best basket balls cost about $6 each.</p> + +<p><b>BEAN BAGS</b> (See also <i>Oat Sacks</i>).—Bean bags are especially useful for +tossing games with little children and for use in the schoolroom, +where a ball is not easily recovered if dropped; but many bean-bag +games are of great interest even to adult players and are suitable for +almost any conditions,—playground, parlor, or gymnasium. Bean bags +should be made of heavy, closely woven material, such as ticking, +awning, duck, or denim, and should be from 6 to 12 inches square when +finished. They are stitched around the outer edge (except <span class='pagenum'><a name="Page_298" id="Page_298">[298]</a></span>for a small +length through which the beans are inserted). The bag should then be +turned and stitched a second time. Hand sewing is preferable, as often +better able to withstand the strain put upon it. The bag is filled +with dried beans or peas. A bag 6 inches square should contain 1/2 +pound of these. A larger bag may contain a few more, but the +half-pound weight is good for any sized bag. For little children a 6 +or 8 inch bag is very good. It is desirable to have an equipment of +bags made of two different colors, half of the bags, for instance, +being red and the other half blue; or some of striped material and +others of plain. This aids in distinguishing the bags that belong to +opposing teams or groups of players. It is easy to improvise a +substitute for bean bags under almost any conditions. The writer has +known some very good substitutes to be made by placing dried leaves in +a square of cloth, gathering up the corners and tying them with a +string. Bean bags 7 inches square may be purchased for about $2 per +dozen.</p> + +<p>For adults, especially for men, the oat sacks make a very interesting +implement for play, the weight making them a good substitute for +medicine balls. (See <i>Oat Sacks</i>.)</p> + +<p><b>CRICKET BALL.</b>—This is the same as a hockey ball, but red instead of +white. The official specifications (Marylebone Club) are identical +with those of the American baseball, except for 1/2 ounce heavier +weight. They call for a ball weighing not less than 5-1/2 ounces, nor +more than 5-3/4, with circumference not less than 9 inches nor more +than 9-1/4. The construction and appearance differ from baseballs, the +cricket balls being of heavy rubber, usually, but not invariably, +covered with leather, which is sometimes enameled. The leather is put +on in even hemispheres instead of in shaped pieces, as for a baseball. +Cost, $1.50 to $2 each.</p> + +<p><b>FOOTBALL.</b>—Official footballs are "laced" balls; that is, they consist +of a rubber bladder, which is inflated and inserted in a leather +casing which is then laced firmly to close the opening. Two shapes of +balls—round, and so-called "oval"—are official for different +organizations. The round ball is prescribed for the "Association" +games (American Football Association) and for Soccer, the +circumference of the ball to be not less than 27 inches, nor more than +28. The prolate spheroid ("oval") ball is prescribed by the +Intercollegiate and Rugby Associations of America, diameters about +9-1/4 × 6-1/4 in. The cost of best quality balls of both shapes is $5, +and from that down to $1. Cheaper balls may be had (to substitute for +any laced leather balls) made of sealed rubber, or to be inflated like +a water polo ball, some incased in duck, others without casing.</p> + +<p><b>GAS BALL.</b>—A gas ball is a sealed rubber ball filled with gas and very +light in weight, generally used by little children. These are +extremely useful for the schoolroom, where it is desirable to avoid +damage from the hitting of objects by a hard ball, and where it +facilitates play to keep the ball in the air, as it is difficult to +locate balls that roll on the floor. Gas balls measure from 4 to 6 +inches in diameter, and cost from ten to forty cents each.</p> + +<p><b>GOLF BALL.</b>—Golf balls are made of gutta percha, painted white. The +interior construction varies. The surface is made uneven with lines, +dots,<span class='pagenum'><a name="Page_299" id="Page_299">[299]</a></span> or dimples, to give greater buoyancy to the strokes. Size, +about 1-5/8 inches in diameter. Cost, from $2 to $9 per dozen.</p> + +<p><b>HANDBALL.</b>—The term "handball" is generally used to designate any ball +that can be caught easily in one hand, as distinguished from larger +balls, such as basket, foot, and volley balls. Technically, the term +"handball" applies to the balls used in the game of Handball.</p> + +<p>In selecting a ball for general games, including Handball Drills as +herein given, it is desirable to have one slightly larger than for the +official game and to get one with considerable resiliency; that is, a +ball that will rebound from a hard floor to a height of about 3 feet +when dropped from a height of about 6 feet. A good ball for this +purpose will measure about 2-1/4 inches in diameter and weigh 2-1/2 +ounces. They are of hollow rubber, sealed. Such balls will cost about +$5 per dozen. For children's play of course cheaper balls can be had.</p> + +<p><i>Official Handballs</i> used for the game of Handball differ somewhat in +America and Ireland, where this is the national game. The American +balls are made both of rubber and leather. The specifications for the +balls of the Amateur Athletic Union of America call for a ball +measuring 1-7/8 inches in diameter, with a weight of 1-5/8 ounces.</p> + +<p>The Irish official handball is smaller and heavier than that of +America and is generally made of rubber. The official ball called for +by the Gaelic Athletic Association of Ireland is hard, covered with +sheepskin or any other leather, and is not less than 1-1/2 ounces nor +more than 1-3/4 ounces in weight. Handballs suitable for the game of +that name may be had of leather and rubber, ranging in price from +twenty-five cents to $1 each.</p> + +<p><b>HOCKEY BALL.</b>—<i>Field Hockey</i> is played with the same kind of ball as +Cricket, but white instead of red. This is usually but not invariably +covered with white leather, the latter sometimes enameled, put on in +even hemispheres instead of in shaped pieces like the covering of a +baseball. The dimensions are the same as for a baseball but the weight +usually about 1/2 ounce greater. Field Hockey balls measure 9 inches +in circumference and weigh 5-1/2 ounces. The official rules of the +American Field Hockey Association specify merely "an ordinary cricket +ball painted white." Hockey balls cost from $1 to $2.75 each; practice +balls of solid rubber, fifty cents.</p> + +<p><i>Ice Hockey</i> is played with a "puck," solidly cylindrical in shape and +smaller than the ring for Ring Hockey. The official specifications for +the American Amateur Hockey League require a puck of vulcanized rubber +one inch thick throughout, 3 inches in diameter, weight not less than +7-6/16 ounces nor more than 7-9/16 ounces. These cost fifty cents; +practice pucks, twenty-five cents.</p> + +<p><i>Ring Hockey</i> or <i>Indoor Hockey</i> is played indoors with a ring of +flexible rubber, 5 inches in diameter, with a 3-inch hole through the +center. The official rules specify a weight of not less than 12 ounces +nor more than 16 ounces. Rings cost from $1 to $1.25 each.</p> + +<p><b>INDOOR BASEBALL.</b>—Indoor baseballs are specially constructed for +indoor play, being much larger and more elastic than those for outdoor +play. This ball is generally composed of a core of packed leather +strips, around which<span class='pagenum'><a name="Page_300" id="Page_300">[300]</a></span> is placed curled horsehair tied on with string. +The cover is of leather, preferably horsehide, somewhat softer in +quality than that used on the outdoor baseball. The dimensions of the +ball vary from 15 to 17 inches in circumference, or about 5 inches in +diameter. The weight is from 8 to 8-3/4 ounces. The official ball +specified by the National Indoor Baseball Association of the United +States is not less than 16-3/4 nor more than 17-1/4 inches in +circumference; made of yielding substance; not less than 8 nor more +than 8-3/4 ounces in weight; and is required to be covered with white +skin. The color of the ball naturally assists in indoor play where +lights vary. Most of these balls have red stitching on the seams, +which makes them even plainer to be seen. Good balls cost from eighty +cents to $1.25 each.</p> + +<p><b>LA CROSSE BALL.</b>—The official ball for the game of La Crosse is made +of sponge rubber, sometimes leather covered (white). It is very +slightly smaller in size than a baseball, and about the same weight. +The Intercollegiate La Crosse Association of the United States +specifies a ball weighing about 5-3/4 ounces, with circumference of 8 +inches. The National Amateur La Crosse Union of Canada specifies a +weight of from 4-1/2 to 5 ounces, and circumference of not less than +7-3/4 nor more than 8 inches. The best balls cost sixty-five cents +each.</p> + +<p><b>MEDICINE BALL.</b>—Medicine balls are leather covered and of greater +weight than any others used in the gymnasium. These balls were devised +to give exercise of a vigorous character, particularly for the +abdominal and other trunk muscles, and afford some of the most +hygienic exercise to be had in the gymnasium. Medicine balls vary +considerably in size and weight. The usual balls measure from 10 to 16 +inches in diameter, and weigh from 4 to 12 pounds. They cost from +$4.50 to $15, those with laced leather covers being more expensive +than those with sewn covers.</p> + +<p><b>OAT SACKS.</b>—Oat sacks as here described were devised by Dr. R. A. +Clark and Mr. A. M. Chesley, to be used in place of medicine balls for +adult players. In addition they may be used for many bean-bag games. +Oat sacks are made of heavy (10 oz.) duck. They are circular in shape, +14 inches in diameter when finished. Two circles of this size are +stitched around the edge, except for an opening where the oats are +inserted. The bag is then turned and stitched a second time. They are +then filled with four pounds of oats each.</p> + +<p><b>PLAYGROUND BALL.</b>—For the game of Playground Ball there is used a ball +that in size is between a baseball and indoor baseball. Usually balls +of from 12 to 14 inches in circumference (of this type of +construction) are called playground balls, and those from 15 to 17 +inches, indoor baseballs. Because of their size, these balls cannot be +batted as far as the usual baseball, and this and their softer texture +make them especially useful for limited areas. This same type of soft +ball may be had in the smaller size of the regulation baseball. The +construction is the same as for indoor baseballs—a wound ball covered +with soft white leather, the whole being firm, but more elastic and +yielding than a baseball.</p> + +<p>The National Amateur Playground Ball Association of the United States +specifies a ball not less than 12 inches nor more than 14 inches in +circumference, <span class='pagenum'><a name="Page_301" id="Page_301">[301]</a></span>not less than 8 ounces nor more than 8-3/4 ounces in +weight, made of yielding substance covered with a white skin.</p> + +<p>Good playground balls of any of the sizes here mentioned cost $1 each.</p> + +<p><b>POLO BALLS.</b>—<i>Polo</i> or <i>Roller Polo</i> (on roller skates) is played with +a very hard rubber-covered ball, painted bright red and about the size +of a baseball—9 inches in circumference. Cost, from ten cents to $1 +each.</p> + +<p><i>Equestrian Polo</i> is played with a wooden ball, usually of willow, +having no other covering than white paint. The Polo Association of +America specifies such a ball 3-1/8 inches in diameter and not to +exceed 5 ounces in weight. The English rules (Hurlingham) call for a +slightly larger and heavier ball, 3-1/4 inches in diameter and 5-1/2 +ounces in weight—material not specified. Willow balls cost $2 per +dozen; others, $1.25 per dozen.</p> + +<p><i>Water Polo</i> is played with a ball of white rubber, inflated through a +key afterward used to screw shut the opening. The official American +rules for Water Polo call for a white rubber ball of not less than 7 +nor more than 8 inches in diameter. Cost, $2 each.</p> + +<p><b>PUSHBALL.</b>—The game of Pushball is played with the largest ball ever +constructed for any game. The ball measures 6 feet in diameter, and +consists of an inflated rubber bladder inserted in a leather cover. +Cost, $200 each.</p> + +<p><b>RUGBY BALL.</b>—See <i>Football</i>.</p> + +<p><b>SOCCER BALL.</b>—See <i>Football</i>.</p> + +<p><b>SQUASH BALL.</b>—For the game of Squash, a hollow rubber ball is used +similar to a tennis ball, and about the same size. It measures 8 +inches in circumference, and is covered with felt, black, red, or +white; some have an overspun cover knitted on the ball in green or +white. Cost, $6 per dozen. Enameled rubber squash balls in black or +gray may be had at twenty cents each.</p> + +<p><b>TENNIS BALL.</b>—Tennis balls are of rubber, hollow, and are covered with +white felt. The official specifications call for a ball measuring not +less than 2-1/2 nor more than 2-9/16 inches in diameter, of weight not +less than 1-15/16 nor more than 2 ounces. Tennis balls cost about $4 +per dozen.</p> + +<p><b>VOLLEY BALL.</b>—Volley balls are quite similar to basket balls, but +slightly smaller and lighter. They are suitable for games in which the +ball is batted with the open hand or fist and where it is to be kept +continuously in the air, such as the game of Volley Ball. The ball +consists of a rubber bladder inclosed in a laced leather cover of +white. The official specifications call for a ball not less than 25 +nor more than 27 inches in circumference, of weight not less than 9 +ounces nor more than 12 ounces. Volley balls cost from $2.50 to $4 +each.</p> + + +<h3>MARKING GROUNDS</h3> + +<p>Where boundary lines are important in a game and need to be seen from +a distance, as in many ball games, they should be plainly marked. On a +gymnasium <span class='pagenum'><a name="Page_302" id="Page_302">[302]</a></span>floor black paint for permanent diagrams is the best. For +out of doors white linen tape may be had, with wooden staples and pins +for fastening to the ground, costing from $3.50 to $6 per set for a +court the size of a tennis diagram. A liquid mark may be made of +whitewash, and a dry mark by mixing two parts of sand with one of +whiting. Marble dust or slaked lime also make good dry marks. Roller +markers for placing either wet or dry marks in lines of even width may +be had at from $1 to $5 each.</p> + + + +<p><span class='pagenum'><a name="Page_303" id="Page_303">[303]</a></span></p> +<h2>BEAN BAG AND OAT SACK GAMES</h2> + + + +<h3>BAG PILE</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Gymnasium; playground; schoolroom.</i></p> + +<p><i>Bean bags; oat sacks.</i></p> + +<p>The players are divided into two or more equal parties which line up +in ranks. Near the front end of each rank is a pile of from ten to +fifteen bean bags or oat sacks, which are to be passed down the line. +At a signal the first player in each rank takes a bag and passes it +down the line, sending the others in succession as rapidly as +possible. The last player in the line when he receives the bean bag +lays it on the floor in front of him; and as each bean bag reaches +him, he piles it on the first one, making a stack. Only the first bag +must touch the floor. The stack must be able to stand without +assistance, and the player who stacks the bags must have no help in +his task. Should the bags fall over at any time, the player who +stacked them must pick them up and pile them over again. The line +scores one which first succeeds in getting all of its bags stacked. +The last player, the one who stacked the bags, then carries them up to +the front of the line and becomes the first passer for the next round +of the game.</p> + +<p>The line wins which first scores five or ten, as may be decided +beforehand. The play should be very rapid.</p> + + + +<h3>BEAN BAG AND BASKET RELAY</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>Each player is provided with a bean bag. A waste-paper basket or a box +is placed on the floor near the blackboard in front of each<span class='pagenum'><a name="Page_304" id="Page_304">[304]</a></span> aisle. In +line horizontally with the forward edge of each front desk, a chalk +line is drawn on the floor at the end of each aisle, which serves as a +throwing line, from which players throw their bean bags into the +baskets.</p> + +<p>The game is a competition of skill rather than of speed. At a signal +from the teacher, the first pupil in each row stands, places his toe +even with the throwing line, and tosses his bean bag toward the +basket. If the bag goes into the basket, it scores five. Should it +lodge on the edge of the basket, it scores three. Should it fall +outside, there is no score.</p> + +<p>As soon as these first players have thrown they return to their seats +and the second row across the room steps forward and throws. This is +continued until each player has thrown, and the line wins which has +the highest score. There should be one score keeper for the entire +game, who should draw a diagram on the board in which to write the +score.</p> + + + +<h3>BEAN BAG BOARD</h3> + +<div class="center">(Faba Gaba)</div> + + +<p><i>2 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>This game consists in throwing bean bags through holes in an inclined +board. The board should be preferably eighteen inches wide by three +feet long. Near the lower end of it should be cut a square hole about +the size of the bean bags. Higher up in the board a second hole about +three inches larger should be cut. The board should be slanted by +resting it against a wall or fence, or bracing one end of it in some +other way, so that it is at an angle of about forty-five degrees.</p> + +<p>The players stand at a throwing line from ten to fifteen feet from the +board. Each player has five bags—or five may be used for the entire +group of players, the bags being recovered for each thrower in turn. A +bag thrown into the larger hole counts five; into the smaller hole +ten. The player wins who first scores one hundred.</p> + +<p>Where there are a large number of players, it is desirable to have +more than one board, so that the players may be divided into several +groups and make the game more rapid.<span class='pagenum'><a name="Page_305" id="Page_305">[305]</a></span></p> + + + +<h3>BEAN BAG BOX</h3> + + +<p><i>2 to 20 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p>A small box measuring not less than six inches square should be +fastened inside of one about twice the size and that in a third, +leaving at least six inches margin between the boxes. This is set up +on a slight incline with a stone or other object under its further +end, or tipped up against the wall. From ten to twenty feet away from +this a throwing line is drawn. Each player is provided with five bean +bags and takes his place in turn on the throwing line, throwing all +five bags at each turn. A bag thrown into the smallest box scores five +points, one into the middle box ten points, and into the outside box +fifteen points. The player who first scores one hundred wins.</p> + +<p>This is a very popular game, and the paraphernalia for it may be +easily improvised.</p> + + + +<h3>BEAN BAG CIRCLE TOSS</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Gymnasium; playground; schoolroom.</i></p> + +<p><i>Bean bags; balls.</i></p> + +<p>There should be a bean bag for each of the players except one. All of +the players form a circle, separated from each other by a small space. +At a signal from a leader, each player turns toward his right-hand +neighbor and tosses his bean bag to him, turning at once to receive +the bag which is coming to him from the left. The game should move +rapidly, but of course this is a matter of skill and may have to be +acquired. With very little children it may be advisable to first play +the game with a fewer number of bean bags, till they grow accustomed +to tossing and turning quickly to catch. Balls may be used instead of +bean bags if desired.</p> + +<p>When the tossing has gone once or twice around the circle to the +right, the direction should be changed to the left. It is well to have +one of the bean bags of a different color from the others, so as to +know when the circle has been completed. Any player failing to catch a +bag must pick it up and toss it regularly to his neighbor.<span class='pagenum'><a name="Page_306" id="Page_306">[306]</a></span></p> + + + +<h3>BEAN BAG RING THROW</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; seashore; gymnasium; schoolroom.</i></p> + +<p><i>Bean bags; blocks of wood; stones; shells.</i></p> + +<p>This game may be played with bean bags, or when out of doors, +especially at the seashore, with small blocks of wood, stones or +shells. The players should be divided into groups of equal numbers, +which compete against each other. A small ring should be drawn on the +ground or floor measuring from twelve to eighteen inches in diameter, +one ring opposite each group of players, who should be lined up in +single file. The leader of each row should toe a starting line drawn +across the ground at from ten to fifteen feet from the row of circles. +Each row should be provided with six bean bags or other objects for +throwing, as indicated above.</p> + +<p>At a signal, the leader of each row throws each of his bags in +succession toward the circle, and scores one point for each bag that +lands within the circle. Any bag that touches the line does not count. +The player then takes up his bags and runs back to the rear of the +line, giving the bags as he passes to the front player of his row, who +should have moved up to the starting line. These second players, in +turn, all begin throwing on a signal. The line wins which has the +highest score when all have thrown.</p> + +<p>It is advisable to have some one to act as scorer for all of the +lines; though it is practicable for the first player in each line to +act as scorer for his line.</p> + +<p><b>IN THE SCHOOLROOM.</b>—When this game is played in the schoolroom a +circle should be drawn on the floor near the front blackboard opposite +each aisle; across the end of each aisle, and even with the front row +of desks, should be drawn a throwing line. The game should start with +the six bean bags on each front desk. At a signal the front pupil in +each row steps forward to the throwing line and throws the six bags in +succession for his circle. Each bag that lands fully within the circle +scores one point for him. No score is made for a bag that touches a +line. He then steps to the blackboard in front of his aisle, and +writes down his score; then gathers up the bags, places them on the +front desk, and takes his seat. When he is seated the player next +behind him steps forward to the<span class='pagenum'><a name="Page_307" id="Page_307">[307]</a></span> throwing line and repeats the play; +or, if desired, the next row of players across the room may wait for +the teacher's signal for doing this, as the game is played for a score +and not on time limits.</p> + +<p>The row wins which has the highest score when each of its players has +thrown.</p> + + + +<h3>CATCH BASKET</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p><i>Bean bags; gas ball.</i></p> + +<p>The class stands in a circle around the room, each half constituting a +team with a leader at one end. On a desk in the center of the room is +placed a waste-paper basket. The game consists in throwing a bean bag +or a ball (large, light gas ball preferable) into the basket, the +teams alternating their turns. There is no interference, but an umpire +stands in the center who returns the ball to the next player after +each throw. The leaders throw first and each player in turn +thereafter. Each time the ball lodges in the basket it scores one for +the team throwing. A bean bag lodged on the edge of the basket scores +as a goal. A player may throw but once at each turn. The game may be +limited by time, the team winning which has the highest score at the +end of ten or fifteen minutes; or it may end when each player has had +a turn. The former method leads to quicker and more expert play, which +should be encouraged.</p> + + + +<h3>CRISS-CROSS GOAL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>The class is divided into two teams. Each team is divided into two +lines, which stand facing each other, as shown in the diagram.</p> + +<p>A waste basket is placed on the teacher's desk or hung higher if +possible in the front of the room. Each team has one bean bag.</p> + +<p>Player No. 1 holds the bean bag in each team.</p> + +<p>At a signal each No. 1 tosses his bag to No. 2, No. 2 to No. 3, and so +it continues to pass in a zigzag line till it reaches No. 14. No. 14, +on receiving the bag, tries to throw it into the basket. If he misses, +he runs forward, picks up the bag, runs back to his place,<span class='pagenum'><a name="Page_308" id="Page_308">[308]</a></span> and tries +again; he continues trying until he or his opponent gets a bag in, +which event finishes the inning.</p> + +<p>The team in which No. 14 first receives the bag, scores three points; +and the team making the goal first scores one; so one team may score +four, or one three, and the other one, point. The team wins which has +the highest score at the end of the playing time.</p> + +<div class="figcenter" style="width: 375px;"> +<img src="images/diag029.jpg" width="375" height="315" alt="diagram: Criss-cross Goal" title="" /> +<span class="caption smcap">Criss-cross Goal</span> +</div> + +<p>If the distance from the basket seems too long, No. 14 may come +forward a given distance to a chalk line and throw from that.</p> + +<p>In order to pass around the privilege of throwing goal, the goal +thrower in one game passes down to the other end of the line, the line +moves up one place, and the next player in order throws for the goal +in the next game. When every one in one line has thrown for goal, the +privilege passes to the other line.</p> + +<p>Sometimes it is necessary to have umpires to watch for fouls, such as +skipping a player in passing the bag.</p> + +<div class="blockquot"><p>This game was originated by Dr. J. Anna Norris and received +honorable mention in a competition for schoolroom games +conducted by the Girls' Branch of the Public Schools Athletic +League of New York City in 1906. It is here published by kind +permission of the author, and of the Girls' Branch, and of +Messrs. A. G. Spalding & Brothers, publishers of the handbook +in which the game first appeared.</p></div><p><span class='pagenum'><a name="Page_309" id="Page_309">[309]</a></span></p> + + + +<h3>DESK RELAY</h3> + + +<p><i>20 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p><i>Bean bags.</i></p> + +<p>The pupils sit on their desks facing the rear of the room and with the +toes caught under the seats. The rear player on each line holds a bean +bag. At a signal, the bag is passed over the head backward to the next +player, who in turn passes it, and so on until it reaches the player +at the front, who jumps down from the desk and hops on one foot to the +rear of the room. As soon as this player has reached the rear seat, +all the players in the line stand and move forward one desk. The rear +player takes the desk thus vacated and starts the bean bag again.</p> + +<p>The line wins whose bean bag first reaches the front of the room after +the pupils have all changed seats until original places are resumed.</p> + +<p>The teacher should indicate which foot is to be used in hopping, so +that in successive playing of the game, each pupil will hop +alternately on the right and left foot.</p> + +<div class="blockquot"><p>This game was originated by Mr. James J. Jardine of New York +City, and received honorable mention in a competition for +schoolroom games conducted by the Girls' Branch of the Public +Schools Athletic League of New York City in 1906. It is here +published by kind permission of the author, and of the Girls' +Branch, and of Messrs. A. G. Spalding & Brothers, publishers of +the handbook in which the game first appeared.</p></div> + + + +<h3>FETCH AND CARRY</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom; playground.</i></p> + +<p><i>Bean bags.</i></p> + +<div class="figleft" style="width: 316px;"> +<img src="images/diag030.jpg" width="316" height="375" alt="diagram: Fetch and Carry Relay" title="" /> +<span class="caption smcap">Fetch and Carry Relay</span> +</div> + +<p>Each pupil is provided with a bean bag. A circle about fifteen inches +in diameter is drawn with chalk on the floor directly in front of each +aisle and close up to the front blackboard. At a signal from the +teacher the first pupil in each row of seats runs forward, places his +bean bag in the circle in front of his aisle, and runs back<span class='pagenum'><a name="Page_310" id="Page_310">[310]</a></span> to his +seat. As soon as he is in his seat, the pupil back of him runs +forward, places his bean bag in the circle, and returns to his seat. +This is continued until every pupil in the row has deposited his bean +bag, the signal for each player to start being the seating of the +player in front. The row which gets all of its bags first into the +circle wins, and scores one.</p> + +<p>The play is then reversed. The last player in each row runs forward, +picks up a bean bag, and returns to his seat. As he sits, he touches +the player in front on the shoulder, who then starts forward, but must +wait for this signal. The row which first gets back to its seats, each +player with a bean bag, wins and scores one.</p> + +<p>As in all schoolroom games in which the players run through the +aisles, those who are seated must be very careful to keep their feet +under their desks, and never to start before the proper signal is +given for their turn.</p> + + + +<h3>HAND OVER HEAD BEAN BAG</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>This is a relay passing race, the different rows of pupils competing +with each other in passing bean bags backward over the head.</p> + +<p>The players should all be seated, there being the same number in each +row of seats. On each front desk a bean bag should be laid. At a +signal the first player in each row lifts the bean bag over his head +and drops it (it should not be thrown) toward the desk behind him, +immediately clasping his hands on his own desk. The next player +catches or picks up the bean bag from his desk and passes it backward +in the same manner. It is thus passed quickly to the rear of the line. +When the last pupil receives it, he runs forward at once to the front +of the line. As soon as he<span class='pagenum'><a name="Page_311" id="Page_311">[311]</a></span> reaches the front desk, the entire row of +players move backward one seat, and the player who ran forward takes +the front seat, immediately passing the bag backward to the player +next behind him.</p> + +<p>The play thus continues until the original occupant of the front seat +has again returned to it. Immediately that he is seated, he should +hold the bean bag up with outstretched arm, as a signal that his row +has finished. The row wins whose leader first does this.</p> + + + +<h3>JUMP THE BEAN BAG</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p>The class is divided into two equal divisions or teams. The teams +stand in opposite outside aisles and face the center of the room. The +game consists in a contest between the two divisions as to which shall +finish first in the following relay, here described for one team.</p> + +<p>The leader at the head or front of the line, having the bean bag in +his hand, runs down the first aisle toward the rear, places the bean +bag on the center seat of the row to his left (second row from +standing line), vaults over the seat, and runs up the next aisle to +the front of the room and so to the head of his division. He tags the +player standing at the head of the line and passes behind the line to +the rear, taking his place at the foot.</p> + +<p>The player who has been tagged at the head of the line immediately +runs down the first aisle, takes the bean bag from the seat, vaults +over the seat, and passes down the next aisle to the rear of the room, +and so to the foot of his line. He hands the bean bag to the player +next to him, who passes it to his neighbor, and so it is passed up to +the head of the line.</p> + +<p>The player at the head of the line, immediately upon receiving the +bean bag, runs down the first aisle, places it on the seat, vaults +over the seat to the next aisle, and so to the head of his line, where +he tags the player who has moved up to his place.</p> + +<p>The game thus consists in an alternate placing and taking of the bag +from the seat. The player who places the bag returns to the head of +the line to tag the player standing there, and then<span class='pagenum'><a name="Page_312" id="Page_312">[312]</a></span> passes behind the +line to the foot; the player taking the bean bag returns to the rear +of his line and passes the bean bag up the line.</p> + +<p>The division whose original leader first gets back to his starting +place wins the game.</p> + +<div class="blockquot"><p>This game was originated by Miss Alice R. Young of Brooklyn, +N.Y., and received honorable mention in a competition for +schoolroom games conducted by the Girls' Branch of the Public +Schools Athletic League of New York City in 1906. It is here +published by the kind permission of the author, and of the +Girls' Branch, and of Messrs. A. G. Spalding & Brothers, +publishers of the handbook in which the game first appeared.</p></div> + + + +<h3>PASSING RELAYS</h3> + + +<p>There are several forms of this game, some of which are suited only to +young children; others may be full of sport and interest for adults. +The games may be adapted to comparatively small numbers or very large +numbers. Several passing races will be found among the ball games. For +bean bags, see:—</p> + +<div class="poem"><div class="stanza"> +<span class="i10">Bag Pile.<br /></span> +<span class="i10">Passing Race.<br /></span> +<span class="i10">Pass and Toss Relay (single line).<br /></span> +<span class="i10">Pass and Toss Relay (double line).<br /></span> +</div></div> + + + +<h3>PASSING RACE</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Bean bags; dumb-bells.</i></p> + +<p>The players stand in ranks, and bags are passed from one to another +player down each line, starting on a signal for the first bag. Each +rank should have about ten bags. The line wins which finishes first; +that is, passes all of its bags to the end of the line.</p> + +<p>The game may be varied by having each player pass the bags from one +hand to the other before handing it to his neighbor, or by raising the +bags overhead, or touching them to the floor, first with one hand, +then with the other, before passing.</p> + +<p>This makes an especially interesting game when dumb-bells are used +instead of bean bags, as they are harder to pass.<span class='pagenum'><a name="Page_313" id="Page_313">[313]</a></span></p> + + + +<h3>PASS AND TOSS RELAY (SINGLE LINE)</h3> + + +<p><i>16 to 60 players.</i></p> + +<p><i>Gymnasium; playground; schoolroom.</i></p> + +<p><i>Bean bags; oat sacks.</i></p> + +<div class="figcenter" style="width: 375px;"> +<img src="images/diag031.jpg" width="375" height="85" alt="diagram: Pass and Toss Relay (Single Line)" title="" /> +<span class="caption smcap">Pass and Toss Relay (Single Line)</span> +</div> + +<p>The players stand in two or more even ranks, facing sideways. The +players at either end step one long pace forward of the ranks, to the +points marked 1 and 10 respectively, as they are to catch the bag +tossed from some other player. Player Number One has a bag and at the +signal for starting runs toward the rear, and as he runs tosses the +bag to Number Ten. The line immediately moves forward one place, +Number Two stepping into the place vacated by Number One. As soon as +Number Ten has caught the bag, he takes his place in line with the +rank and passes the bag to his next neighbor, Number Nine. The bag is +then passed rapidly up the line until it is received by Number Three, +who tosses it to Number Two. Number Two, in his turn, as soon as he +receives the bag, dashes for the rear, tossing the bag as he goes to +the player standing at 10, who in this instance will be Number One. +The line again moves up, Number Three now stepping out to the place +marked 1.</p> + +<p>This play is continued until Number One is back in his original +position. The rank which first gets the bag around to Number One after +he returns to his original position wins the game. Number One should +hold the bag up at arm's length as soon as he gets it as a signal that +his rank has completed its play. As this feature adds much to the +facility with which an umpire may judge of the winning rank, it may +well be a required part of the play, the rank winning whose Number One +is first to raise aloft his bag.</p> + +<div class="blockquot"><p>It adds much to the interest of the game to have a general +umpire and scorekeeper who shall decide which is the winning +line, and post the score where the players may see it.</p></div><p><span class='pagenum'><a name="Page_314" id="Page_314">[314]</a></span></p> + + + +<h3>PASS AND TOSS RELAY (DOUBLE LINE)</h3> + + +<p><i>16 to 60 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Bean bags; oat sacks.</i></p> + +<p>The players are divided into two equal groups which compete against +each other. Each group is divided into two lines or ranks which stand +facing each other. There should be from ten to twenty feet of space +between the two ranks.</p> + +<div class="figleft" style="width: 160px;"> +<img src="images/diag032.jpg" width="160" height="375" alt="diagram: Pass and Toss Relay (Double Line)" title="" /> +<span class="caption smcap">Pass and Toss Relay (Double Line)</span> +</div> + +<p>The game consists of passing a bean bag up one of these lines to the +end, when the last player runs across to the opposite line, tossing +the bag as he goes to the end man in that line, who catches it and +passes it down the line. The same play is performed at the other end, +the last player running across to the opposite line, tossing the bag +as he goes to the last player there. The lines move up or down one +place each time a player runs across to the opposite rank. The game in +detail will be as follows:—</p> + +<p>Number One has a bag, and at a signal passes it down the line to +Number Eight, who runs across toward Number Nine, tossing the bag to +Number Nine as he does so. It must be tossed before he has gone +halfway across the space between. Number Nine immediately passes the +bag to Number Ten, and so on up the line to the last player, Number +Sixteen. The moment that he receives the bag, he runs across toward +Number One in the opposite rank, making a running toss as he does so. +At the same time the entire line from Nine to Fifteen moves up one +place to make room for Number Eight, who should take his place at the +foot of the line next to Number Nine. As soon as Number One receives +the bag, he<span class='pagenum'><a name="Page_315" id="Page_315">[315]</a></span> passes it down the line to his neighbor, Number Two, and +so on till it reaches the end of the line, which at the same time +should be moving down one place to make room for Number Sixteen, who +should take his place at the head of the line next beyond Number One.</p> + +<p>This play is repeated until Number One reaches his original position +again, and the bag is passed to him there. Immediately on receiving +it, he should lift it high, as a signal that the play is completed in +his group. The group wins whose first player is first to do this.</p> + +<p>The game may be made a little more definite by Number One having some +distinguishing mark, as a handkerchief, tied on his arm.</p> + +<p>When players have some proficiency in the game, as prescribed, they +may play with two bags instead of one, keeping both in play at once. +In this form of the game the diagonal opposites start each a bag at +the same time, that is, Number One and Number Nine. The game becomes +thus just twice as rapid. The team wins whose Numbers One and Nine +first succeed in both returning to their original positions, where +they should hold the bags aloft.</p> + +<p>A score should be kept, each team scoring two points for winning a +game and one point for every time that its opponents' bags touch the +floor, either through poor throwing or bad catching.</p> + +<div class="blockquot"><p>The writer is indebted to Mr. Chesley's <i>Indoor and Outdoor +Gymnastic Games</i> for several points of description or of play +for this game. Mr. Chesley has found it a very interesting +gymnasium game, with possibilities for much sport and skill.</p></div> + + + +<h3>TARGET TOSS</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; seashore; gymnasium; schoolroom.</i></p> + +<p><i>Bean bags; stones; shells.</i></p> + +<p>Three concentric circles should be drawn on the ground or floor, after +the idea of a target. Their size will depend somewhat on the skill of +the players, but for the youngest players the inner circle should be +not more than two feet in diameter and the outer circle six feet in +diameter. For those more skilled, smaller circles may be used. From +ten to thirty feet from the outer rim of the largest<span class='pagenum'><a name="Page_316" id="Page_316">[316]</a></span> circle a +straight line is drawn on the ground, to serve as a throwing line. +Where there is a small number of players, all may use one target. +Where there is a large number, several targets should be drawn and the +players divided into as many groups. Each group has three bean bags, +or if out of doors, small blocks of wood, stones, or shells may be +used. Each player throws in turn, throwing each of the three bags or +other objects at each turn. The thrower stands with his toe on the +throwing line and tosses a bag toward the target. If the bag stops +within the center circle, it scores fifteen points; if between the +center circle and the next larger one, it scores ten points; and if +between the middle circle and the largest or outer one, it scores five +points. For very little children a bag that lands on a line may score +for the larger circle which it touches. For more expert players, a bag +landing on a line does not score at all. The player wins who has the +highest score in five rounds of the game.</p> + + + +<h3>TEACHER AND CLASS</h3> + + +<p><i>5 to 60 players.</i></p> + +<p><i>Playground; gymnasium; class room.</i></p> + +<p><i>Bean bags; balls.</i></p> + +<p>This game may be played with either bean bags or balls, and is one of +the simplest and earliest tossing games, being generally used when +pupils are first acquiring skill in handling a ball. With very rapid +play and greater distance between the "teacher" and the "class," it +may become very interesting, however, for older players.</p> + +<p>One player is chosen for the "teacher." The others stand in a line +side by side, facing her, at an interval of from five to twenty feet. +Where there are many players, there should be several groups of this +kind, with a distinct interval between groups to avoid mistakes or +confusion. It is desirable to have from six to ten players for each +"teacher."</p> + +<p>The teacher starts the game by tossing the ball to each pupil in turn, +and it is immediately tossed back to her. Each pupil missing goes to +the foot of the line. If the teacher misses, the player at the head of +the line takes her place, the teacher going to the foot. The action +should be as rapid as possible.<span class='pagenum'><a name="Page_317" id="Page_317">[317]</a></span></p> + + + +<h3>VAULTING RELAY</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p><i>Bean Bags.</i></p> + +<div class="figcenter" style="width: 375px;"> +<img src="images/diag033.jpg" width="375" height="225" alt="diagram: Vaulting Relay" title="" /> +<span class="caption smcap">Vaulting Relay</span> +</div> + +<p>The players stand in line in the aisles between the desks, all facing +to the right or left (facing open windows preferred). The first player +at the front of each line will hold a bean bag in his right hand, if +facing left, or in his left hand, if facing right. At the command +"Start!" the bean bag must be passed toward the rear to each player, +in turn, until the player at the end of the line receives it. Each +player, after passing the bean bag, must place one hand on his desk +and the other on the back of his chair, jump over his chair, turn, +jump back again, and take his position in the aisle by the next seat, +moving back one seat toward the rear of the line each time the bean +bag has been passed, and so on until he returns to his place in line. +The player receiving the bean bag at the end of the line must run to +the head of the line, as shown in the diagram, and pass the bag to the +next player. This continues until each player returns to his place in +line. The line wins whose original leader first gets back to his own +place.</p> + +<div class="blockquot"><p>This game was originated by Mr. James J. Jardine, of New York +City, and received honorable mention in a competition for +schoolroom games conducted by the Girls' Branch of the Public +Schools Athletic League of New York City in 1906. It is here +published by the kind permission of the author, and of the +Girls' Branch, and of Messrs. A. G. Spalding & Brothers, +publishers of the handbook in which the game first appeared.</p></div><p><span class='pagenum'><a name="Page_318" id="Page_318">[318]</a></span></p> + + + +<h3>BALL GAMES SUITABLE FOR BEAN BAGS</h3> + +<ul> +<li>All run</li> +<li>Arch Ball</li> +<li>Ball Chase</li> +<li>Ball Puss</li> +<li>Ball Tag</li> +<li>Call Ball</li> +<li>Center Catch Ball</li> +<li>Circle Ball</li> +<li>Club Bowls</li> +<li><span style="margin-left: 1em;">Center Club Bowls</span></li> +<li><span style="margin-left: 1em;">Circle Club Bowls</span></li> +<li><span style="margin-left: 1em;">Line Club Bowls (Single)</span></li> +<li><span style="margin-left: 1em;">Line Club Bowls (Double)</span></li> +<li>Corner Spry</li> +<li>Dead Ball</li> +<li>Dodge Ball</li> +<li>Home Run</li> +<li>Line Ball</li> +<li>Over and Under Relay</li> +<li>Overtake</li> +<li>Pig in a Hole</li> +<li>Ring Call Ball</li> +<li>Roley Poley</li> +<li>Round Ball</li> +<li>Russian Hole Ball</li> +<li>Schoolroom Dodge Ball</li> +<li>Spud</li> +<li>Stride Ball</li> +<li>Toss Ball</li> +<li>Tree Ball</li> +<li>Zigzag Games</li> +<li><span style="margin-left: 1em;">Circle Zigzag</span></li> +<li><span style="margin-left: 1em;">Line Zigzag I, II, III</span></li> +<li><span style="margin-left: 1em;">Zigzag Overhead Toss</span></li> +</ul> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_319" id="Page_319">[319]</a></span></p> +<h2>BALL GAMES</h2> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_321" id="Page_321">[321]</a></span></p> +<h2>BALL GAMES</h2> + + + +<h3>ALL RUN</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball; bean bag.</i></p> + +<p>This game is played with a hand ball or basket ball and is a gymnasium +adaptation of the wall ball game known as "Burley Whush" or "Ball +Stand."</p> + +<p>A square is drawn on the ground or floor. All of the players gather +within this, including one who holds the ball. The ball man throws the +ball in the air, whereupon all of the other players run in any +direction as far as they can. The thrower remains on his place, +catches the ball, and as he does so cries "Hold!" Upon hearing this, +all of the others must instantly stop running. The thrower then aims +his ball at one of these other players, and if he succeeds in hitting +him, the player hit must change places with the thrower. Should he +miss, all of the players return to the square and the same thrower +takes another trial. Should he miss hitting a player a second time, he +must be "court-martialed," <i>i.e.</i> stand twenty feet from the square +with his back turned to the players congregated there, who pelt him +with their balls, each one having one throw.</p> + + + +<h3>ARCH BALL</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Basket ball; bean bag; oat sack; any substitute.</i></p> + +<p>This game is very similar to Pass Ball, but is here described under +another name, as it differs from Pass Ball in (1) not having<span class='pagenum'><a name="Page_322" id="Page_322">[322]</a></span> the run +to a goal line; (2) admitting of variations, as in the passing of +several articles; (3) being comparatively informal without the scoring +of fouls and other strict observance of rules that class Pass Ball +with athletic events.</p> + +<div class="figcenter" style="width: 350px;"> +<img src="images/diag034.jpg" width="350" height="308" alt="diagram: Arch Ball" title="" /> +<span class="caption smcap">Arch Ball</span> +</div> + +<p>The players line up in two or more single files, which compete with +each other, and must therefore contain an equal number of players. The +captain or leader of each file toes a line drawn across the ground and +holds a basket ball (a bean bag or other object may be used). At a +given signal he passes the ball backward over his head to the player +next behind, who in turn passes it backward as rapidly as possible, +and so on until it reaches the last player in the line. He at once +runs forward, carrying the ball to the front of the line, which moves +backward one place to make room for him. He toes the line and passes +the ball backward over his head. The play continues until the captain +reaches the end of the line, and runs forward with the ball to his +original place at the head of the file. As he takes his place there, +he holds the ball aloft as a signal that he has finished. The file +wins whose captain is the first to return to his place.</p> + +<p>The game may be made very enlivening by passing several articles in +rapid succession, each of a different and contrasting character, such +as a basket ball, tennis ball, Indian club, heavy medicine ball, bean +bag, light dumb-bell, three-or five-pound iron dumb-bell, etc. In this +form of the game the last player must accumulate all of the<span class='pagenum'><a name="Page_323" id="Page_323">[323]</a></span> articles +before running forward with them, or the score may be made on the +arrival of the last article at the rear of the line.</p> + +<p><b>FOR THE SCHOOLROOM.</b>—See also <i>Hand over head bean bag</i>, in +which the entire class plays at once.</p> + +<p>The players raise their seats where this is possible, and stand +between the desk and the seat. Where the seats cannot be raised, the +players may sit in the seats or on the desks. An even number of +players should be in each line, and only alternate lines play +simultaneously, so as to leave clear the necessary aisle space for +running. Those at the front of the lines should hold a ball or any +substitute for passing backward over the head, such as a bean bag, +eraser, foot rule, or book. At a given signal the object is passed +backward over the head to the next player in the rear, who in turn +passes it backward, and so on down the line until the last player +receives it. He runs forward on the <i>right</i>-hand side of his desk to +the first seat. At the same time the other players in his row step +into the aisle at the <i>left</i> of the desks and move backward one place. +The line wins whose original leader first gets back to the front.</p> + +<p>As in all games in the schoolroom in which part of the players are +seated while others run, care should be taken that there are no feet +in the aisle over which the runners might trip.</p> + + + +<h3>ARCH GOAL BALL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<p>The players are divided into groups, and line up in single file in two +or more lines facing a basket ball goal or any substitute. Each line +has a basket ball. At a signal each leader passes the ball backward +overhead, the next player catches it and passes it in the same way, +and so on to the end of the line. When the last player receives the +ball, he runs forward and tries to throw it into<span class='pagenum'><a name="Page_324" id="Page_324">[324]</a></span> the basket, standing +on a line marked from five to ten feet from the goal. He is allowed +but one throw, when he quickly takes his place at the front of his +line (which moves backward one place to make room for him), and at +once passes the ball backward overhead. The last player, in turn, runs +forward, throws for goal, etc. This is repeated until each player in a +line has thrown for the goal. Each goal made scores two points for the +team. The team wins which has the highest score when all of the +players have thrown.</p> + +<p>This may also be played on time. Then each player throws until he +succeeds in getting the ball into the basket. The team wins whose last +man finishes first.</p> + + + +<h3>BALL CHASE</h3> + + +<p><i>4 to 20 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball or substitute.</i></p> + +<p>A row of caps is set against a wall or fence, or a series of holes dug +in the ground. At a point ten or twenty feet from these all of the +players stand, and one selected as thrower throws a ball into one of +the caps or holes. Any substitute may be used for a ball, such as a +small block of wood or a stone. Should he miss, he repeats the throw +until he succeeds. As soon as a ball lands in a cap, the owner of the +cap runs away, and all of the others chase him until caught.</p> + +<p>It will be seen that this game may best be played where there is +opportunity for considerable dodging around and behind obstacles. The +player being chased is exempt if he can get back to his own cap before +being caught by the others. If caught, however, he becomes thrower for +the next round; otherwise the first thrower continues in that +position.</p> + +<p>In a gymnasium a series of circles may be drawn on the floor in place +of the holes or caps, and a bean bag tossed into them.</p> + + + +<h3>BALL DRILL</h3> + +<div class="center">(See <i>Hand Ball Drill</i> and <i>Wall Ball Drill</i>.)</div><p><span class='pagenum'><a name="Page_325" id="Page_325">[325]</a></span></p> + + + +<h3>BALLOON BALL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p><i>Inflated balloon.</i></p> + +<p>There are two goals, each consisting of a string stretched on opposite +sides of the room from front to rear, at a height of six feet. There +may be any number of players, who are divided into two teams.</p> + +<p>The teams are seated in alternate rows. The A's represent the players +on one team, the B's the players on the opposing team. The balloon is +thrown in the air in the center by the teacher, and the players of +both teams strike it with open hand.</p> + +<p><b>Object.</b>—The players of team A try to bat the balloon over goal A; the +players of team B try to send it over goal B.</p> + +<p><b>Fouls.</b>—Fouls are called for the following:—</p> + +<div class="poem"><div class="stanza"> +<span class="i8">Standing more than half erect.</span> +<span class="i8">Leaving seat entirely.</span> +<span class="i8">Raising desk (if movable).</span> +<span class="i8">Striking ball with clinched hand.</span> +</div></div> + +<p><b>Score.</b>—Each goal made counts two points. One point is also awarded to +the opposing team for each foul.</p> + +<p>This game may be varied by having a goal keeper for each team whose +duty shall be to prevent the balloon from crossing his or her goal +line. This goal keeper should stand, and should have a free use of the +aisle in front of the goal.</p> + +<div class="blockquot"><p>This game was originated by Mr. Henry J. Silverman of New York +City, and submitted in a competition for schoolroom games +conducted by the Girls' Branch of the Public Schools Athletic +League of New York City in 1906. This game was one that +received honorable mention, and is here published by the kind +permission of the author, and of the Girls' Branch, and of +Messrs. A. G. Spalding & Brothers, who published the handbook +in which the game first appeared.</p></div><p><span class='pagenum'><a name="Page_326" id="Page_326">[326]</a></span></p> + + + +<h3>BALLOON GOAL</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Schoolroom; parlor; gymnasium.</i></p> + +<p><i>Inflated balloon.</i></p> + +<div class="figleft" style="width: 362px;"> +<img src="images/diag035.jpg" width="362" height="375" alt="diagram: Balloon Goal" title="" /> +<span class="caption smcap">Balloon Goal</span> +</div> + +<p>The game is played with two toy balloons, preferably twelve inches in +diameter, one red and one blue, which are struck with the open hand +only. When the gas of the balloon is exhausted, the rubber bag may be +refilled with the breath, when it will be found still to float +sufficiently in the air for the purposes of the game.</p> + +<p>The class is divided into two teams, preferably designated by colors +corresponding to the balls, worn on the arm or otherwise. The teams +are assigned by rows across the room from side to side, the first row +of pupils belonging to the red team, the second to the blue, the third +to the red, etc. Four goals are formed by stretching a tape diagonally +across each of the four corners of the room about five feet from the +floor, the goals in the diagonally opposite corners having the same +colors, two of red and two of blue. The game consists in hitting the +balloon with the open hand so that it will float down behind a goal +tape, the red balloon scoring when it enters the red goals, and the +blue balloon when it enters the blue goals. There are no goal guards, +but it is the object of all players belonging to the red team to get +the red balloon into the red goals, and of the blue team to keep it +out. Similarly, the object of the blue team is to get the blue balloon +into the blue goals and of the red team to keep it out.</p> + +<p><span class='pagenum'><a name="Page_327" id="Page_327">[327]</a></span></p><p>The game starts by the teacher putting the balloons in play by +tossing them up in the center of the room, when each side immediately +begins to play for them. It has been found that with two balloons and +four goals, and the interference offered by fixed seats and desks, it +is unnecessary to limit the players to any given area. This, however, +may be done should play become rough.</p> + +<p>A score keeper scores one for each team making a goal with its +balloon, but the game continues without interruption, the balloon +being at once put in play again by the teacher.</p> + +<p>A fifteen-minute game should be divided into at least three periods, +the teacher signaling for a rest at the end of each five minutes.</p> + +<p>This game is admirable for the parlor, and may also be played in the +gymnasium or playground.</p> + +<div class="blockquot"><p>This game was originated by Mr. Max Liebgold of New York City, +and received the prize offered by Mrs. Henry Siegel in the +competition for schoolroom games conducted by the Girls' Branch +of the Public Schools Athletic League of New York City in 1906. +The game is here published by the kind permission of the +author, and of the Girls' Branch, and of Messrs. A. G. Spalding +& Brothers, who publish the handbook in which the game first +appeared.</p></div> + + + +<h3>BALL PUSS</h3> + + +<p><i>3 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Gas ball; basket ball; hand ball; bean bag.</i></p> + +<p>This is a form of ball tag. In it each player chooses a home or +corner, as in Puss in the Corner, or Home Tag. When played out of +doors, trees may be used for this purpose; in a gymnasium, pillars or +different pieces of apparatus; in the schoolroom, the corners of the +room, the front and rear corner desks, the teacher's desk, the +radiator, or any other objective points. The players who are so +stationed beckon to each other to exchange places, and as they run +from one place to another the one who is It tries to hit them with the +ball. Any one so hit changes places with the one who is It.</p> + +<p>As in all ball-tag games, either a ball or bean bag may be used. If +played in the schoolroom, a light gas ball should be used; elsewhere, +anything from a light-weight hand ball to a basket ball would be +suitable. Hard balls should be avoided.</p> + +<p><span class='pagenum'><a name="Page_328" id="Page_328">[328]</a></span></p><p>Where there are many playing, it is advisable to have two or three +who take the part of thrower or Puss (It), in which case there will be +two or three balls or bean bags in play at the same time, and the game +is made more rapid.</p> + + + +<h3>BALL STAND</h3> + +<div class="center">(Burley Whush)</div> + + +<p><i>5 to 20 players.</i></p> + +<p><i>Out of doors; gymnasium.</i></p> + +<p><i>Hand ball; tennis ball.</i></p> + +<p>This game is started by tossing a ball against a wall or on the roof +of a house from which it may roll back. The players all stand in a +group or row, from ten to twenty feet from the wall. One of the number +is chosen as thrower and tosses the ball as indicated, at the same +moment calling the name of one of the other players. This player must +dash forward and catch the ball before it strikes the ground, while at +the same moment all of the other players run as far away as possible. +Should the one called succeed in catching the ball, the players come +back and the thrower throws again, calling the name of some other +player. Should the one whose name is called fail, however, to catch +the ball, he calls out "Stand!" upon which the others must stop in +their flight. The ball man then picks up the ball, and from where he +stands throws it in his turn at one of the players. Any player so hit +calls out "Hit!" and becomes at once the ball man. The other players +immediately run again without returning to the wall, but stop as soon +as the one hit calls "Stand!" which he must do upon picking up the +ball.</p> + +<p>This is continued until the ball fails to hit one of the players, when +all return to the original starting place, where the last thrower of +the ball throws it against the wall and the game begins again.</p> + +<p>The players in their flight, the object of which of course is to +diminish the chances of being hit by the ball, may run behind any +obstacle, such as a bush or around the corner of a house, but in any +such case must extend a hand so it shall be visible beyond this +obstacle, that the ball man may still have an opportunity to hit +them.<span class='pagenum'><a name="Page_329" id="Page_329">[329]</a></span></p> + + + +<h3>BALL TAG</h3> + + +<p><i>3 to 60 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Gas ball; bean bag; basket ball; hand ball.</i></p> + +<div class="blockquot"><p>There are several forms of ball tag, each quite distinctive, +and all interesting and making good games. A soft ball or bean +bag should be used in all of these games, or with older players +a basket ball or other large, comparatively light-weight ball.</p></div> + +<p>The players scatter promiscuously. One player, who is It, tries to hit +one of the other players with a ball or bean bag. Any player thus hit +becomes It and must try to tag others in the same way. When a player +fails to hit one for whom he aims, the thrower must pick up his own +ball or bag, except in the schoolroom, where the seats and desks +interfere with this. There any adjacent player may pick up the ball +and throw it back to the one who is It. Players may dodge in any way, +as by stooping, jumping, or the usual sideways movements.</p> + +<p>Where there are many playing, it is advisable to have two or three who +take the part of thrower or It, in which case there will be two or +three balls or bean bags in play at the same time, and the game is +much more rapid.</p> + +<p>If played in the schoolroom, a light gas ball or bean bag should be +used. Elsewhere, anything from a light-weight hand ball to a basket +ball would be suitable. Hard balls should be avoided.</p> + + + +<h3>BASKET BALL DISTANCE THROW</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<div class="blockquot"><p>This is an interesting and simple athletic event, as well as a +good game. It is especially useful for players drilling on the +handling of the basket ball or shotput, and is a good +substitute for shotput for girls.</p></div> + +<p>A full circle six feet in diameter is drawn on the ground. A heavy +line is drawn across its center, which serves as a throwing line. The +player stands in the circle and throws the basket ball<span class='pagenum'><a name="Page_330" id="Page_330">[330]</a></span> from this +throwing line toward other lines drawn in the throwing space as +specified below, the ball scoring according to its landing in relation +to these other lines.</p> + +<div class="figleft" style="width: 250px;"> +<img src="images/diag036.jpg" width="250" height="400" alt="diagram: Basket Ball Distance Throw" title="" /> +<span class="caption smcap">Basket Ball Distance Throw</span> +</div> + +<p>The lines drawn across the throwing space must be parallel with the +throwing line in the circle. For players below the seventh year of the +elementary school course (below twelve years of age) these three lines +should be respectively twelve, eighteen, and twenty-seven feet from +the forward edge of the circle. For players from the seventh and +eighth year of the school course (that is, thirteen and fourteen years +of age) these three lines should be respectively fifteen, twenty-one, +and thirty-one feet from the forward edge of the circle. These +measurements are for girls. For boys the longer distance given between +lines will be found generally advisable, and they may even be +increased.</p> + +<p>The players are divided into competing teams, the players of each team +throwing in rapid succession. Each player has but one turn, unless the +ball should strike some obstacle before touching the ground, when +another trial is allowed. A thrower must at the start stand in the +circle and toe the throwing line, drawn across the center of the +circle; in completing the throw he must not fall or step forward over +the outer line of the circle in front of him. If at any part of the +throw, from its start to finish, the thrower be out of the circle, it +is considered a foul and does not score, the number of players in the +team being counted as one less when the total or average is figured. +The best form for throwing is that described for Battle Ball.</p> + +<p>For each throw to the first line (the twelve or fifteen foot line) or +any point between it and the next line, a team scores one point. For +each throw to the second line (the eighteen or twenty-one foot line), +or between it and the next line, a team scores three points. For each +throw to or beyond the third line (the twenty-seven or thirty-one foot +line) a team scores five points. The team averaging<span class='pagenum'><a name="Page_331" id="Page_331">[331]</a></span> or adding the +largest score wins first place in the event. If the number of players +be not even, the score is decided by an average instead of by adding. +Where several groups or teams are competing, if there be a judge for +each team and floor space for more than one diagram, two or more teams +should throw at once.</p> + + + +<h3>BATTLE BALL</h3> + + +<p><i>6 to 12 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball; Indian clubs.</i></p> + +<div class="blockquot"><p>This is one of the best and most interesting of the simpler +team games. Briefly stated, it consists in trying to dislodge +Indian clubs or tenpins placed at the rear of the enemies' +territory. Players should be trained to coöperate and to +understand the importance of each doing well his particular +part. Playing into the hands of each other when necessary, as +in passing the ball to good throwers, is one of the most +important features of team work.</p></div> + +<p><b>GROUND.</b>—A ground measuring about fifty feet long by twenty-five wide +should be divided into two equal parts by a line across the center. +The rear boundary of each half is the goal or club line on which the +Indian clubs are placed. Above these club lines a cord or rope is +stretched seven feet from the ground. This cord may be fastened to +posts on either side of the ground, or jump standards may be used to +support it. If desired, back stops may be placed across the ground at +a distance of five feet beyond the club line and extending beyond the +boundaries of the court on either side.</p> + +<p>Indian clubs or tenpins weighing two or three pounds are placed on the +club line, there being one pair for each club guard. One pair of these +clubs should be placed in the center of the line and one at each end +of it three feet from the posts that hold the cord. The clubs of each +pair should be separated by a distance of eighteen inches.</p> + +<p><b>TEAMS AND OFFICIALS.</b>—The teams consist of from three to six players +on each side, though five on a side is the most desirable number. The +description of this game and the diagram assume five players to a +team. Each team chooses a captain,<span class='pagenum'><a name="Page_332" id="Page_332">[332]</a></span> who settles disputes (unless other +officers be appointed for this purpose, as hereinafter stated), and +who assigns places for the other players as he sees fit. He himself +occupies any place he desires.</p> + +<div class="figleft" style="width: 279px;"> +<img src="images/diag037.jpg" width="279" height="400" alt="diagram: Battle Ball" title="" /> +<span class="caption smcap">Battle Ball</span> +</div> + +<p>Each team is divided into club guards and forwards. For five players +there should be three club guards, each standing before a pair of +clubs, and two forwards or throwers, who stand near the dividing line. +In the placing of players it is desirable to place the best catchers +as club guards and the best throwers as forwards. In addition to the +team players, it is desirable to have a referee, two judges, and one +or two scorers, though all these offices may be filled by the same +person.</p> + +<p>The referee should keep time, should start the game, should announce +scores and settle disputes. The judges, one for each side, should +watch for fouls and report points made by their respective sides to +their scorers.</p> + +<p><b>OBJECTS.</b>—The objects of the game are (1) to knock over the opponents' +clubs with the ball; (2) to make a goal by passing the ball beyond the +opponents' club line under the string but not hitting the clubs.</p> + +<p><b>START.</b>—The sides toss up for the ball or choose by drawing cuts (see +chapter on "Counting out and Choosing Sides.")</p> + +<p>Whenever a ball goes out of bounds it should be returned to the +captain of the opposite (catching) side by a player designated for the +purpose.</p> + +<p><b>POINTS OF PLAY.</b>—Successful play will come both from throwing and +bowling the ball. The best way to throw or bowl the ball<span class='pagenum'><a name="Page_333" id="Page_333">[333]</a></span> is from the +extended right arm, the ball being held on the wrist by bending the +wrist upward and turning the hand inward over the ball. The right foot +should be in the rear and at the start the trunk twisted toward the +right. As the ball is thrown, the weight of the body should be changed +to the forward leg and the body swung forward nearly half around from +the waist toward the left. The best way to stop the ball is usually by +blocking it with both arms; but it may be blocked with the legs or the +body. The ball may be tossed from player to player on the same side, +either to get it into the hands of the best thrower or to mislead the +opponents as to when it will be aimed at their clubs. Players may move +about on their own side, but overstepping the boundary lines is a +foul. Club guards should not get far away from their line of duty. The +ball should be aimed at the clubs or at open spaces between players, +not at the players themselves.</p> + +<p><b>FOULS.</b>—It is a foul for a ball to pass above the cord drawn over the +opponents' club line. Such a foul scores one for the defensive side. +It is a foul for a thrower to step over the center line. For this the +opponents score two points. It is a foul for a club to be overturned +by a player on his own side. Each club so overturned scores five +points for the opponents.</p> + +<p><b>SCORE.</b>—Overturning an opponent's club with the ball scores five +points. Passing the ball beyond the opponents' club line below the +cord but without hitting the clubs scores three points.</p> + +<p>A ball passing between a pair of clubs scores ten.</p> + +<p>A ball passing between the legs of an opposing player scores ten.</p> + +<p>No score is made on a ball caught by the opponents.</p> + +<p>Fouls score as stated above.</p> + +<p>The game is played in ten or fifteen minute halves, with five minutes' +intermission, the team winning which has the highest score at the end +of the second half.</p> + +<p>It adds greatly to the interest of the game to post the score in sight +of the players, on a blackboard, large paper, or other bulletin.</p> + +<div class="blockquot"><p>This game was originated by Dr. Dudley A. Sargent.</p></div><p><span class='pagenum'><a name="Page_334" id="Page_334">[334]</a></span></p> + + + +<h3>BOMBARDMENT</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball; Indian clubs.</i></p> + +<div class="figleft" style="width: 214px;"> +<img src="images/diag038.jpg" width="214" height="400" alt="diagram: Bombardment" title="" /> +<span class="caption smcap">Bombardment</span> +</div> + +<p>This game resembles Battle Ball in that it consists in trying to +overturn Indian clubs or tenpins set up in the opponents' court. The +game differs from Battle Ball, however, in being feasible for a much +larger number of players, and in being very much simpler in its form, +not having the closer team organization or such a variety in points of +scoring as Battle Ball. It may be made one of the liveliest and most +interesting games for large numbers of players.</p> + +<p><b>GROUND.</b>—The ground is divided into two equal fields by a line across +the center. At the rear of each ground a row of Indian clubs or +tenpins is set up, there being the same number of pins as players. +Should the number of pins be so great as to require their being closer +than two feet apart, a second row should be placed in front of the +first, in such a way that each club stands opposite a space in the +preceding row of clubs.</p> + +<p><b>PLAYERS.</b>—The players are divided into two teams numbering anywhere +from five to fifty each. The players stand between their clubs and the +dividing line in any scattered formation. With a large number of +players several balls should be put in play.</p> + +<p><b>OBJECT AND POINTS OF PLAY.</b>—The object of the game is to knock down +the opponents' clubs. Each player will therefore serve both as a guard +to protect his clubs, and as a thrower. He may throw whenever he can +secure a ball, there being no order in which<span class='pagenum'><a name="Page_335" id="Page_335">[335]</a></span> players should throw. +Balls may be made to displace the opponents' clubs by being thrown +against the wall behind the clubs, so that they will rebound or +carrom, knocking the clubs down from the rear. No player may step +across the center line. The game is especially interesting when +several balls are in play at once.</p> + +<p><b>SCORE.</b>—Each club overturned scores one point for the side which +knocked it down. Every club overturned by a player on his own side +scores one for the opponents. The game is played in time limits of +from ten to twenty minutes, the side winning which has the highest +score at the end of that time.</p> + + + +<h3>BOUNDARY BALL</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<p><b>GROUND.</b>—The ground should measure about twenty feet in width by forty +in length, and should be divided in half by a line, marked across it.</p> + +<p><b>PLAYERS.</b>—The players, numbering anywhere from ten to one hundred, are +divided into two equal parties. Each party lines up on one side of the +dividing line and about ten feet from it.</p> + +<p><b>OBJECT OF THE GAME.</b>—The object of the game is to throw the ball over +the opponents' rear boundary line, a party succeeding in doing this +scoring a point. As each party lines up at the start ten feet from the +center dividing line, it is possible for each to intercept the ball at +the point of its line-up. Any players from the line, however, may run +back of this line-up to prevent the ball from going over the rear +boundary, and the point at which the ball is stopped by any such +player indicates the point at which the party must line up for the +next play. It therefore becomes a secondary object of the game to +force one's adversaries back until they have reached their rear +boundary line, where their chances for intercepting the ball are less +than in a forward position, as their movements are more restricted.</p> + +<p>For instance, party A throws the ball at party B's boundary. The +latter, by running backward several paces, succeeds in intercepting +<span class='pagenum'><a name="Page_336" id="Page_336">[336]</a></span>the ball at a distance of say five feet beyond its first line-up. The +entire party then takes its stand on this new line and throws the ball +at its opponents' boundary, trying to force them back in similar +manner as far as possible to catch the ball.</p> + +<p><b>START.</b>—The parties toss up for which side shall first have the ball. +The ball is then given to the center player in the line, who makes the +first throw. After this first throw the ball may be put in play by any +player in a line.</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—Players may run forward of their first or +succeeding line-up to catch the ball, but the line-up never comes +forward of its first position. After a line has been forced backward, +however, if the ball be caught anywhere between the last line-up and +the first, the line moves forward to the new point. Should a ball roll +on the ground, the point at which it stops rolling, or is stopped by +the players trying to catch it, indicates the line at which they must +take their stand. No ball scores a point, however, which rolls beyond +the rear boundary line. When a party has been forced back to its rear +boundary line, it must stand on that line thereafter, unless it should +succeed in stopping the ball forward of that line, when it may move +forward to the new position. No player may step over the boundary +line.</p> + +<p><b>SCORE.</b>—One point is scored by the throwing party every time a ball is +thrown beyond the opponents' rear boundary line. Five points +constitute a game.</p> + + + +<h3>BOUND BALL</h3> + + +<p><i>10 to 30 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Tennis ball; hand ball.</i></p> + +<p>This game somewhat resembles tennis, but is played over a lower +dividing line, and the ball is batted with the hand instead of with a +racket; it is always played from a bound, never "on the fly."</p> + +<p><b>GROUND.</b>—Boundary lines for the entire court should be outlined, +measuring about fifty feet in length by twenty-five in width, though +these dimensions are not invariable. The ground is then<span class='pagenum'><a name="Page_337" id="Page_337">[337]</a></span> divided by a +line into two equal parts. In a gymnasium balance beams may be set up +for this purpose. Out of doors a board or log may be used, or the mere +drawing of a line on the ground will suffice.</p> + +<p><b>PLAYERS.</b>—The players are divided into two equal parties which take +their places on either side of the dividing line, scattered over their +respective courts without regular formation.</p> + +<p><b>OBJECT.</b>—The game consists in batting a tennis or hand ball with the +hand from one side to the other of the dividing line, after it has +first bounded in one's own territory.</p> + +<p><b>START.</b>—The leader of the game, or any player on either side, puts the +ball in play by throwing it among the players of the opposite side. +Whoever catches the ball acts as the first server. The server serves +by bounding the ball once and then hitting or batting it with the open +palm on the rebound, so that it will go over into the opponents' +court. Should a served ball fail to rebound in the antagonists' court, +it is returned to the party from which it came, that they may have a +second trial. One player continues to serve until his side scores +five, when the ball is thrown to the opponents. The players on a side +serve in rotation.</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—In returning a serve or keeping the ball in +play at any time, it may be bounced any number of times before being +sent into the opponents' court. The one essential point is that it +should be kept bounding, a ball that is dead being thrown back to the +server. In bounding the ball it must always be hit or batted from the +upper side with the palm of the hand. Should the ball bound very low +so as to give slight opportunity for batting into the opponents' +court, a player may coax it to a higher point before batting. A ball +may also be worked forward or to any advantageous point of the ground +by bounding or "dribbling" in this way before batting it. Whenever a +ball enters a court, any member of the party on that side may play +upon it. The players in each court will naturally scatter to be ready +to receive the ball. Players will use in this game many points of +tennis, such as sending the ball into the opponents' territory with a +long glancing stroke, which may make it bound unexpectedly toward the +rear of the opponents' court; or on the contrary, with a small bound +that shall just barely cross the line. A ball going out of bounds is +out of play, and must be returned to the server unless it should +rebound<span class='pagenum'><a name="Page_338" id="Page_338">[338]</a></span> in the court for which it was intended, when it should still +be considered in play.</p> + +<p><b>SCORE.</b>—The score is entirely for a defensive game, being wholly on +the opponents' failures. If desired, the score may be the same as in +tennis, but is generally as follows:—</p> + +<p>One point is scored for (<i>a</i>) failure to strike the ball as directed +(from above with the open palm); (<i>b</i>) failure to bound the ball +before sending it into the opponents' ground; (<i>c</i>) failure to return +a good serve or play.</p> + + + +<h3>BOWL BALL</h3> + +<div class="center">(See <i>Center Club Bowls</i>, <i>Circle Club Bowls</i>, and <i>Line Club Bowls</i>.)</div> + + + +<h3>CALL BALL</h3> + +<div class="center">(See also <i>Ring Call Ball</i>, <i>Ball Stand</i>, and <i>Spud</i>.)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball.</i></p> + +<p>The players are numbered and scatter promiscuously over the playground +or gymnasium. One tosses a ball, at the same time calling the number +of some other player. This player must run forward and catch the ball +before it has bounded more than once. Any player who is successful in +this takes the place of the first tosser. Any player who fails rejoins +the others, but three failures put him out of the game. For large +numbers it is well to have two balls, tossed by two different players.</p> + +<p>The one who is tossing the ball will add much to the interest of the +game by calling the names of players who are at a considerable +distance from the ball, or for any other reason may have a +particularly difficult task in reaching the ball in time; or he may +take them unaware, as by calling the same name twice in succession, +etc. There is no limit to the number of times a player may be called.</p> + + + +<h3>CAPTAIN BALL</h3> + + +<div class="blockquot"><p>Captain Ball is one of the best and most popular games for both +children and adults, boys and girls. It is one of the most +useful forms of games for the period when pupils are beginning +to enjoy organization, as it calls for comparatively simple, +though pronounced, team work.</p></div> + +<p><span class='pagenum'><a name="Page_339" id="Page_339">[339]</a></span></p><div class="blockquot"><p>There are many variations in Captain Ball, the differences +being in (1) the plan of laying out the ground, and +consequently the relative position of players; (2) the points +of play that score; and (3) the rules restricting the players. +While almost any rules of play or points of scoring may be used +on almost any plan of ground, certain methods of play seem to +have grown out of, and naturally to belong to, certain +diagrams. An umpire, referee, and scorer are desirable in any +form of the game, but <i>not absolutely necessary</i> except for +match games.</p> + +<p>Six distinct forms of Captain Ball are here presented, Captain +Ball I, II, III; Emperor Ball (IV); Progressive Captain Ball +(V) (a new form of the game originated by Miss Cora B. Clark of +New York); also a schoolroom adaptation, Schoolroom Captain +Ball (VI). Some forms which offer minor variations have been +omitted in favor of these, which form distinct types. The games +are grouped in this place to facilitate comparison.</p></div> + +<p>For <b>NEW YORK CAPTAIN BALL</b> (rules of Girls' Branch, Public Schools +Athletic League), see <i>Appendix</i>.</p> + + + +<h3>CAPTAIN BALL—I</h3> + + +<p><i>14 players.</i></p> + +<p><i>Basket ball; volley ball.</i></p> + +<div class="figcenter" style="width: 400px;"> +<img src="images/diag039.jpg" width="400" height="192" alt="diagram: Captain Ball—I" title="" /> +<span class="caption smcap">Captain Ball—I</span> +</div> + +<p>This is in some respects a simpler form of Captain Ball than those +that follow, as there are but three bases or homes on each side of the +field, and the captain is on one of these instead of in the center. +His position at the farthest point from the dividing line tends to +distribute the play equally among all of the players. The number of +players is smaller than in other forms of the game. The ball does not +score for completing the circle (or triangle) of players, as in other +forms of the game. Although very rapid, this form may be less +confusing for beginners than in larger formations where there are more +players.</p> + +<p><span class='pagenum'><a name="Page_340" id="Page_340">[340]</a></span></p><p><b>GROUND.</b>—On each side of the ground at corresponding distances from +the center three small circles are drawn for bases at the points of a +triangle. The circles should be from two to five feet each in +diameter, the more skillful the players the smaller the circle. The +distance between each two circles forming a triangle should be at +least fifteen feet, and the distance across the center of the field +between the two inner circles, from fifteen to twenty-five feet.</p> + +<p><b>TEAMS.</b>—The players are divided into two teams, each consisting of +three basemen, three base guards, and one fielder. One of the basemen +is captain and stands in the base at the end of the ground farthest +from the center. Each team has a guard stationed near each of its +opponents' bases, and a fielder whose general place should be near the +center of the ground but who is free to run to any part of the ground, +and who should pick up the ball whenever it goes afield. The ball +should then be put in play again from the center as at the start.</p> + +<p><b>OBJECT OF THE GAME.</b>—The object of the game is to have a captain catch +a ball from one of his basemen. A ball caught by the captain from the +guards or fielder of his team, does not count. Of course the guards +will try to prevent the ball being caught by a captain from one of his +basemen, or by one of the basemen from his fielder, and on the other +hand will try to secure the ball and send it back to their own basemen +or fielder.</p> + +<p><b>START.</b>—The ball is put in play by being tossed up in the center of +the ground by a third party between the two fielders, both of whom try +to catch it. The one who succeeds has first throw. Touching the ball +is not enough for this first catch: it must be caught in both hands. +In case of dispute, the ball should be tossed again. The ball is again +put in play in this way after each point scored; also after going +afield and being picked up by one of the fielders.</p> + +<p><b>RULES.</b>—The basemen may put one foot outside of their bases or +circles, but at no time both feet. Each guard must remain near the +base he guards but may not step within it even with one foot. Should +either side transgress these rules or make any other foul, the ball is +thrown to one of the basemen on the opposite side, who is given free +play to throw to his captain without interference of his own guard, +though the captain's guard may try<span class='pagenum'><a name="Page_341" id="Page_341">[341]</a></span> to prevent its being caught. A +ball that goes afield is put in play again at the center, as at the +opening of the game.</p> + +<p><b>FOULS.</b>—It is a foul (1) to transgress any of the rules given above; +(2) to snatch or bat the ball from an opponent's hands; (3) to bounce +the ball more than three times in succession; (4) to run with the +ball; (5) to kick it; (6) to hand instead of throwing it; or (7) to +hold it longer than time enough to turn once around quickly, or three +seconds. Penalty for fouls consists in allowing opponents a free throw +from one of their basemen to their captain, as described under Rules.</p> + +<p><b>SCORE.</b>—The ball scores one point whenever a catch is made by a +captain from one of his basemen. It does not score when the captain +catches it from a guard or fielder.</p> + +<p>The game is played by time limits, ranging from ten to thirty minutes. +The time is divided in halves, and at the end of the first half the +teams have an interval of rest, and the basemen and guards change +places. The team wins which has the highest score at the end of the +second half. The ball is put newly in play after every point scored.</p> + + + +<h3>CAPTAIN BALL—II</h3> + + +<p><i>18 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball; volley ball.</i></p> + +<p>The distinctive features of this form of Captain Ball are: (1) the +captain occupies a place in the circumference of the circle as in I, +instead of in the center as in succeeding forms of the game; (2) the +captain's place is near the dividing line, instead of at the farthest +point from it as in I; this gives the guards of his team, on the +opposite side of the ground, a greater opportunity to reach him than +in I, while any increased tendency to concentrate play near the +dividing line is offset by the scoring of the ball through completing +a round of the circle, and by the greater freedom allowed the guards; +(3) the guards may run at large, not being confined to guarding any +one baseman; (4) there are no fielders, the free action of the guards +making these unnecessary; (5) the ball scores for completing a circle +and also for any catch by the captain from one of his team, whether it +be baseman or guard; also for a catch by any one baseman from another +baseman of his team; or for a catch by the captain after it has passed +through the hands of two or three basemen successively; (6) fouls +differ from those in some other forms of the game, and are penalized +by scoring for the opponents instead of by a toss of the ball.<span class='pagenum'><a name="Page_342" id="Page_342">[342]</a></span></p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 620px;"> +<img src="images/plate019.jpg" width="620" height="400" alt="plate: CAPTAIN BALL IN A HIGH SCHOOL" title="" /> +<span class="caption">CAPTAIN BALL IN A HIGH SCHOOL</span> +</div> +<hr class="quarter" /> + + +<div class="figleft" style="width: 210px;"> +<img src="images/diag040.jpg" width="210" height="425" alt="diagram: Captain Ball—II" title="" /> +<span class="caption smcap">Captain Ball—II</span> +</div> + +<p><b>GROUND.</b>—The ground is divided into two equal parts by a line across +the center. In each part a series of small rings or bases is arranged +in a circle, at equal distances apart, the number and distance +depending on the space at disposal and the number of players; the +small base rings should not be closer to each other than four or five +feet, and should measure from two to four feet in diameter. The +captain's place is in one of these bases nearest the center of the +ground or dividing line.</p> + +<p><b>TEAMS.</b>—There should be from eight to thirty players on each side, +exclusive of the captain. Half of these players stand in the bases on +their own side, the captain's base completing the circle and being +nearest the dividing line. The other players of the team, called +guards, are stationed at the opening of the game each near one of the +opponents' bases on the opposite side of the ground from his own +basemen. Each guard is chiefly responsible throughout for guarding his +particular base; but all guards may move about freely in the +opponents' territory without stepping within the rings (bases).</p> + +<p><b>OBJECTS OF GAME.</b>—The objects of the game are, (1) to pass the ball +from baseman to baseman in one circle; or (2) entirely around one of +the circles without its being caught by the opponents' guards,<span class='pagenum'><a name="Page_343" id="Page_343">[343]</a></span> who +seek to gain possession of it; and (3) for any baseman or guard to +throw the ball as many times as possible to his own captain. The +guards try not only to prevent the passage of the ball around the +circle or its reaching their opponents' captain, but also to gain +possession of the ball and throw it over to the opposite side to their +own basemen and captain.</p> + +<p><b>START.</b>—The ball is put in play at the opening of the game, and after +each catch by a captain, and after each foul, by being tossed by a +neutral person in the center of the ground, the guards on both sides +trying to get possession of it. The ball is not considered caught +unless it be held in both hands. Any guard so catching it has an +opportunity to throw it to his own captain or one of his basemen. The +guards on the opposite side of course try to prevent such a catch.</p> + +<p><b>RULES.</b>—It is considered a fair catch for any baseman, including the +captain, if the ball be caught on a bound either from the floor, +ceiling, or any other object, or from hitting another player.</p> + +<p>A ball that goes afield is secured by the guard standing nearest the +point where it left the circle. He puts it in play from the point in +the circle where it went out.</p> + +<p>Other rules are indicated under "Fouls."</p> + +<p><b>FOULS.</b>—It is a foul (1) to kick the ball; (2) to run with the ball; +(3) for a guard to step over the dividing line or inside one of the +bases; (4) for a baseman to step outside of his own base, even with +one foot; (5) to hand the ball instead of tossing; (6) to snatch or +bat the ball from an opponent's hands; (7) to hold the ball longer +than time enough to turn around quickly, or three seconds.</p> + +<p>One point is scored by the opponents whenever a foul is made, and the +ball is then put in play again from the center.</p> + +<p><b>SCORE.</b>—One point is scored for a team every time a baseman catches +the ball from another baseman of the same team.</p> + +<p>Two points are scored for a team every time its captain makes a fair +catch, whether the ball has gone around his circle or not, and whether +the ball was thrown by one of his basemen or one of his guards on the +opposite side of the field. Three points are scored if the ball +reaches two different basemen and the captain successively, whether in +regular rotation around the circle or not.</p> + +<p><span class='pagenum'><a name="Page_344" id="Page_344">[344]</a></span></p><p>Four points are scored if the ball reaches three different basemen +and the captain successively, whether in regular rotation around the +circle or not. Five points are scored whenever the ball passes +entirely around the circle on one side, in regular rotation of +basemen, whether the start and finish of that circle be with the +captain or some other baseman. Each foul scores one for the opposing +team, as described under "Fouls." After the captain catches the ball, +no further points may be scored on it in that play and it then goes +back to the center to be put again in play.</p> + + + +<h3>CAPTAIN BALL—III</h3> + + +<p><i>20 to 40 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball; volley ball.</i></p> + +<div class="blockquot"><p>This form of Captain Ball is the most strenuous of any, as +freer mass play is encouraged among the guards, and there are +fewer restrictions in the form of play, batting and hitting the +ball being allowed, which are fouls in other forms of the game. +The method of punishing fouls is optional and should be +determined before the game begins. The ground is divided +somewhat differently than in other forms of the game, by a +neutral space between the two fields, where the ball is tossed +for sides. The ball scores both for completing a circle and +being caught by a captain, but not for catching from one +baseman to another, as in II. The captain is stationed in the +center instead of in the circumference of the circle, as in I +and II.</p></div> + +<p><b>GROUND.</b>—The ground is divided into two equal parts by a neutral strip +about three feet wide through the center. In each half are marked five +or more bases in the form of small circles from two to five feet in +diameter (or rectangles), outlining part of a large circle or square +open toward the center. In the center of each half is marked a small +circle or base for the captain. The interest of the game may be +enhanced by placing a springboard in the captain's base, on which he +should stand.</p> + +<p><b>TEAMS.</b>—The players are divided into two equal teams, consisting each +of (1) a captain, (2) a baseman for each base in the outer circle, (3) +guards. There should be one less guard on each team than the number of +players in its outer circle. For instance, for five basemen, as in the +diagram, there should be four guards. The guards belonging to a team +are stationed in the opponents'<span class='pagenum'><a name="Page_345" id="Page_345">[345]</a></span> field, and generally begin the game +lined up near the neutral territory that runs through the center of +the ground. As the game progresses, the guards may scatter in any way +that they choose. There are no center runners or fielders in this form +of the game, as in some others An umpire is desirable, and a scorer +and referee are needed for skillful teams.</p> + +<div class="figright" style="width: 284px;"> +<img src="images/diag041.jpg" width="284" height="500" alt="diagram: Captain Ball—III" title="" /> +<span class="caption smcap">Captain Ball—III</span> +</div> + +<p><b>OBJECTS OF GAME.</b>—The objects of the game are (1) for the ball to be +thrown and caught around the complete circle of basemen; (2) for the +outer basemen to throw the ball to their captain in the center; the +guards trying (1) to intercept the ball before it can complete a +circle; (2) to prevent it being caught by the captain; and (3) to +secure possession of the ball and send it to the basemen in their own +(the opposite) field.</p> + +<p><b>START.</b>—The ball is put in play in the center of the neutral strip by +an umpire or referee. He tosses the ball, and the guards from both +sides try to gain possession of it. For this purpose the guards may +run anywhere they choose, being permitted on the neutral territory; +but as soon as possession of the ball is decided, the guards must +return to their respective fields, and may not again leave them until +the ball is again put in play. To touch the ball does not give a guard +possession of it; he must hold it in both hands. In case of dispute +the referee should again toss the ball. When a guard has secured +possession of the ball, he and the other guards return to their home +fields, and the one having the ball throws it<span class='pagenum'><a name="Page_346" id="Page_346">[346]</a></span> to one of his basemen +in the opposite field. The ball is put in play from the center after +every point scored, and after it goes afield.</p> + +<p><b>RULES.</b>—The guards are not allowed to step within the bases; they may +not cross the boundary lines into the neutral territory, except when +the ball is being put in play. Basemen may not step outside of their +bases, even with one foot. Should the captain, in catching a ball, +step over his base, the catch does not score, but if this be with only +one foot, he has the privilege of throwing the ball to one of his +basemen without interference from the guards. A throw from a guard in +the opposite field to his own captain does not score. Kicking or +striking a ball out of a player's hands is allowable. In trying to +block a throw, guards may not touch basemen nor step within the bases. +Guards will naturally be very watchful of the center, as successful +catches by the captain score.</p> + +<p><b>FOULS.</b>—Transgression of any of the previous rules constitutes a foul, +penalized by giving the ball to the opposite side or by allowing them +to score one point. Which of these two methods is to prevail during a +game should be decided before the game starts.</p> + +<p><b>SCORE.</b>—One point is scored for a team every time that the captain +catches a ball thrown by one of his basemen. One point is scored for a +team whenever the ball is thrown from base to base successively until +it completes an uninterrupted circle. Fouls may score or not, as +explained under "Fouls." After every point scored, the ball is +returned to the umpire and put again in play.</p> + +<p>The game is played in two halves of fifteen or twenty minutes each, +with a rest of five or ten minutes between the halves. Teams change +sides at the beginning of the second half, but they do not change +players; that is, guards do not become basemen, and <i>vice versa</i>, as +in some other forms of this game.</p> + + + +<h3>EMPEROR BALL</h3> + +<div class="center">(Captain Ball—IV)</div> + + +<p><i>30 to 40 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<div class="blockquot"><p>This game is really a form of Captain Ball, but differs from +any of the previous forms in the following points:—</p></div> + +<p><span class='pagenum'><a name="Page_347" id="Page_347">[347]</a></span></p><div class="blockquot"><p>A neutral officer, called the Emperor, is stationed in the +center of the field between the two teams, and the ball scores +its highest when it has been thrown entirely around one of the +circles, from there to the captain in the centre, and from him +to the Emperor. There are two fielders, or players at large, +who try to intercept the ball before it reaches the Emperor, or +to block it in any other part of the play.</p></div> + +<div class="figright" style="width: 245px;"> +<img src="images/diag042.jpg" width="245" height="500" alt="diagram: Emperor Ball" title="" /> +<span class="caption smcap">Emperor Ball</span> +</div> + +<p><b>GROUND.</b>—In the center of the ground is placed a springboard, box, +stool, or other platform for the impartial ruler of the game called +the Emperor. The ground on each side of this point is marked out as +follows: A series of bases or small circles (the number to vary with +the number of players) is drawn so as to form together a large circle +with from four to ten feet between each two small ones. The small +circles should be from two to five feet in diameter. In the center of +this large ring another small circle or base is marked for the captain +of the team.</p> + +<p><b>TEAMS.</b>—The players appoint one impartial officer who is the Emperor +and stands in the center on a raised base (box, jumping board, or +other improvised platform). The balance of the players are divided +into two equal teams, consisting each of a captain, two center +players, or fielders, and a number of basemen and base guards.<span class='pagenum'><a name="Page_348" id="Page_348">[348]</a></span> The +two fielders may go anywhere on the field, but their main duty is to +prevent the ball reaching the Emperor from an opponent. They also pick +up the ball when it goes afield and hand it to the Emperor for +starting again.</p> + +<p>Each captain takes his place in a center base; the basemen stand each +in a base in the circle surrounding his captain; the guards, of equal +number with the basemen, take their places in the opposite field, each +being assigned to guard one of the basemen, including the captain of +the opposing team, and may not go from the immediate vicinity of the +circle he guards.</p> + +<p><b>OBJECTS OF THE GAME.</b>—The objects of the game for each team consist +(1) in throwing the ball from baseman to baseman completely around its +circle; (2) around the circle as in (1) and in addition, to throw from +the last baseman to the center player or captain; and (3) having +completed the previous two points, to throw from the captain to the +Emperor, who stands between the two halves of the field. The object of +the guards, of course, is (1) to intercept the ball so as to prevent +the completion of this play in any of its points; and (2) to gain +possession of the ball so as to throw it across the field to their own +basemen on the opposite side.</p> + +<p><b>START.</b>—The ball is put in play at the beginning of the game, and +always thereafter, when necessary, by the Emperor. He must naturally +be perfectly impartial, and may toss the ball to either side, in turn, +or use his judgment in choosing which side shall have it. He will, of +course, do his best to catch the ball for either side that throws it +to him. The ball is put newly in play after every point scored, after +every foul, and after going afield.</p> + +<p><b>RULES.</b>—No baseman may step outside of his base even with one foot. A +ball caught by the captain with one foot out of his base does not +score, nor if so caught by a baseman does it count in completing the +round of the circle; but this does not count as a foul, and a captain +so catching a ball may toss it to one of his team. No mass play is +permissible among the guards, each one being obliged to guard only the +baseman to whom he is assigned. This does not apply to the two +fielders, who may move anywhere on the field, and who pick up balls +that go out of the large circles.</p> + +<p><b>FOULS.</b>—It is a foul (1) to hit, bat, or snatch a ball from an +opponent; (2) to hand a ball instead of throwing it; (3) to hold a +ball<span class='pagenum'><a name="Page_349" id="Page_349">[349]</a></span> longer than time enough to turn around quickly, or three +seconds; (4) for a guard to step inside a base. Each foul scores one +point for the opponents, and the ball is then put newly in play by the +Emperor.</p> + +<p><b>SCORE.</b>—A team scores one point when a ball has successfully completed +the round of its circle of basemen, but is intercepted in a throw from +that to the captain; a team scores two points when its ball has +completed the round of the circle of basemen and been caught by its +captain in the center, but fails to reach the Emperor; a team scores +five points when its ball has completed the full play of the circle, +its captain, and the Emperor. A team scores one point for every foul +made by the opponents. The ball is put newly in play by the Emperor +after every point scored.</p> + +<p>The game is played in time limits of fifteen-minute halves, with a +rest of five or ten minutes between the halves. The team wins which +has the highest score.</p> + +<p>The teams change sides and places for the second half, guards becoming +basemen, and <i>vice versa</i>.</p> + + + +<h3>PROGRESSIVE CAPTAIN BALL</h3> + +<div class="center">(Captain Ball—V)</div> + + +<p><i>20 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<div class="blockquot"><p>This game differs from any other form of Captain Ball in the +fact that the players progress after each score from base to +base. Each player thus completes the round of outer bases in +his own field, then becomes captain for his team, then a +fielder, and then starts on the round as guard for each base, +in turn, in the opposite field. The use of progression in this +game was originated by Miss Cora B. Clark of New York. It is +obviously best adapted to older players,—of high school +age,—but once understood, the progression is simple and well +within the ability of younger players.</p> + +<p>This form of the game as to grounds and rules may be played +without the progression if desired.<span class='pagenum'><a name="Page_350" id="Page_350">[350]</a></span></p></div> + +<div class="figcenter" style="width: 312px;"> +<img src="images/diag043.jpg" width="312" height="589" alt="diagram: Progressive Captain Ball" title="" /> +<span class="caption smcap">Progressive Captain Ball</span> +</div> + +<p><b>GROUND.</b>—The ground is divided into two equal parts, with a line +through the center. In the center of each of the two fields a circle +is drawn for the captain's base, four feet in diameter. At equal +distances around this a series of small circles for bases is drawn, +the series outlining the arc of a large circle open to the center or +dividing line. The small bases (circles) should be each three<span class='pagenum'><a name="Page_351" id="Page_351">[351]</a></span> feet in +diameter. Their number will depend upon the number of players, but +they should not be closer than six feet to each other and ten feet +from the center base.</p> + +<p>Each base in the accompanying diagram is lettered to make clearer the +order of progression, but when this order is once understood, it is +not necessary to number the bases on the ground.</p> + +<p><b>TEAMS.</b>—The players are divided into two even teams, each consisting +of a captain, two fielders, and a number of basemen, one for each of +the small outer circles or bases. In addition, there should be a guard +for each baseman and one for the captain.</p> + +<p>The players are disposed as follows: The captain stands in the center +base, with a guard outside the base. Each of the basemen stands in one +of the smaller outer bases, with a guard outside his base. The +fielders, at the opening of the game, face each other at the center of +the dividing line.</p> + +<p><b>OBJECTS OF THE GAME.</b>—The objects of the game are (1) to send the ball +in a complete circuit of the outer bases; and (2) to throw the ball +from a baseman to the captain on his side of the field.</p> + +<p><b>START.</b>—The game is started by the referee throwing the ball up +between the fielders, who jump for it and try to bat it toward their +own captain and basemen. Whenever a score is made, the ball is put in +play again as at first.</p> + +<p><b>RULES.</b>—The captain may not step outside his base. A ball caught in +this way does not score, but the misstep is not a foul unless with +both feet. The outer basemen may put one foot outside their bases when +trying to catch the ball. A guard must stay within three feet of the +base he guards, and may not step within it. Guards, of course, try to +prevent the basemen from getting the ball or to prevent its being +thrown to the captain, and to intercept it as it makes the round of +the circle. They also try to get the ball to throw to the basemen on +their own side. The fielders, aside from jumping for the ball when it +is put into play, may move anywhere in the field. Their chief office +is to get the balls which go out of bounds, no one else being allowed +to do this. Fielders may play the ball if it comes their way, but they +must not interfere with guards. A ball thrown from a guard or fielder +does not score.</p> + +<p><b>PROGRESSION.</b>—The distinctive feature of this game is the method<span class='pagenum'><a name="Page_352" id="Page_352">[352]</a></span> of +progression. To make this plainer, the players in the diagram are +designated by numbers as well as by teams. Thus, "<i>X</i>" indicates all +players on one team, and "<i>O</i>" all players on the other team, each +player carrying a number, <i>X-1</i>, <i>X-2</i>, <i>X-3</i>, etc. The method of +progression is as follows:—</p> + +<p>After the ball has scored a point, the two fielders, <i>X-13</i> and +<i>O-13</i>, move to base <i>A</i>. <i>O-13</i>, as he is now crossing to his home +side of the field, goes inside of base <i>A</i> as baseman, and <i>X-13</i> +becomes his guard; the other two fielders, <i>X-14</i> and <i>O-14</i>, go to +base <i>F</i>, the home man, <i>X-14</i>, going inside the base, and <i>O-14</i> +becoming his guard. It will thus be seen that the two fielders bearing +the lower number (<i>13</i>) go to the first base, <i>A</i>, and those bearing +the higher number (<i>14</i>) go to the base bearing the highest letter, +<i>F</i>. At the same time that the fielders make this change, each baseman +and his attendant guard move one base farther up; that is, baseman +<i>O-1</i> and guard <i>X-7</i> move from base <i>A</i> to base <i>B</i>; baseman <i>O-2</i> +and his guard <i>X-8</i> move from base <i>B</i> to base <i>C</i>; and so on. The +last baseman on this side, <i>O-5</i>, and his guard, <i>X-11</i>, move to the +center or captain's base, the previous captain and his guard taking +the place of the fielders who stood nearest base <i>E</i>. On the other +side of the field the progression is made in the same way, so that the +order of progression is always from bases <i>A</i>, <i>B</i>, <i>C</i>, <i>D</i>, and <i>E</i> +to the captain's base, and from the captain's base to fielders. When a +player has made the complete circuit of one side, he progresses from +fielder's position to the opposite side; that is, after the players +who started in base <i>A</i> (basemen <i>O-1</i> and guard <i>X-7</i>) become +fielders, they progress by going to base <i>F</i>, instead of back to base +<i>A</i>. This change comes easily if the captain from the base occupied at +first by <i>X-6</i> always takes his place as fielder nearest base <i>A</i>; the +fielders nearest <i>A</i> always going to <i>A</i>, and the other fielders to +<i>F</i>.</p> + +<p><b>FOULS.</b>—(1) Touching the ball when it is in another player's hands; +(2) walking or running with the ball; (3) stepping out of his base by +the captain to catch the ball; (4) stepping out of the bases with both +feet by the basemen; (5) moving by a guard more than three feet from +the base he guards; (6) stepping over the center line into the +opponents' territory; (7) two fielders from the same side going after +the ball at once when it goes out of bounds.</p> + +<p><span class='pagenum'><a name="Page_353" id="Page_353">[353]</a></span></p><p><b>PENALTY FOR FOULS.</b>—No score is made on fouls, the penalty being the +loss of the ball to the opposite side. The ball under these +circumstances goes to the player on the other side, who stands in a +corresponding position to the one who made the foul.</p> + +<p><b>SCORE.</b>—A ball thrown from a baseman to his captain scores one point. +A ball completing a circuit of the outer basemen scores two points. +The side wins which has the highest score when time is called. The +game may be played in from thirty to sixty minutes' time.</p> + + + +<h3>SCHOOLROOM CAPTAIN BALL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Gas ball.</i></p> + +<div class="figright" style="width: 400px;"> +<img src="images/diag044.jpg" width="400" height="494" alt="diagram: Schoolroom Captain Ball" title="" /> +<span class="caption smcap">Schoolroom Captain Ball</span> +</div> + +<p>The class is divided into two teams, with a center captain and five +bases on each side. The remaining players of each company serve as +guards, and are placed on the opposite side from their captains and +bases to prevent opponents from catching the ball.</p> + +<p>The teacher or umpire tosses the ball alternately to the guards, the +first time to team one, the second time to team two.</p> + +<p>The guards, in turn, toss it to their bases, who try to get it to +their captains, the opposite guards opposing by guarding with the arms +and jumping to catch the ball. The game continues until one captain +catches the ball from a <i>straight throw</i> (not a bound) from a base +(not a guard). The side<span class='pagenum'><a name="Page_354" id="Page_354">[354]</a></span> catching the ball scores a point, and the +umpire then tosses the ball to the guards of the opposite team, etc.</p> + +<p>The game is played in time limits, the side having the highest score +at the end of ten or fifteen minutes winning the game.</p> + +<p> +Fouls are—Holding the ball longer than five seconds.<br /> +<span style="margin-left: 5em;">Snatching the ball.</span><br /> +<span style="margin-left: 5em;">Knocking the ball out of an opponent's hand.</span><br /> +</p> + +<p>In case of a foul the ball is given to the opposite team.</p> + +<p>Any number may play the game, provided the sides are even.</p> + +<div class="blockquot"><p>This schoolroom adaptation of Captain Ball was made by Miss +Mabel L. Pray of Toledo, Ohio, and was submitted in a +competition for schoolroom games conducted by the Girls' Branch +of the Public Schools Athletic League of New York City in 1906. +This game was one that received honorable mention, and is here +published by the kind permission of the author, and of the +Girls' Branch and of Messrs. A. G. Spalding & Brothers, who +publish the handbook in which the game first appeared.</p></div> + + + +<h3>CENTER BASE</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball; basket ball.</i></p> + +<p>All of the players but one form a circle, with considerable space +between each two. The odd player stands in the center, holding the +ball. He tosses it to any player in the circle, and immediately runs +away outside the circle. The player to whom the ball is thrown must +catch it, place it on the ground in the center of the circle, and at +once chase the one who threw it. The one who threw the ball tries to +get back to the center of the circle and touch the ball before he can +be tagged. Should he succeed in this, he joins the circle, and the +other player throws the ball. If the first center player is tagged +before returning to the ball, he throws again, and the one who chased +him returns to the circle.</p> + +<p>This game is very popular with children.<span class='pagenum'><a name="Page_355" id="Page_355">[355]</a></span></p> + + + +<h3>CENTER CATCH BALL</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball; basket ball; bean bag.</i></p> + +<p><b>I. Simple form for little children.</b></p> + +<p>All of the players but one stand in a circle, with two or three feet +distance between players. The odd player stands in the center of the +circle and tries to catch the ball, which is tossed rapidly from one +circle player to another. Should he be successful, the one who last +touched the ball changes places with him.</p> + +<p><b>II. Advanced form for skillful players.</b></p> + +<p>This differs from the preceding in the greater distance between +players and also in the much greater range and resourcefulness of +play.</p> + +<p>The players stand in a circle with from six to eight feet between each +two, and with one player in the center. The circle players throw a +ball from one to another, the object of the game being for the center +player to catch the ball or knock it to the floor. The circle players +may throw the ball over the heads of one another or across the circle, +or make sudden feints of throwing it in one direction, turn suddenly +and throw it in another, etc., to deceive the center player.</p> + +<p>Any player in the circle who last touched the ball, changes places +with the center player whenever the latter touches or catches the +ball.</p> + + + +<h3>CENTER CLUB BOWLS</h3> + +<div class="center">(See also <i>Line Club Bowls (Single)</i>; <i>Line Club Bowls (Double)</i>; +<i>Circle Club Bowls</i>.)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball; bean bag.</i></p> + +<div class="figleft" style="width: 238px;"> +<img src="images/diag045.jpg" width="238" height="242" alt="diagram: Center Club Bowls" title="" /> +<span class="caption smcap">Center Club Bowls</span> +</div> + +<p>The players join in a large circle and number by twos or +consecutively. The odd numbers form one team and the even numbers +(alternate players) another. Three Indian clubs are placed at the<span class='pagenum'><a name="Page_356" id="Page_356">[356]</a></span> +points of a small triangle, measuring about twelve inches in the +center of the circle. Each player, in turn, bowls at the clubs with a +hand ball or bean bag. Each club bowled over scores one for the +bowler's team. The team wins which has the highest score when each +player has bowled twice, or more times, as may be agreed on at the +opening of the game. Each player must secure his ball or bag after +bowling and replace the overturned clubs. One ball or bag may be used +and passed around the circle, but the play is quicker if each player +has his own.</p> + + +<h3>CIRCLE BALL</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Hand ball; basket ball; bean bag.</i></p> + +<p>The players stand in a circle with from three to five feet between +each two. The game consists of merely tossing the ball rapidly from +one player to another, but not in regular order. The sport comes from +the unexpectedness with which the ball may be thrown across the ring, +or reverse the direction in which it is circling the ring, or in any +other way taking the players unaware. A leader or teacher should see +that this element of sport is put into the game, or else it may be +very dull and useless.</p> + +<p>Any player failing to catch the ball should sit down, the player +winning who remains standing the longest.</p> + +<p>When all are seated, the same game may be played in a sitting +position.</p> + +<p>For a more advanced form of this game, see Round Ball.</p> + +<p><b>For very little children</b>, the spaces between players should be less +and the tossing done in regular order from one player to the next, +working up gradually to the more varied modes of play<span class='pagenum'><a name="Page_357" id="Page_357">[357]</a></span> suggested +above. Several balls or bags may be used, following each other in +quick succession. The number of these may be increased until there is +but one (or two) balls or bean bags less than the number of players.</p> + + + +<h3>CIRCLE CLUB BOWLS</h3> + +<div class="center">(See also <i>Line Club Bowls (Single)</i>; <i>Line Club Bowls (Double)</i>; +<i>Center Club Bowls</i>.)</div> + + +<p><i>6 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball; football; Indian clubs.</i></p> + +<p>The players divide into two parties and take their places in one large +circle, the players of one party alternating with those of the other. +There should be five or six feet of space between each two players. +Each player is provided with an Indian club.</p> + +<div class="figright" style="width: 350px;"> +<img src="images/diag046.jpg" width="350" height="323" alt="diagram: Circle Club Bowls" title="" /> +<span class="caption smcap">Circle Club Bowls</span> +</div> + +<p>The players of one party distinguish themselves and their clubs in +some way, as by tying a handkerchief around the arm and club.</p> + +<p>The players, having taken their places in the circle, place each his +own club on the floor behind him at a distance of two or three feet. +The object of the game is to knock over the opponents' clubs by +rolling the ball on the floor, and naturally to protect one's own +clubs. Any player may start the game.</p> + +<p>While the main form of play for the ball is to roll it, it is +permissible to bound the ball from one player to another, and also +permissible to knock over a club with a ball that bounds instead of +rolling. It is not permissible to toss a ball from one player to +another, or to dislodge a club by a toss unless the ball should hit +the floor and bound before it hits the club.</p> + +<p>Whenever a club is dislodged, the owner of the club must set<span class='pagenum'><a name="Page_358" id="Page_358">[358]</a></span> it up +again at once; if he also has the ball, he must set up the club before +putting the ball again into play.</p> + +<p>A point is scored by one party whenever one of the opponents' clubs is +dislodged, whether it be knocked over by a ball or by its owner. The +side wins which first makes a score of forty-nine points.</p> + +<p>The game may also be played with two balls at once, and this is always +desirable for as many as twenty players.</p> + + + +<h3>CIRCLE DODGE BALL</h3> + +<div class="center">(See <i>Dodge Ball</i>.)</div> + +<hr class="quarter" /> +<div class="figcenter" style="width: 574px;"> +<img src="images/plate020.jpg" width="574" height="400" alt="plate: CIRCLE STRIDE BALL" title="" /> +<span class="caption">CIRCLE STRIDE BALL</span> +</div> +<hr class="quarter" /> + + + +<h3>CIRCLE STRIDE BALL</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Foot ball; basket ball.</i></p> + +<p>All but one of the players form a circle, standing in stride position +with feet touching those of the next players to make a barricade for +the ball.</p> + +<p>The odd player stands in the center and tries to throw the ball +outside of the circle between the feet of the players. Those in the +circle try to prevent the passage of the ball, using only their hands +for this. This play is continued until the center player succeeds in +sending the ball through the circle, when he changes places with the +player between whose feet or on whose right side it passed out. If a +circle player moves his feet in any way, he must change places with +the center.</p> + +<p>The center player will aid his object by using considerable finesse, +appearing to intend sending the ball in one direction, turning +suddenly and sending it in another, etc.</p> + +<p>When the ball has been sent out of the circle, the players turn, +facing outward, and the odd man tries to send it back inside according +to the same rules.</p> + + + +<h3>CIRCLE ZIGZAG</h3> + +<div class="center">(See <i>Zigzag Games</i>.)</div><p><span class='pagenum'><a name="Page_359" id="Page_359">[359]</a></span></p> + + + +<h3>CLUB BOWLS</h3> + + +<div class="blockquot"><p>Four forms of this game are given in this volume in alphabetic +order. Two are in line formation and two in circle formation, +as follows:—</p> + +<p>1. <b>Line Club Bowls.</b>—(Single) (Relay formation, one club bowled +over.)</p> + +<p>2. <b>Line Club Bowls.</b>—(Double) (Relay formation, ball or bag +bowled between two clubs.)</p> + +<p>3. <b>Circle Club Bowls.</b>—(Ring formation, clubs outside of ring.)</p> + +<p>4. <b>Center Club Bowls.</b>—(Ring formation, three clubs in center.)</p> + +<p>See also <i>Battle Ball</i> and <i>Bombardment</i>.</p></div> + + + +<h3>CORNER BALL</h3> + +<div class="center">(See also <i>Double Corner Ball</i>.)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball; volley ball.</i></p> + +<div class="figright" style="width: 350px;"> +<img src="images/diag047.jpg" width="350" height="449" alt="diagram: Corner Ball" title="" /> +<span class="caption smcap">Corner Ball</span> +</div> + +<p><b>GROUND.</b>—The ground is marked off into a space measuring at least +twenty-five by thirty feet. This is divided across the center by a +straight line. In the further corners of each half so made, a small +square goal is marked out, there being two such goals in each court.</p> + +<p><b>PLAYERS.</b>—The players are divided into two even parties, each of which +takes position on one side of the ground and stations a goal man in +each of the goals at the rear of the opposite side.</p> + +<p><b>OBJECT.</b>—The object of the game is to throw the ball over the heads of +the opposing party to one's own goal men, who are at the rear of the +opponents' court.</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—The players on each side are not bound to +any special territory within their own court, but will naturally see +that each of the goals at their rear is well protected, and will try +to intercept the ball before it can reach these goals. They will also, +of course, try to throw the ball over the opposing party to their own +goal men in the opposite court. No player may<span class='pagenum'><a name="Page_360" id="Page_360">[360]</a></span> cross the line which +divides the two halves of the ground. The goal men may not step +outside of their goals. Any ball caught in this way fails to score. No +opponent may step inside of a goal. When a goal man catches a ball, he +must at once throw it back, trying of course to get it to his own +party over the heads of the opponents, who try to intercept it.</p> + +<p><b>SCORE.</b>—Every ball caught by a goal man scores one for the party +throwing. The side first scoring twenty points wins the game.</p> + + + +<h3>CORNER SPRY</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Balls; bean bags.</i></p> + +<p>The players are divided into four groups, one group stationed in each +corner called North, South, East, and West.</p> + +<p>Four captains stand in the center, each with a bean bag, facing his +corner of players, who stand in a row. The captain throws the bean bag +to each player in turn in his group, who throws it back at once to the +captain, and so on until the last player is reached. As the captain +throws to his last player he calls "Corner Spry!" and runs to the head +of the row, the last player becoming captain. The group that first +succeeds in having all of its players in the captain's place wins the +game.</p> + +<div class="blockquot"><p>This game was originated by Miss Amy A. Young of Cleveland, +Ohio, and received honorable mention in a competition for +schoolroom games conducted by the Girls' Branch of the Public +Schools Athletic League of New York City in 1906. It is here +published by the kind permission of the author, and of the +Girls' Branch, and of Messrs. A. G. Spalding & Brothers, +publishers of the handbook in which the game first appeared.</p></div> + + + +<h3>CRACKABOUT</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Soft hand ball.</i></p> + +<p>The players scatter over the playground, trying to get as far away as +possible from the one who has the ball. He throws it at one of the +players, trying to hit him with it, at the same time calling<span class='pagenum'><a name="Page_361" id="Page_361">[361]</a></span> +"Crackabout!" All of the players make a rush for the ball, the one who +succeeds in getting it being the next thrower. The other players +scatter immediately that one has secured it, the ball man at once +throwing at some other player, naturally trying to hit the nearest. As +soon as the players hear his call of "Crackabout!" they rush together +again in the direction of the ball to try and secure it, and so on +indefinitely. The game is thus a rapid succession of running away from +the ball man and scrimmages to secure the ball. It is one of the +strenuous and popular games enjoyed by boys of almost any age, and +affords some lively exercise and sport in a few minutes.</p> + + + +<h3>CURTAIN BALL</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Gymnasium; playground.</i></p> + +<p><i>Basket ball; volley ball.</i></p> + +<p>This is one of the most interesting ball games and is adaptable to +many conditions. For instance, where a curtain cannot be conveniently +hung, the game may be played over a high fence or hedge.</p> + +<p>The game consists in throwing a ball backward and forward over a +curtain which conceals the opposing players from each other. As the +ball should not be allowed to touch the ground, scoring for the +opponents whenever it does so, the players have to be very alert, and +there is opportunity for much sport in the game. For a very large +number of players, more than one ball may be used.</p> + +<p><b>GROUND.</b>—No outside boundaries are necessary for this game. The ground +should be divided into two approximately equal parts by an opaque +curtain eight feet in height, strung on a rope or wire carried across +from side supports. This should touch the ground, so that there is no +means of seeing the position of the opposing players on the other +side. As stated above, the game may be played across a high fence or +hedge instead of over a curtain.</p> + +<p><b>PLAYERS.</b>—The players are divided into two parties of equal number. +There is no regular formation or disposition of the players over the +ground. Each party should select an umpire, whose duty<span class='pagenum'><a name="Page_362" id="Page_362">[362]</a></span> it is to stand +at one end of the curtain on the opponents' side, where he can watch +the opponents and keep score.</p> + +<p><b>RULES.</b>—The ball is thrown back and forth from one side to the other +over the curtain, and should be caught before it can touch the floor. +Players will try to deceive their opponents as to the point where the +ball is to cross the curtain, and the more rapid the play is the more +alert the players will have to be. The great sport of the game +consists in the unexpectedness with which the ball may appear at any +given point.</p> + +<p><b>SCORE.</b>—Opponents score one point whenever the ball touches the +ground. The side wins which first scores twenty-one points.</p> + +<div class="blockquot"><p>This game was originated by Dr. Dudley A. Sargent.</p></div> + + + +<h3>DEAD BALL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p><i>Gas ball; bean bags.</i></p> + +<p>This game may be played with balls or bean bags. If with balls, a +light gas ball is preferable, as for all schoolroom games. From one to +three balls or bags will be needed for the game. If the class is a +large one, only half the pupils should play at a time; if a small +class, all may play at once. The players stand in the aisles or +between the seats and desks, and should be scattered around the +schoolroom.</p> + +<p>The teacher puts the balls in play by tossing them one at a time +upward, so they will land in different directions in the room. The +players, as opportunity avails, without leaving their places on the +floor, try to catch a ball and toss it in the same way to some other +player. It is not permissible to throw the ball at another player; it +must always be tossed in the air. Any player who does not catch the +ball, but instead is touched by it, is "dead" (out of the game), and +must sit down. Each player tosses the ball upward in some new +direction as soon as he receives it. This play continues until only +one player remains standing, who is considered the winner.<span class='pagenum'><a name="Page_363" id="Page_363">[363]</a></span></p> + + + +<h3>DODGEBALL</h3> + + +<div class="blockquot"><p>This is one of the most popular gymnasium or playground games. +It is here described first for an informal game; then in three +forms for an athletic contest, the latter as developed by Mr. +William A. Stecher; and lastly, for use in the schoolroom. +Forms II, III, and IV are for match games.</p></div> + +<ol class="uroman"> +<li>Dodgeball (informal; players not in teams).</li> +<li>Circle Dodgeball (one team forming a circle, the other team +standing within).</li> +<li>Double Dodgeball (two teams in a three-court field).</li> +<li>Progressive Dodgeball (three teams in a three-court field, +changing courts at the end of each inning).</li> +<li>Schoolroom Dodgeball.</li> +</ol> + + + +<h3>DODGEBALL</h3> + +<div class="center">(Informal)</div> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<div class="blockquot"><p>This game is a very popular gymnasium or playground game. An +informal mode of play is here described. For match games +between competing teams more strict athletic procedure is +necessary, and three such forms of the game follow.</p></div> + +<p>The players are divided into two even groups. One group forms a circle +(this need not be marked on the ground). The larger the circle the +more sport in the game. The other group stands within the circle, +scattered promiscuously. The object of the game is for the circle men +to hit the center men with a basket ball, the center men dodging to +evade this. They may jump, stoop, or resort to any means of dodging +except leaving the ring. Any player hit on any part of his person at +once joins the circle men. The last player to remain in the center is +considered the winner. The groups as originally constituted then +change places for the next game, the center men becoming circle +players and the circle men going to the center.</p> + +<p>There is no retaliatory play of the ball by the center players; they +merely dodge it. The ball is returned to the circle either by a toss +from a center man or by a circle man stepping in for it if it should +not roll or bound within reach. When two center men<span class='pagenum'><a name="Page_364" id="Page_364">[364]</a></span> are hit by one +throw of the ball, only the first one hit leaves the center.</p> + + + +<h3>CIRCLE DODGEBALL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<p><b>GROUND.</b>—A circle is drawn on the ground. For practice play, a +temporary marking may most quickly be made by the players forming a +circle, dropping hands, and each player then marking the arc of the +circle in front of himself, joining it to those of the adjacent +players. For match games the circle should be marked in advance and +should be accurate, and measure thirty-five feet in diameter.</p> + +<p><b>TEAMS.</b>—Any number of players may take part. They are divided into two +equal teams, one of which stands around and outside of the circle; the +other team is grouped promiscuously within the circle. There are no +officers of the teams, but for match games a referee is necessary, who +should also act as score keeper.</p> + +<p><b>OBJECT OF GAME.</b>—The object of the game is for the outer or circle +team to hit the players of the inner team with a basket ball, any +player so hit being "out" and having to leave the game. With one +slight exception, explained farther on, only the inner players score, +and this on the basis of the number of players left in the circle when +time limits are called. There is no retaliatory play from the inner +team.</p> + +<p><b>START.</b>—The game starts on a signal from the referee with the ball in +the hands of the outer circle. The referee blows his whistle for play +to cease whenever an inner player is fairly touched with the ball, and +again for play to resume. He also signals for time limits explained +under "Score."</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—The players in the outer team must not step +within the circle when throwing. A center player hit by such a throw +is not out.</p> + +<p>A ball that does not hit a center player is usually recovered by the +outer circle by rolling or otherwise making its own way to the +opposite side of the circle. If a ball remains in the circle or +rebounds into it, one of the outer team may run in to get it. He may<span class='pagenum'><a name="Page_365" id="Page_365">[365]</a></span> +throw it while within the circle to one of his teamsmen who is in +place outside the circle; or he may return with it to his own place +and throw from there; but he may not throw at one of the inner players +while himself within the circle.</p> + +<p>The inner team does not play the ball: it only dodges the ball. Any +tactics may be used for this except leaving the ring. The dodging may +be done by stepping quickly in one direction or another, by twisting, +stooping, jumping, or any other methods that suggest themselves.</p> + +<p>A player of the inner team hit on any part of his person or clothing +by a ball is out. This may be either from the ball on the fly or on a +bounce, or rolling. Only one player may be put out for one throw of +the ball. Should two players be hit by one throw of the ball, the +first one touched by the ball is the one to go out. When a player is +hit, the referee blows his whistle, the play ceases, and the player +hit quickly leaves the circle. The referee blows his whistle again for +the play to resume; but should the hit player not then have left the +circle so that he may be hit a second time, such a second hit scores +one point for the opponents.</p> + +<p><b>SCORE.</b>—The game is played in two halves of ten minutes each, the +teams changing places at the end of the first half. The main scoring +is done by the inner team, which scores one point for each player left +within the circle at the end of its half. The only other scoring is by +the outer team whenever a player is hit a second time before leaving +the circle, each such hit scoring one point for the throwing party.</p> + +<p>The team wins which at the end of the second half has the highest +score from these two sources together.</p> + +<div class="blockquot"><p>The game as here given was developed by Mr. William A. Stecher.</p></div> + + + +<h3>DOUBLE DODGEBALL</h3> + + +<p><i>20 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<p>The game is played by two opposing teams in a three-court field, +instead of by three teams in such a field as in Progressive<span class='pagenum'><a name="Page_366" id="Page_366">[366]</a></span> +Dodgeball. One team takes its place in the center court, and the +opposing team is equally divided, one half going to each of the end +courts. The teams must be of equal numbers, and for match games have +sixteen players on each.</p> + +<p>The game is played in two halves of ten minutes or less each. At the +end of the first half the teams change courts.</p> + +<p>The rules for play are exactly the same as for Progressive Dodgeball. +The main difference in the games is in the smaller number of opponents +in the end courts.</p> + +<div class="blockquot"><p>This game was devised by Mr. William A. Stecher</p></div> + + + +<h3>PROGRESSIVE DODGEBALL</h3> + + +<p><i>15 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<p><b>GROUND.</b>—The ground is divided into three equal courts, each 30 × 30 +feet. The end courts may be shorter if full space be not available.</p> + +<div class="figcenter" style="width: 550px;"> +<img src="images/diag048.jpg" width="550" height="191" alt="diagram: Progressive Dodgeball" title="" /> +<span class="caption smcap">Progressive Dodgeball</span> +</div> + +<p><b>TEAMS.</b>—The players are divided into three equal teams, which for +convenience may be designated by colors, Red, White, and Blue. There +are no officers for the teams, but one referee for the game, who +should also act as score keeper, is desirable, and for match games +necessary. At the opening of the game the two outer teams line up, +each on its inner boundary line, each player standing with one foot on +the line. The center team is grouped promiscuously near the middle of +the center court. The teams change courts<span class='pagenum'><a name="Page_367" id="Page_367">[367]</a></span> at the end of each inning, +and the formation or line-up just described is resumed at the opening +of each inning.</p> + +<p><b>OBJECT OF THE GAME.</b>—The game consists in hitting players with a +flying ball (not a bounce), any player so hit being out and leaving +the field. For this purpose the two end teams play against the center +team (but not against each other); and the center team also plays the +ball in a retaliatory or aggressive game, trying to hit players on +either of the end teams.</p> + +<p><b>START.</b>—The game is played in three innings, each of five or more +minutes' duration. Each inning begins with the teams in the formation +shown in the diagram and described under "Teams," except that the +different teams will be in different courts for each inning.</p> + +<p>The referee puts the ball in play by tossing it to the center team +(say the Whites, as shown in the diagram), and at the same time blows +his whistle as a signal for the game to open. The referee also blows +his whistle whenever a player is hit so as to be out (<i>i.e.</i> hit by a +ball "on the fly," not on a bounce). The hit player at once leaves the +field, and play is resumed by the referee's whistle and tossing of the +ball to the center team as at the beginning. The referee also calls +time for the close of innings. After the ball has been put regularly +in play, teams may only secure the ball when it is "dead," <i>i.e.</i> when +it has not just been played by an opponent, but has stopped, rolled, +or bounced into its own court.</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—After the referee has put the ball in play +by tossing it to the center team, the player catching it runs to +either the left or right boundary line of his field and throws the +ball at one of the opposing players (Red or Blue). These players, +meanwhile, immediately upon hearing the whistle to start, should have +run toward the rear of their respective courts to lessen the chances +of being hit. Should the White player succeed in hitting a player on +the Red or Blue team, the referee's whistle is blown, the hit player +leaves the field, and the game starts over again as at the beginning. +Should the White player fail to hit one of the opponents, the latter +try, in turn, to secure the ball before it rebounds or rolls back into +the center court. The player who gets it either runs up to the +boundary line and throws at the Whites, or passes the ball to some +other player of his own team who does this. The Whites naturally +scatter to the farther boundary line of their court to avoid<span class='pagenum'><a name="Page_368" id="Page_368">[368]</a></span> being +hit. Should the ball fail to hit a White player, it is most likely to +go entirely across to the Blue court, where one of the Blue team +should catch it, and in turn try to hit the Whites.</p> + +<div class="figleft" style="width: 375px;"> +<img src="images/diag049.jpg" width="375" height="197" alt="diagram: Score Card for Progressive Dodgeball" title="" /> +<span class="caption smcap">Score Card for Progressive Dodgeball<br /> +White Team Wins</span> +</div> + +<p>The end teams (in this case Red and Blue) play against the center +(White), but not against each other. The center team plays against +both end teams. Thus, a player in either of the end teams may be hit +by a player on the center team, but it is not a part of the game for +these end teams to try to hit each other. A ball thrown by either end +team across the center court may be caught, however, by a player on +the opposite end.</p> + +<p>A player is not out if hit by a ball that rebounds, whether from the +floor, another player, a wall, or any other object.</p> + +<p>A player is not out if the thrower of the ball overstepped the +boundary lines while throwing.</p> + +<p>The only kind of a hit that puts a player out is one from a ball "on +the fly" thrown from behind a boundary line.</p> + +<p>Players may dodge in any way they choose, but a hit from a flying ball +on any part of the person or clothing puts a player out.</p> + +<p>At the close of each inning (of five or more minutes) the teams +progress or change courts in regular order, from right to left. That +is, the Blue team moves to the center, the White team to the left +court, and the Red team to the right court. For the third inning +another change is made in the same direction, the Reds going to the +center, the Blues to the left court, and the Whites to the right +court. Thus, in the three innings each team will have played in each +court.</p> + +<p>When a new inning is started and the teams change courts, all players +who have been hit and are out return to their teams. Each inning +begins, therefore, with full teams.</p> + +<p><b>SCORE.</b>—A score is made for each team for each of the three innings, +and consists of a count of the players who have been hit<span class='pagenum'><a name="Page_369" id="Page_369">[369]</a></span> (put "out") +during the inning. The team wins which at the close of the three +innings has the smallest score; that is, has had the smallest number +of players hit.</p> + +<p>It adds much to the interest of a game to have the score posted on a +bulletin in sight of the players. But whether on a bulletin or card, +the accompanying form is desirable.</p> + +<div class="blockquot"><p>This game was devised and developed by Mr. William A. Stecher.</p></div> + + + +<h3>SCHOOLROOM DODGEBALL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Gas Ball.</i></p> + +<p>The players are evenly divided into two teams. One team takes its +place around the outer edge of the room; the players of the other team +scatter through the aisles or seats, which latter should be turned up +if possible. The outer team tries to hit the inner team with the ball, +any player so hit taking his place in the outer team and joining in +its play. The player who remains longest in the center is considered +to have won.</p> + +<p>Only a hit from a ball on the fly counts. A hit from a bounce does not +put a player out. If a ball touches any part of the clothing or +person, it is considered a hit. If two players are hit by the same +throw, only the first one hit is considered out. Players may dodge the +ball in any way. The ball is returned to the circle players by a toss +from one of the inner team, should it be out of reach of any player of +the circle team.</p> + +<p>If desired, the hit players may leave the game instead of joining the +outer circle. This leaves the teams intact, and each then keeps a +separate score.</p> + +<p>If successive games be played, the teams change places, the inner +players going to the circle, and <i>vice versa</i>. The game may then be +played in innings if desired, each team to be given three minutes in +the circle. One point is then scored against a team while in the +center for every player hit, and the team wins which has the smallest +score at the end.<span class='pagenum'><a name="Page_370" id="Page_370">[370]</a></span></p> + + + +<h3>DOUBLE CORNER BALL</h3> + + +<p><i>14 to 100 players.</i></p> + +<p><i>Gymnasium; playground.</i></p> + +<p><i>2 basket balls.</i></p> + +<div class="blockquot"><p>This game is one of the comparatively few in which a large +number of players may be kept actively engaged at the same +time. The game was developed by Miss Caroline M. Wollaston of +New York City, through whose kindness it is here given. There +are practically two games going on at once, in which each +player participates in rotation.</p></div> + +<p><b>GROUND.</b>—The ground for this game should be outlined in a square +measuring about forty by forty feet. In each corner is marked a small +goal, the two goals at one end belonging to one team, say the Blues, +and the two goals at the other end belonging to the opposing, or Red, +team. Near the center are marked two small circular goals for the +throwers of the different teams. The thrower for the Red team stands +in the center goal farthest removed from the red corners; the thrower +for the Blue team in the goal farthest removed from the Blue corners.</p> + +<p>Two basket balls are needed for the game.</p> + +<p><b>TEAMS.</b>—Any number of players, from fourteen to one hundred, may play. +These are divided into two teams. While it is advisable to have the +two teams even in numbers, an odd player may be assigned to either +team.</p> + +<p>Each team chooses its own captain. Each captain selects two goal +keepers, players who can jump and catch well being best for this +position. These two goal keepers are assigned to goals at the same end +of the ground, each being guarded by guards from the opposite team. If +desired, a halt may be called during the game, and the goal keepers +changed for others designated by the captain. This is sometimes +desirable to rest players filling this arduous position, and sometimes +for the purpose of distributing among the players opportunities for +this kind of play.</p> + +<p>The remaining players are guards, and are divided by the captain into +two parties, one for each of the opponents' corner goals. The +following method has been found to work quickly and well for this<span class='pagenum'><a name="Page_371" id="Page_371">[371]</a></span> +purpose: The captain lines up his players and numbers them, taking any +number that he chooses for himself. Those having odd numbers are sent +to guard one goal, and those having even numbers to guard the other +goal. Each guard should remember well his number, as there is a +constant rotation of players according to number.</p> + +<div class="figcenter" style="width: 550px;"> +<img src="images/diag050.jpg" width="550" height="534" alt="diagram: Double Corner Ball" title="" /> +<span class="caption smcap">Double Corner Ball</span> +</div> + +<p><b>OBJECTS OF GAME.</b>—The first object of the game is for a thrower on the +center base to throw a ball to one of the corner goal men of his own +team; each ball so caught by the goal keeper scores. One very +distinctive feature of this game is the fact that each guard becomes, +in turn, thrower for his team.</p> + +<p>Another object of the game is for the guards to prevent the corner<span class='pagenum'><a name="Page_372" id="Page_372">[372]</a></span> +goal men from catching the ball. This is not only for defensive play, +to prevent the opponents from scoring, but has a positive value, there +being a separate guard score, each ball that a guard catches and holds +scoring for his team. This scoring for catches by the guards has the +advantage of calling for especially active work from the guards, with +much jumping in it, and leads to skillful play for catching the ball +so as to hold it instead of merely touching it.</p> + +<p><b>START.</b>—The game starts with Number One of each team in his respective +throwing base in the center, the guards being disposed in one or two +ranks around the goals they are to guard. Each center baseman holds a +ball, which he puts in play at the referee's whistle, or other signal, +by throwing to one of the corner goal keepers of his team.</p> + +<p>Each guard, as he becomes thrower, throws only to the corner on his +side of the field. For instance, the guards bearing odd numbers being +on the right side of the field, when player Number One throws from the +center base, he will throw to the corner man on the right. Similarly, +when player Number Two takes his turn at the throwing base, he will +throw to the corner goal on the left-hand side of the field, as his +party of guards are stationed at the left-hand side.</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—The game opens with guard Number One in the +center base, ready to throw the ball to the corner. Each thrower has +but one throw at a turn, whether it be successful or not. Immediately +that a thrower has tossed the ball, he steps back to his place among +the guards, and the guard bearing the next number steps into the +throwing base. The players must keep their own watch for turns to do +this, and each should therefore observe at the opening of the game +which guard bears the number next before his. This will be a player in +the opposite division of guards of his team, as the odd numbers are +guarding one corner and the even numbers another.</p> + +<p>When each player of a team has thrown from a center base, the numbers +begin over again in regular rotation. Thus, if Number Sixteen be the +last thrower, Number One follows him.</p> + +<p>Whoever catches a ball thrown to a corner, whether it be the corner +goal keeper or one of the guards surrounding him, throws the ball +immediately back to the center base, supposedly to the<span class='pagenum'><a name="Page_373" id="Page_373">[373]</a></span> next player, +who should have stepped at once to the base when the previous thrower +left it. Should this next player not have reached the center base in +time to catch the ball, he picks up the ball and throws it to the +proper goal keeper; but it behooves a player to be at the center base +in time to catch a ball returned from a corner, because every such +catch scores.</p> + +<p>A ball caught on the center base is, of course, a return ball from the +corner to which a predecessor threw it, and must be a fair throw, +whether sent by one of the opponents' guards or his own goal keeper.</p> + +<p>It may make clearer the rotation of the play to illustrate as follows: +The game opens with Number One ready on the center base belonging to +his team. His group of guards, that is, those bearing the odd numbers, +are guarding the corner behind him on the right-hand side of the +field. He therefore throws the ball on the referee's signal to the +corner goal keeper for his team at the opposite end of the ground on +the right-hand side. Immediately that he has thrown the ball, he steps +back among his group of guards bearing the odd numbers, and Number Two +of his team, who belongs to the group of guards on the left-hand side +of the field, steps forward at once to the center base. Meanwhile, the +ball may have been caught by the goal keeper to whom it was thrown, or +by one of the guards surrounding him. It is at once tossed back to the +center base from which it came, and Number Two guard should be there +to catch it.</p> + +<p>Number Two then throws the ball to the goal keeper for his team on the +left-hand side of the ground. Whoever catches it at once throws it +back to the same throwing base, and Number Three should be there to +receive it, Number Two having returned to the ranks of his guards. So +the game goes on, the guards each taking a turn at the throwing base, +and each throwing the ball to the corner goal keeper on his side of +the field.</p> + +<p>Meanwhile, the same sort of game is being played by the opposite team, +two balls being in play at once, and each guard taking part in each +game for each team, according as he is guard around an opponent's +corner goal or a thrower from the center base to his own goal men.</p> + +<p>Each goal keeper and thrower must keep one foot in his goal or base. +It is thus permissible for a goal keeper to step out of his<span class='pagenum'><a name="Page_374" id="Page_374">[374]</a></span> goal with +one foot, or lean far out of the goal to catch the ball. Of course the +best kind of a throw to a goal keeper is a high curved ball that will +go over the heads of the guards and fall within his goal. No guard may +step within the goal he guards.</p> + +<p>Violation of the rules about overstepping territory constitutes a +foul, and scores for the opposing team.</p> + +<p>Very alert and rapid play is needed to make this game a success. As +one team (Blues) may play faster than the other (Reds), it is not +necessary that Number Six of the Red team and Number Six of the Blue +team, for example, should be on the center throwing bases at the same +time. The two games go on independently of each other.</p> + +<p><b>FOULS.</b>—The overstepping of boundaries in ways not allowed by the +rules score one for the opponents.</p> + +<p><b>SCORE.</b>—A goal keeper scores one point for his team every time that he +catches a ball which has not been touched by one of the guards around +his goal. A ball caught by a goal keeper after being touched by a +guard does not score.</p> + +<p>In addition to the score made by goal keepers, a guards' score is +kept, each player counting the number of balls he catches and holds, +no matter where he be standing, whether in his position as guard or in +the center base from which he is to be thrower. Such a catch by a +guard scores one point, the guards reporting their points at the end +of the game. Touching the ball does not score under any circumstances. +It must be caught and held.</p> + +<p>Fouls score for opponents, as stated under "Fouls."</p> + +<p>The score for the game for either side is the sum of all of the balls +caught, according to the above rules, by the goal keepers and guards +on that side. The game is usually played on time limits of from twenty +to forty minutes.</p> + +<p>For experienced players, scoring by guards may be omitted if desired. +The particular object of this feature is to encourage guards to expert +work in catching the ball, instead of merely interfering.</p> + + + +<h3>DOUBLE DODGEBALL</h3> + +<div class="center">(See <i>Dodgeball</i>)</div><p><span class='pagenum'><a name="Page_375" id="Page_375">[375]</a></span></p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 589px;"> +<img src="images/plate021.jpg" width="589" height="400" alt="plate: DRIVE BALL" title="" /> +<span class="caption">DRIVE BALL</span> +</div> +<hr class="quarter" /> + + + +<h3>DRIVE BALL</h3> + + +<p><i>10 to 30 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball; volley ball.</i></p> + +<p>This is one of the most interesting games for players beginning to +care for team work. The writer has known some boys to play the game +persistently for several seasons in succession.</p> + +<p><b>GROUND.</b>—A court measuring from thirty to fifty feet in length by +twenty to thirty in width is divided into two equal parts, forming two +courts, each of which should be a little wider than it is long. A goal +about two by four feet is marked in the center rear of each court, +within the boundary lines. It facilitates the game if the end of each +court may be a wall or fence, and thus make sort of a backstop behind +the goal.</p> + +<p>Each court has bases marked at even distances over its surface, +wherein the different players stand. These may be marked simply as a +cross for a footmark, or a small circle or square. There is no +particular arrangement for these, the only object being to scatter the +players, no mass play being allowed in the game.</p> + +<div class="figright" style="width: 350px;"> +<img src="images/diag051.jpg" width="350" height="504" alt="diagram: Drive Ball" title="" /> +<span class="caption smcap">Drive Ball</span> +</div> + +<p><b>PLAYERS.</b>—The players, of no stipulated number, are divided into two +equal teams. Each team appoints a captain, who stands at the middle of +the dividing line and is responsible for the discipline of his team; a +goal guard, whose duty it is to keep the ball from the goal and who +stands in the goal; and from six to twelve players,<span class='pagenum'><a name="Page_376" id="Page_376">[376]</a></span> each assigned a +certain spot marked as his territory and from which he may not move +more than two feet.</p> + +<p><b>OBJECT OF GAME.</b>—The object of the game is to throw the ball into the +opponents' goal.</p> + +<p><b>START.</b>—The ball is put in play by being placed on the ground at the +center of the dividing line between the two captains. At a signal from +an umpire, each captain hits the ball with his fist. The ball is +thereafter kept moving rapidly back and forth from one court to the +other, hit always with the fist. After being caught or otherwise +stopped, it should be bounced or thrown from one hand and hit with the +fist.</p> + +<p><b>RULES.</b>—No player may move more than two feet from the base assigned +him. At no time may players do mass work. Whenever a goal is made, the +ball is again started from the center by the two captains. The goal +guard may not step out of the goal, even with one foot. The ball must +always be hit with the closed fist.</p> + +<p><b>FOULS.</b>—It is a foul to kick the ball; to hold it; to throw it with +both hands or in any way except by batting with the closed fist; it is +a foul to cross the dividing line. Each foul scores one point for the +opposing team.</p> + +<p><b>SCORE.</b>—Whenever a ball touches the ground inside of a goal, it scores +two for the batting side. Fouls count for the opposing side, as above +stated. The game is played in three rounds of fifteen minutes each, +with a rest of five minutes between. The teams change courts for +successive rounds. The team wins which has the highest score at the +end of the third round.</p> + + +<br /> +<div class="center"><span class="big"><b>EMPEROR BALL</b></span> (See <i>Captain Ball</i>—IV)</div> +<br /> + +<div class="center"><span class="big"><b>END BALL</b></span> (See <i>Appendix</i>)</div> + + + +<h3>FIST BALL</h3> + + +<p><i>6 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium; parlor.</i></p> + +<p><i>Volley ball; basket ball; gas ball.</i></p> + +<div class="blockquot"><p>This game is very similar to Volley Ball, but differs from that +game in the fact that the ball is hit with the fist instead of +the open hand; that the ball may bound on the ground; and that +the general rules are simpler. For large numbers two balls may +be used, as described at the end.</p></div> + +<p><span class='pagenum'><a name="Page_377" id="Page_377">[377]</a></span></p><p><b>GROUND.</b>—The ground should be, if possible, one hundred feet long and +sixty feet wide, with clearly defined boundaries. Across the center of +the ground a rope or cord is stretched, head high, which divides the +ground into two equal courts. If desired, each court may be divided +into small squares, one for each player, to prevent mass play.</p> + +<p><b>PLAYERS.</b>—The players are divided into two equal teams, each of which +scatters promiscuously over the court unless assigned to squares as +described above. The players in each team should be numbered +consecutively to facilitate rotation in serving. One officer will be +needed to act as umpire and scorer.</p> + +<p><b>OBJECT OF GAME.</b>—The object of the game is to send the ball back and +forth across the stretched cord, striking it only with the fist. The +game is defensive; that is, the scoring is done by one party when the +opponents fail to return the ball or to keep it properly in play.</p> + +<p><b>START.</b>—The ball is put in play by a regular serve at the opening of +the game, after each point scored, and after going out of play. The +players take turns in serving for their team, being numbered before +the game opens. The sides alternate in serving after a score.</p> + +<p>The player who serves the ball should stand at a central point ten +feet from the dividing line, and may serve the ball in two ways. He +may bound it and bat it with the fist over into the opponents' court, +or he may hold it above his head, let go of it, and as it falls serve +it with his fist. The ball must go over the line to be in play. Should +a server fail in this, the ball must be handed to the opposite side, +which then has a trial. After a ball has otherwise gone out of play, +it is served anew by the side responsible for the failure.</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—The ball must cross into the opponents' +court above the cord to score or be properly in play.</p> + +<p>A ball to score its highest (two points) must be returned after a +serve without bounding, although any number of players may hit it or +keep it in the air before sending it back over the line. A ball may +bound once before being returned and score less (one point). It is out +of play if it bounds twice without being hit between the bounds.</p> + +<p>Several methods of play are permissible, but the rule is invariable<span class='pagenum'><a name="Page_378" id="Page_378">[378]</a></span> +that the ball must always be hit with the closed fist, and always from +underneath, except for sending it across the line. It must reach the +opponents' court from a blow and not from a bound. Either fist may be +used in striking a ball, but never both at once. A player may +"dribble" the ball in the air before batting it over the line to the +opponents; that is, he may keep it in the air by hitting it from +underneath with his closed fist ("nursing" it) until he is prepared to +bat it with his fist. A ball hit with the forearm is considered +properly in play except for a service. Several players on one side may +play on the ball before sending it into the opponents' court. In doing +this the ball may bounce once after every time it is hit with the +fist.</p> + +<p>A ball is out of play (1) when it passes under the line or touches the +line; (2) when it touches the ground twice in succession without being +hit between the bounds; (3) when it touches the ground outside the +boundaries from a blow; (4) when it bounds out of boundaries. Whenever +a ball is put out of play in these ways, it is sent back to the side +responsible for the failure, and they must put it in play again.</p> + +<p>Whenever a side scores a point, the ball must again be put into play +with a regular serve, the sides taking turns in this, and each player +on a side serving in turn.</p> + +<p><b>SCORE.</b>—The score is made by both sides and is for returning the ball. +If returned to the opponents without touching the ground, it counts +two points for those returning it. A ball which touches the ground +once before being hit back over the line scores one point. The game +consists of twenty-five points.</p> + +<p>After each game the two sides exchange courts.</p> + +<p><b>FOR LARGE NUMBERS</b> it is very desirable to have two or more balls in +play at once. They are served simultaneously from opposite sides of +the ground, at the opening of the game. There should be one score +keeper for each ball.</p> + +<p><b>FOR THE PARLOR.</b>—This game may be played in the parlor with a light +gas ball measuring four or five inches in diameter, or with a child's +gas balloon. The same rules apply as in other forms of the game.<span class='pagenum'><a name="Page_379" id="Page_379">[379]</a></span></p> + + + +<h3>FOOTBALL TAG</h3> + + +<p><i>5 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Football.</i></p> + +<p>Each of the players has three points at the beginning of the game. The +players are scattered promiscuously over the ground or gymnasium. One +player, who is It, has a football which he kicks lightly toward any +other player, the idea being to tag some other by mere touch of the +ball. Any one so touched or tagged by the ball loses one of the three +points with which he started, and also becomes It, trying in turn to +kick the ball so it will tag one of his fellows. There are no +restrictions as to the moving about of players to evade the ball. The +latter must not be touched with the hands, nor may it be kicked higher +than the chests of the players. Any one infringing these rules loses +one point for each offense, and remains It until he successfully tags +some one according to rules. Any player who loses his three points is +out of the game, and the player wins who remains longest in the field.</p> + + + +<h3>HAND BALL DRILL</h3> + +<div class="center">(Preliminary Ball)</div> + + +<p><i>1 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball; bean bags.</i></p> + +<div class="blockquot"><p>When little children first begin to handle a ball the size of +an ordinary hand ball, the acquirement of skill in tossing and +catching is not altogether easy. Experience with such children +has shown that some preliminary drill is very desirable as a +preparation for the ball games. This drill may itself be done +in the play spirit and made very interesting.</p> + +<p>The various movements described may be general (by the class in +unison) in time to music or counting; or they may be done +individually or with partners as indicated, irrespective of the +time in which other individuals or partners are working.</p> + +<p>In the latter method the play may be competitive, the pupils +counting the number of times in which they bound or toss or +catch without missing, the one reaching the highest number +winning.</p> + +<p>It will be noted that the drill seeks to cultivate equal skill +of both hands. This is very desirable in many games and should +be done aside from any theories as to the value of +ambidexterity.</p></div><p><span class='pagenum'><a name="Page_380" id="Page_380">[380]</a></span></p> + + + +<h3>I. HAND BALL DRILL (ELEMENTARY)</h3> + + +<h4>A. BOUNDING</h4> + +<span class="small"><b>INDIVIDUAL PLAY</b></span> + +<p>1. Bound, and catch with both hands, palms <i>upward</i>.</p> + +<p>2. Bound, and catch with one hand (right, then left), palm <i>upward</i>.</p> + +<p>3. Bound, hit to rebound once, and catch with one hand (right, then +left), palm <i>upward</i>.</p> + +<p>4. Bound, and catch with one hand (right, then left), the palm +<i>downward</i> in catching ("dog snack").</p> + +<p>5. Bound, hit to rebound twice, or more times, and catch with one hand +(right, then left).</p> + +<span class="small"><b>WITH PARTNERS</b></span> + +<div class="blockquot"><p>(If there be many players they may stand in long ranks facing +each other for these drills, or in separate couples scattered +promiscuously over the ground. In either case they should begin +with a comparatively short distance, say of three feet, between +partners, and gradually increase the distance.)</p></div> + +<p>1. Bound to partner, who will catch with both hands.</p> + +<p>2. Bound to partner, who will catch with one hand (right, then left), +palm <i>upward</i>.</p> + +<p>3. Bound to partner, who will catch with one hand (right, then left), +palm <i>downward</i>.</p> + +<p>4. Bound to partner, who will return ball by hitting it for a rebound +without catching it. This may be kept up between the two indefinitely.</p> + + +<h4>B. TOSSING</h4> + +<span class="small"><b>INDIVIDUAL PLAY</b></span> + +<p>1. Toss, and catch ball with both hands.</p> + +<p>2. Toss, and catch with one hand (right, then left), palm <i>upward</i>.</p> + +<p>3. Toss, and hit it to retoss in the air without catching (right hand, +then left), palm <i>upward</i>.<span class='pagenum'><a name="Page_381" id="Page_381">[381]</a></span></p> + +<span class="small"><b>WITH PARTNERS</b></span> + +<p>1. Toss ball to partner, who will catch with both hands.</p> + +<p>2. Toss ball to partner, who will catch with one hand (right, then +left), palm <i>upward</i>.</p> + +<p>3. Toss ball to partner, who will catch with one hand (right, then +left), palm <i>outward</i> ("dog snack").</p> + + +<h4>C. BOUNDING AGAINST WALL</h4> + +<span class="small"><b>INDIVIDUAL PLAY</b></span> + +<p>1. Throw ball upward against a wall, allow it to bound once, and catch +with both hands.</p> + +<p>2. Throw ball against wall, bound once, and catch with one hand +(right, then left), palm <i>upward</i>.</p> + +<p>3. Throw against wall, bound once, and catch with one hand (right, +then left), palm <i>downward</i>.</p> + +<p>4. Throw against wall and catch without bounding on the ground with +one hand (right, then left), palm <i>upward</i>.</p> + +<p>5. Throw, and catch without bounding on ground, with one hand (right, +then left), palm <i>outward</i>.</p> + +<span class="small"><b>WITH PARTNERS</b></span> + +<p>1. Repeat the above throws against the wall, the partner catching in +each case as designated in the list.</p> + + + +<h3>II. HAND BALL DRILL (ADVANCED)</h3> + + +<h4>A. TOSSING</h4> + +<span class="small"><b>INDIVIDUAL PLAY</b></span> + +<p>1. Toss or throw the ball straight upward as high as possible; catch +it in one hand (right, then left), with palm <i>upward</i>.</p> + +<p>2. Toss or throw the ball straight upward as high as possible; catch +it in one hand (right, then left), palm <i>outward</i> ("dog snack").</p> + +<p>3. Hold out one arm, say the left, straight in front at shoulder +level; holding the ball in the right hand, swing the right arm outward +in a full circle; toss the ball upward from under the outstretched +arm, and catch with the hand that threw, palm <i>outward</i>.</p> + +<p>4. Repeat this throwing with the left hand, holding out the right.</p> + +<p><span class='pagenum'><a name="Page_382" id="Page_382">[382]</a></span></p><p>5. Toss the ball sideways over one's own head, and catch on the +opposite side. This is done as follows: Holding the ball in the right +hand, swing the right arm out sideways, and from about shoulder level +toss the ball over the head toward the left side. Catch it on the left +side near shoulder level with the left hand, palm upward or outward.</p> + +<p>6. Reverse, tossing from the left hand and catching with the right.</p> + +<p>7. Toss the ball under the upraised knee as follows: Holding the ball +in the right hand, raise the right knee upward, bent at an angle, +swing the right arm in circle outward, and toss the ball upward from +under the knee; that is, from the inner side of the leg; catch with +the hand that threw, palm <i>outward</i>. Repeat with the left hand and +knee.</p> + +<p>8. Throw the ball upward behind the back, so that it comes forward +over the opposite shoulder, as follows: Holding the ball in the right +hand, circle the right arm outward, bend the arm behind the back, toss +the ball upward over the left shoulder, and catch it over the head or +in front with the hand that threw, palm outward. Reverse, using the +left arm and throwing over the right shoulder. When this is first +tried the ball may not be thrown very high or very well as to +direction; but it is a fascinating throw to practice and may soon be +done with a high toss and very accurately.</p> + + + +<h3>HAND FOOTBALL</h3> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<p><b>GROUND.</b>—The ground should be marked off with boundary lines, which +should inclose a space at least fifty feet long by twenty or +twenty-five wide. For expert players a much larger ground is +desirable. Ten feet from the rear boundary line at either end of the +field, another line is drawn, on which the players line up.</p> + +<p><b>PLAYERS.</b>—The players are divided into two equal teams, each of which +selects a kicker for the ball. There should also be one leader who +serves for the two teams. The kicker for each team stands five feet +within his half of the ground measuring from the<span class='pagenum'><a name="Page_383" id="Page_383">[383]</a></span> center, and should +be halfway between the two side boundary lines. The rest of the +players for each team line up on the line previously designated for +that purpose. The leader stands at one side of the field near a +boundary line.</p> + +<p><b>OBJECT.</b>—The object of the game is to kick the ball over the heads of +the opposing team.</p> + +<div class="figcenter" style="width: 400px;"> +<img src="images/diag052.jpg" width="400" height="466" alt="diagram: Hand Football" title="" /> +<span class="caption smcap">Hand Football</span> +</div> + +<p><b>START.</b>—The leader puts the ball in play by throwing it so it will +touch the ground between the two kickers. Both kickers at once run for +the ball and try to kick it over the heads of their opponents.</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—The players on the line-up may intercept +the ball only with their hands. They may not grasp or kick the ball, +but merely bat it with the hands. At no time may they leave their +places on the line.</p> + +<p><span class='pagenum'><a name="Page_384" id="Page_384">[384]</a></span></p><p><b>SCORE.</b>—A point is scored whenever a kicker succeeds in sending the +ball beyond his opponents' line-up. Players then exchange fields for +the next round. Ten points win the game.</p> + + + +<h3>HOME RUN</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p><i>Gas balls or bean bags.</i></p> + +<p>Arrange the players so that all the rows are filled and the same +number in each row. No. 1 in each row has a bean bag or ball, and at +the word "Start!" stands and throws the bag or ball to No. 2, who also +stands at the word "Start." No. 2 throws it back to No. 1 and sits +down while No. 1 throws the ball to No. 3, who stands up as soon as +No. 2 is seated. No. 3 throws it back to No. 1 and the game continues +until No. 1 has thrown the ball to the last player in the row. When +No. 1 receives the ball from the last player, he lays it down on the +desk and runs to the seat of the last player, while all players move +up toward the front one seat. No. 2 in the row then becomes No. 1, and +tosses the ball as his predecessor did. The game continues until the +original No. 1 reaches his original place and calls "Home run!" thus +scoring a point for his row and starts again. The row scoring the most +points during fifteen minutes becomes the winner.</p> + +<div class="blockquot"><p>This game was originated by Miss Amy A. Young of Cleveland, +Ohio, and was submitted in a competition for schoolroom games +conducted by the Girls' Branch of the Public Schools Athletic +League of New York City in 1906. This game was one that +received honorable mention, and is here published by the kind +permission of the author, and of the Girls' Branch, and of +Messrs. A. G. Spalding & Brothers, who publish the handbook in +which the game first appeared.</p></div> + + + +<h3>LINE BALL</h3> + + +<p><i>10 to 60 or more players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p><i>Gas balls; bean bags.</i></p> + +<p>For this game a line should be drawn on the floor across the front of +the schoolroom, a short distance in front of the blackboard.<span class='pagenum'><a name="Page_385" id="Page_385">[385]</a></span> One +player from each row of seats takes his place toeing this line. +Another line is drawn at the front of each aisle even with the edge of +the front desks. The game consists in a tossing of the ball from the +leader on the forward line to different players, who take their places +in turn on the line at the head of the aisle. Each row of seats should +contain an even number of players, as the different lines compete with +each other.</p> + +<p>The first players in the rows rise from their seats on a given signal, +toe the line at the head of their aisle, and catch the ball, which +should be tossed to them immediately by the leader who stands +opposite. This player quickly returns the ball to the leader by means +of another toss, and sits down at once. His sitting is a signal for +the player next behind him to run forward to the line, catch the ball +from the leader, toss it back to the leader, and reseat himself. This +continues until every player in the line has caught and returned the +ball, when the leader should return to his seat and hold the ball up +at arm's length, as a signal that his line has finished. The line wins +whose leader is the first to do this.</p> + +<p>For a more advanced form of this game, see <i>Home Run</i>.</p> + + + +<h3>LINE CLUB BOWLS (DOUBLE)</h3> + +<div class="center">(See also <i>Line Club Bowls (Single)</i>; <i>Center Club Bowls</i>; <i>Circle +Club Bowls</i>.)</div> + + +<p><i>2 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Hand ball; bean bag; Indian clubs.</i></p> + +<div class="blockquot"><p>This game is like Single Club Bowls, except that the object of +the play is to pass the ball or bean bag between a pair of +upright Indian clubs, instead of trying to knock one over.</p></div> + +<p>If there be a <b>few players</b>, one pair of clubs is set up for each +player, with an interval between them two inches wider than the +diameter of the ball that is used. At from ten to twenty feet from the +clubs a line is drawn on which the players stand to throw. The players +slide the bag over the floor or roll the ball; all play at once, each +player scoring one if his ball or bag goes between the clubs without +knocking them over. The clubs are then put in order if displaced, the +balls or bags gathered up, and the players return to the starting line +and bowl again.</p> + +<p><span class='pagenum'><a name="Page_386" id="Page_386">[386]</a></span></p><p>The player wins who first scores twenty-five or fifty, as may be +determined before the game opens.</p> + +<p>Where there is a <b>large number of players</b>, the same form of play is +used with the players in relay formation; that is, they should be +divided into groups of equal numbers, each group lining up in single +file before the starting line, and each member of the group bowling in +turn.</p> + +<p>The group or team with the highest score when all have bowled wins.</p> + + + +<h3>LINE CLUB BOWLS (SINGLE)</h3> + +<div class="center">(See also <i>Line Club Bowls (Double)</i>; <i>Center Club Bowls</i>; <i>Circle +Club Bowls</i>.)</div> + + +<p><i>2 to 60 or more players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Basket ball; hand ball; bean bag; Indian club.</i></p> + +<div class="blockquot"><p>This game differs from Double Club Bowls only in the object of +the play. In Single Club Bowls the object is to knock over one +Indian club which stands alone. In Double Club Bowls the object +is to bowl the ball or bean bag between two upright Indian +clubs without knocking them over.</p></div> + +<p>Any kind of ball or bean bag may be used for this game. If there be +<b>few players</b>, one Indian club is set up for each player, all clubs +being widely separated and on a given line. At from ten to thirty feet +from this club line a second line is drawn, on which the players must +stand to play. The players all slide the bag over the floor or roll +the ball, at once, each player scoring one when he knocks over his +Indian club. The clubs are then replaced, the balls or bags gathered +up, and the players return to the starting line and bowl again.</p> + +<p>The player wins who first scores twenty-five or fifty, as may be +determined before the game opens.</p> + +<p>Where there is a <b>large number of players</b>, the same form of play is +used with the players in relay formation; that is, they should be +divided into groups of equal numbers, each group lining up in single +file before the starting line, and each member of a group bowling in +turn for the club. After each player has bowled, he should replace the +club and bring back the ball or bean bag to the next player. In this +form of the play it is not necessary for<span class='pagenum'><a name="Page_387" id="Page_387">[387]</a></span> the different rows to throw +simultaneously, unless that be desired as a question of order or to +facilitate the scoring. The row or team which makes the highest score +wins.</p> + + + +<h3>LINE ZIGZAG</h3> + +<div class="center">(See <i>Zigzag Games</i>.)</div> + + + +<h3>MOUNT BALL</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball; hand ball.</i></p> + +<p>This is a game of ball played by half of the players while mounted on +the backs of the other players. It is therefore desirable that the +players be paired off so that the two in each pair should be of nearly +equal weight and size.</p> + +<p>The players form a circle in pairs. To do this they line up two +abreast, each with his selected partner. This double line then marches +in circle, halts, and faces inward. This will form two concentric +circles. There should be considerable space between couples; in other +words, the circle should be rather large in comparison with the number +of players. It is then decided by a toss-up or otherwise which of the +two circles shall first be "ponies" and which shall be riders. The +ponies bend forward from the hips, pressing their hands against the +knees, or thighs just above the knees. The knees should be stiff, not +bent. The backs are thus bent forward and the riders mount, straddling +the shoulders of the players who are ponies.</p> + +<p>The ball is put in play by being tossed from any player to another, +and the game consists on the part of the riders in trying to keep the +ball in as active play as possible in a simple game of toss and catch, +and on the part of the ponies in trying to prevent the catching of the +ball. To do this the ponies must grow restive and turn around in any +way they see fit, but must not lose their general places in the +circle.</p> + +<p>When a rider fails to catch a ball, all of the riders must at once +dismount and run in any direction; the pony belonging to the rider<span class='pagenum'><a name="Page_388" id="Page_388">[388]</a></span> +who missed the ball picks up the ball immediately, and as soon as he +has it calls "Halt!" All of the riders must then stand still, and the +player who holds the ball tries to hit his recent rider. The rider +aimed at may try to evade the ball by stooping or jumping, but must +not otherwise leave his place on the floor. During this part of the +play the other ponies remain in their position in the circle, so that +the one who is throwing the ball will not confuse them with the +riders. If the player (pony) who throws the ball at his dismounted +rider succeeds in hitting him, all of the ponies and riders exchange +places, the riders becoming ponies and the former ponies mounting +them. If the player aiming the ball at his dismounted rider does not +succeed in hitting him, the riders remount and the game goes on as +before.</p> + +<p>It is not permissible for a rider to hold a ball at any time, no +matter how difficult his position at the moment may be; he must toss +it at once. It is well to have a leader, whether one of the players or +not, who watches for mistakes, gives the commands to mount and +dismount, and announces misses and hits.</p> + +<div class="blockquot"><p>This game was played by the ancient Greeks, and is found in +various forms in many countries. It is needless to say that it +is one of the more strenuous games. When properly played it +contains great sport.</p></div> + + + +<h3>NINE-COURT BASKET BALL</h3> + + +<p><i>18 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<div class="blockquot"><p>This is one of the comparatively few games that gives a large +amount of activity to a large number of players playing at the +same time. The game as here given is the invention of Miss Cora +B. Clark and Miss Caroline M. Wollaston of New York City, by +whose kind permission the game is here printed. It has proven +to be a most popular and interesting game.</p></div> + +<p><b>GROUND.</b>—The playground or court should measure about forty by forty +feet in outside dimensions, the basket ball goals being placed at the +usual height (ten feet) on opposite sides of the court. One basket +belongs to each team. For instance, the teams are designated as Red +and Blue; one basket belongs to the Red team and<span class='pagenum'><a name="Page_389" id="Page_389">[389]</a></span> the other to the +Blue team. The ground is then further divided into nine even squares. +This may be done in any of the usual lining methods as described on +page 301. The small squares are numbered in consecutive order around +the outside, starting in one corner; the ninth one is in the center. +When players are learning the game it may be advisable to mark these +numbers on the ground, but for players familiar with the game this may +be dispensed with.</p> + +<div class="figright" style="width: 350px;"> +<img src="images/diag053.jpg" width="350" height="371" alt="diagram: Nine-court Basket Ball" title="" /> +<span class="caption smcap">Nine-court Basket Ball</span> +</div> + +<p><b>TEAMS.</b>—While from eighteen to sixty players may play this game at +once, eighteen makes the best playing number. Where there is a larger +number it may be found best to divide them into two sets, each set to +play for ten minutes and then give place to the other, and so on +alternately.</p> + +<p>The players are divided into two teams, each with a captain. The teams +are chosen by the following method:</p> + +<p>The players are lined up according to height and either by marching +(one to the right and one to the left) or by numbering off (the even +numbers stepping out of the line) are divided into two files standing +side by side. Each file constitutes a team, and each member of a team +is paired off with the opponent standing in the file beside him. By +this method the two opponents forming a couple are of practically +equal height.</p> + +<p>The couples are numbered as they pair off, the number indicating to +which court they shall go for the opening of the game. Thus, couple +Number One will go to the small court marked 1, couple Number Two to +the court marked 2, etc. Should there be more than nine couples, the +tenth couple will go to court number 1, the next couple to court +number 2, etc. Usually only one or two couples go to each small court, +but sometimes three or four couples<span class='pagenum'><a name="Page_390" id="Page_390">[390]</a></span> must be so assigned, to +accommodate a large number of players. Where there are so many, +however, it will be found best to divide the number into halves, one +half playing at a time, as previously mentioned. Should there be an +odd player (without a partner), he is placed in the center court +(number nine), and remains there throughout the game. A good leader, +however, will see that some player changes off with this odd +individual during the game.</p> + +<p>It will thus be seen that each court contains an equal number of +players of each team. For instance, if there be but two players in a +court, one of them belongs to the Red team and the other to the Blue +team. If there be four players in the court, two of these belong to +the Red team and two to the Blue team, etc.</p> + +<p><b>OBJECTS OF THE GAME.</b>—The objects of the game for each team are, (1) +to throw the ball into its own basket; this may be done from any court +in the diagram; and (2) to prevent the opponents from putting the ball +into their basket.</p> + +<p>One of the marked characteristics of this game is the constant change +or progression in the position of players, as every time that a goal +is made with the ball the players all move to the next square or small +court. This is done in order to give each player an opportunity to +play from all positions on the field. This makes all-round players, +and gives the retiring, less aggressive ones a fair share of the play. +It also prevents certain players having the most desirable positions +throughout the game.</p> + +<p><b>START.</b>—The game is started by the teacher or referee tossing the ball +in the air between two opposing players in court nine, each facing his +own basket. Each player tries to send the ball toward his own basket, +others playing upon the ball immediately.</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—The ball may be thrown for a basket from +any of the courts. In other words, it is not necessary for the ball to +be passed to a player in court two to be thrown for the red basket, or +to court six in order to be thrown to the blue basket, though that may +be a desirable play. Experience has shown, however, that when a player +on the Blue team is standing in one of the courts farthest away, even +in court two, it is not usually wise to throw to court six by way of +the center (court nine), as too much massing of players results. The +Blue team player in court two will often find it better to throw the +ball to a player of this team<span class='pagenum'><a name="Page_391" id="Page_391">[391]</a></span> in court one or three, and so on around +the outer edge to court six; although there is no rule to prevent +throwing the ball wherever a player pleases. As a general rule, the +more zigzag the path of the ball, the more open the game. Short passes +make a better game than long ones.</p> + +<p>Players must remain in their own small courts except when progressing. +It is optional, however, whether any penalty shall be attached to +momentary stepping over the lines between small courts in the +excitement of rapid catching and passing. This point should be decided +before the game opens, and would probably be used only with +experienced players. No player may step over the outer boundary lines, +except to get the ball when it goes afield. A throw for a basket made +with even one foot outside of the outer boundary lines is a foul.</p> + +<p>Guarding is done by holding the hands or arms over the opponent's ball +to hinder the aim, but neither the ball nor the holder of it may be +touched. Only one player is allowed to guard a thrower, no matter how +many players may be in the small court where the thrower stands. The +two opponents who first pair off at the opening of the game when +places are assigned, act thereafter as guards one to the other, no +other players being allowed to fill that office.</p> + +<p>When two players have possession of a ball, the one who touched it +first has the right to it. If this cannot be decided instantly, the +ball is thrown up between them as at the start of the game, the +nearest player tossing it. For a good game this rule should be +strictly enforced, no discussion over the possession of a ball being +allowed.</p> + +<p>When the ball goes outside of the outer boundaries of the court, only +one player may go after it. All of the players in the small court +through which it left this boundary may start for it, but the first +one over the line continues and secures the ball. Players from other +courts may not try to get a ball that thus goes afield. When a ball +has gone afield, the player picking it up must throw it from the point +where it is picked up to any court player. No running or walking with +the ball is allowed in thus returning the ball to the courts.</p> + +<p>In playing on the ball, no player is allowed to hold the ball or<span class='pagenum'><a name="Page_392" id="Page_392">[392]</a></span> to +run or walk with it. A player may turn around quickly with the ball, +but must throw it at once. A player transgressing these rules must +give the ball to his opponents—that is, to the opponent who has been +paired off with him.</p> + +<p><b>FOULS.</b>—No scoring is made on the fouls. Transgression of any of the +rules given above is punished by giving the ball to the opponents, the +transgressor in each case giving it to the opponent paired off with +him.</p> + +<p><b>SCORE.</b>—A team scores one point each time that it makes a goal. The +game is played on time limits, the team winning which has the highest +score at the end. Where a large number of players is divided into two +parties to take turns at playing, the time limits for each are +generally ten minutes; with such rest intervals the two parties may +play indefinitely. Where all of the players are engaged in one game +the period may be anywhere from thirty to sixty minutes.</p> + + + +<h3>OVER AND UNDER RELAY</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Balls; bean bags; substitutes.</i></p> + +<div class="blockquot"><p>This game is a combination of Arch Ball and Stride Ball.</p></div> + +<p>The players stand in two or more files, the files containing an equal +number of players. The game is a passing relay, the files competing +against each other. The leaders of each file have two balls, bean +bags, or blackboard erasers. At a signal, a ball (or whatever is used) +is passed back over the heads of the players until it reaches the last +one in the line, who keeps it. The leader counts ten after the ball +leaves his hands and at once passes back the second ball between his +feet, the players bending over to pass it along. When this reaches the +last player, he runs forward with a ball in each hand and takes his +place at the head of the line, which moves back one place to give him +room. At once he passes one ball backward overhead, counts ten, and +passes the other between his feet. This continues until the original +leader, who has been gradually backing to the rear of the line, +reaches the front again, carrying both balls. The line wins whose +leader first accomplishes this.</p> + +<p><span class='pagenum'><a name="Page_393" id="Page_393">[393]</a></span></p><p>This game has some admirable exercise in it, keeping the players +bending and stretching alternately. Quick play should be encouraged. +When played in a schoolroom alternate aisles should be kept clear that +the runners may use them in running to the front of the room.</p> + + + +<h3>OVERTAKE</h3> + + +<p><i>20 to 60 players.</i></p> + +<p><i>2 balls or bean bags.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><b>OBJECTS OF GAME.</b>—This is a toss and catch game between a captain and +the players of his team who are lined up around a square alternating +with the players of an opposing team. The objects of the game are (1) +to complete the round of tossing and catching quicker than the +opponents; (2) to "overtake" or outdistance the bag or ball which the +opponents are tossing.</p> + +<div class="figright" style="width: 350px;"> +<img src="images/diag054.jpg" width="350" height="359" alt="diagram: Overtake" title="" /> +<span class="caption smcap">Overtake</span> +</div> + +<p><b>FORMATION.</b>—When played in a gymnasium, a well-defined square should +be marked, around which the players take their places. The size may +vary with the number of players and their skill in throwing to and +catching from the captain who stands in the center. In the schoolroom +the players stand around the room next the wall, outside a line marked +on the floor, within which they may not go.</p> + +<p><b>TEAMS.</b>—Any number from twenty to sixty may play. Forty is an +especially good number.</p> + +<p>The players are evenly divided into two teams, preferably designated +by colors; or the players of one team may each tie a handkerchief on +one arm to distinguish them. Polo caps of a colored cheese cloth are a +serviceable device. If it be used in the schoolroom, <span class='pagenum'><a name="Page_394" id="Page_394">[394]</a></span>each player may +easily keep such a cap in his or her desk. Corresponding colors for +the two bean bags or balls are also desirable.</p> + +<p>One player from each team is chosen for captain and stands in the +center, the two captains being side by side and moving around each +other within a small circle drawn on the floor, as becomes necessary +for the shifting direction of the play. The other players of each team +are numbered consecutively, and take their places alternately around +the square, the two Numbers One standing opposite each other. A +referee is also desirable who should start the game, announce score, +and award points to the opposing team when fouls are made. The referee +may act as scorer, or, if there be a separate scorer, announce the +points for scoring. The referee should also pick up any dead (dropped) +ball and toss it to the captain of the team.</p> + +<p><b>START.</b>—The game starts, on a signal from the referee, with the +captains standing back to back in the center, each facing the Number +One player of his team. At the signal each captain tosses his ball to +his Number One, who at once tosses it back to him; the captain then +tosses it to the next player of his team standing on Number One's +right, and he tosses it back. The play is thus continued around the +entire square until the captain tosses it again to his Number One, +which is called getting the ball "home." The two balls are thus being +played around in the same direction, following each other; and one of +the main features of the game is to have a ball "overtake" that of its +opponents. In the next inning or round the balls may follow in the +opposite direction (to the left).</p> + +<p><b>RULES AND POINTS OF PLAY.</b>—Players may lunge or "fall out" when +tossing or catching, if one foot be left without the boundary.</p> + +<p>Players may stoop or jump to catch a low or high ball, but may not +advance beyond the boundary.</p> + +<p>One or both hands may be used in tossing or catching.</p> + +<p>A dropped ball is returned to play by the referee, who tosses it to +the captain.</p> + +<p>If a captain drops a ball or bag three times, he changes places with +Number One player of his team; this captain, failing three times, +changes with Number Two, and so on.</p> + +<p>Every ball dropped scores for the opponents, as stated under "Score."</p> + +<p><span class='pagenum'><a name="Page_395" id="Page_395">[395]</a></span></p><p>An opponent may interfere, but with one hand only.</p> + +<p><b>FOULS.</b>—It is a foul—</p> + +<p><i>a.</i> To use the arms in any way to interfere with a player who does +not hold the ball.</p> + +<p><i>b.</i> To grasp the clothing or person of an opponent.</p> + +<p><i>c.</i> To use both hands for interfering.</p> + +<p><i>d.</i> To drop the ball.</p> + +<p><i>e.</i> To send the ball afield.</p> + +<p>All fouls are penalized by the opponents' scoring one point, except +for a ball that goes afield (outside the boundaries): that scores two +points for the opponents. A ball dropped inside the boundaries scores +one point for opponents.</p> + +<p><b>SCORE.</b>—A ball which "overtakes" (passes) the opponents' ball scores +five points.</p> + +<p>The ball that first makes the circuit and gets back to Number One +player of its team, or "home," scores two points.</p> + +<p>Fouls score one point for the opponent, except when a ball goes +afield, which scores two points for the opponents.</p> + +<p>The game is won on a score of ten points.</p> + +<div class="blockquot"><p>This game was originated and copyrighted by Mrs. Elizabeth R. +Walton, of Washington, D.C. It received honorable mention in a +competition for schoolroom games conducted by the Girls' Branch +of the Public Schools Athletic League of New York City in 1906. +It is here published by the kind permission of its author.</p></div> + +<h3>PASS BALL RELAY</h3> + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<p>Any number of teams may compete, but should contain an equal number of +players. The teams line up in single file, and the game consists in a +competition between them in passing a basket ball backward overhead, +followed by a short run for each player in turn.</p> + +<p>A starting line is drawn across the playing space, behind which the +teams line up. The players in a team must not stand close enough +together to touch. An objective point or goal, such as a basket, is +placed in front of each team at a good running distance,—at least +fifty or seventy-five feet if the space admits of it. On an athletic +field a player not on the team may be stationed to serve<span class='pagenum'><a name="Page_396" id="Page_396">[396]</a></span> as this +objective point. Good form at the opening of the game calls for the +teams to be lined up with the balls resting on the ground in front of +the first players. On the starter's signal, "On your mark!" the first +players toe the starting line with both feet; on the next signal, "Get +ready!" they raise the balls overhead, but not to be touched by the +next players until put in play on the final signal. When the starter +says "Go!" the first player hands the ball backward overhead to the +next player, and each one in turn passes it in a similar way down the +line. When the last player receives the ball, he runs forward with it +around the goal, returns, and passes it to the player at the head of +the line, when it again travels backward to the rear as before. A +returning player may hand the ball to the front player, either facing +him or turning with his back to him and passing the ball overhead; but +he may not toss it to him. A returning player takes his place at the +head of the line, toeing the line, the file moving backward one step +to make room for him. The original leader of the line will thus move +gradually backward until he is at the rear of the file; he will be the +last runner forward, and should be plainly marked with a sash +diagonally across the breast to aid the judges in distinguishing him. +When he receives the ball, he runs forward with it around the goal +like his predecessors, but on his return, instead of lining up and +passing the ball backward, dashes with it over the finish line. The +finish line should be a tape (strand of worsted) stretched parallel +with the starting line, but three feet to the rear of the files. +Should the playing space not admit of this, the starting line may be +used as a finish line.</p> + +<p>Should the ball be dropped as it is passed down the line, the player +next behind the one who last touched it must leave his place in the +line, pick up the ball, return, and put it in play from where it left +the line. If so rectified, this dropping of the ball does not score as +a foul.</p> + +<div class="blockquot"><p>There should be a judge of fouls for each team and two judges +at the finish. One foul is scored against a team for—</p> + +<p>1. Every player who does not touch the ball as it is passed +backward.</p> + +<p>2. Every player (except a returning player) who turns to face +the next one and hand the ball instead of passing it backward +overhead.</p> + +<p>3. A returning player tossing the ball to the head of the file.</p> + +<p>4. The head player standing forward of the starting line.</p> + +<p>5. A runner touching the goal as he encircles it.</p></div> + +<p><span class='pagenum'><a name="Page_397" id="Page_397">[397]</a></span></p><div class="blockquot"><p>The teams win in the order of finishing if there be no fouls. +One foul disqualifies a team unless the competing teams have +made an equal or greater number of fouls. In such a case the +teams win in the order of finishing, plus consideration of the +smallest record on fouls. A team finishing second, for example, +with no fouls, would win over a team finishing first with one +or more fouls.</p> + + +<div class='center'> +<table border="0" cellpadding="2" cellspacing="0" summary=""> +<tr><td align='center'>Teams</td><td align='center'> Order of Finishing</td><td align='center'> Number of Fouls</td><td align='center'> Order of Winning</td></tr> +<tr><td align='center'>A</td><td align='center'>1</td><td align='center'>3</td></tr> +<tr><td align='center'>B</td><td align='center'>4</td><td align='center'>2</td><td align='left'> Third place</td></tr> +<tr><td align='center'>C</td><td align='center'>2</td><td align='center'>2</td><td align='left'> Second place</td></tr> +<tr><td align='center'>D</td><td align='center'>3</td><td align='center'>0</td><td align='left'> First place</td></tr> +</table></div> + +<p>These rules are used by the Girls' Branch of the Public Schools +Athletic League of New York.</p></div> + + + +<h3>PIG IN A HOLE</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; seashore; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<div class="figright" style="width: 376px;"> +<img src="images/diag055.jpg" width="376" height="372" alt="diagram: Pig in a Hole" title="" /> +<span class="caption smcap">Pig in a Hole</span> +</div> + +<p>Each player should be provided with a stick about three feet long. +This may be made by whittling branches, or a gymnasium wand or piece +of broomstick may be used. A hole is dug in the ground measuring +twelve or fifteen inches in diameter. All of the players but one stand +in a circle around this, with several feet between each two players so +that they may move freely. Each player digs a small hole in the ground +in front of his place in the circle, the hole to measure about four +inches in diameter. The game is played with a basket ball, although a +smaller ball may be used,<span class='pagenum'><a name="Page_398" id="Page_398">[398]</a></span> in which case the center hole need not be +quite so large, though it should be somewhat larger than the ball +used.</p> + +<p>The game consists in the odd player trying (1) to get the ball (the +"pig") into the center hole with his stick, which all of the other +players will try to prevent; and (2) the odd player trying to be +released from his position by placing the end of his stick in one of +the small holes belonging to one of the circle players, which he can +only do when the player in question has his own stick out of it.</p> + +<p>The game starts by all of the players putting their sticks in the +center hole under the ball. They count, "One, two, three!" and on the +last word all lift the ball with the sticks and then rush for the +small holes, each player placing the end of his stick in a hole. As +there is one less hole than the number of players, one odd player will +be left out. It thereupon becomes his duty to drive the pig into the +hole from whatever point it may have landed through the combined +effort and toss with which the game opened. The circle players try to +prevent the pig getting into the hole by blocking its passage with +their sticks. They may not kick it or play upon it in any other way. +The odd player will try to ward off the interference of the sticks by +clearing a way in front of the ball with his own. The other players +may leave their places at any time to block the passage of the ball; +but this is a dangerous thing to do, for the odd player may at any +moment leave his work with the ball and place his stick in one of the +vacant holes. It therefore behooves the circle players to leave their +holes unguarded only when there is imminent danger of the ball +entering the center hole from that side of the ring, or when a good +opportunity comes for aggressive play to drive the ball out of the +ring, which should also be one of their objects.</p> + +<p>It is not necessary for a player to return to his own hole after +having removed his stick from it. Any hole may be taken by any player, +and much of the interest of the game lies in the freedom with which +players will move about and take chances in this way.</p> + +<p>If the driver succeeds in getting his pig in the center hole, he is +considered to have won, and the game begins again. Should the driver +succeed in placing his stick in an unoccupied hole in the circle, the +odd player thus left out must become driver.</p> + +<p><b>FOR THE GYMNASIUM.</b>—This game may be adapted to the gymnasium <span class='pagenum'><a name="Page_399" id="Page_399">[399]</a></span>by +drawing chalk circles in place of those that would be dug in the +ground out of doors. The same rules apply for the game, which may be +played either with a basket ball or a bean bag.</p> + +<div class="blockquot"><p>This game is found in many countries. Several of the forms of +play here given are from the Chinese. It is an old traditional +game in England and popular there to-day.</p></div> + + + +<h3>PROGRESSIVE CAPTAIN BALL</h3> + +<div class="center">(See <i>Captain Ball V</i>.)</div> + + + +<h3>PROGRESSIVE DODGEBALL</h3> + +<div class="center">(See <i>Dodgeball</i>.)</div> + + + +<h3>RING CALL BALL</h3> + +<div class="center">(See also <i>Call Ball</i>.)</div> + + +<p><i>10 to 30 or more players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball; bean bag.</i></p> + +<p>This game is similar in some respects to Call Ball, but being played +in a circle formation, is much simpler and less difficult and +exciting, being suited particularly to younger players.</p> + +<p>The players form a circle, with one in the center, who throws a ball +in the air, at the same time calling the name of one of the circle +players. The one called must run forward and catch the ball before it +bounds more than once. If he catches it, he returns to the circle. If +he does not catch it, he changes places with the thrower.</p> + + + +<h3>ROLEY POLEY</h3> + +<div class="center">(Hat Ball)</div> + + +<p><i>5 to 20 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball; bean bag.</i></p> + +<p>A row of holes three or four inches in diameter is made in the ground, +with about one foot space between. There should be one<span class='pagenum'><a name="Page_400" id="Page_400">[400]</a></span> hole less than +the number of players. Boys' caps may be placed in a similar row +instead of digging holes. Parallel with the row of holes, and about +twenty feet away from it, a base line is drawn. A pile of pebbles +(called "babies") should be collected before the game begins.</p> + +<hr class="quarter" /> +<div class="figcenter" style="width: 585px;"> +<img src="images/plate022.jpg" width="585" height="400" alt="plate: BALL GAME ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL" title="" /> +<span class="caption">BALL GAME ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL</span> +</div> +<hr class="quarter" /> + + +<p>The game consists primarily of rolling a ball into one of the holes or +caps, followed by ball tag, and a scoring with the pebbles. The +players stand each a little distance behind a hole except one, who is +chosen to be the first roller. He rolls the ball from the base line +into one of the holes or caps. Immediately he and all of the players +except the one into whose hole the ball has fallen, run, scattering in +any direction. The one to whose lot the ball has fallen lifts the ball +as quickly as possible, calling "Stand!" as soon as he has it in his +hand. The running players must halt when they hear this order, and the +one who holds the ball tries to hit one of them with it from where he +stands. If he succeeds in doing so, one of the pebbles is put in the +cap of the player who is hit. Should he miss hitting any one, a pebble +is put in his own cap. Should the player who tries to roll the ball +into one of the holes or caps miss getting it in, a pebble is put in +his own cap, and he makes other trials until he succeeds. When a +player is hit by the ball, he becomes roller, and all of the others +return to their places. The game continues until one player gets six +(or ten) stones ("babies") in his hole or cap. When this happens, he +must be "court-martialed," that is, stand with his face against a wall +or fence and let each player take three shots at him with the rubber +ball, the first time with the thrower's eyes closed and then with them +open. The distance of the throwers from the fence is determined by the +victim's throwing the ball at the fence three times so it will +rebound; the farthest point to which the ball rebounds becomes the +throwing line for the court-martialing. If no fence or wall be +available, the throwing is done from an agreed distance at the back of +the victim.</p> + +<p>This game may be played by drawing a series of circles on the ground +or floor in place of the holes or cap, and sliding a bean bag into +them. This form is serviceable for a gymnasium.<span class='pagenum'><a name="Page_401" id="Page_401">[401]</a></span></p> + + + +<h3>ROUND BALL</h3> + + +<p><i>20 to 60 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Hand ball; basket ball.</i></p> + +<p>This is an advanced form of Circle Ball, there being two competing +teams in a circle, with wide spaces between.</p> + +<p>The players form in a circle, drop hands, and step backward two paces +to make an interval between players. They number off in twos. The +first Number One is captain for the Ones, and the first Number Two is +captain for the Twos. Each captain has a ball. The game consists in +throwing the ball around the circle, the ball started by captain +Number One going only to the players of that number, and the ball +started by captain Number Two to the players who bear his number.</p> + +<p>The party wins whose ball first completes the circle five times. Each +time that the captain receives the ball he calls out a number +corresponding to the number of times the ball has circulated, "One" +for the first time, "Two" for the second, etc. The play should be +rapid. Any player dropping the ball must pick it up and throw in +regular form.</p> + +<p>The game may be varied by requiring different methods of throwing and +catching, such as catching with the right hand, left hand, both hands, +etc., if a hand ball be used; or throw from below, above, or pushing +straight from the chest if a basket ball be used.</p> + + + +<h3>RUSSIAN HOLE BALL</h3> + + +<p><i>3 to 10 players.</i></p> + +<p><i>Out of doors; seashore; snow.</i></p> + +<p><i>Ball; bean bag; stone.</i></p> + +<div class="figleft" style="width: 125px;"> +<img src="images/diag056.jpg" width="125" height="394" alt="diagram: Russian Hole Ball" title="" /> +<span class="caption smcap">Russian Hole Ball</span> +</div> + +<p>This game is played with one small ball, in size anywhere from that of +a golf to a tennis ball. If played in the snow, a hard frozen snowball +may be used, or a stone will do.</p> + +<p>A series of holes is made in the ground, sand, or snow, large enough +to contain the ball. These holes are placed in a straight line, one +beyond the other, about three feet apart, there being as many<span class='pagenum'><a name="Page_402" id="Page_402">[402]</a></span> holes +as there are players. All holes are numbered, corresponding to the +numbers of the players, from one to ten, or whatever the maximum may +be. About ten feet from the first hole, and at right angles to the +row, a straight line is drawn on the ground, behind which the players +stand to throw. The first player stands directly in line with the row +of holes and throws for one of them. This is a toss of the ball. The +ball scores for the player according to the number of the hole in +which it falls, and this number also designates the next player. For +instance, if the ball falls in the third hole, it scores three for the +first player, who at once gives place to Number Three, who in turn has +one throw. Should this ball fall in hole number five, it scores five +for this player, and the fifth player will have the next turn. The +game may be played according to score, the one first scoring +twenty-five or fifty winning; or it may be played according to time, +the one having the highest score at the end of fifteen or twenty +minutes being the winner.</p> + +<p>This is one of the few games that may be adapted to the snow or to the +damp sand of the seashore, though it may be played anywhere out of +doors where holes can be dug.</p> + +<div class="blockquot"><p>This game comes from the Russian province of Bessarabia, which +formerly belonged to Turkey.</p></div> + + + +<h3>SCHOOLROOM DODGEBALL</h3> + +<div class="center">(See <i>Dodgeball</i>.)</div> + + + +<h3>SCHOOLROOM VOLLEY BALL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Gas ball.</i></p> + +<p>The players are divided into two teams, and the players in each team +number consecutively. A net or string is placed across the schoolroom, +dividing it into two equal parts. The top should be<span class='pagenum'><a name="Page_403" id="Page_403">[403]</a></span> six feet from the +floor. The game consists in batting the ball with the hand back and +forth over the string, a point being scored by either team whenever +its opponents allow the ball to touch the floor. The ball may be +batted (not thrown) in any way, but by only one hand at a time.</p> + +<p>The players stand in the aisles, each having a required place in which +to stand.</p> + +<p>The game starts by No. 1 on either side serving the ball, that is, +tossing it up with the left hand, and batting it with the right, +trying to get the ball over the net or string to the opposing side.</p> + +<p>Two fouls in succession (failing to bat the ball over the net) changes +the serve to the other side; otherwise, the server continues until the +ball is returned by the opposite side and not returned by the server's +side. When this happens, the serve changes to No. 1 of team 2, then to +No. 2 of team 1, then to No. 2 of 2, etc.</p> + +<div class="figcenter" style="width: 543px;"> +<img src="images/diag057.jpg" width="543" height="350" alt="diagram: Schoolroom Volley Ball" title="" /> +<span class="caption smcap">Schoolroom Volley Ball</span> +</div> + +<p>The game continues until all players have served; or the game may be +played with time limits; that is, the team wins which has the highest +score at the end of a ten-or fifteen-minute period.</p> + +<p>Every time that the ball touches the floor (not a desk) it scores +against that side on which it falls, counting one point for the +opposing team, irrespective of which team served the ball.</p> + +<div class="blockquot"><p>This schoolroom adaptation of Volley Ball was made by Miss +Mabel L. Pray of Toledo, Ohio, and received honorable mention +in a competition for schoolroom games conducted by the Girls' +Branch of the Public Schools Athletic <span class='pagenum'><a name="Page_404" id="Page_404">[404]</a></span>League of New York City +in 1906. The game is here published by kind permission of the +author, and of the Girls' Branch, and of Messrs. A. G. Spalding +& Brothers, publishers of the handbook in which the game first +appeared.</p></div> + + + +<h3>SPUD</h3> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Any soft ball or bean bag.</i></p> + +<p>This is a combination of Call Ball and Ball Tag, with scoring and +penalties added. It is very popular with boys of almost any age.</p> + +<p>The players stand in a group, with one in the center holding the ball. +The center player drops the ball, at the same time calling the name of +one of the other players. All but the one called immediately scatter, +as they are liable to be tagged with the ball. The player called +secures the ball as quickly as possible, and tries to hit one of the +other players with it. He may not run to do this, but must stand where +he secured the ball. If he misses, he secures the ball, stands where +he gets it, and tries again, the other players fleeing from him as +before. If he hits a player, that one immediately secures the ball, +tries to hit some one else with it, the second one hit tries to hit a +third, and so on.</p> + +<p>Whenever a player misses hitting another with the ball, it is called a +"spud," and counts one against him. When any player has three spuds +against him, he must stand twenty feet from the other players, with +his back to them, and they each have one shot at him with the ball. +The victim then starts the play again from the center of the ground.</p> + + + +<h3>SQUARE BALL</h3> + + +<p><i>8 to 32 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<p><b>GROUND.</b>—The ground is marked out in one large square with a base at +each corner, and, should there be enough players, with bases at +intervening points along the line of the square.</p> + +<p><span class='pagenum'><a name="Page_405" id="Page_405">[405]</a></span></p><p><b>PLAYERS.</b>—The players are divided into two equal parties, one of +which takes places on the bases at the corners or other points +outlining the square; the other party assembles in the center of the +square and is on the defensive.</p> + +<p><b>OBJECT.</b>—The ball is thrown from one to another of the party on the +bases, always, however, following the lines of the square and not its +diagonals. The chief object of the game, however, is for this outer +party to interrupt this circuit of the ball by suddenly throwing it so +as to hit one of the center players. The object of any center player +who is hit is, in his turn, to hit with the ball any member of the +outer party, who all turn and flee as soon as a center man is hit.</p> + +<p><b>POINTS OF PLAY.</b>—The ball is started at any point among the outer +party or basemen. This party will use considerable finesse in +throwing, such as apparent attempts to throw the ball around the +square, thus misleading the center players as to their intention and +taking them unaware when aiming for the center. The more rapidly the +ball is kept in motion the better. The center party, in their turn, +will find it advisable to scatter considerably, which will diminish +the chances of being hit. They will also avoid proximity to any player +in the outer party who happens to have the ball. The center party will +thus have to be very alert and keep moving considerably, even when the +ball is not directed at them. The ball may be avoided by dodging, +jumping, stooping, or any other maneuver except by leaving the square.</p> + +<div class="figright" style="width: 352px;"> +<img src="images/diag058.jpg" width="352" height="350" alt="diagram: Square Ball" title="" /> +<span class="caption smcap">Square Ball</span> +</div> + +<p>Whenever a center player is hit by the ball, the outer party are in +danger of being hit in turn, and must all run immediately in any +direction to avoid this. A center player who is hit picks up the ball +as quickly as he can and calls "Halt!" When this call is heard<span class='pagenum'><a name="Page_406" id="Page_406">[406]</a></span> the +fleeing runners must stand still, and the center player, who now holds +the ball, tries to hit one of them with it.</p> + +<p><b>SCORE.</b>—The scoring of the game is done entirely according to whether +the center player hits or misses his opponent in this throw of the +ball after he has called a halt. Every player thus hit scores one for +the center party. Every throw made and missed under these +circumstances scores one for the opponents or outside party. The party +wins which first scores twenty-five.</p> + +<p>This game is also played without score, any member of the outer party +hit by a center man being obliged to join the center party. In this +form the game ends when all of the outer players have been so +recruited.</p> + + + +<h3>STOOL BALL</h3> + + +<p><i>5 to 20 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Hand ball.</i></p> + +<p>A stool, box, or inverted pail is set in an open place, and from ten +to twenty feet away from this a throwing line is drawn. One player is +appointed stool defender, and stands beside the stool. It is well also +to appoint a scorer and linesman, to disqualify any players who cross +the throwing line, and one player to stand behind the stool defender +and return the balls that may go afield. The players, in turn, throw +the ball from the throwing line in an effort to hit the stool. The +stool defender tries to prevent this by batting the ball away with his +hand. If the ball hits the stool, the one who threw it changes places +with the stool defender; if the ball be batted by the defender and +caught by another of the players, the one catching it changes places +with the stool defender. The object of the stool defender should +therefore be not only to hold his place by preventing the ball from +hitting the stool, but to bat it in such a way that the other players +may not catch it.</p> + +<p>This game has been very successfully adapted by adding scoring as a +feature of it; in which case any player hitting the stool with the +ball, or catching it when it is returned by the stool defender, scores +one point, while the stool defender scores one for each time<span class='pagenum'><a name="Page_407" id="Page_407">[407]</a></span> he +successfully prevents the ball's hitting the stool. The player wins +who has the highest score at the end of the playing time.</p> + +<div class="blockquot"><p>This is one of the old games that has come down through +centuries. Chronicles of Queen Elizabeth's reign tell of the +Earl of Leicester and his train setting forth to play the game, +though it is supposed to have originated with the milkmaids and +their milking stools. In Sussex the game is played with upright +boards instead of a stool, forming a wicket as in Cricket. It +was formerly for women and girls as popular as the game of +Cricket for boys and men, and the rules of play are quite +similar.</p></div> + + + +<h3>STRIDE BALL</h3> + +<div class="center">(Straddle Club)</div> + + +<p><i>10 to 100 players.</i></p> + +<p><i>Playground or gymnasium.</i></p> + +<p><i>Any ball; indian club; bean bag.</i></p> + +<p>The players are divided into two or more groups which compete against +each other, each having a ball. Each group stands in single file in +leapfrog position, feet wide apart to form a tunnel through which the +ball is passed. The first players (captains) of each file toe a line +drawn across the ground, and at a signal put the ball in play by +passing it backward between the feet. When players become expert, one +long shot will send the ball to the end of the line. The other players +may strike it to help it along as it passes them if it goes slowly. +Should the ball stop, or go out of bounds at any place, the player +before whom this occurs must put it in play again, starting it between +his feet. When the ball reaches the rear of the file, the last player +runs with it to the front, the line moving backward quickly one place +to make room for him, and immediately rolls the ball back again +between the feet. This is repeated until the "captain" is the last +player. He runs forward with the ball, places it on a marked spot +twenty feet in front of his line, and returns to his place at the head +of the file. The file wins whose captain is first to return to his +original position.</p> + +<p>Should there not be space for a point at which to leave the ball, the +game may be finished by the last player holding up the ball when it +reaches the end of the line, or by his running forward with it to the +head of the line.</p> + +<p><span class='pagenum'><a name="Page_408" id="Page_408">[408]</a></span></p><p>An Indian club instead of a ball makes a much more skillful game, the +club being shoved over the ground, neck first. It is much more +difficult to guide than a ball, requires greater deliberation for a +long shot, and more easily stops or goes out of bounds. A basket ball +or smaller ball may be used.</p> + +<p>This is one of the best games for training self-control under +excitement, as the precision needed for a long shot, especially with +the Indian club, is very difficult under the circumstances.</p> + + + +<h3>TEN TRIPS</h3> + + +<p><i>6 to 21 players.</i></p> + +<p><i>Playground.</i></p> + +<p><i>Baseball; tennis ball.</i></p> + +<p>This game is a competition between two or more teams, and consists in +rapid pitching and catching of a base or tennis ball by each team.</p> + +<p>A team consists of three players, two of whom stand a long throwing +distance apart (thirty yards or more), with the third player (Number +One) halfway between and on a line with them. Number One (the pitcher) +starts the game on a signal by throwing the ball to one of the end +players (Number Two); he throws it over the head of the pitcher to the +opposite end player (Number Three), who throws it back again to Number +Two, and he makes the last throw, sending it to the center player, or +pitcher, Number One, from whom it started. This is called one trip, +and the pitcher, as he catches it, calls out "One!" or "One trip!" and +immediately begins the next round. The players standing in the +following order, 2, 1, 3, the order of the throwing is thus, 1, 2, 3, +2, 1. Ten trips complete a game.</p> + +<p>The competing teams stand in line sideways with the first team, and +the pitchers of all teams start at once on a signal. The team wins +which first completes ten trips. Any number of teams may play at once.</p> + +<div class="blockquot"><p>This game is very popular at Williams College, where it +probably originated.</p></div><p><span class='pagenum'><a name="Page_409" id="Page_409">[409]</a></span></p> + + +<hr class="quarter" /> +<div class="figcenter" style="width: 372px;"> +<img src="images/plate023.jpg" width="372" height="400" alt="plate: TETHER BALL" title="" /> +<br /> +<span class="caption">TETHER BALL</span> +<br /> +<span class="small"><i> +By kind permission reprinted from Spalding's Athletic Library +</i> +</span> +</div> +<hr class="quarter" /> + + + +<h3>TETHER BALL</h3> + + +<p><i>2 to 8 players.</i></p> + +<p><i>Out of doors.</i></p> + +<p>This is one of the most delightful and vigorous games, especially +adapted to small playing space, a plot twenty feet square being enough +for it. The paraphernalia for the game consists of a wooden pole +placed upright, so that it shall stand ten feet above the ground. The +pole must be embedded deeply enough to be perfectly firm during the +strain of the play. It will probably need to be about three feet below +the surface. A pole should measure seven and a half inches in +circumference at the ground, and should taper toward its upper end. A +black stripe should be painted around it six feet above the ground.</p> + +<p>To the top of this pole a ball is attached by a stout linen cord or +fishing line. The ball should be preferably a tennis ball, and should +have a netted cover, by means of which it is attached to the cord. No +metal should be used around it in any way. The cover may be knotted or +crocheted of heavy linen cord or fish line. When hanging at rest, the +ball should be seven and a half feet from the top of the pole, and two +and a half feet from the ground. The ball is played upon by tennis +rackets in the hands of two players.</p> + +<p>A tether-ball outfit, consisting of pole, ball, cord, and marking +ropes, with staples for the ground as hereinafter specified, may be +had for from three to four dollars, the ball alone, with cover and +cord, costing about seventy-five cents, and the pole from one dollar +to a dollar and a half. It is particularly desirable to have the +specially made ball and cord for this game, but any of the +paraphernalia may be improvised, the pole being cut from a sapling, +and even the bats whittled from strips of thin board about the size of +a shingle.</p> + +<p>On the ground around the pole a circle should be drawn three feet in +radius; that is, six feet in diameter. A straight line twenty feet in +length should bisect the circle to separate the territory for the +players. In addition to the circle and line, two spots should be +marked on the ground, from which the ball is served. These should<span class='pagenum'><a name="Page_410" id="Page_410">[410]</a></span> be +at the ends of an imaginary line crossing the first line at right +angles, and should be six feet from the pole, one on each side of the +ground.</p> + +<p>Where there are more than two players, they are divided into two +opposing groups, each member of a team or group stepping forward, in +turn, to play with the member of the opposite team. Only these two +play upon the ball during one game.</p> + +<p>The game consists, on the part of one player, in trying to wind the +cord with the ball attached around the pole above the line by batting +it with his tennis racket. The opponent tries (1) to interfere and +reverse the action of the ball by batting it in the opposite +direction, and (2) for his part to wind the ball around the pole in +his direction.</p> + +<p>The players toss rackets or resort to some other method of choosing +sides of the ground. The game starts with each player on his service +point; the player who lost in the toss for choice of ground has the +first service. The player who has the choice of ground has also the +choice of direction in which to wind the ball.</p> + +<p>The ball is then put in play by the server, who may hit the ball but +once. Should he fail to send it across the line with his first serve, +he loses his serve and the opposite player has the ball. The players +have each one strike at the ball in turn. It is sometimes possible to +send the ball so high and with so much force that it will wind around +the pole in one stroke, before the opponent can hit it with his +racket. Of course such strokes should be the endeavor of both sides.</p> + +<p>Should a player fail to hit the ball, the opponent has the next turn, +either on service or after the ball is once in play.</p> + +<p>Each player must keep entirely on his own side of the dividing line, +both with his feet, his arms, and his racket. Neither player may step +on or over the circle about the pole. If the string winds around the +handle of a racket of one of the players, it is a foul. It is also a +foul for the string to wind about the pole below the black mark, and +counts against the player in whose direction it is wound; that is, if +it winds in the direction in which he is trying to send the ball. +Penalty for transgression of any of the above rules (fouls) is +allowing the opponent a free hit from his service mark. When a ball is +taken for service in this way, if it has to be either wound or<span class='pagenum'><a name="Page_411" id="Page_411">[411]</a></span> +unwound on the pole a half turn, so as to reach the other side, it +shall be unwound.</p> + +<p>The game is won when the string has been entirely wound around the +pole above the limit line. When there are but two players, the one +wins who has the majority out of eleven games. Where there are more +than two players, the team wins which has the greatest number of games +to its credit at the end of from two to five rounds, as may be decided +at the opening of the series.</p> + + + +<h3>THREE HOLES</h3> + + +<p><i>2 to 10 or more players.</i></p> + +<p><i>Out of doors; seashore.</i></p> + +<p><i>Small ball.</i></p> + + +<div class="figright" style="width: 225px;"> +<img src="images/diag059.jpg" width="225" height="337" alt="diagram: Three Holes" title="" /> +<span class="caption smcap">Three Holes</span> +</div> + + +<p>This game is played by rolling a ball about the size of a golf ball +into holes made in the ground. Three holes are made by spinning on the +heel. They should be in a straight line, at a distance of from six to +fifteen feet apart. At the same distance from them and at right angles +to them, a line is drawn from which the players roll their balls. The +first player stands with his heel on the bowling line and rolls his +ball into hole number one. If successful, he takes his ball out of the +hole, places his heel in the hole, and rolls the ball to hole two. If +successful, he repeats this play for hole three, and then turns around +and rolls the ball back again into hole two and then into hole one. +Having done this, he starts again at the line and rolls the ball +successively into each of the three holes until he reaches number +three a second time. When this is accomplished, he has won the game.</p> + +<p>The probabilities, however, are that the player will not succeed in +making the holes so quickly as here described. Whenever a player's +ball fails to get into a hole, he leaves it where it lies and gives +place to the next player. The next player has<span class='pagenum'><a name="Page_412" id="Page_412">[412]</a></span> the choice of aiming +for the hole or for his antagonist's ball, the latter being a +desirable play if it lies in a position that makes a shorter roll than +to his own. Having hit this ball, he then rolls from that position to +the hole. Should he fail to make either his opponent's ball or the +hole, his ball must lie where it stopped, and the next player takes a +turn. A skillful player will be able to play on his antagonists' balls +so as to serve his own in making short rolls between holes. Whether +the play be interrupted by failures of different players or not, the +player wins who first rolls his ball up the line, down again, and back +to the third hole, as first described.</p> + + + +<h3>TOSS BALL</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Schoolroom.</i></p> + +<p><i>Gas ball; bean bag.</i></p> + +<p>This game should be played with a light gas ball or a bean bag, which +the teacher holds, standing in the front of the room. All of the +players are seated. The teacher throws the ball suddenly in any +direction at any player, who must stand at once to catch the ball and +immediately toss it back to the teacher. A player failing to catch the +ball, or catching it without standing, has one point counted against +him. Any player having failed in this way three times is out of the +game and must take his place at one side of the room set apart for +that purpose. As the game progresses, one outside row of seats or the +rear row across the room may be reserved for the players out of the +game, other rows being added as needed.</p> + +<p>This game may also be played with a pupil tossing the ball instead of +the teacher. Any player failing to catch the ball, or catching it +while seated, changes places with the thrower instead of being out of +the game, as when the teacher throws. The thrower stands always in the +front of the room. Both methods make a good game.</p> + +<p>A large part of the interest of this game lies in the rapidity of the +play and the unexpectedness with which the ball is thrown in any given +direction.<span class='pagenum'><a name="Page_413" id="Page_413">[413]</a></span></p> + + + +<h3>TREE BALL</h3> + + +<p><i>5 to 15 or more players.</i></p> + +<p><i>Out of doors.</i></p> + +<p><i>Football; hand ball; bean bag.</i></p> + +<p>This game is a form of Ball Tag, and may be played with any +light-weight football, or with a bag or sack filled with leaves or +grass.</p> + +<p>Each of the players but one chooses a tree, as for the games Puss in +the Corner or Ball Puss. The object of the game for the odd player is +(1) to kick the ball so as to tag one of the tree men with it, and (2) +to secure a tree for himself, which he may do when no one else has it. +The object of the tree players should be not only to avoid the ball by +dodging, which may include running around the trees, but they should +also try to exchange places as frequently as possible, their prowess +in this way serving as an aggravation to the odd man. The game should +be played where there is not much undergrowth, and under such +conditions may be very lively and full of sport.</p> + +<p>This game may also be played with a hand ball or bean bag. This should +be tossed instead of kicked. The game differs from Ball Puss in that +the players are tagged by the ball while at their stations instead of +while changing.</p> + + + +<h3>VOLLEY BALL</h3> + +<div class="center">(See also <i>Schoolroom Volley Ball</i>.)</div> + + +<p><i>2 to 30 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Volley ball.</i></p> + +<p>This game consists in keeping a large ball in motion back and forth +across a high net by striking it with the open palm. The ball must not +be allowed to touch the floor.</p> + +<p><b>GROUND.</b>—For large teams this game should be played on a ground +measuring fifty feet long and twenty-five feet wide. For smaller teams +a smaller ground will answer.</p> + +<p><span class='pagenum'><a name="Page_414" id="Page_414">[414]</a></span></p><p>A tennis net, or net two feet wide, preferably the latter, is +stretched across the center of the ground, from side to side, +extending one or two feet beyond the boundaries on either side. The +upper edge should be from six feet six inches to seven feet six inches +above the ground.</p> + +<div class="figcenter" style="width: 282px;"> +<img src="images/diag060.jpg" width="282" height="500" alt="diagram: Volley Ball" title="" /> +<span class="caption smcap">Volley Ball</span> +</div> + +<p><b>PLAYERS.</b>—Any number of players up to thirty may play. The players are +evenly divided into two parties, which scatter over their respective +courts without special arrangement. There is a captain for each side. +An umpire is desirable.</p> + +<p><b>OBJECT OF THE GAME.</b>—The object of the game for each party is to keep +the ball in lively play toward its opponents' court, as each party +scores only on its opponents' failures to return the ball or keep it +in the air.</p> + +<p>The ball is put in play by being served by the party which is to +score. The service of the ball, and with it the privilege of scoring, +pass to the opponents according to the rules described hereinafter.</p> + +<p><b>START; RULES FOR SERVICE.</b>—The ball is put in play by being served by +a member of one side, who should stand at the rear of his court with +one foot on the rear boundary line and the other behind the line. From +this position the ball is tossed upward lightly from one hand and +batted with the palm of the other hand toward or into the opponents' +court.</p> + +<p>Each server has two trials in which to send the ball into the +opponents' court. The service being over a long course with a +comparatively heavy ball, the following privileges are allowed: a +served ball may be assisted on its course by any two other players on +the server's side; no player so assisting the ball on the serve may +strike it more than twice in succession, and the server under such +circumstances may not strike it more than once; but should the ball +then<span class='pagenum'><a name="Page_415" id="Page_415">[415]</a></span> fail to land in the opponents' court, the server loses his +second serve.</p> + +<p>In serving, the ball must be batted at least ten feet by the server +before being touched by any other player on his side.</p> + +<p>No "dribbling" is allowed in serving.</p> + +<p>A successful server continues serving until his side allows the ball +to touch the floor, knocks it out of bounds, or fails to return it to +the opponents. A server may also lose as follows:</p> + +<p>If a returned ball hits a player on the server's side and bounces into +the opponents' court, it is considered in play. If it hits such a +player and does not bounce into the opponents' court, the server is +out, losing his second trial.</p> + +<p>If the ball hits the net during service, it is counted a dead ball and +loses the server one of his trials.</p> + +<p>If a served ball falls outside the opponents' court, the server loses +his turn.</p> + +<p>The players on a side take turns in serving.</p> + +<p><b>RULES OF PLAY.</b>—The ball must always be batted with the open palm. The +ball should be returned by the opponents before it can strike the +ground. Any number of players may strike the ball to send it across +the net, but no player may strike more than twice in succession. +Having struck the ball twice, a player may resume his play only after +some other player has struck it. The ball is thus volleyed back and +forth across the net until one side fails to return it or allows it to +touch the floor, or until it goes out of bounds. A ball is put out of +play by hitting the net in returning after a serve. A ball which +bounds back into the court after striking any other object except the +floor or ceiling is still in play. It is permissible to strike the +ball with both hands at once (open palms).</p> + +<p>If a player touches the net at any time, the ball is thereby put out +of play. Should this player be on the serving side, his side loses the +ball and it goes to the opponents. Should this player be on the +receiving side, the serving side scores one point. Should the net be +touched simultaneously by opponents, the ball is thereby put out of +play and the serving side serves again.</p> + +<p>No dribbling is allowed at any time through the game; <i>i.e.</i> no +keeping the ball in the air by one player hitting it quickly and +repeatedly.</p> + +<p><span class='pagenum'><a name="Page_416" id="Page_416">[416]</a></span></p><p>In sending the ball across the net, players should aim for an +unprotected part of the opponents' court, or try in other ways to +place them at a disadvantage.</p> + +<p><b>SCORE.</b>—This is entirely a defensive game, the score being made on +opponents' fouls and failures. Aside from fouls, only the serving side +scores. A good serve unreturned scores one point for the serving side. +A point is similarly scored by the serving side at any time when the +opponents fail to return a ball which is in play. Failure of the +serving side to return a ball to the opponents' court merely puts them +out; that is, the serve passes to the opponents, but no score is made +on the failure. Should a player touching the net be on the receiving +side, the serving side scores one point. A ball sent under the net is +out of play and counts against the side which last struck it, their +opponents scoring one point. If the ball strikes any object outside +the court and bounds back, although it is still in play, it counts +against the side which struck it out, their opponents scoring one +point. A ball sent out of bounds by the receiving side in returning a +service scores one point for the serving side. One point is scored for +the opponents whenever a player catches the ball, or holds it for even +an instant. The game consists of twenty-one points.</p> + + + +<h3>WALL BALL DRILL</h3> + +<div class="center">(See also <i>Hand Ball Drill</i>.)</div> + + +<p><i>2 to 10 players.</i></p> + +<p><i>Out of doors; gymnasium.</i></p> + +<p><i>Hand ball.</i></p> + +<div class="blockquot"><p>This drill consists in throwing a ball against a wall, and +catching it, with the following variations. It may be used for +individual play, or for competition between two players, or as +a game for large numbers. When used for large numbers, the +players should be divided into several teams of equal numbers, +each player throwing in turn for as many feats as he can +perform without failure, each successful feat or play scoring +one point for his team. He gives place to the next player upon +failing.</p></div> + +<p>Each play should be first performed by allowing the ball to bounce +once on the ground before catching it; later it should be caught +without the bound.</p> + +<p><span class='pagenum'><a name="Page_417" id="Page_417">[417]</a></span></p> + +<ol> +<li>Throw the ball against the wall, let it bounce once, and catch it; +repeat this three times.</li> +<li>Throw, and clap hands three times before catching.</li> +<li>Throw, and twirl the hands around each other before catching.</li> +<li>Throw, and clap hands and touch the right shoulder.</li> +<li>Throw, clap hands, and touch the left shoulder.</li> +<li>Throw three times with the right hand and catch with the same hand.</li> +<li>Throw three times with the left hand and catch with the same hand.</li> +<li>Throw with the right hand and catch with the right with the palm +downward (knuckles up, "dog snack" fashion).</li> +<li>Throw with the left hand and catch with the left in the same manner +as in 8.</li> +<li>Throw, clap the hands, touch the right knee, and catch.</li> +<li>Throw, clap the hands, touch the left knee, and catch.</li> +<li>Throw the ball; clap the hands in front, behind, in front again, +and catch the ball.</li> +<li>Throw, lift the right knee, clap the hands under it, and catch.</li> +<li>Throw, lift the left knee, clap the hands under, and catch.</li> +<li>Throw, turn around, and catch.</li> +</ol> + + + +<h3>WAR</h3> + + +<p><i>10 to 60 players.</i></p> + +<p><i>Playground; gymnasium.</i></p> + +<p><i>Basket ball.</i></p> + +<p>Two concentric circles are drawn at each end of the playground, the +size of the circles depending on the number of players. When there are +thirty on each side, the diameter of the inner circle should be +fifteen feet and that of the outer circle thirty feet. The inner +circle is the fortress, and the space between the two circles is the +trench. Behind each trench is drawn a prison ten feet square. The rest +of the floor is the battlefield. The players are divided into two +teams, which take possession of the two fortresses. Then one side +advances to attack the fortress of the other side. The attacking party +has a basket ball, which represents ammunition.<span class='pagenum'><a name="Page_418" id="Page_418">[418]</a></span> The object is to +throw the ball in such a way as to strike within the opponents' +fortress. The assailants surround the trench and pass the ball among +themselves until a favorable opportunity offers for a well-directed +shot. By making this preliminary passing of the ball very rapid, the +enemy is confused as to the quarter from which the ball may be +expected. If one of the assailing party enters the enemy's trench, he +may be tagged, and so become a prisoner, being placed in the prison +and therefore out of the play. If the shot (throw of the ball), when +finally made for the enemy's fortress, be successful, the assailing +party scores one, and all of its men who are held prisoners are set +free.</p> + +<p>The defending party during the attack stand within their trench or +their fortress, as they see fit, and try to block the ball. If at any +time the ball falls into their hands, they immediately rush out in an +attack on the enemy's fortress at the opposite end of the ground, and +in transit may tag with the ball, and so make prisoners of, as many of +the enemy as they can touch. The enemy must therefore, when a ball +lands within its opponents' fortress, flee immediately for the safety +of its own fortress. The attacking <i>en route</i> may be done either by +throwing the ball or by touching the opponent with the ball held in +hand; but it may only be done with the ball and not with the hand +alone.</p> + +<p>When the opposite fortress has been reached, the attacking party tries +to throw the ball within it, and the game goes on as before. Members +of the defending party may at any time go outside of their trench to +get the ball, but run great risk of being made prisoners in doing so +by having the ball thrown from the enemy so as to hit them. When a +ball is aimed for this purpose, if the player at whom it is aimed +touches or intercepts it in any way, he is a prisoner. Of course he +may dodge it.</p> + +<p>Each single point that is made is called a battle, and the side that +wins the greater number of battles within the time limit wins the +game.</p> + +<div class="blockquot"><p>This game was originated by Mr. J. E. Doldt, and is here +printed by kind permission of members of the Alumni Association +of the Boston Normal School of Gymnastics, from their book, +<i>One Hundred and Fifty Gymnastic Games</i>.</p></div><p><span class='pagenum'><a name="Page_419" id="Page_419">[419]</a></span></p> + + + +<h3>ZIGZAG GAMES</h3> + + +<div class="blockquot"><p>These games may be played with any kind of a ball or with bean +bags.</p> + +<p>There are several forms of Zigzag Ball. The simpler forms are +useful in getting young players or those unused to play +accustomed to the skill of handling balls. The more complicated +forms make very lively games, interesting to players of any +age. The different games are played in line and circle +formation. The main characteristics of the different line forms +are as follows:—</p> + +<p>(1) The players are divided into groups of two ranks each, each +group forming a separate team. The ball is zigzagged from one +rank to another of a group without skipping any players. The +groups are competitive, as in relay races.</p> + +<p>(2) The players stand in groups of two lines each, but these +groups are composed of two different teams, the alternate +players of one rank and the alternate players of the opposite +rank forming one team, and the intervening players of the two +ranks another.</p> + +<p>(3) The players are divided into groups, as in the first form, +each group consisting of one team arranged in two ranks which +face each other, but the ball is zigzagged by skipping every +alternate player as it works its way to the end of the line in +one direction, and is tossed by these skipped players on its +return to the front, thus forming a double zigzag.</p> + +<p>Other forms of the game are also here given; namely, the Circle +Zigzag, and the Zigzag Overhead Toss, in which latter game the +ball is tossed over the heads of intervening ranks, the players +of alternate ranks belonging to the same party.</p> + +<p>In all of these forms the game may be made more lively and +complicated by advancing from the use of one ball to that of +two or more. The kind of ball used will also make a great +difference in the play, anything from a bean bag to a basket +ball or medicine ball being suitable. Where bean bags are used, +it is desirable to have different colored bags for the +different teams.</p></div> + + + +<h3>CIRCLE ZIGZAG</h3> + + +<p><i>12 to 60 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Basket ball; hand ball; bean bag.</i></p> + +<p>This is a game of zigzag ball (or bean bag) between concentric +circles, two balls being used, going in opposite directions. The +players stand in two concentric circles, facing each other, each +circle numbered by twos. The first Number One in the outer circle and +the first Number Two in the inner circle have each a ball. These are +put in play at a signal, the play consisting in throwing the balls<span class='pagenum'><a name="Page_420" id="Page_420">[420]</a></span> +backward and forward in a zigzag line from one circle to the other, +the Numbers One in the inner circle throwing to the Numbers One in the +outer, and Numbers Two in the inner to Numbers Two in the outer. The +inner circle should start its ball to the right; the outer circle +should start its ball to the left. The Number One party or the Number +Two party wins according to which first completes the circle three +times.</p> + +<div class="figcenter" style="width: 350px;"> +<img src="images/diag061.jpg" width="350" height="331" alt="diagram: Circle Zigzag" title="" /> +<span class="caption smcap">Circle Zigzag</span> +</div> + +<p>If desired, the Numbers One may each tie a handkerchief on one arm to +distinguish them from the Numbers Two.</p> + +<p>This game may be made more interesting and require much more alertness +on the part of the players by putting more balls into play. This may +be done by the starters starting a second ball around the circle as +soon as the first has reached the third player. In this way several +balls may be used at once.</p> + +<p>As in all zigzag games, each player should observe closely before the +game begins from which player he is to catch the ball, and to which +player he is to throw. This will facilitate the rapidity of the play, +a feature on which much of the sport depends. For very young or +unskilled players the action should be rather slow, especially when +the game is being learned.<span class='pagenum'><a name="Page_421" id="Page_421">[421]</a></span></p> + + + +<h3>LINE ZIGZAG—I</h3> + + +<p><i>20 to 100 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Any ball; bean bag.</i></p> + +<p>The players are divided into two or more groups which compete against +each other. Each group is divided into two ranks, the players standing +side by side, with a distance of from two to five feet between each +two players. The ranks of a group face each other, with a distance of +five feet between them. One rank should stand farther to the rear than +its <i>vis-a-vis</i>, so that each player is opposite a space instead of a +player.</p> + +<div class="figcenter" style="width: 433px;"> +<img src="images/diag062.jpg" width="433" height="447" alt="diagram: Line Zigzag—I" title="" /> +<span class="caption smcap">Line Zigzag—I</span> +</div> + +<p>The first player in one rank of each group has a ball. At a given +signal this is thrown to the first player in the opposite rank. This +player throws it quickly to the second player of the first rank, and +so on in zigzag form to the end of the line, where the ball is +immediately sent back again in the same way to the front. The group +which first gets its ball back to the head wins.</p> + +<p><span class='pagenum'><a name="Page_422" id="Page_422">[422]</a></span></p><p>When players have had a little practice with one ball, two or more +should be used, the starters starting the second ball down the line as +soon as the first ball has reached the third player. Where several +balls are used in this way, the last player of the line must hold the +balls until all are received before starting them on their return +journey.</p> + + + +<h3>LINE ZIGZAG—II</h3> + + +<p><i>20 to 100 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Any ball; bean bag.</i></p> + +<div class="figleft" style="width: 200px;"> +<img src="images/diag063.jpg" width="200" height="516" alt="diagram: Line Zigzag—II" title="" /> +<span class="caption smcap">Line Zigzag—II</span> +</div> + +<div class="blockquot"><p>In this form of zigzag ball the players are all in two ranks, +which comprise two competing teams, rather than in groups of +two ranks each, as in the preceding game. The players of one +team alternate with the players of the opposing team in each of +the two ranks. The balls will cross in starting and repeatedly +thereafter unless one should outdistance the other.</p></div> + +<p>The players form in two ranks which face each other, with five feet +space between. The players in each rank should be from two to five +feet apart. Each rank numbers off in twos, the first player of one +rank starting with number "one," and the first player of the second +rank starting with number "two." The players stand so as to face each +other directly, instead of facing a space between the players of the +opposite rank, as in the previous form of this game. This will bring a +Number One facing a Number Two all the way down the ranks. If desired, +the Numbers One may each tie a handkerchief on one arm to designate +them, though this help to memory detracts much from the alertness +demanded and cultivated by the game as well as from its sport, and may +be dispensed with after players have become slightly familiar with the +game.</p> + +<p><span class='pagenum'><a name="Page_423" id="Page_423">[423]</a></span></p><p>The first player in each rank holds a ball. At a signal this is +thrown to the first player of his own party in the opposite rank, who +as quickly as possible throws it to the second player of his party in +the rank from which he received it, etc.</p> + +<p>For instance, the starter who belongs to the Number One team will +throw to the first Number One player opposite him; this will be the +second player in that rank. He, in turn, will throw to the second +Number One player in the rank facing him; this will be the third +player in that rank. In other words, the Number One party zigzags the +ball between all of its members to the end of the line and back again +to the front, and simultaneously the Number Two party does the same +thing with another ball. The party wins whose ball first gets back to +the front.</p> + +<p>After some practice, more than one ball may be used, in which case the +last player in each party will have to hold the balls until the last +one is received before starting them on their return journey.</p> + + + +<h3>LINE ZIGZAG—III</h3> + +<div class="center">(Double Zigzag)</div> + + +<p><i>20 to 100 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Any ball; bean bag.</i></p> + +<div class="blockquot"><p>This form of zigzag ball is a combination of the two previously +described.</p></div> + +<div class="figleft" style="width: 258px;"> +<img src="images/diag064.jpg" width="258" height="500" alt="diagram: Line Zigzag—III" title="" /> +<span class="caption smcap">Line Zigzag—III</span> +</div> + +<p>The players are divided into groups which compete against each other. +Each group is divided in turn into two ranks which stand facing each +other at a distance of five feet, the individual players being from +two to five feet apart.</p> + +<p>The players in each rank number off in twos, beginning at the head +with different numbers, so that a Number One in each rank will stand +opposite a Number Two in the opposite rank.</p> + +<p>One or more balls are used and are thrown to alternate players, +Numbers One throwing to each other all down the line, and the Numbers +Two throwing to each other all the<span class='pagenum'><a name="Page_424" id="Page_424">[424]</a></span> way back. There should be nothing +to distinguish the players from one another, each being dependent on +his own memory and alertness to know to whom he is to throw the ball +and from whom he is to receive it. The particular success of this game +lies in having a very considerable number of balls in play at once. In +this form the balls do not have to accumulate at the foot of the lines +before being returned to the head, as the last Number One player to +receive the ball tosses it directly across to the last Number Two +player, who begins at once to zigzag it up the line.</p> + +<p>The group wins which first succeeds in getting all of its balls back +to the head of the line.</p> + + + +<h3>ZIGZAG OVERHEAD TOSS</h3> + + +<p><i>20 to 100 players.</i></p> + +<p><i>Playground; gymnasium; schoolroom.</i></p> + +<p><i>Hand ball; basket ball; bean bag.</i></p> + +<p>This game is a variation of Zigzag Ball, and is more difficult and +interesting for older players. The players are divided into two +parties, best distinguished by colors—say Red and Blue. The two +parties stand in even ranks alternately about five feet apart; for +instance, the Red party will form ranks one and three, and will play<span class='pagenum'><a name="Page_425" id="Page_425">[425]</a></span> +together, facing each other, while the Blue party will form ranks two +and four, which will face each other and play together.</p> + +<p>The first player in each party has a ball which is put in play upon a +signal by being tossed over the heads of the intervening rank to +Number One in the other rank of his party. This player tosses the ball +back to Number Two in the first rank, and so the ball is tossed in +zigzag form from one player to another in ranks of the same color +until it reaches the end of the line, when it is zigzagged back to the +starting point in the same way. This is all done over the heads of an +intervening rank of the opposite color. Simultaneously the competing +team is playing in the same way.</p> + +<div class="figcenter" style="width: 526px;"> +<img src="images/diag065.jpg" width="526" height="241" alt="diagram: Zigzag Overhead Toss" title="" /> +<span class="caption smcap">Zigzag Overhead Toss</span> +</div> + +<p>The party wins which first gets the ball back to the starting point.</p> + +<p>With a large number of players the number of ranks may be increased +beyond four if desired.</p> + +<div class="blockquot"><p>This game may be made more interesting and require much more +alertness on the part of the players by putting more balls into +play. This may be done by the starters starting a second or +more balls, tossing down the line as soon as a predecessor has +reached the third player. When this is done, the game is won +(<i>a</i>) by the party whose last player at the foot of the line is +first to receive the last ball; or (<i>b</i>) the last player may +accumulate the balls and return them to the front in reverse +order, the party winning which first gets its last ball back to +the original starter.</p></div> +<p><span class='pagenum'><a name="Page_426" id="Page_426">[426]</a></span></p> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_427" id="Page_427">[427]</a></span></p> +<h2>INDEX</h2> + + + +<hr class="chapter" /> +<h2>GAMES FOR ELEMENTARY SCHOOLS</h2> + + +<div class="blockquot"><p>This grading of the games for schools indicates the lowest +grade in which, on an average, a game is found to be suitable, +its use being intended in any succeeding grade also. The +so-called "quiet" games are not necessarily noiseless, but are +distinguished from the games in which there is running or much +moving around. Most of the quiet games are intended for +schoolroom use, many of them for small groups that may assemble +before the opening of a session.</p></div> + + +<p><b>1A. First Year (first half), (<i>6-7 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for First Year (first half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'>Duck Dance, The</td><td align='right'><a href='#Page_264'>264</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Cat and Mice</td><td align='right'><a href='#Page_59'>59</a></td> +</tr> +<tr> + <td align='left'>Itisket, Itasket</td><td align='right'><a href='#Page_268'>268</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Changing Seats—I</td><td align='right'><a href='#Page_63'>63</a></td> +</tr> +<tr> + <td align='left'>Jack be Nimble</td><td align='right'><a href='#Page_114'>114</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Did you ever see a Lassie?</td><td align='right'><a href='#Page_261'>261</a></td> +</tr> +<tr> + <td align='left'>Kitty White</td><td align='right'><a href='#Page_274'>274</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Good Morning</td><td align='right'><a href='#Page_99'>99</a></td> +</tr> +<tr> + <td align='left'>Looby Loo</td><td align='right'><a href='#Page_280'>280</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Hide the Thimble</td><td align='right'><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align='left'>Muffin Man</td><td align='right'><a href='#Page_282'>282</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Jack be Nimble</td><td align='right'><a href='#Page_114'>114</a></td> +</tr> +<tr> + <td align='left'>Mulberry Bush</td><td align='right'><a href='#Page_283'>283</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Looby Loo</td><td align='right'><a href='#Page_280'>280</a></td> +</tr> +<tr> + <td align='left'>Railroad Train</td><td align='right'><a href='#Page_164'>164</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Muffin Man</td><td align='right'><a href='#Page_282'>282</a></td> +</tr> +<tr> + <td align='left'>Ringmaster</td><td align='right'><a href='#Page_167'>167</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Mulberry Bush</td><td align='right'><a href='#Page_283'>283</a></td> +</tr> +<tr> + <td align='left'>Round and Round went the Gallant Ship</td><td align='right'><a href='#Page_170'>170</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Railroad Train</td><td align='right'><a href='#Page_164'>164</a></td> +</tr> +<tr> + <td colspan="3"> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Ringmaster</td><td align='right'><a href='#Page_167'>167</a></td> +</tr> +<tr> + <td align='left'>Slap Jack</td><td align='right'><a href='#Page_178'>178</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Slap Jack</td><td align='right'><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align='left'>Snail</td><td align='right'><a href='#Page_292'>292</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Squirrel and Nut</td><td align='right'><a href='#Page_184'>184</a></td> +</tr> +<tr> + <td align='left'>Squirrel in Trees</td><td align='right'><a href='#Page_185'>185</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Squirrel in Trees</td><td align='right'><a href='#Page_185'>185</a></td> +</tr> +</table></div> + + + +<p><b>1B. First Year (second half), (<i>6-7 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for First Year (second half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'>Charley over the Water</td><td align='right'><a href='#Page_65'>65</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Circle Seat Relay </td><td align='right'><a href='#Page_71'>71</a></td> +</tr> +<tr> + <td align='left'>Crossing the Brook</td><td align='right'><a href='#Page_74'>74</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Crossing the Brook</td><td align='right'><a href='#Page_74'>74</a></td> +</tr> +<tr> + <td align='left'>Did you ever see a Lassie?</td><td align='right'><a href='#Page_261'>261</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Do this, Do that</td><td align='right'><a href='#Page_75'>75</a></td> +</tr> +<tr> + <td align='left'>Do this, Do that</td><td align='right'><a href='#Page_75'>75</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Farmer in the Dell</td><td align='right'><a href='#Page_265'>265</a></td> +</tr> +<tr> + <td align='left'>Farmer in the Dell</td><td align='right'><a href='#Page_265'>265</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Huckle, Buckle, Bean Stalk</td><td align='right'><a href='#Page_109'>109</a></td> +</tr> +<tr> + <td align='left'>Jacob and Rachel</td><td align='right'><a href='#Page_115'>115</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'>Kaleidoscope</td><td align='right'><a href='#Page_122'>122</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Kaleidoscope</td><td align='right'><a href='#Page_122'>122</a></td> +</tr> +<tr> + <td align='left'>Leaves are Green</td><td align='right'><a href='#Page_276'>276</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'>Lost Child, The</td><td align='right'><a href='#Page_130'>130</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Lost Child, The</td><td align='right'><a href='#Page_130'>130</a></td> +</tr> +<tr> + <td align='left'>Round and Round the Village</td><td align='right'><a href='#Page_290'>290</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Round and Round the Village</td><td align='right'><a href='#Page_290'>290</a></td> +</tr> +<tr> + <td align='left'>Teacher and Class</td><td align='right'><a href='#Page_316'>316</a></td> + <td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Teacher and Class</td><td align='right'><a href='#Page_316'>316</a></td> +</tr> +</table></div> + +<p><span class='pagenum'><a name="Page_428" id="Page_428">[428]</a></span></p> +<p><b>2A. Second Year (first half), (<i>7-8 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Second Year (first half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td colspan="3"> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Automobile Race</td><td align='right'><a href='#Page_48'>48</a></td> +</tr> +<tr> + <td align='left'>Bird Catcher, The</td><td align='right'><a href='#Page_52'>52</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Bird Catcher, The</td><td align='right'><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align='left'>Buying a Lock</td><td align='right'><a href='#Page_58'>58</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Buying a Lock</td><td align='right'><a href='#Page_58'>58</a></td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Hand over Head Bean Bag</td><td align='right'><a href='#Page_310'>310</a></td> +</tr> +<tr> + <td align='left'>Cat and Rat</td><td align='right'><a href='#Page_60'>60</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'>Hand Ball Drill—I (Elementary)</td><td align='right'><a href='#Page_380'>380</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Hand Ball Drill—I (Elementary)</td><td align='right'><a href='#Page_380'>380</a></td> +</tr> +<tr> + <td align='left'> Moon and Morning Stars</td><td align='right'><a href='#Page_133'>133</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Midnight</td><td align='right'><a href='#Page_133'>133</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Oats, Peas, Beans</td><td align='right'><a href='#Page_287'>287</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Oats, Peas, Beans</td><td align='right'><a href='#Page_287'>287</a></td> +</tr> +<tr> + <td align='left'> Puss in the Circle</td><td align='right'><a href='#Page_164'>164</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Ring Call Ball</td><td align='right'><a href='#Page_399'>399</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Wee Bologna Man</td><td align='right'><a href='#Page_204'>204</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Wee Bologna Man</td><td align='right'><a href='#Page_204'>204</a></td> +</tr> +</table></div> + +<p><b>2B. Second Year (second half), (<i>7-8 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Second Year (second half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Bean Bag and Basket Relay</td><td align='right'><a href='#Page_303'>303</a></td> + </tr> +<tr> + <td align='left'> Bean Bag Board</td><td align='right'><a href='#Page_304'>304</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Bean Bag Board</td><td align='right'><a href='#Page_304'>304</a></td> + </tr> +<tr> + <td align='left'> Center Catch Ball</td><td align='right'><a href='#Page_355'>355</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Circle Ball</td><td align='right'><a href='#Page_356'>356</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Changing Seats</td><td align='right'><a href='#Page_63'>63</a></td> +</tr> +<tr> + <td align='left'> Drop the Handkerchief</td><td align='right'><a href='#Page_80'>80</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Drop the Handkerchief</td><td align='right'><a href='#Page_80'>80</a></td> +</tr> +<tr> + <td align='left'> Flowers and the Wind, The</td><td align='right'><a href='#Page_87'>87</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Frog in the Middle</td><td align='right'><a href='#Page_96'>96</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Fox and Squirrel</td><td align='right'><a href='#Page_93'>93</a></td> +</tr> +<tr> + <td align='left'> Hunting</td><td align='right'><a href='#Page_267'>267</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Let the Feet go Tramp</td><td align='right'><a href='#Page_276'>276</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Letting out the Doves</td><td align='right'><a href='#Page_129'>129</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Letting out the Doves</td><td align='right'><a href='#Page_129'>129</a></td> + </tr> +<tr> + <td align='left'> London Bridge</td><td align='right'><a href='#Page_278'>278</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>London Bridge</td><td align='right'><a href='#Page_278'>278</a></td> + </tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Simon Says</td><td align='right'><a href='#Page_235'>235</a></td> +</tr> +</table></div> + + +<p><b>3A. Third Year (first half), (<i>8-9 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Third Year (first half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> Bean Bag Circle Toss</td><td align='right'><a href='#Page_305'>305</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Bean Bag Circle Toss</td><td align='right'><a href='#Page_305'>305</a></td> + </tr> +<tr> + <td align='left'> Bean Bag Ring Throw</td><td align='right'><a href='#Page_306'>306</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Bean Bag Ring Throw</td><td align='right'><a href='#Page_306'>306</a></td> + </tr> +<tr> + <td align='left'> Center Base</td><td align='right'><a href='#Page_354'>354</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Draw a Bucket of Water</td><td align='right'><a href='#Page_263'>263</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Draw a Bucket of Water</td><td align='right'><a href='#Page_263'>263</a></td> + </tr> +<tr> + <td align='left'> Have you seen my Sheep?</td><td align='right'><a href='#Page_102'>102</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Have you seen my Sheep?</td><td align='right'><a href='#Page_102'>102</a></td> + </tr> +<tr> + <td align='left'> Hill Dill</td><td align='right'><a href='#Page_105'>105</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Hopping Relay Race</td><td align='right'><a href='#Page_106'>106</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Hopping Relay Race</td><td align='right'><a href='#Page_106'>106</a></td> + </tr> +<tr> + <td align='left'> I say, "Stoop!"</td><td align='right'><a href='#Page_113'>113</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>I say, "Stoop!"</td><td align='right'><a href='#Page_113'>113</a></td> + </tr> +<tr> + <td align='left'> Nuts in May</td><td align='right'><a href='#Page_285'>285</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Line Ball</td><td align='right'><a href='#Page_384'>384</a></td> + </tr> +<tr> + <td align='left'> Puss in a Corner</td><td align='right'><a href='#Page_163'>163</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Puss in a Corner</td><td align='right'><a href='#Page_163'>163</a></td> + </tr> +<tr> + <td align='left'> Single Relay Race</td><td align='right'><a href='#Page_175'>175</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Tommy Tiddler's Ground</td><td align='right'><a href='#Page_197'>197</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Water Sprite</td><td align='right'><a href='#Page_203'>203</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +</table></div> + +<p><b>3B. Third Year (second half), (<i>8-9 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Third Year (second half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> Bean Bag Box</td><td align='right'><a href='#Page_305'>305</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Bean Bag Box</td><td align='right'><a href='#Page_305'>305</a></td> + </tr> +<tr> + <td align='left'> Ball Chase</td><td align='right'><a href='#Page_324'>324</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'> +<span class='pagenum'><a name="Page_429" id="Page_429">[429]</a></span> +</td></tr> +<tr> + <td align='left'> Call Ball</td><td align='right'><a href='#Page_338'>338</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Chinese Chicken</td><td align='right'><a href='#Page_68'>68</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Chinese Chicken</td><td align='right'><a href='#Page_68'>68</a></td> +</tr> +<tr> + <td align='left'> Dodgeball (Informal)</td><td align='right'><a href='#Page_363'>363</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Follow Chase</td><td align='right'><a href='#Page_88'>88</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Flower Match</td><td align='right'><a href='#Page_220'>220</a></td> + </tr> +<tr> + <td align='left'> Follow the Leader</td><td align='right'><a href='#Page_89'>89</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Follow the Leader</td><td align='right'><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align='left'> Fox Trail, Single Rim</td><td align='right'><a href='#Page_95'>95</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Horns</td><td align='right'><a href='#Page_223'>223</a></td> + </tr> +<tr> + <td align='left'> Jumping Rope—I</td><td align='right'><a href='#Page_118'>118</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Lame Fox and Chickens</td><td align='right'><a href='#Page_124'>124</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Line Zigzag</td><td align='right'><a href='#Page_421'>421</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Line Zigzag</td><td align='right'><a href='#Page_421'>421</a></td> + </tr> +<tr> + <td align='left'> Prisoner's Base—I</td><td align='right'><a href='#Page_157'>157</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Old Man Tag</td><td align='right'><a href='#Page_142'>142</a></td> + </tr> +<tr> + <td align='left'> Shadow Tag</td><td align='right'><a href='#Page_173'>173</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Shuttle Relay</td><td align='right'><a href='#Page_173'>173</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Schoolroom Tag</td><td align='right'><a href='#Page_172'>172</a></td> + </tr> +<tr> + <td align='left'> Stoop Tag</td><td align='right'><a href='#Page_190'>190</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Tag the Wall Relay</td><td align='right'><a href='#Page_192'>192</a></td> + </tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Weathercock</td><td align='right'><a href='#Page_204'>204</a></td> + </tr> +<tr> + <td align='left'> Who goes round my Stone Wall?</td><td align='right'><a href='#Page_206'>206</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr></table></div> + + +<p><b>4A. Fourth Year (first half), (9-10 <i>years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Fourth Year (first half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> All-up Relay</td><td align='right'><a href='#Page_45'>45</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>All-up Relay</td><td align='right'><a href='#Page_45'>45</a></td> +</tr> +<tr> + <td align='left'> Animal Chase</td><td align='right'><a href='#Page_46'>46</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Arch Ball</td><td align='right'><a href='#Page_321'>321</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Arch Ball</td><td align='right'><a href='#Page_321'>321</a></td> + </tr> +<tr> + <td align='left'> Bag Pile</td><td align='right'><a href='#Page_303'>303</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Bag Pile</td><td align='right'><a href='#Page_303'>303</a></td> + </tr> +<tr> + <td align='left'> Corner Spry</td><td align='right'><a href='#Page_360'>360</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Corner Spry</td><td align='right'><a href='#Page_360'>360</a></td> + </tr> +<tr> + <td align='left'> Farmer is Coming, The</td><td align='right'><a href='#Page_85'>85</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Guess Who</td><td align='right'><a href='#Page_100'>100</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Guess Who</td><td align='right'><a href='#Page_100'>100</a></td> + </tr> +<tr> + <td align='left'> Home Tag</td><td align='right'><a href='#Page_106'>106</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Naughts and Crosses</td><td align='right'><a href='#Page_229'>229</a></td> + </tr> +<tr> + <td align='left'> Hunt the Fox</td><td align='right'><a href='#Page_110'>110</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Slap Catch</td><td align='right'><a href='#Page_178'>178</a></td> + </tr> +<tr> + <td align='left'> Roley Poley</td><td align='right'><a href='#Page_399'>399</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Slap Catch</td><td align='right'><a href='#Page_178'>178</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Target Toss</td><td align='right'><a href='#Page_315'>315</a></td> + </tr> +<tr> + <td align='left'> Stealing Sticks</td><td align='right'><a href='#Page_188'>188</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Target Toss</td><td align='right'><a href='#Page_315'>315</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Vaulting Seats</td><td align='right'><a href='#Page_202'>202</a></td> + </tr> +</table></div> + + +<p><b>4B. Fourth Year (second half), (9-10 <i>years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Fourth Year (second half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> Bear in the Pit</td><td align='right'><a href='#Page_50'>50</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Balloon Ball</td><td align='right'><a href='#Page_325'>325</a></td> + </tr> +<tr> + <td align='left'> Bunch of Ivy</td><td align='right'><a href='#Page_57'>57</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Blackboard Relay</td><td align='right'><a href='#Page_53'>53</a></td> +</tr> +<tr> + <td align='left'> Captain Ball—II or III</td><td align='right'>341-4</td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Catch of Fish</td><td align='right'><a href='#Page_61'>61</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Catch the Cane</td><td align='right'><a href='#Page_62'>62</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Catch the Cane</td><td align='right'><a href='#Page_62'>62</a></td> +</tr> +<tr> + <td align='left'> Criss-cross Goal</td><td align='right'><a href='#Page_307'>307</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Criss-cross Goal</td><td align='right'><a href='#Page_307'>307</a></td> +</tr> +<tr> + <td align='left'> Cross Tag</td><td align='right'><a href='#Page_75'>75</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Home Run</td><td align='right'><a href='#Page_384'>384</a></td> + </tr> +<tr> + <td align='left'> High Windows</td><td align='right'><a href='#Page_104'>104</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Hunt, The</td><td align='right'><a href='#Page_110'>110</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Leaf by Leaf</td><td align='right'><a href='#Page_225'>225</a></td> + </tr> +<tr> + <td align='left'> Leapfrog Race</td><td align='right'><a href='#Page_129'>129</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Numbers Change</td><td align='right'><a href='#Page_139'>139</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Thimble Ring</td><td align='right'>194<br /> +<span class='pagenum'><a name="Page_430" id="Page_430">[430]</a></span> +</td></tr> +<tr> + <td align='left'> Pass Ball Relay</td><td align='right'><a href='#Page_395'>395</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Observation</td><td align='right'><a href='#Page_139'>139</a></td> + </tr> +<tr> + <td align='left'> Potato Race, <a href='#Page_151'>151</a> or <a href='#Page_152'>152</a> or</td> + <td colspan="2"> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Potato Shuttle Relay</td><td align='right'><a href='#Page_154'>154</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Potato Race</td><td align='right'><a href='#Page_151'>151</a> or <a href='#Page_152'>152</a></td> + </tr> +<tr> + <td align='left'> Step</td><td align='right'><a href='#Page_188'>188</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Tip Tap Toe</td><td align='right'><a href='#Page_237'>237</a></td> +</tr></table></div> + + +<p><b>5A. Fifth Year (first half), (<i>10-11 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Fifth Year (first half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> Arch Goal Ball</td><td align='right'><a href='#Page_323'>323</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Basket Ball Distance Throw</td><td align='right'><a href='#Page_329'>329</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Buzz</td><td align='right'><a href='#Page_210'>210</a></td> + </tr> +<tr> + <td align='left'> Club Snatch</td><td align='right'><a href='#Page_72'>72</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Blackboard Relay</td><td align='right'><a href='#Page_53'>53</a></td> +</tr> +<tr> + <td align='left'> Drive Ball</td><td align='right'><a href='#Page_375'>375</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Dumb-bell Tag</td><td align='right'><a href='#Page_83'>83</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Dumb-bell Tag</td><td align='right'><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align='left'> Fire on the Mountains</td><td align='right'><a href='#Page_86'>86</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Fox Trail, Double Rim</td><td align='right'><a href='#Page_93'>93</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Going to Jerusalem</td><td align='right'><a href='#Page_98'>98</a></td> +</tr> +<tr> + <td align='left'> Japanese Tag</td><td align='right'><a href='#Page_116'>116</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Jumping Rope—II</td><td align='right'><a href='#Page_119'>119</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Kaleidoscope</td><td align='right'><a href='#Page_122'>122</a></td> + </tr> +<tr> + <td align='left'> Leader and Footer</td><td align='right'><a href='#Page_127'>127</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>My Lady's Toilet</td><td align='right'><a href='#Page_138'>138</a></td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'><span style="margin-left: 1em;">(<i>See also</i> Spin the Platter)</span></td> +</tr> +<tr> + <td align='left'> Over and Under Relay</td><td align='right'><a href='#Page_392'>392</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Over and Under Relay</td><td align='right'><a href='#Page_392'>392</a></td> +</tr> +<tr> + <td align='left'> Stride Ball</td><td align='right'><a href='#Page_407'>407</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Scat</td><td align='right'><a href='#Page_234'>234</a></td> + </tr> +<tr> + <td align='left'> Third Slap</td><td align='right'><a href='#Page_195'>195</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Schoolroom Dodgeball</td><td align='right'><a href='#Page_369'>369</a></td> + </tr> +<tr> + <td align='left'> Triple Change</td><td align='right'><a href='#Page_200'>200</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Wall Ball Drill</td><td align='right'><a href='#Page_416'>416</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +</table></div> + + +<p><b>5B. Fifth Year (second half), (<i>10-11 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Fifth Year (second half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> Ball Puss</td><td align='right'><a href='#Page_327'>327</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Ball Puss</td><td align='right'><a href='#Page_327'>327</a></td> + </tr> +<tr> + <td align='left'> Balloon Goal</td><td align='right'><a href='#Page_326'>326</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Balloon Goal</td><td align='right'><a href='#Page_326'>326</a></td> + </tr> +<tr> + <td align='left'> Baste the Bear</td><td align='right'><a href='#Page_49'>49</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Black Tom</td><td align='right'><a href='#Page_54'>54</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Circle Dodgeball</td><td align='right'><a href='#Page_364'>364</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Blackboard Relay</td><td align='right'><a href='#Page_53'>53</a></td> +</tr> +<tr> + <td align='left'> Hound and Rabbit</td><td align='right'><a href='#Page_107'>107</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Cat Party</td><td align='right'><a href='#Page_217'>217</a></td> + </tr> +<tr> + <td align='left'> How Many Miles to Babylon?</td><td align='right'><a href='#Page_108'>108</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Jump the Bean Bag</td><td align='right'><a href='#Page_311'>311</a></td> + </tr> +<tr> + <td align='left'> Kaleidoscope</td><td align='right'><a href='#Page_122'>122</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Kaleidoscope</td><td align='right'><a href='#Page_122'>122</a></td> + </tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Last Man</td><td align='right'><a href='#Page_126'>126</a></td> + </tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Leaf by Leaf</td><td align='right'><a href='#Page_225'>225</a></td> + </tr> +<tr> + <td align='left'> Passing Race</td><td align='right'><a href='#Page_312'>312</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Passing Race</td><td align='right'><a href='#Page_312'>312</a></td> + </tr> +<tr> + <td align='left'> Pebble Chase</td><td align='right'><a href='#Page_145'>145</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Stone</td><td align='right'><a href='#Page_190'>190</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Toss Ball</td><td align='right'><a href='#Page_412'>412</a></td> +</tr> +<tr> + <td align='left'> Three Deep</td><td align='right'><a href='#Page_196'>196</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> (<i>See also</i> Third Man and Last Man)</td> + <td colspan="2"> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Wood Tag</td><td align='right'><a href='#Page_209'>209</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +</table></div> + + +<p><b>6A. Sixth Year (first half), (<i>11-12 years old</i>).</b></p> + + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Sixth Year (first half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Beast, Bird, or Fish</td><td align='right'><a href='#Page_215'>215</a></td> +</tr> +<tr> + <td align='left'> Ball Stand</td><td align='right'><a href='#Page_328'>328</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Blackboard Relay</td><td align='right'><a href='#Page_53'>53</a></td> +</tr> +<tr> + <td align='left'> Body Guard</td><td align='right'><a href='#Page_56'>56</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Catch Basket</td><td align='right'><a href='#Page_307'>307</a><span class='pagenum'><a name="Page_431" id="Page_431">[431]</a></span> + </td> +</tr> +<tr> + <td align='left'> Double Dodgeball</td><td align='right'><a href='#Page_365'>365</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Desk Relay</td><td align='right'><a href='#Page_309'>309</a></td> + </tr> +<tr> + <td align='left'> Every Man in his Own Den</td><td align='right'><a href='#Page_83'>83</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Hands Up, Hands Down</td><td align='right'><a href='#Page_221'>221</a></td> + </tr> +<tr> + <td align='left'> Fist Ball</td><td align='right'><a href='#Page_376'>376</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Garden Scamp</td><td align='right'><a href='#Page_97'>97</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>London</td><td align='right'><a href='#Page_226'>226</a></td> + </tr> +<tr> + <td align='left'> Jumping Rope—III</td><td align='right'><a href='#Page_121'>121</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Last Couple Out</td><td align='right'><a href='#Page_125'>125</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Line Zigzag—II or III</td><td align='right'><a href='#Page_422'>422</a>-<a href='#Page_423'>3</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Recognition</td><td align='right'><a href='#Page_233'>233</a></td> + </tr> +<tr> + <td align='left'> Partner Tag</td><td align='right'><a href='#Page_145'>145</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Spin the Platter</td><td align='right'><a href='#Page_183'>183</a></td> + </tr> +<tr> + <td align='left'> Prisoner's Base—II, III, or IV</td><td align='right'><a href='#Page_158'>158</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'><span style="margin-left: 1em;">(<i>See also</i> My Lady's Toilet)</span></td> + </tr> +<tr> + <td align='left'> Skin the Goat</td><td align='right'><a href='#Page_176'>176</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Vaulting Relay</td><td align='right'><a href='#Page_317'>317</a></td> +</tr> +</table></div> + + +<p><b>6B. Sixth Year (second half), (11-12 <i>years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Sixth Year (second half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> Barley Break</td><td align='right'><a href='#Page_48'>48</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Blackboard Relay Race</td><td align='right'><a href='#Page_53'>53</a></td> +</tr> +<tr> + <td align='left'> Center Club Bowls</td><td align='right'><a href='#Page_355'>355</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Chickidy Hand</td><td align='right'><a href='#Page_67'>67</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Curtain Ball</td><td align='right'><a href='#Page_361'>361</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Progressive Dodgeball</td><td align='right'><a href='#Page_366'>366</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Duck on a Rock</td><td align='right'><a href='#Page_81'>81</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Schoolroom Dodgeball</td><td align='right'><a href='#Page_369'>369</a></td> + </tr> +<tr> + <td align='left'> Football Tag</td><td align='right'><a href='#Page_379'>379</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Find the Ring</td><td align='right'><a href='#Page_220'>220</a></td> + </tr> +<tr> + <td align='left'> Hand Football</td><td align='right'><a href='#Page_382'>382</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Indian Club Race</td><td align='right'><a href='#Page_112'>112</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Jumping Relay Race</td><td align='right'><a href='#Page_117'>117</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Jumping Relay Race</td><td align='right'><a href='#Page_117'>117</a></td> + </tr> +<tr> + <td align='left'> Jump the Shot</td><td align='right'><a href='#Page_122'>122</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Old Woman from the Wood</td><td align='right'><a href='#Page_143'>143</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Old Woman from the Wood</td><td align='right'><a href='#Page_143'>143</a></td> + </tr> +<tr> + <td align='left'> (<i>See also</i> Trades)</td> + <td colspan="2"> </td><td style="border-left:solid 1px"> </td> + <td align='left'> (<i>See also</i> Trades)</td> + </tr> +<tr> + <td align='left'> Red Lion</td><td align='right'><a href='#Page_165'>165</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Round Ball</td><td align='right'><a href='#Page_401'>401</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Round Ball</td><td align='right'><a href='#Page_401'>401</a></td> + </tr> +<tr> + <td align='left'> Sun Dial</td><td align='right'><a href='#Page_190'>190</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Stake Guard</td><td align='right'><a href='#Page_186'>186</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Zoo</td><td align='right'><a href='#Page_242'>242</a></td> + </tr></table></div> + + +<p><b>7A. Seventh Year (first half), (12-13 <i>years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Seventh Year (first half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> Black and White</td><td align='right'><a href='#Page_52'>52</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>"B" Game</td><td align='right'><a href='#Page_213'>213</a></td> + </tr> +<tr> + <td align='left'> Bombardment</td><td align='right'><a href='#Page_334'>334</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Blackboard Relay</td><td align='right'><a href='#Page_53'>53</a></td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Black and White</td><td align='right'><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align='left'> Fence Tag</td><td align='right'><a href='#Page_85'>85</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Keep Moving</td><td align='right'><a href='#Page_270'>270</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Keep Moving</td><td align='right'><a href='#Page_270'>270</a></td> + </tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Last Man</td><td align='right'><a href='#Page_126'>126</a></td> + </tr> +<tr> + <td align='left'> Oyster Shell</td><td align='right'><a href='#Page_143'>143</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Poison</td><td align='right'><a href='#Page_148'>148</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Nimble Squirrel</td><td align='right'><a href='#Page_230'>230</a></td> + </tr> +<tr> + <td align='left'> Rolling Target</td><td align='right'><a href='#Page_169'>169</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Saddle the Nag</td><td align='right'><a href='#Page_171'>171</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Slipper Slap</td><td align='right'><a href='#Page_179'>179</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Slipper Slap</td><td align='right'><a href='#Page_179'>179</a></td> + </tr> +<tr> + <td align='left'> Third Man</td><td align='right'><a href='#Page_194'>194</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr></table></div> + + +<p><span class='pagenum'><a name="Page_432" id="Page_432">[432]</a></span></p><p><b>7B. Seventh Year (second half), (<i>12-13 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Seventh Year (second half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> Corner Ball</td><td align='right'><a href='#Page_359'>359</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Bend and Stretch Relay</td><td align='right'><a href='#Page_50'>50</a></td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Dead Ball</td><td align='right'><a href='#Page_362'>362</a></td> + </tr> +<tr> + <td align='left'> Dumb Crambo</td><td align='right'><a href='#Page_219'>219</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Dumb Crambo</td><td align='right'><a href='#Page_219'>219</a></td> + </tr> +<tr> + <td align='left'> Emperor Ball</td><td align='right'><a href='#Page_346'>346</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Forcing the City Gates</td><td align='right'><a href='#Page_89'>89</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Fox and Geese</td><td align='right'><a href='#Page_92'>92</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Hand Ball Drill—II</td><td align='right'><a href='#Page_381'>381</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Line Club Bowls, Double</td><td align='right'><a href='#Page_385'>385</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Line Club Bowls, Double</td><td align='right'><a href='#Page_385'>385</a></td> + </tr> +<tr> + <td align='left'> Mount Ball</td><td align='right'><a href='#Page_387'>387</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Literary Lore</td><td align='right'><a href='#Page_225'>225</a></td> + </tr> +<tr> + <td align='left'> Odd Man's Cap</td><td align='right'><a href='#Page_140'>140</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Pass and Toss Relay (Single Line)</td><td align='right'><a href='#Page_313'>313</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Pinch-o</td><td align='right'><a href='#Page_146'>146</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Volley Ball</td><td align='right'><a href='#Page_413'>413</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Schoolroom Volley Ball</td><td align='right'><a href='#Page_402'>402</a></td> + </tr> +<tr> + <td align='left'> Wand Tug of War</td><td align='right'><a href='#Page_203'>203</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Whip Tag</td><td align='right'><a href='#Page_205'>205</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Zigzag Overhead Toss</td><td align='right'><a href='#Page_424'>424</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Up, Jenkins!</td><td align='right'><a href='#Page_239'>239</a></td> + </tr></table></div> + + +<p><b>8A. Eighth Year (first half), (<i>13-14 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Eighth Year (first half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> All Run</td><td align='right'><a href='#Page_321'>321</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Blackboard Relay</td><td align='right'><a href='#Page_53'>53</a></td> +</tr> +<tr> + <td align='left'> Battle Ball</td><td align='right'><a href='#Page_331'>331</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Catch and Pull Tug of War</td><td align='right'><a href='#Page_60'>60</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Chinese Chicken</td><td align='right'><a href='#Page_68'>68</a></td><td> </td> + <td style="border-left:solid 1px"> </td> + <td align='left'>Cross Questions</td><td align='right'><a href='#Page_219'>219</a></td> + </tr> +<tr> + <td align='left'> Circle Race</td><td align='right'><a href='#Page_69'>69</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Hen Roost</td><td align='right'><a href='#Page_223'>223</a></td> + </tr> +<tr> + <td align='left'> Circle Relay</td><td align='right'><a href='#Page_70'>70</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Minister's Cat, The</td><td align='right'><a href='#Page_227'>227</a></td> + </tr> +<tr> + <td align='left'> Line Zigzag—III</td><td align='right'><a href='#Page_423'>423</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Maze Tag</td><td align='right'><a href='#Page_131'>131</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Nine-court Basket Ball</td><td align='right'><a href='#Page_388'>388</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Overtake</td><td align='right'><a href='#Page_393'>393</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Overtake</td><td align='right'><a href='#Page_393'>393</a></td> + </tr> +<tr> + <td align='left'> Poison Snake</td><td align='right'><a href='#Page_149'>149</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Round Ball</td><td align='right'><a href='#Page_401'>401</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td colspan="3"> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Schoolroom Captain Ball</td><td align='right'><a href='#Page_353'>353</a></td> + </tr> +<tr> + <td align='left'> Square Ball</td><td align='right'><a href='#Page_404'>404</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> War</td><td align='right'><a href='#Page_417'>417</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Sketches</td><td align='right'><a href='#Page_236'>236</a></td> + </tr></table></div> + + +<p><b>8B. Eighth Year (second half), (<i>13-14 years old</i>).</b></p> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="95%" summary="Games for Eighth Year (second half)"> +<colgroup> + <col width="42%"></col> + <col width="6%"></col> + <col width="2%"></col> + <col width="2%"></col> + <col width="42%"></col> + <col width="6%"></col> +</colgroup> + +<tr> + <td colspan="2" align="center"><b>Playground</b></td> + <td colspan="2"> </td> + <td colspan="2" align="center"><b>Schoolroom</b></td> +</tr> +<tr> + <td colspan="2" align='right'>PAGE</td> + <td colspan="2"> </td> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align='left'> Bound Ball</td><td align='right'><a href='#Page_336'>336</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Author's Initials</td><td align='right'><a href='#Page_213'>213</a></td> + </tr> +<tr> + <td align='left'> Boundary Ball</td><td align='right'><a href='#Page_335'>335</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Blackboard Relay Race</td><td align='right'><a href='#Page_53'>53</a></td> + </tr> +<tr> + <td align='left'> Chinese Wall</td><td align='right'><a href='#Page_68'>68</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Crambo</td><td align='right'><a href='#Page_218'>218</a></td> + </tr> +<tr> + <td align='left'> Circle Club Bowls</td><td align='right'><a href='#Page_357'>357</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Circle Zigzag</td><td align='right'><a href='#Page_419'>419</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Double Relay Race</td><td align='right'><a href='#Page_76'>76</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Double Relay Race</td><td align='right'><a href='#Page_76'>76</a></td> + </tr> +<tr> + <td align='left'> Japanese Crab Race</td><td align='right'><a href='#Page_115'>115</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Line Club Bowls, Single</td><td align='right'><a href='#Page_386'>386</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Line Club Bowls, Single</td><td align='right'><a href='#Page_386'>386</a></td> + </tr> +<tr> + <td align='left'> Master of the Ring</td><td align='right'><a href='#Page_131'>131</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Pass and Toss Relay (Double Line)</td><td align='right'><a href='#Page_314'>314</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Pig in a Hole</td><td align='right'><a href='#Page_397'>397</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Prince of Paris</td><td align='right'><a href='#Page_232'>232</a></td> + </tr> +<tr> + <td align='left'> Stool Ball</td><td align='right'><a href='#Page_406'>406</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Tossing Wands</td><td align='right'><a href='#Page_198'>198</a></td> + <td> </td><td style="border-left:solid 1px"> </td> +</tr> +<tr> + <td align='left'> Wand Race</td><td align='right'><a href='#Page_202'>202</a></td> + <td> </td><td style="border-left:solid 1px"> </td> + <td align='left'>Wand Race</td><td align='right'><a href='#Page_202'>202</a></td> +</tr> +</table></div> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_433" id="Page_433">[433]</a></span></p> +<h2>GAMES FOR HIGH SCHOOLS</h2> + +<p>(<i>15-19 years of age</i>)</p> + + +<div class="blockquot"><p>This list of high school games is far from exhaustive. A large +percentage of those listed for the elementary grades will be +found suitable for high schools.</p></div> + + +<h4>MISCELLANEOUS ACTIVE GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Miscl. Active Games for High School"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">All-up Relay</td><td align="right"><a href='#Page_45'>45</a></td> +</tr> +<tr> + <td align="left"><br />Bull in the Ring</td><td align="right" valign="bottom"><a href='#Page_56'>56</a></td> +</tr> +<tr> + <td align="left">Bung the Bucket</td><td align="right"><a href='#Page_57'>57</a></td> +</tr> +<tr> + <td align="left"><br />Catch and Pull Tug of War</td><td align="right" valign="bottom"><a href='#Page_60'>60</a></td> +</tr> +<tr> + <td align="left">Circle Race</td><td align="right"><a href='#Page_69'>69</a></td> +</tr> +<tr> + <td align="left">Circle Relay</td><td align="right"><a href='#Page_70'>70</a></td> +</tr> +<tr> + <td align="left">Club Snatch</td><td align="right"><a href='#Page_72'>72</a></td> +</tr> +<tr> + <td align="left">Contests for Two (chapter on "Feats and Forfeits")</td><td align="right"><a href='#Page_245'>245</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Double Relay Race</td><td align="right" valign="bottom"><a href='#Page_76'>76</a></td> +</tr> +<tr> + <td align="left">Duck on a Rock</td><td align="right"><a href='#Page_81'>81</a></td> +</tr> +<tr> + <td align="left">Dumb-bell Tag</td><td align="right"><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Every Man in his Own Den</td><td align="right" valign="bottom"><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Follow the Leader</td><td align="right" valign="bottom"><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align="left">Forcing the City Gates</td><td align="right"><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align="left">Fortress</td><td align="right"><a href='#Page_90'>90</a></td> +</tr> +<tr> + <td align="left">Fox and Geese</td><td align="right"><a href='#Page_92'>92</a></td> +</tr> +<tr> + <td align="left">Fox Trail, Double Rim</td><td align="right"><a href='#Page_93'>93</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Hang Tag</td><td align="right" valign="bottom"><a href='#Page_101'>101</a></td> +</tr> +<tr> + <td align="left">Home Tag</td><td align="right"><a href='#Page_106'>106</a></td> +</tr> +<tr> + <td align="left">Hound and Rabbit</td><td align="right"><a href='#Page_107'>107</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Indian Club Race</td><td align="right" valign="bottom"><a href='#Page_112'>112</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Japanese Tag</td><td align="right" valign="bottom"><a href='#Page_116'>116</a></td> +</tr> +<tr> + <td align="left">Japanese Crab Race</td><td align="right"><a href='#Page_115'>115</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—I</td><td align="right"><a href='#Page_118'>118</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—II</td><td align="right"><a href='#Page_119'>119</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—III</td><td align="right"><a href='#Page_121'>121</a></td> +</tr> +<tr> + <td align="left">Jumping Relay Race</td><td align="right"><a href='#Page_117'>117</a></td> +</tr> +<tr> + <td align="left">Jump the Shot</td><td align="right"><a href='#Page_122'>122</a></td> +</tr> +<tr> + <td align="left"><br />Last Couple Out</td><td align="right" valign="bottom"><a href='#Page_125'>125</a></td> +</tr> +<tr> + <td align="left">Leader and Footer</td><td align="right"><a href='#Page_127'>127</a></td> +</tr> +<tr> + <td align="left">Leapfrog Race</td><td align="right"><a href='#Page_129'>129</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">(<i>See</i> list of Leapfrog Games in Alphabetical Index.)</span></td> +</tr> +<tr> + <td align="left"><br />Master of the Ring</td><td align="right" valign="bottom"><a href='#Page_131'>131</a></td> +</tr> +<tr> + <td align="left">Maze Tag</td><td align="right"><a href='#Page_131'>131</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Odd Man's Cap</td><td align="right" valign="bottom"><a href='#Page_140'>140</a></td> +</tr> +<tr> + <td align="left">Oyster Shell</td><td align="right"><a href='#Page_143'>143</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Partner Tag</td><td align="right" valign="bottom"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pebble Chase</td><td align="right"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pinch-o</td><td align="right"><a href='#Page_146'>146</a></td> +</tr> +<tr> + <td align="left">Poison</td><td align="right"><a href='#Page_148'>148</a></td> +</tr> +<tr> + <td align="left">Potato Shuttle Relay</td><td align="right"><a href='#Page_154'>154</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base—II, III, IV, V</td><td align="right"><a href='#Page_158'>158</a>-<a href='#Page_161'>161</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Saddle the Nag</td><td align="right" valign="bottom"><a href='#Page_171'>171</a></td> +</tr> +<tr> + <td align="left">Shuttle Relay</td><td align="right"><a href='#Page_173'>173</a></td> +</tr> +<tr> + <td align="left">Single Relay Race</td><td align="right"><a href='#Page_175'>175</a></td> +</tr> +<tr> + <td align="left">Skin the Goat</td><td align="right"><a href='#Page_176'>176</a></td> +</tr> +<tr> + <td align="left">Slipper Slap</td><td align="right"><a href='#Page_179'>179</a></td> +</tr> +<tr> + <td align="left">Stake Guard</td><td align="right"><a href='#Page_186'>186</a></td> +</tr> +<tr> + <td align="left">Stealing Sticks</td><td align="right"><a href='#Page_188'>188</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Three Deep</td><td align="right" valign="bottom"><a href='#Page_196'>196</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">(<i>See also</i> Third Man.)</span></td> +</tr> +<tr> + <td align="left">Tossing Wands</td><td align="right"><a href='#Page_198'>198</a></td> +</tr> +<tr> + <td align="left">Tree Party</td><td align="right"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left">Triple Change</td><td align="right"><a href='#Page_200'>200</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Wand Race</td><td align="right" valign="bottom"><a href='#Page_202'>202</a></td> +</tr> +<tr> + <td align="left">Whip Tag</td><td align="right"><a href='#Page_205'>205</a></td> +</tr> +<tr> + <td align="left">Wood Tag</td><td align="right"><a href='#Page_209'>209</a></td> +</tr></table></div> + +<p><span class='pagenum'><a name="Page_434" id="Page_434">[434]</a></span></p> + +<h4>Ball Games</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Ball Games for High School (second half)"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> +<td align="left">All Run</td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Ball Chase</td><td align="right" valign="bottom"><a href='#Page_324'>324</a></td> +</tr> +<tr> + <td align="left">Balloon Ball</td><td align="right"><a href='#Page_325'>325</a></td> +</tr> +<tr> + <td align="left">Ball Puss</td><td align="right"><a href='#Page_327'>327</a></td> +</tr> +<tr> + <td align="left">Ball Stand</td><td align="right"><a href='#Page_328'>328</a></td> +</tr> +<tr> + <td align="left">Basket Ball Distance Throw</td><td align="right"><a href='#Page_329'>329</a></td> +</tr> +<tr> + <td align="left">Battle Ball</td><td align="right"><a href='#Page_331'>331</a></td> +</tr> +<tr> + <td align="left">Bombardment</td><td align="right"><a href='#Page_334'>334</a></td> +</tr> +<tr> + <td align="left">Bound Ball</td><td align="right"><a href='#Page_336'>336</a></td> +</tr> +<tr> + <td align="left">Boundary Ball</td><td align="right"><a href='#Page_335'>335</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Call Ball</td><td align="right" valign="bottom"><a href='#Page_338'>338</a></td> +</tr> +<tr> + <td align="left">Captain Ball—I</td><td align="right"><a href='#Page_339'>339</a></td> +</tr> +<tr> + <td align="left">Captain Ball—II</td><td align="right"><a href='#Page_341'>341</a></td> +</tr> +<tr> + <td align="left">Captain Ball—III</td><td align="right"><a href='#Page_344'>344</a></td> +</tr> +<tr> + <td align="left">Center Club Bowls</td><td align="right"><a href='#Page_355'>355</a></td> +</tr> +<tr> + <td align="left">Circle Club Bowls</td><td align="right"><a href='#Page_357'>357</a></td> +</tr> +<tr> + <td align="left">Corner Ball</td><td align="right"><a href='#Page_359'>359</a></td> +</tr> +<tr> + <td align="left">Curtain Ball</td><td align="right"><a href='#Page_361'>361</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Dodgeball</td><td align="right" valign="bottom"><a href='#Page_363'>363</a></td> +</tr> +<tr> + <td align="left">Double Corner Ball</td><td align="right"><a href='#Page_370'>370</a></td> +</tr> +<tr> + <td align="left">Drive Ball</td><td align="right"><a href='#Page_375'>375</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Emperor Ball</td><td align="right" valign="bottom"><a href='#Page_346'>346</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Fist Ball</td><td align="right" valign="bottom"><a href='#Page_376'>376</a></td> +</tr> +<tr> + <td align="left">Football Tag</td><td align="right"><a href='#Page_379'>379</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Hand Football</td><td align="right" valign="bottom"><a href='#Page_382'>382</a></td> +</tr> +<tr> + <td align="left">Hand Ball Drill—II</td><td align="right"><a href='#Page_381'>381</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Line Club Bowls (Single)</td><td align="right" valign="bottom"><a href='#Page_386'>386</a></td> +</tr> +<tr> + <td align="left">Line Club Bowls (Double)</td><td align="right"><a href='#Page_385'>385</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Mount Ball</td><td align="right" valign="bottom"><a href='#Page_387'>387</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Nine-court Basket Ball</td><td align="right" valign="bottom"><a href='#Page_388'>388</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Over and Under Relay</td><td align="right" valign="bottom"><a href='#Page_392'>392</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Progressive Dodgeball</td><td align="right" valign="bottom"><a href='#Page_366'>366</a></td> +</tr> +<tr> + <td align="left">Pig in a Hole</td><td align="right"><a href='#Page_397'>397</a></td> +</tr> +<tr> + <td align="left">Progressive Captain Ball</td><td align="right"><a href='#Page_349'>349</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Round Ball</td><td align="right" valign="bottom"><a href='#Page_401'>401</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Square Ball</td><td align="right" valign="bottom"><a href='#Page_404'>404</a></td> +</tr> +<tr> + <td align="left">Stool Ball</td><td align="right"><a href='#Page_406'>406</a></td> +</tr> +<tr> + <td align="left">Stride Ball</td><td align="right"><a href='#Page_407'>407</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Ten Trips</td><td align="right" valign="bottom"><a href='#Page_408'>408</a></td> +</tr> +<tr> + <td align="left">Tether Ball</td><td align="right"><a href='#Page_409'>409</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Volley Ball</td><td align="right" valign="bottom"><a href='#Page_413'>413</a></td> +</tr> +<tr> + <td align="left" valign="bottom"><br />Wall Ball Drill</td><td align="right" valign="bottom"><a href='#Page_416'>416</a></td> +</tr> +<tr> + <td align="left">War</td><td align="right"><a href='#Page_417'>417</a></td> </tr> +<tr> + <td align="left" valign="bottom"><br />Zigzag Overhead Toss</td><td align="right" valign="bottom"><a href='#Page_424'>424</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">(<i>See also</i> Circle Zigzag, Line Zigzag—II, III.)</span></td> +</tr> +</table></div> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_435" id="Page_435">[435]</a></span></p> +<h2>GAMES FOR PLAYGROUNDS, GYMNASIUMS, AND LARGE NUMBERS</h2> + + +<div class="blockquot"><p>The term "playground" is here used to designate a general +outdoor play space of liberal area. The open country or a +village would be just as suitable for many of the games, though +with few exceptions they may be played in limited territory. +With the exception of the hide-and-seek games almost all are +equally suitable for both playground and gymnasium. The list +includes games for players from kindergarten age to adults, and +for both large and small numbers. For games for players of +different ages, see Index for Elementary and High Schools.</p> + +<p>In the column indicating which games are suited to large +numbers, the figures indicate the largest number with which the +game may be well played. Still larger numbers of players may +participate, but the group method is advisable for so many.</p></div> + + +<h4>MISCELLANEOUS ACTIVE GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="70%" summary="Miscl. Active Games for Playgrounds"> +<colgroup><col width="82%"></col><col width="6%"></col><col width="12%"></col></colgroup> + +<tr> + <td> </td> + <td align='center'>For<br />Large<br/>Numbers</td> + <td align='right' valign="bottom">Page</td> +</tr> +<tr> + <td align="left">All-up Relay</td><td align="right">60+</td><td align="right"><a href='#Page_45'>45</a></td> +</tr> +<tr> + <td align="left">Animal Blind Man's Buff</td><td align="right">30+</td><td align="right"><a href='#Page_46'>46</a></td> +</tr> +<tr> + <td align="left">Animal Chase</td><td align="right">30+</td><td align="right"><a href='#Page_46'>46</a></td> +</tr> +<tr> + <td align="left">Arrow Chase</td><td colspan="2" align="right"><a href='#Page_47'>47</a></td> +</tr> +<tr> + <td align="left"><br />Barley Break</td><td colspan="2" align="right" valign="bottom"><a href='#Page_48'>48</a></td> +</tr> +<tr> + <td align="left">Baste the Bear</td><td align="right">30+</td><td align="right"><a href='#Page_49'>49</a></td> +</tr> +<tr> + <td align="left">Bear in the Pit</td><td align="right">30+</td><td align="right"><a href='#Page_50'>50</a></td> +</tr> +<tr> + <td align="left">Bird Catcher</td><td align="right">60 </td><td align="right"><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align="left">Black and White</td><td align="right">100 </td><td align="right"><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align="left">Black Tom</td><td align="right">30+</td><td align="right"><a href='#Page_54'>54</a></td> +</tr> +<tr> + <td align="left">Blind Bell</td><td align="right">100 </td><td align="right"><a href='#Page_55'>55</a></td> +</tr> +<tr> + <td align="left">Blind Man's Buff</td><td align="right">30+</td><td align="right"><a href='#Page_55'>55</a></td> +</tr> +<tr> + <td align="left">Body Guard</td><td align="right">30+</td><td align="right"><a href='#Page_56'>56</a></td> +</tr> +<tr> + <td align="left">Bull in the Ring</td><td align="right">30+</td><td align="right"><a href='#Page_56'>56</a></td> +</tr> +<tr> + <td align="left">Bunch of Ivy</td><td align="right">60+</td><td align="right"><a href='#Page_57'>57</a></td> +</tr> +<tr> + <td align="left">Bung the Bucket</td><td align="right">30 </td><td align="right"><a href='#Page_57'>57</a></td> +</tr> +<tr> + <td align="left">Buying a Lock</td><td align="right">30+</td><td align="right"><a href='#Page_58'>58</a></td> +</tr> +<tr> + <td align="left"><br />Cat and Rat</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_60'>60</a></td> +</tr> +<tr> + <td align="left">Catch and Pull Tug of War</td><td align="right">100 </td><td align="right"><a href='#Page_60'>60</a></td> +</tr> +<tr> + <td align="left">Catch of Fish</td><td align="right">30+</td><td align="right"><a href='#Page_61'>61</a></td> +</tr> +<tr> + <td align="left">Catch the Cane</td><td align="right">30+</td><td align="right"><a href='#Page_62'>62</a></td> +</tr> +<tr> + <td align="left">Cavalry Drill</td><td align="right">100 </td><td align="right"><a href='#Page_62'>62</a></td> +</tr> +<tr> + <td align="left">Centipede</td><td colspan="2" align="right"><a href='#Page_63'>63</a></td> +</tr> +<tr> + <td align="left">Charley over the Water</td><td align="right">30+</td><td align="right"><a href='#Page_65'>65</a></td> +</tr> +<tr> + <td align="left">Chickadee-dee</td><td colspan="2" align="right"><a href='#Page_65'>65</a></td> +</tr> +<tr> + <td align="left">Chicken Market</td><td colspan="2" align="right"><a href='#Page_66'>66</a></td> +</tr> +<tr> + <td align="left">Chickidy Hand</td><td align="right">30+</td><td align="right"><a href='#Page_67'>67</a></td> +</tr> +<tr> + <td align="left">Chinese Chicken</td><td align="right">30+</td><td align="right"><a href='#Page_68'>68</a></td> +</tr> +<tr> + <td align="left">Chinese Wall</td><td align="right">60+</td><td align="right"><a href='#Page_68'>68</a></td> +</tr> +<tr> + <td align="left">Circle Race</td><td align="right">30+</td><td align="right"><a href='#Page_69'>69</a></td> +</tr> +<tr> + <td align="left">Circle Relay</td><td align="right">60+</td><td align="right"><a href='#Page_70'>70</a></td> +</tr> +<tr> + <td align="left">Clam Shell Combat</td><td align="right">30 </td><td align="right"><a href='#Page_71'>71</a></td> +</tr> +<tr> + <td align="left">Club Snatch</td><td align="right">60 </td><td align="right"><a href='#Page_72'>72</a></td> +</tr> +<tr> + <td align="left">Cock Stride</td><td colspan="2" align="right"><a href='#Page_74'>74</a></td> +</tr> +<tr> + <td align="left">Cross Tag</td><td align="right">30+</td><td align="right"><a href='#Page_75'>75</a></td> +</tr> +<tr> + <td align="left">Crossing the Brook</td><td align="right">60+</td><td align="right"><a href='#Page_74'>74</a></td> +</tr> +<tr> + <td align="left"><br />Do this, Do that</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_75'>75</a></td> +</tr> +<tr> + <td align="left">Double Relay Races</td><td align="right">100 </td><td align="right"><a href='#Page_76'>76</a></td> +</tr> +<tr> + <td align="left">Drop the Handkerchief</td><td align="right">30+</td><td align="right"><a href='#Page_80'>80</a></td> +</tr> +<tr> + <td align="left">Duck on a Rock</td><td align="right">30+</td><td align="right"><a href='#Page_81'>81</a></td> +</tr> +<tr> + <td align="left">Dumb-bell Tag</td><td align="right">30+</td><td align="right"><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align="left"><br />Every Man in his Own Den</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align="left">Exchange</td><td align="right">30+</td><td align="right"><a href='#Page_84'>84</a></td> +</tr> +<tr> + <td align="left"><br />Farmer is coming, The</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_85'>85</a></td> +</tr> +<tr> + <td align="left">Fence Tag</td><td align="right">30+</td><td align="right"><a href='#Page_85'>85</a></td> +</tr> +<tr> + <td align="left">Fire on the Mountains</td><td align="right">30+</td><td align="right"><a href='#Page_86'>86</a></td> +</tr> +<tr> + <td align="left">Flowers and the Wind, The</td><td align="right">30+</td><td align="right"><a href='#Page_87'>87</a></td> +</tr> +<tr> + <td align="left">Follow Chase</td><td align="right">30+</td><td align="right"><a href='#Page_88'>88</a></td> +</tr> +<tr> + <td align="left">Follow the Leader</td><td align="right">60+</td><td align="right"><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align="left"> + <span class='pagenum'><a name="Page_436" id="Page_436">[436]</a></span> + Forcing the City Gates</td><td align="right">30+</td><td align="right"><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align="left">Fortress</td><td align="right">100 </td><td align="right"><a href='#Page_90'>90</a></td> +</tr> +<tr> + <td align="left">Fox and Geese</td><td align="right">30+</td><td align="right"><a href='#Page_92'>92</a></td> +</tr> +<tr> + <td align="left">Fox Trail, Double Rim</td><td align="right">30+</td><td align="right"><a href='#Page_93'>93</a></td> +</tr> +<tr> + <td align="left">Fox Trail, Single Rim</td><td colspan="2" align="right"><a href='#Page_95'>95</a></td> +</tr> +<tr> + <td align="left">French Tag</td><td align="right">60+</td><td align="right"><a href='#Page_96'>96</a></td> +</tr> +<tr> + <td align="left">Frog in the Middle</td><td align="right">30+</td><td align="right"><a href='#Page_96'>96</a></td> +</tr> +<tr> + <td align="left"><br />Garden Scamp</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_97'>97</a></td> +</tr> +<tr> + <td align="left">Going to Jerusalem</td><td align="right">60+</td><td align="right"><a href='#Page_98'>98</a></td> +</tr> +<tr> + <td align="left">Good Morning</td><td align="right">60+</td><td align="right"><a href='#Page_99'>99</a></td> +</tr> +<tr> + <td align="left">Guess Who</td><td align="right">30+</td><td align="right"><a href='#Page_100'>100</a></td> +</tr> +<tr> + <td align="left">Gypsy</td><td colspan="2" align="right"><a href='#Page_101'>101</a></td> +</tr> +<tr> + <td align="left"><br />Hang Tag</td><td align="right" valign="bottom">100 </td><td align="right" valign="bottom"><a href='#Page_101'>101</a></td> +</tr> +<tr> + <td align="left">Have you seen my Sheep?</td><td align="right">30+</td><td align="right"><a href='#Page_102'>102</a></td> +</tr> +<tr> + <td align="left">Hide and Seek</td><td colspan="2" align="right"><a href='#Page_103'>103</a></td> +</tr> +<tr> + <td align="left">Hide the Thimble</td><td align="right">60 </td><td align="right"><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align="left">High Windows</td><td align="right">30+</td><td align="right"><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align="left">Hill Dill</td><td align="right">30+ </td><td align="right"><a href='#Page_105'>105</a></td> +</tr> +<tr> + <td align="left">Hip</td><td align="right">30+ </td><td align="right"><a href='#Page_105'>105</a></td> +</tr> +<tr> + <td align="left">Home Tag</td><td align="right">60+ </td><td align="right"><a href='#Page_106'>106</a></td> +</tr> +<tr> + <td align="left">Hopping Relay Race</td><td align="right">100 </td><td align="right"><a href='#Page_106'>106</a></td> +</tr> +<tr> + <td align="left">Hound and Rabbit</td><td align="right">60+ </td><td align="right"><a href='#Page_107'>107</a></td> +</tr> +<tr> + <td align="left">How Many Miles to Babylon?</td><td align="right">100 </td><td align="right"><a href='#Page_108'>108</a></td> +</tr> +<tr> + <td align="left">Huckle, Buckle, Bean Stalk</td><td align="right">60 </td><td align="right"><a href='#Page_109'>109</a></td> +</tr> +<tr> + <td align="left">Hunt, The</td><td align="right">30+ </td><td align="right"><a href='#Page_110'>110</a></td> +</tr> +<tr> + <td align="left">Hunt the Fox</td><td align="right">60+ </td><td align="right"><a href='#Page_110'>110</a></td> +</tr> +<tr> + <td align="left">Hunt the Slipper</td><td align="right">30+</td><td align="right"><a href='#Page_111'>111</a></td> +</tr> +<tr> + <td align="left"><br />Indian Club Race</td><td align="right" valign="bottom"><a href='#Page_100'>100</a></td> <td align="right" valign="bottom"><a href='#Page_112'>112</a></td> +</tr> +<tr> + <td align="left">I say, "Stoop!"</td><td align="right">60+ </td><td align="right"><a href='#Page_113'>113</a></td> +</tr> +<tr> + <td align="left">I Spy</td><td align="right">30+ </td><td align="right"><a href='#Page_113'>113</a></td> +</tr> +<tr> + <td align="left"><br />Jack be Nimble</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_114'>114</a></td> +</tr> +<tr> + <td align="left">Jacob and Rachel</td><td align="right">30+ </td><td align="right"><a href='#Page_115'>115</a></td> +</tr> +<tr> + <td align="left">Japanese Crab Race</td><td align="right">60+</td><td align="right"><a href='#Page_115'>115</a></td> +</tr> +<tr> + <td align="left">Japanese Tag</td><td align="right">60+</td><td align="right"><a href='#Page_116'>116</a></td> +</tr> +<tr> + <td align="left">Johnny Ride a Pony</td><td align="right">60 </td><td align="right"><a href='#Page_116'>116</a></td> +</tr> +<tr> + <td align="left">Jumping Relay Race</td><td align="right">60+</td><td align="right"><a href='#Page_117'>117</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—I (small single rope) </td><td align="right"> 100 </td><td align="right"><a href='#Page_118'>118</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—II (one large rope)</td><td align="right"> 100 </td><td align="right"><a href='#Page_119'>119</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—III (two large ropes) </td><td align="right"> 100 </td><td align="right"><a href='#Page_121'>121</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—IV (large and small ropes)</td><td colspan="2" align="right"><a href='#Page_121'>121</a></td> +</tr> +<tr> + <td align="left">Jump the Shot</td><td align="right">60+</td><td align="right"><a href='#Page_122'>122</a></td> +</tr> +<tr> + <td align="left"><br />Kaleidoscope</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_122'>122</a></td> +</tr> +<tr> + <td align="left"><br />Lady of the Land</td><td colspan="2" align="right" valign="bottom"><a href='#Page_123'>123</a></td> +</tr> +<tr> + <td align="left">Lame Fox and Chickens</td><td align="right">30+</td><td align="right"><a href='#Page_124'>124</a></td> +</tr> +<tr> + <td align="left">Last Couple Out</td><td align="right">30+</td><td align="right"><a href='#Page_125'>125</a></td> +</tr> +<tr> + <td align="left">Leader and Footer</td><td align="right">60+</td><td align="right"><a href='#Page_127'>127</a></td> +</tr> +<tr> + <td align="left">Leapfrog</td><td align="right">100 </td><td align="right"><a href='#Page_127'>127</a></td> +</tr> +<tr> + <td align="left">Leapfrog Race</td><td align="right">100+</td><td align="right"><a href='#Page_129'>129</a></td> +</tr> +<tr> + <td align="left">Letting out the Doves</td><td align="right">30+</td><td align="right"><a href='#Page_129'>129</a></td> +</tr> +<tr> + <td align="left">Lost Child, The</td><td align="right">30+</td><td align="right"><a href='#Page_130'>130</a></td> +</tr> +<tr> + <td align="left"><br />Master of the Ring</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_131'>131</a></td> +</tr> +<tr> + <td align="left">Maze Tag</td><td align="right">100 </td><td align="right"><a href='#Page_131'>131</a></td> +</tr> +<tr> + <td align="left">Menagerie</td><td align="right">60+</td><td align="right"><a href='#Page_132'>132</a></td> +</tr> +<tr> + <td align="left">Midnight</td><td align="right">30+</td><td align="right"><a href='#Page_133'>133</a></td> +</tr> +<tr> + <td align="left">Moon and Morning Stars</td><td align="right">30+</td><td align="right"><a href='#Page_133'>133</a></td> +</tr> +<tr> + <td align="left">Mother, may I go out to Play?</td><td colspan="2" align="right"><a href='#Page_134'>134</a></td> +</tr> +<tr> + <td align="left">Mother, Mother, the Pot boils Over</td><td colspan="2" align="right"><a href='#Page_135'>135</a></td> +</tr> +<tr> + <td align="left">My Lady's Toilet</td><td align="right">30+</td><td align="right"><a href='#Page_138'>138</a></td> +</tr> +<tr> + <td align="left"><br />Numbers Change</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_139'>139</a></td> +</tr> +<tr> + <td align="left"><br />Odd Man's Cap</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_140'>140</a></td> +</tr> +<tr> + <td align="left">Old Buzzard</td><td align="right">30+</td><td align="right"><a href='#Page_141'>141</a></td> +</tr> +<tr> + <td align="left">Old Woman from the Wood</td><td align="right">60+</td><td align="right"><a href='#Page_143'>143</a></td> +</tr> +<tr> + <td align="left">Oyster Shell</td><td align="right">100 </td><td align="right"><a href='#Page_143'>143</a></td> +</tr> +<tr> + <td align="left"><br />Par</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_144'>144</a></td> +</tr> +<tr> + <td align="left">Partner Tag</td><td align="right">100 </td><td align="right"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pebble Chase</td><td align="right">30+</td><td align="right"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pinch-o</td><td align="right">30+</td><td align="right"><a href='#Page_146'>146</a></td> +</tr> +<tr> + <td align="left">Pitch Pebble</td><td colspan="2" align="right"><a href='#Page_147'>147</a></td> +</tr> +<tr> + <td align="left">Poison</td><td align="right">30+</td><td align="right"><a href='#Page_148'>148</a></td> +</tr> +<tr> + <td align="left">Poison Snake</td><td align="right">30+</td><td align="right"><a href='#Page_149'>149</a></td> +</tr> +<tr> + <td align="left">Pom Pom Pullaway</td><td align="right">30+</td><td align="right"><a href='#Page_149'>149</a></td> +</tr> +<tr> + <td align="left">Potato Race</td><td align="right">100 </td><td align="right"><a href='#Page_151'>151</a>-<a href='#Page_152'>2</a></td> +</tr> +<tr> + <td align="left">Potato Shuttle Relay</td><td align="right">100 </td><td align="right"><a href='#Page_154'>154</a></td> +</tr> +<tr> + <td align="left">Potato Spoon Race</td><td align="right">60 </td><td align="right"><a href='#Page_155'>155</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base</td><td align="right">30+</td><td align="right"><a href='#Page_157'>157</a>-<a href='#Page_161'>161</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base—I</td><td align="right">30+</td><td align="right"><a href='#Page_157'>157</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base—II</td><td align="right">30+</td><td align="right"><a href='#Page_158'>158</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base—III</td><td align="right">30+</td><td align="right"><a href='#Page_159'>159</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base—IV</td><td align="right">30+</td><td align="right"><a href='#Page_161'>161</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base—V</td><td align="right">30+</td><td align="right"><a href='#Page_161'>161</a></td> +</tr> +<tr> + <td align="left">Puss in a Corner</td><td align="right">30+</td><td align="right"><a href='#Page_163'>163</a></td> +</tr> +<tr> + <td align="left">Puss in the Circle</td><td align="right">30+</td><td align="right"><a href='#Page_164'>164</a></td> +</tr> +<tr> + <td align="left"><br />Railroad Train</td><td align="right" valign="bottom"><a href='#Page_100'>100</a></td> <td align="right" valign="bottom"><a href='#Page_164'>164</a></td> +</tr> +<tr> + <td align="left">Red Lion</td><td align="right">30+</td><td align="right"><a href='#Page_165'>165</a></td> +</tr> +<tr> + <td align="left">Relay Races</td><td colspan="2" align="center">60-100 </td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">All-up Relay</span></td><td colspan="2" align="right"><a href='#Page_45'>45</a><br /></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Circle Relay</span></td><td colspan="2" align="right"><a href='#Page_70'>70</a><br /></td> +</tr> +<tr> + <td align="left"> + <span class='pagenum'><a name="Page_437" id="Page_437">[437]</a></span> + <span style="margin-left: 1em;">Double Relay</span></td><td colspan="2" align="right"><a href='#Page_76'>76</a><br /></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Potato Races</span></td><td colspan="2" align="right"><a href='#Page_151'>151</a>-<a href='#Page_155'>155</a><br /></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Shuttle Relay</span></td><td align="right"> 100 </td><td align="right"><a href='#Page_173'>173</a><br /></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Single Relay</span></td><td colspan="2" align="right"><a href='#Page_175'>175</a><br /></td> +</tr> +<tr> + <td align="left">Ring-a-lievio</td><td align="right">30+</td><td align="right"><a href='#Page_166'>166</a></td> +</tr> +<tr> + <td align="left">Ringmaster</td><td align="right">60+</td><td align="right"><a href='#Page_167'>167</a></td> +</tr> +<tr> + <td align="left">Robbers and Soldiers</td><td align="right">100 </td><td align="right"><a href='#Page_168'>168</a></td> +</tr> +<tr> + <td align="left">Rolling Target</td><td align="right">30 </td><td align="right"><a href='#Page_169'>169</a></td> +</tr> +<tr> + <td align="left">Round and Round went the Gallant Ship </td><td align="right"> 30+</td><td align="right"><a href='#Page_170'>170</a></td> +</tr> +<tr> + <td align="left">Run, Sheep, Run</td><td align="right">30+</td><td align="right"><a href='#Page_170'>170</a></td> +</tr> +<tr> + <td align="left"><br />Saddle the Nag</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_171'>171</a></td> +</tr> +<tr> + <td align="left">Sardines</td><td align="right">30+</td><td align="right"><a href='#Page_172'>172</a></td> +</tr> +<tr> + <td align="left">Seeking for Gold</td><td colspan="2" align="right"><a href='#Page_234'>234</a></td> +</tr> +<tr> + <td align="left">Shadow Tag</td><td align="right">60+</td><td align="right"><a href='#Page_173'>173</a></td> +</tr> +<tr> + <td align="left">Shuttle Relay</td><td align="right">100 </td><td align="right"><a href='#Page_173'>173</a></td> +</tr> +<tr> + <td align="left">Single Relay Race</td><td align="right">100 </td><td align="right"><a href='#Page_175'>175</a></td> +</tr> +<tr> + <td align="left">Skin the Goat</td><td colspan="2" align="right"><a href='#Page_176'>176</a></td> +</tr> +<tr> + <td align="left">Skyte the Bob</td><td colspan="2" align="right"><a href='#Page_177'>177</a></td> +</tr> +<tr> + <td align="left">Slap Catch</td><td align="right">30+</td><td align="right"><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align="left">Slap Jack</td><td align="right">30+</td><td align="right"><a href='#Page_179'>179</a></td> +</tr> +<tr> + <td align="left">Slipper Slap</td><td align="right">30+</td><td align="right"><a href='#Page_179'>179</a></td> +</tr> +<tr> + <td align="left">Smuggling the Geg</td><td align="right">30+</td><td align="right"><a href='#Page_180'>180</a></td> +</tr> +<tr> + <td align="left">Spanish Fly</td><td align="right">30+</td><td align="right"><a href='#Page_182'>182</a></td> +</tr> +<tr> + <td align="left">Spans</td><td colspan="2" align="right"><a href='#Page_183'>183</a></td> +</tr> +<tr> + <td align="left">Spin the Platter</td><td align="right">30+</td><td align="right"><a href='#Page_183'>183</a></td> +</tr> +<tr> + <td align="left">Spooning</td><td align="right">30 </td><td align="right"><a href='#Page_184'>184</a></td> +</tr> +<tr> + <td align="left">Squirrel in Trees</td><td align="right">100 </td><td align="right"><a href='#Page_185'>185</a></td> +</tr> +<tr> + <td align="left">Stage Coach</td><td align="right">60+</td><td align="right"><a href='#Page_185'>185</a></td> +</tr> +<tr> + <td align="left">Stake Guard</td><td align="right">30+</td><td align="right"><a href='#Page_186'>186</a></td> +</tr> +<tr> + <td align="left">Stealing Sticks</td><td align="right">30+</td><td align="right"><a href='#Page_188'>188</a></td> +</tr> +<tr> + <td align="left">Step</td><td align="right">30+</td><td align="right"><a href='#Page_188'>188</a></td> +</tr> +<tr> + <td align="left">Still Pond, No More Moving</td><td align="right">30+</td><td align="right"><a href='#Page_189'>189</a></td> +</tr> +<tr> + <td align="left">Stone</td><td align="right">30+</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left">Stoop Tag</td><td align="right">60+</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left">Sun Dial</td><td colspan="2" align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left"><br />Tag Games</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_191'>191</a></td> +</tr> +<tr> + <td align="left">Ten Steps</td><td align="right">30+</td><td align="right"><a href='#Page_193'>193</a></td> +</tr> +<tr> + <td align="left">Thimble Ring</td><td align="right">30+</td><td align="right"><a href='#Page_194'>194</a></td> +</tr> +<tr> + <td align="left">Third Man</td><td align="right">100 </td><td align="right"><a href='#Page_194'>194</a></td> +</tr> +<tr> + <td align="left">Third Slap</td><td align="right">30+</td><td align="right"><a href='#Page_195'>195</a></td> +</tr> +<tr> + <td align="left">Three Deep</td><td align="right">60 </td><td align="right"><a href='#Page_196'>196</a></td> +</tr> +<tr> + <td align="left">Tommy Tiddler's Ground</td><td align="right">30+</td><td align="right"><a href='#Page_197'>197</a></td> +</tr> +<tr> + <td align="left">Tossing Wands</td><td align="right">60+</td><td align="right"><a href='#Page_198'>198</a></td> +</tr> +<tr> + <td align="left">Trades</td><td align="right">60+</td><td align="right"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left">Tree Party</td><td align="right">60 </td><td align="right"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left">Triple Change</td><td align="right">60+</td><td align="right"><a href='#Page_100'>100</a></td> +</tr> +<tr> + <td align="left"><div class="indexbox"><div class="indexindent"> Tug of War (<i>See</i> Catch + and Pull Tug of War and Wand + Tug of War, also <i>Contests</i> + <i>for Two</i>, under "Feats and + Forfeits.")</div></div> +</td> +</tr> +<tr> + <td align="left"><br />Under the Cuckoo's Nest</td><td align="right" valign="bottom">30 </td> + <td valign="bottom" align="right"><a href='#Page_201'>201</a></td> +</tr> +<tr> + <td align="left"><br />Wand Race</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_102'>102</a></td> +</tr> +<tr> + <td align="left">Wand Tug of War</td><td align="right">100 </td><td align="right"><a href='#Page_203'>203</a></td> +</tr> +<tr> + <td align="left">Water Sprite</td><td align="right">30+</td><td align="right"><a href='#Page_103'>103</a></td> +</tr> +<tr> + <td align="left">Wee Bologna Man, The</td><td align="right">60+</td><td align="right"><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align="left">Whip Tag</td><td align="right">30+</td><td align="right"><a href='#Page_105'>105</a></td> +</tr> +<tr> + <td align="left">Who goes round my Stone Wall?</td><td align="right">30+</td><td align="right"><a href='#Page_106'>106</a></td> +</tr> +<tr> + <td align="left">Wolf</td><td align="right">30+</td><td align="right"><a href='#Page_108'>108</a></td> +</tr> +<tr> + <td align="left">Wood Tag</td><td align="right">30+</td><td align="right"><a href='#Page_109'>109</a></td> +</tr> +<tr> + <td colspan="3" align="center"><br /><b>Quiet Games</b></td> +</tr> +<tr> + <td align="left"><i>See</i> Section on Quiet Games</td><td colspan="2" align="right"><a href='#Page_213'>213</a></td> +</tr> +</table></div> + +<br /> +<h4>SINGING GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="70%" summary="Singing Games for Playgrounds"> +<colgroup><col width="82%"></col><col width="6%"></col><col width="12%"></col></colgroup> + +<tr> + <td> </td> + <td align='center'>For<br />Large<br/>Numbers</td> + <td align='right' valign="bottom">Page</td> +</tr> +<tr> + <td align="left">Did you ever see a Lassie?</td><td align="right">60+</td><td align="right"><a href='#Page_161'>161</a></td> +</tr> +<tr> + <td align="left">Draw a Bucket of Water</td><td align="right">60+</td><td align="right"><a href='#Page_163'>163</a></td> +</tr> +<tr> + <td align="left">Duck Dance, The</td><td align="right">30+</td><td align="right"><a href='#Page_164'>164</a></td> +</tr> +<tr> + <td align="left"><br />Farmer in the Dell</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_165'>165</a></td> +</tr> +<tr> + <td align="left"><br />Hunting</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_167'>167</a></td> +</tr> +<tr> + <td align="left"><br />Itisket, Itasket</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_168'>168</a></td> +</tr> +<tr> + <td align="left"><br />Keep Moving</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_170'>170</a></td> +</tr> +<tr> + <td align="left">King of France</td><td align="right">60+</td><td align="right"><a href='#Page_173'>173</a></td> +</tr> +<tr> + <td align="left">Kitty White</td><td align="right">30+</td><td align="right"><a href='#Page_174'>174</a></td> +</tr> +<tr> + <td align="left"><br />Leaves are Green</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_176'>176</a></td> +</tr> +<tr> + <td align="left">Let the Feet go Tramp</td><td align="right">60+</td><td align="right"><a href='#Page_176'>176</a></td> +</tr> +<tr> + <td align="left">London Bridge</td><td align="right">30+</td><td align="right"><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align="left">Looby Loo</td><td align="right">60+</td><td align="right"><a href='#Page_180'>180</a></td> +</tr> +<tr> + <td align="left"><br />Muffin Man</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_182'>182</a></td> +</tr> +<tr> + <td align="left">Mulberry Bush</td><td align="right">60+</td><td align="right"><a href='#Page_183'>183</a></td> +</tr> +<tr> + <td align="left"><br />Nuts in May</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_185'>185</a></td> +</tr> +<tr> + <td align="left"><br />Oats, Peas, Beans</td><td align="right" valign="bottom">60 </td><td align="right" valign="bottom"><a href='#Page_287'>287</a></td> +</tr> +<tr> + <td align="left"><br />Round and Round the Village</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left"><br />Snail</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_192'>192</a></td> +</tr> +</table></div> + +<p><span class='pagenum'><a name="Page_438" id="Page_438">[438]</a></span></p> +<br /> +<h4>BEAN BAG GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="70%" summary="Bean Bag Games for Playgrounds"> +<colgroup><col width="82%"></col><col width="6%"></col><col width="12%"></col></colgroup> + +<tr> + <td> </td> + <td align='center'>For<br />Large<br/>Numbers</td> + <td align='right' valign="bottom">Page</td> +</tr> +<tr> + <td align="left"> +Bag Pile</td><td align="right">100 </td><td align="right"><a href='#Page_303'>303</a></td> +</tr> +<tr> + <td align="left">Bean Bag Board</td><td align="right">30+</td><td align="right"><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align="left">Bean Bag Box</td><td colspan="2" align="right"><a href='#Page_305'>305</a></td> +</tr> +<tr> + <td align="left">Bean Bag Circle Toss</td><td align="right">30+</td><td align="right"><a href='#Page_105'>105</a></td> +</tr> +<tr> + <td align="left">Bean Bag Ring Throw</td><td align="right">60+</td><td align="right"><a href='#Page_106'>106</a></td> +</tr> +<tr> + <td align="left"><br />Criss-cross Goal</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_107'>107</a></td> +</tr> +<tr> + <td align="left"><br />Passing Race</td><td align="right" valign="bottom">100 </td><td align="right" valign="bottom"><a href='#Page_312'>312</a></td> +</tr> +<tr> + <td align="left">Pass and Toss Relay (Single Line)</td><td align="right">60 </td><td align="right"><a href='#Page_313'>313</a></td> +</tr> +<tr> + <td align="left">Pass and Toss Relay (Double Line)</td><td colspan="2" align="right"><a href='#Page_314'>314</a></td> +</tr> +<tr> + <td align="left"><br />Target Toss</td><td align="right" valign="bottom">60 </td><td align="right" valign="bottom"><a href='#Page_315'>315</a></td> +</tr> +<tr> + <td align="left">Teacher and Class</td><td align="right">60 </td><td align="right"><a href='#Page_316'>316</a></td> +</tr> +</table> +</div> + +<br /> +<h4>GAMES FOR EITHER BALLS OR BEAN BAGS</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="70%" summary="Ball or Bean Bag Games for Playgrounds"> +<colgroup><col width="82%"></col><col width="6%"></col><col width="12%"></col></colgroup> + +<tr> + <td> </td> + <td align='center'>For<br />Large<br/>Numbers</td> + <td align='right' valign="bottom">Page</td> +</tr> +<tr> + <td align="left">All Run</td><td align="right">30+</td><td align="right"><a href='#Page_121'>121</a></td> +</tr> +<tr> + <td align="left">Arch Ball</td><td align="right">100 </td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left">Arch Goal Ball</td><td align="right">60 </td><td align="right"><a href='#Page_323'>323</a></td> +</tr> +<tr> + <td align="left"><br />Call Ball</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_138'>138</a></td> +</tr> +<tr> + <td align="left">Center Catch Ball</td><td align="right">30+</td><td align="right"><a href='#Page_155'>155</a></td> +</tr> +<tr> + <td align="left">Circle Ball</td><td align="right">60+</td><td align="right"><a href='#Page_156'>156</a></td> +</tr> +<tr> + <td align="left">Club Bowls</td><td align="right">60+</td><td align="right"><a href='#Page_159'>159</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Center Club Bowls</span></td><td colspan="2" align="right"><a href='#Page_355'>355</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Club Bowls (Single)</span></td><td colspan="2" align="right"><a href='#Page_386'>386</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Club Bowls (Double)</span></td><td colspan="2" align="right"><a href='#Page_385'>385</a></td> +</tr> +<tr> + <td align="left">Corner Spry</td><td align="right">60+</td><td align="right"><a href='#Page_160'>160</a></td> +</tr> +<tr> + <td align="left"><br />Dodgeball</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_163'>163</a></td> +</tr> +<tr> + <td align="left"><br />Over and Under Relay</td><td align="right" valign="bottom">100 </td><td align="right" valign="bottom"><a href='#Page_392'>392</a></td> +</tr> +<tr> + <td align="left">Overtake</td><td align="right">60 </td><td align="right"><a href='#Page_393'>393</a></td> +</tr> +<tr> + <td align="left"><br />Ring Call Ball</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left">Round Ball</td><td align="right">60+</td><td align="right"><a href='#Page_101'>101</a></td> +</tr> +<tr> + <td align="left"><br /><b>Zigzag Games</b></td><td align="right" valign="bottom">100 </td><td align="right" valign="bottom"><a href='#Page_419'>419</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Circle Zigzag</span></td><td colspan="2" align="right"><a href='#Page_419'>419</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Zigzag—I</span></td><td colspan="2" align="right"><a href='#Page_421'>421</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Zigzag—II</span></td><td colspan="2" align="right"><a href='#Page_422'>422</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Zigzag—III</span></td><td colspan="2" align="right"><a href='#Page_423'>423</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Zigzag Overhead Toss</span></td><td colspan="2" align="right"><a href='#Page_424'>424</a></td> +</tr> +</table></div> + +<br /> +<h4>BALL GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="70%" summary="Ball Games for Playgrounds"> +<colgroup><col width="82%"></col><col width="6%"></col><col width="12%"></col></colgroup> + +<tr> + <td> </td> + <td align='center'>For<br />Large<br/>Numbers</td> + <td align='right' valign="bottom">Page</td> +</tr> +<tr> + <td align="left">All Run</td><td align="right">30+</td><td align="right"><a href='#Page_121'>121</a></td> +</tr> +<tr> + <td align="left">Arch Ball</td><td align="right">100 </td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left">Arch Goal Ball</td><td align="right">100 </td><td align="right"><a href='#Page_323'>323</a></td> +</tr> +<tr> + <td align="left"><br />Ball Chase</td><td colspan="2" align="right" valign="bottom"><a href='#Page_324'>324</a></td> +</tr> +<tr> + <td align="left">Balloon Ball</td><td colspan="2" align="right"><a href='#Page_325'>325</a></td> +</tr> +<tr> + <td align="left">Balloon Goal</td><td align="right">100 </td><td align="right"><a href='#Page_326'>326</a></td> +</tr> +<tr> + <td align="left">Ball Puss</td><td align="right">30+</td><td align="right"><a href='#Page_127'>127</a></td> +</tr> +<tr> + <td align="left">Ball Stand</td><td colspan="2" align="right"><a href='#Page_328'>328</a></td> +</tr> +<tr> + <td align="left">Ball Tag</td><td colspan="2" align="right"><a href='#Page_329'>329</a></td> +</tr> +<tr> + <td align="left">Basket Ball Distance Throw</td><td colspan="2" align="right"><a href='#Page_329'>329</a></td> +</tr> +<tr> + <td align="left">Battle Ball</td><td colspan="2" align="right"><a href='#Page_331'>331</a></td> +</tr> +<tr> + <td align="left">Bombardment</td><td align="right">100 </td><td align="right"><a href='#Page_334'>334</a></td> +</tr> +<tr> + <td align="left">Boundary Ball</td><td align="right">100 </td><td align="right"><a href='#Page_335'>335</a></td> +</tr> +<tr> + <td align="left">Bound Ball</td><td align="right">30+</td><td align="right"><a href='#Page_136'>136</a></td> +</tr> +<tr> + <td align="left"><br />Call Ball</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_138'>138</a></td> +</tr> +<tr> + <td align="left">Captain Ball—I</td><td colspan="2" align="right"><a href='#Page_339'>339</a></td> +</tr> +<tr> + <td align="left">Captain Ball—II</td><td align="right">60 </td><td align="right"><a href='#Page_341'>341</a></td> +</tr> +<tr> + <td align="left">Captain Ball—III</td><td align="right">30+</td><td align="right"><a href='#Page_144'>144</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">(<i>See</i> Emperor Ball, + Progressive Captain Ball.)</span></td> +</tr> +<tr> + <td align="left">Center Base</td><td align="right">30+</td><td align="right"><a href='#Page_154'>154</a></td> +</tr> +<tr> + <td align="left">Center Catch Ball</td><td align="right">30+</td><td align="right"><a href='#Page_155'>155</a></td> +</tr> +<tr> + <td align="left">Center Club Bowls</td><td align="right">30+</td><td align="right"><a href='#Page_155'>155</a></td> +</tr> +<tr> + <td align="left">Circle Ball</td><td align="right">60+</td><td align="right"><a href='#Page_156'>156</a></td> +</tr> +<tr> + <td align="left">Circle Club Bowls</td><td align="right">60+</td><td align="right"><a href='#Page_157'>157</a></td> +</tr> +<tr> + <td align="left">Circle Dodgeball</td><td align="right">60 </td><td align="right"><a href='#Page_364'>364</a></td> +</tr> +<tr> + <td align="left">Circle Stride Ball</td><td align="right">30+</td><td align="right"><a href='#Page_158'>158</a></td> +</tr> +<tr> + <td align="left">Circle Zigzag (<i>see</i> Zigzag.)</td><td colspan="2" align="right"><a href='#Page_419'>419</a></td> +</tr> +<tr> + <td align="left">Corner Ball</td><td align="right">30+</td><td align="right"><a href='#Page_159'>159</a></td> +</tr> +<tr> + <td align="left">Corner Spry</td><td align="right">60 </td><td align="right"><a href='#Page_360'>360</a></td> +</tr> +<tr> + <td align="left">Crackabout</td><td align="right">60 </td><td align="right"><a href='#Page_360'>360</a></td> +</tr> +<tr> + <td align="left">Curtain Ball</td><td align="right">100 </td><td align="right"><a href='#Page_361'>361</a></td> +</tr> +<tr> + <td align="left"><br />Dodgeball</td><td align="right" valign="bottom">60+</td><td align="right" valign="bottom"><a href='#Page_163'>163</a></td> +</tr> +<tr> + <td align="left">Double Corner Ball</td><td align="right">100 </td><td align="right"><a href='#Page_370'>370</a></td> +</tr> +<tr> + <td align="left">Double Dodgeball</td><td align="right">60 </td><td align="right"><a href='#Page_365'>365</a></td> +</tr> +<tr> + <td align="left">Drive Ball</td><td align="right">30+</td><td align="right"><a href='#Page_175'>175</a></td> +</tr> +<tr> + <td align="left"><span class='pagenum'><a name="Page_439" id="Page_439">[439]</a></span><br /> + Emperor Ball</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_146'>146</a></td> +</tr> +<tr> + <td align="left"><br />Fist Ball</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_176'>176</a></td> +</tr> +<tr> + <td align="left">Football Tag</td><td align="right">30+</td><td align="right"><a href='#Page_179'>179</a></td> +</tr> +<tr> + <td align="left"><br />Hand Ball Drill—I (Elementary)</td><td align="right" valign="bottom">100 </td><td align="right" valign="bottom"><a href='#Page_380'>380</a></td> +</tr> +<tr> + <td align="left">Hand Ball Drill—II (Advanced)</td><td align="right">100 </td><td align="right"><a href='#Page_381'>381</a></td> +</tr> +<tr> + <td align="left">Hand Football</td><td align="right">30+</td><td align="right"><a href='#Page_182'>182</a></td> +</tr> +<tr> + <td align="left"><br />Line Ball</td><td align="right" valign="bottom">60 </td><td align="right" valign="bottom"><a href='#Page_384'>384</a></td> +</tr> +<tr> + <td align="left">Line Club Bowls (Double)</td><td align="right">60+</td><td align="right"><a href='#Page_185'>185</a></td> +</tr> +<tr> + <td align="left">Line Club Bowls (Single)</td><td align="right">60+</td><td align="right"><a href='#Page_186'>186</a></td> +</tr> +<tr> + <td align="left">Line Zigzag</td><td colspan="2" align="right"><a href='#Page_421'>421</a>-<a href='#Page_423'>423</a></td> +</tr> +<tr> + <td align="left"><br />Mount Ball</td><td align="right" valign="bottom">100 </td><td align="right" valign="bottom"><a href='#Page_387'>387</a></td> +</tr> +<tr> + <td align="left"><br />Nine-court Basket Ball</td><td align="right" valign="bottom">60 </td><td align="right" valign="bottom"><a href='#Page_388'>388</a></td> +</tr> +<tr> + <td align="left"><br />Over and Under Relay</td><td align="right" valign="bottom">100 </td><td align="right" valign="bottom"><a href='#Page_392'>392</a></td> +</tr> +<tr> + <td align="left">Overtake</td><td align="right">60+</td><td align="right"><a href='#Page_193'>193</a></td> +</tr> +<tr> + <td align="left"><br />Pass Ball Relay</td><td align="right" valign="bottom">100 </td><td align="right" valign="bottom"><a href='#Page_395'>395</a></td> +</tr> +<tr> + <td align="left">Pig in a Hole</td><td align="right">60+</td><td align="right"><a href='#Page_197'>197</a></td> +</tr> +<tr> + <td align="left">Progressive Captain Ball</td><td align="right">100 </td><td align="right"><a href='#Page_349'>349</a></td> +</tr> +<tr> + <td align="left">Progressive Dodgeball</td><td colspan="2" align="right"><a href='#Page_366'>366</a></td> +</tr> +<tr> + <td align="left"><br />Ring Call Ball</td><td align="right" valign="bottom">30+</td><td align="right" valign="bottom"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left">Roley Poley</td><td colspan="2" align="right"><a href='#Page_399'>399</a></td> +</tr> +<tr> + <td align="left">Round Ball</td><td align="right">60+</td><td align="right"><a href='#Page_101'>101</a></td> +</tr> +<tr> + <td align="left">Russian Hole Ball</td><td colspan="2" align="right"><a href='#Page_401'>401</a></td> +</tr> +<tr> + <td align="left"><br />Spud</td><td align="right" valign="bottom">100 </td><td align="right" valign="bottom"><a href='#Page_404'>404</a></td> +</tr> +<tr> + <td align="left">Square Ball</td><td align="right">30+</td><td align="right"><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align="left">Stool Ball</td><td colspan="2" align="right"><a href='#Page_406'>406</a></td> +</tr> +<tr> + <td align="left">Stride Ball</td><td align="right">100 </td><td align="right"><a href='#Page_407'>407</a></td> +</tr> +<tr> + <td align="left"><br />Tether Ball</td><td colspan="2" align="right" valign="bottom"><a href='#Page_409'>409</a></td> +</tr> +<tr> + <td align="left">Three Holes</td><td colspan="2" align="right"><a href='#Page_411'>411</a></td> +</tr> +<tr> + <td align="left">Toss Ball</td><td align="right">60 </td><td align="right"><a href='#Page_412'>412</a></td> +</tr> +<tr> + <td align="left">Tree Ball</td><td colspan="2" align="right"><a href='#Page_413'>413</a></td> +</tr> +<tr> + <td align="left"><br />Volley Ball</td><td align="right" valign="bottom">30 </td><td align="right" valign="bottom"><a href='#Page_413'>413</a></td> +</tr> +<tr> + <td align="left"><br />Wall Ball Drill</td><td colspan="2" align="right" valign="bottom"><a href='#Page_416'>416</a></td> +</tr> +<tr> + <td align="left">War</td><td align="right">60+</td><td align="right"><a href='#Page_117'>117</a></td> +</tr> +<tr> + <td align="left"><br /><b>Zigzag Games</b></td><td colspan="2" align="right" valign="bottom"><a href='#Page_419'>419</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Circle Zigzag</span></td><td align="right">60 </td><td align="right"><a href='#Page_419'>419</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Zigzag—I</span></td><td align="right">100 </td><td align="right"><a href='#Page_421'>421</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Zigzag—II</span></td><td align="right">100 </td><td align="right"><a href='#Page_422'>422</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Zigzag—III</span></td><td align="right">100 </td><td align="right"><a href='#Page_423'>423</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Zigzag Overhead Toss</span></td><td align="right">100 </td><td align="right"><a href='#Page_424'>424</a></td> +</tr> +</table></div> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_440" id="Page_440">[440]</a></span></p> +<h2>GAMES FOR BOYS' AND GIRLS' SUMMER CAMPS</h2> + + +<div class="blockquot"><p>The games in this list are selected with a view to suitableness +for the open country, and to a wide range of ages which often +are found in summer camps. The so-called "quiet" games are not +necessarily noiseless, but are distinguished from active games +in which the players move around.</p></div> + + +<h4>ACTIVE GAMES</h4> + +<div class="center"> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Active Games for Summer Camp"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">All-up Relay</td><td align="right"><a href='#Page_45'>45</a></td> +</tr> +<tr> + <td align="left">Animal Blind Man's Buff</td><td align="right"><a href='#Page_46'>46</a></td> +</tr> +<tr> + <td align="left">Animal Chase</td><td align="right"><a href='#Page_46'>46</a></td> +</tr> +<tr> + <td align="left">Arrow Chase</td><td align="right"><a href='#Page_47'>47</a></td> +</tr> +<tr> + <td align="left"><br />Barley Break</td><td align="right" valign="bottom"><a href='#Page_48'>48</a></td> +</tr> +<tr> + <td align="left">Baste the Bear</td><td align="right"><a href='#Page_49'>49</a></td> +</tr> +<tr> + <td align="left">Bear in the Pit</td><td align="right"><a href='#Page_50'>50</a></td> +</tr> +<tr> + <td align="left">Bird Catcher, The</td><td align="right"><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align="left">Black and White</td><td align="right"><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align="left">Black Tom</td><td align="right"><a href='#Page_54'>54</a></td> +</tr> +<tr> + <td align="left">Blind Bell</td><td align="right"><a href='#Page_55'>55</a></td> +</tr> +<tr> + <td align="left">Blind Man's Buff</td><td align="right"><a href='#Page_55'>55</a></td> +</tr> +<tr> + <td align="left">Body Guard</td><td align="right"><a href='#Page_56'>56</a></td> +</tr> +<tr> + <td align="left">Bull in the Ring</td><td align="right"><a href='#Page_56'>56</a></td> +</tr> +<tr> + <td align="left">Bunch of Ivy</td><td align="right"><a href='#Page_57'>57</a></td> +</tr> +<tr> + <td align="left">Bung the Bucket</td><td align="right"><a href='#Page_57'>57</a></td> +</tr> +<tr> + <td align="left">Buying a Lock</td><td align="right"><a href='#Page_58'>58</a></td> +</tr> +<tr> + <td align="left"><br />Cat and Rat</td><td align="right" valign="bottom"><a href='#Page_60'>60</a></td> +</tr> +<tr> + <td align="left">Catch and Pull Tug of War</td><td align="right"><a href='#Page_60'>60</a></td> +</tr> +<tr> + <td align="left">Catch of Fish</td><td align="right"><a href='#Page_61'>61</a></td> +</tr> +<tr> + <td align="left">Catch the Cane</td><td align="right"><a href='#Page_62'>62</a></td> +</tr> +<tr> + <td align="left">Centipede</td><td align="right"><a href='#Page_63'>63</a></td> +</tr> +<tr> + <td align="left">Chickadee-dee</td><td align="right"><a href='#Page_65'>65</a></td> +</tr> +<tr> + <td align="left">Chicken Market</td><td align="right"><a href='#Page_66'>66</a></td> +</tr> +<tr> + <td align="left">Chickidy Hand</td><td align="right"><a href='#Page_67'>67</a></td> +</tr> +<tr> + <td align="left">Chinese Chicken</td><td align="right"><a href='#Page_68'>68</a></td> +</tr> +<tr> + <td align="left">Chinese Wall</td><td align="right"><a href='#Page_68'>68</a></td> +</tr> +<tr> + <td align="left">Circle Race</td><td align="right"><a href='#Page_69'>69</a></td> +</tr> +<tr> + <td align="left">Circle Relay</td><td align="right"><a href='#Page_70'>70</a></td> +</tr> +<tr> + <td align="left">Club Snatch</td><td align="right"><a href='#Page_72'>72</a></td> +</tr> +<tr> + <td align="left">Cock Stride</td><td align="right"><a href='#Page_74'>74</a></td> +</tr> +<tr> + <td align="left">Cross Tag</td><td align="right"><a href='#Page_75'>75</a></td> +</tr> +<tr> + <td align="left"><br />Drop the Handkerchief</td><td align="right" valign="bottom"><a href='#Page_80'>80</a></td> +</tr> +<tr> + <td align="left">Duck on a Rock</td><td align="right"><a href='#Page_81'>81</a></td> +</tr> +<tr> + <td align="left">Dumb-bell Tag</td><td align="right"><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align="left"><br />Every Man in his Own Den</td><td align="right" valign="bottom"><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align="left">Exchange</td><td align="right"><a href='#Page_84'>84</a></td> +</tr> +<tr> + <td align="left"><br />Farmer is Coming, The</td><td align="right" valign="bottom"><a href='#Page_85'>85</a></td> +</tr> +<tr> + <td align="left">Fence Tag</td><td align="right"><a href='#Page_85'>85</a></td> +</tr> +<tr> + <td align="left">Fire on the Mountains</td><td align="right"><a href='#Page_86'>86</a></td> +</tr> +<tr> + <td align="left">Flowers and the Wind</td><td align="right"><a href='#Page_87'>87</a></td> +</tr> +<tr> + <td align="left">Follow Chase</td><td align="right"><a href='#Page_88'>88</a></td> +</tr> +<tr> + <td align="left">Follow the Leader</td><td align="right"><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align="left">Forcing the City Gates</td><td align="right"><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align="left">Fortress</td><td align="right"><a href='#Page_90'>90</a></td> +</tr> +<tr> + <td align="left">Fox and Geese</td><td align="right"><a href='#Page_92'>92</a></td> +</tr> +<tr> + <td align="left">Fox Trail, Double Rim</td><td align="right"><a href='#Page_93'>93</a></td> +</tr> +<tr> + <td align="left">Fox Trail, Single Rim</td><td align="right"><a href='#Page_95'>95</a></td> +</tr> +<tr> + <td align="left"><br />Garden Scamp</td><td align="right" valign="bottom"><a href='#Page_97'>97</a></td> +</tr> +<tr> + <td align="left">Going to Jerusalem</td><td align="right"><a href='#Page_98'>98</a></td> +</tr> +<tr> + <td align="left">Guess Who</td><td align="right"><a href='#Page_100'>100</a></td> +</tr> +<tr> + <td align="left">Gypsy</td><td align="right"><a href='#Page_101'>101</a></td> +</tr> +<tr> + <td align="left"><br />Hang Tag</td><td align="right" valign="bottom"><a href='#Page_101'>101</a></td> +</tr> +<tr> + <td align="left">Have you seen my Sheep?</td><td align="right"><a href='#Page_102'>102</a></td> +</tr> +<tr> + <td align="left">High Windows</td><td align="right"><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align="left">Hill Dill</td><td align="right"><a href='#Page_105'>105</a></td> +</tr> +<tr> + <td align="left">Hip</td><td align="right"><a href='#Page_105'>105</a></td> +</tr> +<tr> + <td align="left">Hopping Relay Race</td><td align="right"><a href='#Page_106'>106</a></td> +</tr> +<tr> + <td align="left">How Many Miles to Babylon?</td><td align="right"><a href='#Page_108'>108</a></td> +</tr> +<tr> + <td align="left">Huckle, Buckle, Bean Stalk</td><td align="right"><a href='#Page_109'>109</a></td> +</tr> +<tr> + <td align="left">Hunt, The</td><td align="right"><a href='#Page_110'>110</a></td> +</tr> +<tr> + <td align="left">Hunt the Fox</td><td align="right"><a href='#Page_110'>110</a></td> +</tr> +<tr> + <td align="left">Hunt the Slipper</td><td align="right"><a href='#Page_111'>111</a></td> +</tr> +<tr> + <td align="left"><br />I say, "Stoop!"</td><td align="right" valign="bottom"><a href='#Page_113'>113</a></td> +</tr> +<tr> + <td align="left">I Spy</td><td align="right"><a href='#Page_113'>113</a></td> +</tr> +<tr> + <td align="left"><br />Jacob and Rachel</td><td align="right" valign="bottom"><a href='#Page_115'>115</a></td> +</tr> +<tr> + <td align="left">Japanese Crab Race</td><td align="right"><a href='#Page_115'>115</a></td> +</tr> +<tr> + <td align="left">Japanese Tag</td><td align="right"><a href='#Page_116'>116</a></td> +</tr> +<tr> + <td align="left">Jumping Relay Race</td><td align="right"><a href='#Page_117'>117</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—I</td><td align="right"><a href='#Page_118'>118</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—II</td><td align="right"><a href='#Page_119'>119</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—III</td><td align="right"><a href='#Page_121'>121</a></td> +</tr> +<tr> + <td align="left">Jumping Rope—IV</td><td align="right"><a href='#Page_121'>121</a></td> +</tr> +<tr> + <td align="left">Jump the Shot</td><td align="right"><a href='#Page_122'>122</a></td> +</tr> +<tr> + <td align="left"><br />Kaleidoscope</td><td align="right" valign="bottom"><a href='#Page_122'>122</a></td> +</tr> +<tr> + <td align="left"><br /><span class='pagenum'><a name="Page_441" id="Page_441">[441]</a></span>Lady of the Land</td><td align="right"><a href='#Page_123'>123</a></td> +</tr> +<tr> + <td align="left">Lame Fox and Chickens</td><td align="right"><a href='#Page_124'>124</a></td> +</tr> +<tr> + <td align="left">Last Couple Out</td><td align="right"><a href='#Page_125'>125</a></td> +</tr> +<tr> + <td align="left">Leader and Footer</td><td align="right"><a href='#Page_127'>127</a></td> +</tr> +<tr> + <td align="left">Leapfrog Race</td><td align="right"><a href='#Page_129'>129</a></td> +</tr> +<tr> + <td align="left">Letting out the Doves</td><td align="right"><a href='#Page_129'>129</a></td> +</tr> +<tr> + <td align="left">Lost Child, The</td><td align="right"><a href='#Page_130'>130</a></td> +</tr> +<tr> + <td align="left"><br />Master of the Ring</td><td align="right" valign="bottom"><a href='#Page_131'>131</a></td> +</tr> +<tr> + <td align="left">Maze Tag</td><td align="right"><a href='#Page_131'>131</a></td> +</tr> +<tr> + <td align="left">Menagerie</td><td align="right"><a href='#Page_132'>132</a></td> +</tr> +<tr> + <td align="left">Midnight</td><td align="right"><a href='#Page_133'>133</a></td> +</tr> +<tr> + <td align="left">Mother, may I go out to Play? </td><td align="right"><a href='#Page_134'>134</a></td> +</tr> +<tr> + <td align="left">Mother, Mother, the Pot boils Over </td><td align="right"><a href='#Page_135'>135</a></td> +</tr> +<tr> + <td align="left">My Lady's Toilet</td><td align="right"><a href='#Page_138'>138</a></td> +</tr> +<tr> + <td align="left"><br />Odd Man's Cap</td><td align="right" valign="bottom"><a href='#Page_140'>140</a></td> +</tr> +<tr> + <td align="left">Old Buzzard</td><td align="right"><a href='#Page_141'>141</a></td> +</tr> +<tr> + <td align="left">Old Woman from the Wood</td><td align="right"><a href='#Page_143'>143</a></td> +</tr> +<tr> + <td align="left">Oyster Shell</td><td align="right"><a href='#Page_143'>143</a></td> +</tr> +<tr> + <td align="left"><br />Partner Tag</td><td align="right" valign="bottom"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pebble Chase</td><td align="right"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pinch-o</td><td align="right"><a href='#Page_146'>146</a></td> +</tr> +<tr> + <td align="left">Pitch Pebble</td><td align="right"><a href='#Page_147'>147</a></td> +</tr> +<tr> + <td align="left">Poison</td><td align="right"><a href='#Page_148'>148</a></td> +</tr> +<tr> + <td align="left">Pom Pom Pullaway</td><td align="right"><a href='#Page_149'>149</a></td> +</tr> +<tr> + <td align="left">Potato Race</td><td align="right"><a href='#Page_151'>151</a></td> +</tr> +<tr> + <td align="left">Potato Shuttle Relay</td><td align="right"><a href='#Page_154'>154</a></td> +</tr> +<tr> + <td align="left">Potato Spoon Race</td><td align="right"><a href='#Page_155'>155</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base—I-V</td><td align="right"><a href='#Page_157'>157</a>-<a href='#Page_161'>161</a></td> +</tr> +<tr> + <td align="left">Puss in a Corner</td><td align="right"><a href='#Page_163'>163</a></td> +</tr> +<tr> + <td align="left">Puss in the Circle</td><td align="right"><a href='#Page_164'>164</a></td> +</tr> +<tr> + <td align="left"><br />Railroad Train</td><td align="right" valign="bottom"><a href='#Page_164'>164</a></td> +</tr> +<tr> + <td align="left">Red Lion</td><td align="right"><a href='#Page_165'>165</a></td> +</tr> +<tr> + <td align="left">Ring-a-lievio</td><td align="right"><a href='#Page_166'>166</a></td> +</tr> +<tr> + <td align="left">Ringmaster</td><td align="right"><a href='#Page_167'>167</a></td> +</tr> +<tr> + <td align="left">Robbers and Soldiers</td><td align="right"><a href='#Page_168'>168</a></td> +</tr> +<tr> + <td align="left">Rolling Target</td><td align="right"><a href='#Page_169'>169</a></td> +</tr> +<tr> + <td align="left">Run, Sheep, Run!</td><td align="right"><a href='#Page_170'>170</a></td> +</tr> +<tr> + <td align="left"><br />Saddle the Nag</td><td align="right" valign="bottom"><a href='#Page_171'>171</a></td> +</tr> +<tr> + <td align="left">Sardines</td><td align="right"><a href='#Page_172'>172</a></td> +</tr> +<tr> + <td align="left">Seeking for Gold</td><td align="right"><a href='#Page_234'>234</a></td> +</tr> +<tr> + <td align="left">Shadow Tag</td><td align="right"><a href='#Page_173'>173</a></td> +</tr> +<tr> + <td align="left">Shuttle Relay Race</td><td align="right"><a href='#Page_173'>173</a></td> +</tr> +<tr> + <td align="left">Single Relay Race</td><td align="right"><a href='#Page_175'>175</a></td> +</tr> +<tr> + <td align="left">Skin the Goat</td><td align="right"><a href='#Page_176'>176</a></td> +</tr> +<tr> + <td align="left">Skyte the Bob</td><td align="right"><a href='#Page_177'>177</a></td> +</tr> +<tr> + <td align="left">Slap Catch</td><td align="right"><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align="left">Slap Jack</td><td align="right"><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align="left">Slipper Slap</td><td align="right"><a href='#Page_179'>179</a></td> +</tr> +<tr> + <td align="left">Smuggling the Geg</td><td align="right"><a href='#Page_180'>180</a></td> +</tr> +<tr> + <td align="left">Spin the Platter</td><td align="right"><a href='#Page_183'>183</a></td> +</tr> +<tr> + <td align="left">Spooning</td><td align="right"><a href='#Page_184'>184</a></td> +</tr> +<tr> + <td align="left">Stage Coach</td><td align="right"><a href='#Page_185'>185</a></td> +</tr> +<tr> + <td align="left">Stake Guard</td><td align="right"><a href='#Page_186'>186</a></td> +</tr> +<tr> + <td align="left">Stealing Sticks</td><td align="right"><a href='#Page_188'>188</a></td> +</tr> +<tr> + <td align="left">Step</td><td align="right"><a href='#Page_188'>188</a></td> +</tr> +<tr> + <td align="left">Still Pond, No More Moving!</td><td align="right"><a href='#Page_189'>189</a></td> +</tr> +<tr> + <td align="left">Stone</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left">Stoop Tag</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left">Sun Dial</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left"><br />Tag</td><td align="right" valign="bottom"><a href='#Page_191'>191</a>-<a href='#Page_192'>2</a></td> +</tr> +<tr> + <td align="left">Ten Steps</td><td align="right"><a href='#Page_193'>193</a></td> +</tr> +<tr> + <td align="left">Thimble Ring</td><td align="right"><a href='#Page_194'>194</a></td> +</tr> +<tr> + <td align="left">Third Man</td><td align="right"><a href='#Page_194'>194</a></td> +</tr> +<tr> + <td align="left">Third Slap</td><td align="right"><a href='#Page_195'>195</a></td> +</tr> +<tr> + <td align="left">Three Deep</td><td align="right"><a href='#Page_196'>196</a></td> +</tr> +<tr> + <td align="left">Tommy Tiddler's Ground</td><td align="right"><a href='#Page_197'>197</a></td> +</tr> +<tr> + <td align="left">Trades</td><td align="right"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left">Triple Change</td><td align="right"><a href='#Page_200'>200</a></td> +</tr> +<tr> + <td align="left"><br />Under the Cuckoo's Nest</td><td align="right" valign="bottom"><a href='#Page_201'>201</a></td> +</tr> +<tr> + <td align="left"><br />Wand Race</td><td align="right" valign="bottom"><a href='#Page_202'>202</a></td> +</tr> +<tr> + <td align="left">Water Sprite</td><td align="right"><a href='#Page_203'>203</a></td> +</tr> +<tr> + <td align="left">Wee Bologna Man, The</td><td align="right"><a href='#Page_204'>204</a></td> +</tr> +<tr> + <td align="left">Whip Tag</td><td align="right"><a href='#Page_205'>205</a></td> +</tr> +<tr> + <td align="left">Who goes round my Stone Wall? </td><td align="right"><a href='#Page_206'>206</a></td> +</tr> +<tr> + <td align="left">Wolf</td><td align="right"><a href='#Page_208'>208</a></td> +</tr> +<tr> + <td align="left">Wood Tag</td><td align="right"><a href='#Page_209'>209</a></td> +</tr> +</table></div> + +<br /> +<h4>SINGING GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Singing Games for Summer Camp"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">Did you ever see a Lassie?</td><td align="right"><a href='#Page_261'>261</a></td> +</tr> +<tr> + <td align="left">Draw a Bucket of Water</td><td align="right"><a href='#Page_263'>263</a></td> +</tr> +<tr> + <td align="left">Duck Dance, The</td><td align="right"><a href='#Page_264'>264</a></td> +</tr> +<tr> + <td align="left"><br />Farmer in the Dell</td><td align="right" valign="bottom"><a href='#Page_265'>265</a></td> +</tr> +<tr> + <td align="left"><br />Hunting</td><td align="right" valign="bottom"><a href='#Page_267'>267</a></td> +</tr> +<tr> + <td align="left"><br />Itisket, Itasket</td><td align="right" valign="bottom"><a href='#Page_268'>268</a></td> +</tr> +<tr> + <td align="left"><br />Keep Moving</td><td align="right" valign="bottom"><a href='#Page_270'>270</a></td> +</tr> +<tr> + <td align="left">Kitty White</td><td align="right"><a href='#Page_274'>274</a></td> +</tr> +<tr> + <td align="left"><br />Leaves are Green</td><td align="right" valign="bottom"><a href='#Page_276'>276</a></td> +</tr> +<tr> + <td align="left">London Bridge</td><td align="right"><a href='#Page_278'>278</a></td> +</tr> +<tr> + <td align="left">Looby Loo</td><td align="right"><a href='#Page_280'>280</a></td> +</tr> +<tr> + <td align="left"><br />Muffin Man</td><td align="right" valign="bottom"><a href='#Page_282'>282</a></td> +</tr> +<tr> + <td align="left">Mulberry Bush</td><td align="right"><a href='#Page_283'>283</a></td> +</tr> +<tr> + <td align="left"><br />Nuts in May</td><td align="right" valign="bottom"><a href='#Page_285'>285</a></td> +</tr> +<tr> + <td align="left"><br />Oats, Peas, Beans</td><td align="right" valign="bottom"><a href='#Page_287'>287</a></td> +</tr> +<tr> + <td align="left"><br />Round and Round the Village</td><td align="right" valign="bottom"><a href='#Page_290'>290</a></td> +</tr> +<tr> + <td align="left"><br />Snail</td><td align="right" valign="bottom"><a href='#Page_292'>292</a></td> +</tr> +</table></div> + +<br /> +<p><span class='pagenum'><a name="Page_442" id="Page_442">[442]</a></span></p> +<h4>QUIET GAMES</h4> + + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Quiet Games for Summer Camp"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">"B" Game, The</td><td align="right"><a href='#Page_213'>213</a></td> +</tr> +<tr> + <td align="left">Bargain Counter</td><td align="right"><a href='#Page_214'>214</a></td> +</tr> +<tr> + <td align="left">Beast, Bird, or Fish</td><td align="right"><a href='#Page_215'>215</a></td> +</tr> +<tr> + <td align="left">Buzz</td><td align="right"><a href='#Page_216'>216</a></td> +</tr> +<tr> + <td align="left"><br />Cat Party</td><td align="right" valign="bottom"><a href='#Page_217'>217</a></td> +</tr> +<tr> + <td align="left">Crambo</td><td align="right"><a href='#Page_218'>218</a></td> +</tr> +<tr> + <td align="left">Cross Questions</td><td align="right"><a href='#Page_219'>219</a></td> +</tr> +<tr> + <td align="left"><br />Dumb Crambo</td><td align="right" valign="bottom"><a href='#Page_219'>219</a></td> +</tr> +<tr> + <td align="left"><br />Find the Ring</td><td align="right" valign="bottom"><a href='#Page_220'>220</a></td> +</tr> +<tr> + <td align="left">Flower Match</td><td align="right"><a href='#Page_220'>220</a></td> +</tr> +<tr> + <td align="left"><br />Grass Blade</td><td align="right" valign="bottom"><a href='#Page_221'>221</a></td> +</tr> +<tr> + <td align="left"><br />Hen Roost</td><td align="right" valign="bottom"><a href='#Page_223'>223</a></td> +</tr> +<tr> + <td align="left">Horns</td><td align="right"><a href='#Page_223'>223</a></td> +</tr> +<tr> + <td align="left"><br />Initials</td><td align="right" valign="bottom"><a href='#Page_224'>224</a></td> +</tr> +<tr> + <td align="left"><br />Leaf by Leaf</td><td align="right" valign="bottom"><a href='#Page_225'>225</a></td> +</tr> +<tr> + <td align="left">Literary Lore</td><td align="right"><a href='#Page_225'>225</a></td> +</tr> +<tr> + <td align="left">London</td><td align="right"><a href='#Page_226'>226</a></td> +</tr> +<tr> + <td align="left"><br />Minister's Cat, The</td><td align="right" valign="bottom"><a href='#Page_227'>227</a></td> +</tr> +<tr> + <td align="left">Music Box</td><td align="right"><a href='#Page_228'>228</a></td> +</tr> +<tr> + <td align="left">My Lady's Lap Dog</td><td align="right"><a href='#Page_228'>228</a></td> +</tr> +<tr> + <td align="left"><br />Naughts and Crosses</td><td align="right" valign="bottom"><a href='#Page_229'>229</a></td> +</tr> +<tr> + <td align="left"><br />Observation</td><td align="right" valign="bottom"><a href='#Page_139'>139</a></td> +</tr> +<tr> + <td align="left"><br />Penny Wise</td><td align="right" valign="bottom"><a href='#Page_230'>230</a></td> +</tr> +<tr> + <td align="left">Planting a Garden</td><td align="right"><a href='#Page_231'>231</a></td> +</tr> +<tr> + <td align="left">Poor Pussy</td><td align="right"><a href='#Page_150'>150</a></td> +</tr> +<tr> + <td align="left">Prince of Paris</td><td align="right"><a href='#Page_232'>232</a></td> +</tr> +<tr> + <td align="left"><br />Scat</td><td align="right" valign="bottom"><a href='#Page_234'>234</a></td> +</tr> +<tr> + <td align="left">Seeking for Gold</td><td align="right"><a href='#Page_234'>234</a></td> +</tr> +<tr> + <td align="left">Simon Says</td><td align="right"><a href='#Page_235'>235</a></td> +</tr> +<tr> + <td align="left">Spans</td><td align="right"><a href='#Page_183'>183</a></td> +</tr> +<tr> + <td align="left"><br />Tip Tap Toe</td><td align="right" valign="bottom"><a href='#Page_237'>237</a></td> +</tr> +<tr> + <td align="left"><br />Up, Jenkins!</td><td align="right" valign="bottom"><a href='#Page_239'>239</a></td> +</tr> +<tr> + <td align="left"><br />What is my Thought Like?</td><td align="right" valign="bottom"><a href='#Page_240'>240</a></td> +</tr> +<tr> + <td align="left">Woodland Lovers</td><td align="right"><a href='#Page_241'>241</a></td> +</tr> +<tr> + <td align="left"><br />Zoo</td><td align="right" valign="bottom"><a href='#Page_242'>242</a></td> +</tr> +</table></div> + +<br /> +<h4>BEAN BAG GAMES</h4> + + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Bean Bag Games for Summer Camp"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">Bag Pile</td><td align="right"><a href='#Page_303'>303</a></td> +</tr> +<tr> + <td align="left">Bean Bag Board</td><td align="right"><a href='#Page_304'>304</a></td> +</tr> +<tr> + <td align="left">Bean Bag Box</td><td align="right"><a href='#Page_305'>305</a></td> +</tr> +<tr> + <td align="left">Bean Bag Circle Toss</td><td align="right"><a href='#Page_305'>305</a></td> +</tr> +<tr> + <td align="left">Bean Bag Ring Throw</td><td align="right"><a href='#Page_306'>306</a></td> +</tr> +<tr> + <td align="left"><br />Criss-cross Goal</td><td align="right" valign="bottom"><a href='#Page_307'>307</a></td> +</tr> +<tr> + <td align="left"><br />Target Toss</td><td align="right" valign="bottom"><a href='#Page_315'>315</a></td> +</tr> +<tr> + <td align="left">Teacher and Class</td><td align="right"><a href='#Page_316'>316</a></td> +</tr> +</table></div> + +<br /> +<h4>GAMES FOR EITHER BALLS OR BEAN BAGS</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Ball or Bean Bag Games for Summer Camp"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">All Run</td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left">Arch Ball</td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left"><br />Call Ball</td><td align="right" valign="bottom"><a href='#Page_338'>338</a></td> +</tr> +<tr> + <td align="left">Center Catch Ball</td><td align="right"><a href='#Page_355'>355</a></td> +</tr> +<tr> + <td align="left">Circle Ball</td><td align="right"><a href='#Page_356'>356</a></td> +</tr> +<tr> + <td align="left">Club Bowls</td><td align="right"><a href='#Page_359'>359</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Center Club Bowls</span></td><td align="right"><a href='#Page_355'>355</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Club Bowls (Double)</span></td><td align="right"><a href='#Page_385'>385</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Club Bowls (Single)</span></td><td align="right"><a href='#Page_386'>386</a></td> +</tr> +<tr> + <td align="left"><br />Dodgeball</td><td align="right"><a href='#Page_363'>363</a></td> +</tr> +<tr> + <td align="left"><br />Over and Under Relay</td><td align="right" valign="bottom"><a href='#Page_392'>392</a></td> +</tr> +<tr> + <td align="left"><br />Ring Call Ball</td><td align="right" valign="bottom"><a href='#Page_399'>399</a></td> +</tr> +<tr> + <td align="left">Round Ball</td><td align="right"><a href='#Page_401'>401</a></td> +</tr> +<tr> + <td align="left"><br /><b>Zigzag Games</b></td><td align="right" valign="bottom"><a href='#Page_419'>419</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Zigzag—I</span></td><td align="right"><a href='#Page_421'>421</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Zigzag—II</span></td><td align="right"><a href='#Page_422'>422</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Line Zigzag—III</span></td><td align="right"><a href='#Page_423'>423</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Zigzag Overhead Toss</span></td><td align="right"><a href='#Page_424'>424</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">Circle Zigzag</span></td><td align="right"><a href='#Page_419'>419</a></td> +</tr> +</table></div> + +<br /> +<p><span class='pagenum'><a name="Page_443" id="Page_443">[443]</a></span></p> +<h4>BALL GAMES</h4> + + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Ball Games for Summer Camp"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">All Run</td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left">Arch Ball</td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left">Arch Goal Ball</td><td align="right"><a href='#Page_323'>323</a></td> +</tr> +<tr> + <td align="left"><br />Ball Chase</td><td align="right" valign="bottom"><a href='#Page_324'>324</a></td> +</tr> +<tr> + <td align="left">Balloon Goal</td><td align="right"><a href='#Page_326'>326</a></td> +</tr> +<tr> + <td align="left">Ball Puss</td><td align="right"><a href='#Page_327'>327</a></td> +</tr> +<tr> + <td align="left">Ball Stand</td><td align="right"><a href='#Page_328'>328</a></td> +</tr> +<tr> + <td align="left">Basket Ball Distance Throw</td><td align="right"><a href='#Page_329'>329</a></td> +</tr> +<tr> + <td align="left">Battle Ball</td><td align="right"><a href='#Page_331'>331</a></td> +</tr> +<tr> + <td align="left">Bombardment</td><td align="right"><a href='#Page_334'>334</a></td> +</tr> +<tr> + <td align="left">Boundary Ball</td><td align="right"><a href='#Page_335'>335</a></td> +</tr> +<tr> + <td align="left">Bound Ball</td><td align="right"><a href='#Page_336'>336</a></td> +</tr> +<tr> + <td align="left"><br />Call Ball</td><td align="right" valign="bottom"><a href='#Page_338'>338</a></td> +</tr> +<tr> + <td align="left">Captain Ball—I</td><td align="right"><a href='#Page_339'>339</a></td> +</tr> +<tr> + <td align="left">Captain Ball—II</td><td align="right"><a href='#Page_341'>341</a></td> +</tr> +<tr> + <td align="left">Captain Ball—III</td><td align="right"><a href='#Page_344'>344</a></td> +</tr> +<tr> + <td align="left"><div class="indexbox"><div class="indexindent">(<i>See</i> Emperor Ball, + Progressive Captain Ball, + and Schoolroom Captain Ball.)</div></div></td> +</tr> +<tr> + <td align="left">Center Base</td><td align="right"><a href='#Page_354'>354</a></td> +</tr> +<tr> + <td align="left">Center Catch Ball</td><td align="right"><a href='#Page_355'>355</a></td> +</tr> +<tr> + <td align="left">Center Club Bowls</td><td align="right"><a href='#Page_355'>355</a></td> +</tr> +<tr> + <td align="left">Circle Ball</td><td align="right"><a href='#Page_356'>356</a></td> +</tr> +<tr> + <td align="left">Circle Club Bowls</td><td align="right"><a href='#Page_357'>357</a></td> +</tr> +<tr> + <td align="left">Corner Ball</td><td align="right"><a href='#Page_359'>359</a></td> +</tr> +<tr> + <td align="left">Curtain Ball</td><td align="right"><a href='#Page_361'>361</a></td> +</tr> +<tr> + <td align="left"><br />Dead Ball</td><td align="right" valign="bottom"><a href='#Page_362'>362</a></td> +</tr> +<tr> + <td align="left">Dodgeball</td><td align="right"><a href='#Page_363'>363</a></td> +</tr> +<tr> + <td align="left">Double Corner Ball</td><td align="right"><a href='#Page_370'>370</a></td> +</tr> +<tr> + <td align="left">Drive Ball</td><td align="right"><a href='#Page_375'>375</a></td> +</tr> +<tr> + <td align="left"><br />Emperor Ball</td><td align="right" valign="bottom"><a href='#Page_346'>346</a></td> +</tr> +<tr> + <td align="left"><br />Fist Ball</td><td align="right" valign="bottom"><a href='#Page_376'>376</a></td> +</tr> +<tr> + <td align="left">Football Tag</td><td align="right"><a href='#Page_379'>379</a></td> +</tr> +<tr> + <td align="left"><br />Hand Ball Drill—I (Elementary)</td><td align="right" valign="bottom"><a href='#Page_380'>380</a></td> +</tr> +<tr> + <td align="left">Hand Ball Drill—II</td><td align="right" valign="bottom"><a href='#Page_381'>381</a></td> +</tr> +<tr> + <td align="left">Hand Football</td><td align="right"><a href='#Page_382'>382</a></td> +</tr> +<tr> + <td align="left"><br />Line Ball</td><td align="right" valign="bottom"><a href='#Page_384'>384</a></td> +</tr> +<tr> + <td align="left">Line Club Bowls (Double)</td><td align="right"><a href='#Page_385'>385</a></td> +</tr> +<tr> + <td align="left">Line Club Bowls (Single)</td><td align="right"><a href='#Page_386'>386</a></td> +</tr> +<tr> + <td align="left">Line Zigzag</td><td align="right"><a href='#Page_421'>421</a>-<a href='#Page_423'>423</a></td> +</tr> +<tr> + <td align="left"><br />Mount Ball</td><td align="right" valign="bottom"><a href='#Page_387'>387</a></td> +</tr> +<tr> + <td align="left"><br />Nine-court Basket Ball</td><td align="right" valign="bottom"><a href='#Page_388'>388</a></td> +</tr> +<tr> + <td align="left"><br />Over and Under Relay</td><td align="right" valign="bottom"><a href='#Page_392'>392</a></td> +</tr> +<tr> + <td align="left"><br />Pass Ball Relay</td><td align="right" valign="bottom"><a href='#Page_395'>395</a></td> +</tr> +<tr> + <td align="left">Pig in a Hole</td><td align="right"><a href='#Page_397'>397</a></td> +</tr> +<tr> + <td align="left">Progressive Captain Ball</td><td align="right"><a href='#Page_349'>349</a></td> +</tr> +<tr> + <td align="left"><br />Ring Call Ball</td><td align="right" valign="bottom"><a href='#Page_399'>399</a></td> +</tr> +<tr> + <td align="left">Roley Poley</td><td align="right"><a href='#Page_399'>399</a></td> +</tr> +<tr> + <td align="left">Round Ball</td><td align="right"><a href='#Page_401'>401</a></td> +</tr> +<tr> + <td align="left">Russian Hole Ball</td><td align="right"><a href='#Page_401'>401</a></td> +</tr> +<tr> + <td align="left"><br />Square Ball</td><td align="right" valign="bottom"><a href='#Page_404'>404</a></td> +</tr> +<tr> + <td align="left">Stool Ball</td><td align="right"><a href='#Page_406'>406</a></td> +</tr> +<tr> + <td align="left">Stride Ball</td><td align="right"><a href='#Page_407'>407</a></td> +</tr> +<tr> + <td align="left"><br />Ten Trips</td><td align="right" valign="bottom"><a href='#Page_408'>408</a></td> +</tr> +<tr> + <td align="left">Tether Ball</td><td align="right"><a href='#Page_409'>409</a></td> +</tr> +<tr> + <td align="left">Three Holes</td><td align="right"><a href='#Page_411'>411</a></td> +</tr> +<tr> + <td align="left">Toss Ball</td><td align="right"><a href='#Page_412'>412</a></td> +</tr> +<tr> + <td align="left">Tree Ball</td><td align="right"><a href='#Page_413'>413</a></td> +</tr> +<tr> + <td align="left"><br />Volley Ball</td><td align="right" valign="bottom"><a href='#Page_413'>413</a></td> +</tr> +<tr> + <td align="left"><br />Wall Ball Drill</td><td align="right" valign="bottom"><a href='#Page_416'>416</a></td> +</tr> +<tr> + <td align="left">War</td><td align="right"><a href='#Page_417'>417</a></td> +</tr> +<tr> + <td align="left"><br />Zigzag Overhead Toss</td><td align="right" valign="bottom"><a href='#Page_424'>424</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">(<i>See also</i> Circle Zigzag.)</span></td> +</tr> +</table></div> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_444" id="Page_444">[444]</a></span></p> +<h2>HOUSE-PARTY AND COUNTRY-CLUB GAMES</h2> + + +<div class="blockquot"><p>The list of games offered under this heading is made with the +realization that the guests for such conditions may include +very young people and adults. No attempt is made to select +appropriate games for either, the choice being left for the +circumstances of any given occasion. While many of the games +are for indoors, most of them may be played out of doors, and a +few good chasing games for young people are included. An +especial effort has been made to secure for this list games +that utilize natural material, as leaves, grasses, trees, +stones, etc., and some snow games are given for winter days. +The so-called "quiet" games are not necessarily noiseless, but +are distinguished from active games by the players not moving +around.</p></div> + + + +<h4>ACTIVE GAMES</h4> + + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Active Games for House Parties"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">Animal Blind Man's Buff</td><td align="right"><a href='#Page_46'>46</a></td> +</tr> +<tr> + <td align="left">Arrow Chase</td><td align="right"><a href='#Page_47'>47</a></td> +</tr> +<tr> + <td align="left"><br />Balloon Goal</td><td align="right" valign="bottom"><a href='#Page_326'>326</a></td> +</tr> +<tr> + <td align="left">Barley Break</td><td align="right"><a href='#Page_48'>48</a></td> +</tr> +<tr> + <td align="left">Baste the Bear</td><td align="right"><a href='#Page_49'>49</a></td> +</tr> +<tr> + <td align="left">Black and White</td><td align="right"><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align="left">Blind Bell</td><td align="right"><a href='#Page_55'>55</a></td> +</tr> +<tr> + <td align="left">Blind Man's Buff</td><td align="right"><a href='#Page_55'>55</a></td> +</tr> +<tr> + <td align="left">Body Guard</td><td align="right"><a href='#Page_56'>56</a></td> +</tr> +<tr> + <td align="left"><br />Catch of Fish</td><td align="right" valign="bottom"><a href='#Page_61'>61</a></td> +</tr> +<tr> + <td align="left">Chickidy Hand</td><td align="right"><a href='#Page_67'>67</a></td> +</tr> +<tr> + <td align="left">Circle Race</td><td align="right"><a href='#Page_69'>69</a></td> +</tr> +<tr> + <td align="left">Club Snatch</td><td align="right"><a href='#Page_72'>72</a></td> +</tr> +<tr> + <td align="left">Curtain Ball</td><td align="right"><a href='#Page_361'>361</a></td> +</tr> +<tr> + <td align="left"><br />Dodgeball</td><td align="right" valign="bottom"><a href='#Page_363'>363</a></td> +</tr> +<tr> + <td align="left">Duck on a Rock</td><td align="right"><a href='#Page_81'>81</a></td> +</tr> +<tr> + <td align="left">Dumb-bell Tag</td><td align="right"><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align="left"><br />Every Man in his Own Den</td><td align="right" valign="bottom"><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align="left">Exchange</td><td align="right"><a href='#Page_84'>84</a></td> +</tr> +<tr> + <td align="left"><br />Follow the Leader</td><td align="right" valign="bottom"><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align="left">Fox and Geese</td><td align="right"><a href='#Page_92'>92</a></td> +</tr> +<tr> + <td align="left">Fox Trail</td><td align="right"><a href='#Page_93'>93</a>-<a href='#Page_95'>95</a></td> +</tr> +<tr> + <td align="left"><br />Going to Jerusalem</td><td align="right" valign="bottom"><a href='#Page_98'>98</a></td> +</tr> +<tr> + <td align="left"><br />Have you seen my Sheep?</td><td align="right" valign="bottom"><a href='#Page_102'>102</a></td> +</tr> +<tr> + <td align="left">Hide the Thimble</td><td align="right"><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align="left">Hill Dill</td><td align="right"><a href='#Page_105'>105</a></td> +</tr> +<tr> + <td align="left">Hound and Rabbit</td><td align="right"><a href='#Page_107'>107</a></td> +</tr> +<tr> + <td align="left">Hunt, The</td><td align="right"><a href='#Page_110'>110</a></td> +</tr> +<tr> + <td align="left">Hunt the Fox</td><td align="right"><a href='#Page_110'>110</a></td> +</tr> +<tr> + <td align="left"><br />I Spy</td><td align="right" valign="bottom"><a href='#Page_113'>113</a></td> +</tr> +<tr> + <td align="left"><br />Jacob and Rachel</td><td align="right" valign="bottom"><a href='#Page_115'>115</a></td> +</tr> +<tr> + <td align="left">Japanese Tag</td><td align="right"><a href='#Page_116'>116</a></td> +</tr> +<tr> + <td align="left"><br />Keep Moving</td><td align="right" valign="bottom"><a href='#Page_270'>270</a></td> +</tr> +<tr> + <td align="left"><br />Last Couple Out</td><td align="right" valign="bottom"><a href='#Page_125'>125</a></td> +</tr> +<tr> + <td align="left"><br />Maze Tag</td><td align="right" valign="bottom"><a href='#Page_131'>131</a></td> +</tr> +<tr> + <td align="left">Menagerie</td><td align="right"><a href='#Page_132'>132</a></td> +</tr> +<tr> + <td align="left">My Lady's Toilet</td><td align="right"><a href='#Page_138'>138</a></td> +</tr> +<tr> + <td align="left"><br />Odd Man's Cap</td><td align="right" valign="bottom"><a href='#Page_140'>140</a></td> +</tr> +<tr> + <td align="left">Old Woman from the Wood</td><td align="right"><a href='#Page_143'>143</a></td> +</tr> +<tr> + <td align="left"><br />Partner Tag</td><td align="right" valign="bottom"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pebble Chase</td><td align="right"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pinch-o</td><td align="right"><a href='#Page_146'>146</a></td> +</tr> +<tr> + <td align="left">Pitch Pebble</td><td align="right"><a href='#Page_147'>147</a></td> +</tr> +<tr> + <td align="left">Poison</td><td align="right"><a href='#Page_148'>148</a></td> +</tr> +<tr> + <td align="left">Poor Pussy</td><td align="right"><a href='#Page_150'>150</a></td> +</tr> +<tr> + <td align="left">Potato Shuttle Relay</td><td align="right"><a href='#Page_154'>154</a></td> +</tr> +<tr> + <td align="left">Potato Spoon Race</td><td align="right"><a href='#Page_155'>155</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base—I-V</td><td align="right"><a href='#Page_157'>157</a>-<a href='#Page_161'>161</a></td> +</tr> +<tr> + <td align="left">Puss in a Corner</td><td align="right"><a href='#Page_163'>163</a></td> +</tr> +<tr> + <td align="left"><br />Ring-a-lievio</td><td align="right" valign="bottom"><a href='#Page_166'>166</a></td> +</tr> +<tr> + <td align="left">Rolling Target</td><td align="right"><a href='#Page_169'>169</a></td> +</tr> +<tr> + <td align="left">Run, Sheep, Run!</td><td align="right"><a href='#Page_170'>170</a></td> +</tr> +<tr> + <td align="left">Russian Hole Ball</td><td align="right"><a href='#Page_401'>401</a></td> +</tr> +<tr> + <td align="left"><br />Sardines</td><td align="right" valign="bottom"><a href='#Page_172'>172</a></td> +</tr> +<tr> + <td align="left">Single Relay Race</td><td align="right"><a href='#Page_175'>175</a></td> +</tr> +<tr> + <td align="left">Slap Catch</td><td align="right"><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align="left">Slipper Slap</td><td align="right"><a href='#Page_179'>179</a></td> +</tr> +<tr> + <td align="left">Snow Dart</td><td align="right"><a href='#Page_181'>181</a></td> +</tr> +<tr> + <td align="left">Snow Snake</td><td align="right"><a href='#Page_182'>182</a></td> +</tr> +<tr> + <td align="left">Spin the Platter</td><td align="right"><a href='#Page_183'>183</a></td> +</tr> +<tr> + <td align="left"><span style="margin-left: 1em;">(<i>See also</i> My Lady's Toilet.)</span></td> +</tr> +<tr> + <td align="left">Stage Coach</td><td align="right"><a href='#Page_185'>185</a></td> +</tr> +<tr> + <td align="left">Stake Guard</td><td align="right"><a href='#Page_186'>186</a></td> +</tr> +<tr> + <td align="left">Stealing Sticks</td><td align="right"><a href='#Page_188'>188</a></td> +</tr> +<tr> + <td align="left">Still Pond, No More Moving</td><td align="right"><a href='#Page_189'>189</a></td> +</tr> +<tr> + <td align="left">Sun Dial</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left"><br />Tag</td><td align="right" valign="bottom"><a href='#Page_190'>190</a>-<a href='#Page_192'>192</a></td> +</tr> +<tr> + <td align="left">Tether Ball</td><td align="right"><a href='#Page_409'>409</a></td> +</tr> +<tr> + <td align="left">Thimble Ring</td><td align="right"><a href='#Page_194'>194</a></td> +</tr> +<tr> + <td align="left">Third Man</td><td align="right"><a href='#Page_194'>194</a></td> +</tr> +<tr> + <td align="left">Three Deep</td><td align="right"><a href='#Page_196'>196</a></td> +</tr> +<tr> + <td align="left">Trades</td><td align="right"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left">Tree Party</td><td align="right"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left">Triple Change</td><td align="right"><a href='#Page_200'>200</a></td> +</tr> +<tr> + <td align="left"><br />Wee Bologna Man</td><td align="right" valign="bottom"><a href='#Page_204'>204</a></td> +</tr> +<tr> + <td align="left">Who goes round my Stone Wall? </td><td align="right"><a href='#Page_206'>206</a></td> +</tr> +<tr> + <td align="left">Wood Tag</td><td align="right"><a href='#Page_209'>209</a></td> +</tr> +</table></div> + + +<p><span class='pagenum'><a name="Page_445" id="Page_445">[445]</a></span></p> +<br /> +<h4>QUIET GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Quiet Games for House Parties"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">Author's Initials</td><td align="right"><a href='#Page_213'>213</a></td> +</tr> +<tr> + <td align="left"><br />"B" Game, The</td><td align="right" valign="bottom"><a href='#Page_213'>213</a></td> +</tr> +<tr> + <td align="left">Bargain Counter</td><td align="right"><a href='#Page_214'>214</a></td> +</tr> +<tr> + <td align="left">Beast, Bird, or Fish</td><td align="right"><a href='#Page_215'>215</a></td> +</tr> +<tr> + <td align="left">Buzz</td><td align="right"><a href='#Page_216'>216</a></td> +</tr> +<tr> + <td align="left"><br />Cake Sale</td><td align="right" valign="bottom"><a href='#Page_216'>216</a></td> +</tr> +<tr> + <td align="left">Cat Party</td><td align="right"><a href='#Page_217'>217</a></td> +</tr> +<tr> + <td align="left">Crambo</td><td align="right"><a href='#Page_218'>218</a></td> +</tr> +<tr> + <td align="left">Cross Questions</td><td align="right"><a href='#Page_219'>219</a></td> +</tr> +<tr> + <td align="left"><br />Dumb Crambo</td><td align="right" valign="bottom"><a href='#Page_219'>219</a></td> +</tr> +<tr> + <td align="left"><br />Find the Ring</td><td align="right" valign="bottom"><a href='#Page_220'>220</a></td> +</tr> +<tr> + <td align="left">Flower Match</td><td align="right"><a href='#Page_220'>220</a></td> +</tr> +<tr> + <td align="left"><br />Grass Blade</td><td align="right" valign="bottom"><a href='#Page_221'>221</a></td> +</tr> +<tr> + <td align="left"><br />Hen Roost</td><td align="right" valign="bottom"><a href='#Page_223'>223</a></td> +</tr> +<tr> + <td align="left">Horns</td><td align="right"><a href='#Page_223'>223</a></td> +</tr> +<tr> + <td align="left"><br />Initials</td><td align="right" valign="bottom"><a href='#Page_224'>224</a></td> +</tr> +<tr> + <td align="left"><br />Leaf by Leaf</td><td align="right" valign="bottom"><a href='#Page_225'>225</a></td> +</tr> +<tr> + <td align="left">Literary Lore</td><td align="right"><a href='#Page_225'>225</a></td> +</tr> +<tr> + <td align="left">London</td><td align="right"><a href='#Page_226'>226</a></td> +</tr> +<tr> + <td align="left"><br />Minister's Cat, The</td><td align="right" valign="bottom"><a href='#Page_227'>227</a></td> +</tr> +<tr> + <td align="left">Music Box</td><td align="right"><a href='#Page_228'>228</a></td> +</tr> +<tr> + <td align="left">My Lady's Lap Dog</td><td align="right"><a href='#Page_228'>228</a></td> +</tr> +<tr> + <td align="left"><br />Naughts and Crosses</td><td align="right" valign="bottom"><a href='#Page_229'>229</a></td> +</tr> +<tr> + <td align="left"><br />Penny Wise</td><td align="right" valign="bottom"><a href='#Page_230'>230</a></td> +</tr> +<tr> + <td align="left">Planting a Garden</td><td align="right"><a href='#Page_231'>231</a></td> +</tr> +<tr> + <td align="left">Prince of Paris</td><td align="right"><a href='#Page_232'>232</a></td> +</tr> +<tr> + <td align="left"><br />Recognition</td><td align="right" valign="bottom"><a href='#Page_233'>233</a></td> +</tr> +<tr> + <td align="left"><br />Scat</td><td align="right" valign="bottom"><a href='#Page_234'>234</a></td> +</tr> +<tr> + <td align="left">Seeking for Gold</td><td align="right"><a href='#Page_234'>234</a></td> +</tr> +<tr> + <td align="left">Shakespearean Romance, A</td><td align="right"><a href='#Page_235'>235</a></td> +</tr> +<tr> + <td align="left">Simon Says</td><td align="right"><a href='#Page_235'>235</a></td> +</tr> +<tr> + <td align="left">Sketches</td><td align="right"><a href='#Page_236'>236</a></td> +</tr> +<tr> + <td align="left"><br />Tidbits Farmer</td><td align="right" valign="bottom"><a href='#Page_237'>237</a></td> +</tr> +<tr> + <td align="left">Tip Tap Toe</td><td align="right"><a href='#Page_237'>237</a></td> +</tr> +<tr> + <td align="left"><br />Up, Jenkins!</td><td align="right" valign="bottom"><a href='#Page_239'>239</a></td> +</tr> +<tr> + <td align="left"><br />What is my Thought Like?</td><td align="right" valign="bottom"><a href='#Page_240'>240</a></td> +</tr> +<tr> + <td align="left">Woodland Lovers, The</td><td align="right"><a href='#Page_241'>241</a></td> +</tr> +<tr> + <td align="left"><br />Zoo, The</td><td align="right" valign="bottom"><a href='#Page_242'>242</a></td> +</tr> +</table></div> + + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_446" id="Page_446">[446]</a></span></p> +<h2>GAMES FOR CHILDREN'S PARTIES</h2> + + +<div class="blockquot"><p>The games in this list are mainly for children from four to ten +or twelve years of age. They are suitable both for indoors and +the lawn. While most of them call for only a mild form of +exercise, a few of the more lively running games are included. +The so-called quiet games are not necessarily noiseless, but +are distinguished from active games in which the players move +around.</p></div> + + + +<h4>ACTIVE GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Active Games for Children's Parties"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">All-up Relay</td><td align="right"><a href='#Page_45'>45</a></td> +</tr> +<tr> + <td align="left">Animal Blind Man's Buff</td><td align="right"><a href='#Page_46'>46</a></td> +</tr> +<tr> + <td align="left">Animal Chase</td><td align="right"><a href='#Page_46'>46</a></td> +</tr> +<tr> + <td align="left"><br />Barley Break</td><td align="right" valign="bottom"><a href='#Page_48'>48</a></td> +</tr> +<tr> + <td align="left">Baste the Bear</td><td align="right"><a href='#Page_49'>49</a></td> +</tr> +<tr> + <td align="left">Bird Catcher, The</td><td align="right"><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align="left">Black and White</td><td align="right"><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align="left">Blind Man's Buff</td><td align="right"><a href='#Page_55'>55</a></td> +</tr> +<tr> + <td align="left">Blind Bell</td><td align="right"><a href='#Page_55'>55</a></td> +</tr> +<tr> + <td align="left">Body Guard</td><td align="right"><a href='#Page_56'>56</a></td> +</tr> +<tr> + <td align="left">Bunch of Ivy</td><td align="right"><a href='#Page_57'>57</a></td> +</tr> +<tr> + <td align="left"><br />Cat and Rat</td><td align="right" valign="bottom"><a href='#Page_60'>60</a></td> +</tr> +<tr> + <td align="left">Catch the Cane</td><td align="right"><a href='#Page_62'>62</a></td> +</tr> +<tr> + <td align="left">Catch of Fish</td><td align="right"><a href='#Page_61'>61</a></td> +</tr> +<tr> + <td align="left">Charley over the Water</td><td align="right"><a href='#Page_65'>65</a></td> +</tr> +<tr> + <td align="left">Club Snatch</td><td align="right"><a href='#Page_72'>72</a></td> +</tr> +<tr> + <td align="left">Crossing the Brook</td><td align="right"><a href='#Page_74'>74</a></td> +</tr> +<tr> + <td align="left"><br />Do This, Do That</td><td align="right" valign="bottom"><a href='#Page_75'>75</a></td> +</tr> +<tr> + <td align="left">Drop the Handkerchief</td><td align="right"><a href='#Page_80'>80</a></td> +</tr> +<tr> + <td align="left">Dumb-bell Tag</td><td align="right"><a href='#Page_83'>83</a></td> +</tr> +<tr> + <td align="left"><br />Exchange</td><td align="right" valign="bottom"><a href='#Page_84'>84</a></td> +</tr> +<tr> + <td align="left"><br />Farmer is Coming, The</td><td align="right" valign="bottom"><a href='#Page_85'>85</a></td> +</tr> +<tr> + <td align="left">Flowers and the Wind, The</td><td align="right"><a href='#Page_87'>87</a></td> +</tr> +<tr> + <td align="left">Follow Chase</td><td align="right"><a href='#Page_88'>88</a></td> +</tr> +<tr> + <td align="left">Follow the Leader</td><td align="right"><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align="left">Fox and Geese</td><td align="right"><a href='#Page_92'>92</a></td> +</tr> +<tr> + <td align="left">Fox and Squirrel</td><td align="right"><a href='#Page_93'>93</a></td> +</tr> +<tr> + <td align="left"><br />Garden Scamp</td><td align="right" valign="bottom"><a href='#Page_97'>97</a></td> +</tr> +<tr> + <td align="left">Going to Jerusalem</td><td align="right"><a href='#Page_98'>98</a></td> +</tr> +<tr> + <td align="left">Good Morning</td><td align="right"><a href='#Page_99'>99</a></td> +</tr> +<tr> + <td align="left">Guess Who</td><td align="right"><a href='#Page_100'>100</a></td> +</tr> +<tr> + <td align="left">Gypsy, The</td><td align="right"><a href='#Page_101'>101</a></td> +</tr> +<tr> + <td align="left"><br />Have you seen my Sheep?</td><td align="right" valign="bottom"><a href='#Page_102'>102</a></td> +</tr> +<tr> + <td align="left">Hide and Seek</td><td align="right"><a href='#Page_103'>103</a></td> +</tr> +<tr> + <td align="left">Hide the Thimble</td><td align="right"><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align="left">High Windows</td><td align="right"><a href='#Page_104'>104</a></td> +</tr> +<tr> + <td align="left">Hopping Relay Race</td><td align="right"><a href='#Page_106'>106</a></td> +</tr> +<tr> + <td align="left">Hound and Rabbit</td><td align="right"><a href='#Page_107'>107</a></td> +</tr> +<tr> + <td align="left">How Many Miles to Babylon?</td><td align="right"><a href='#Page_108'>108</a></td> +</tr> +<tr> + <td align="left">Huckle, Buckle, Bean Stalk</td><td align="right"><a href='#Page_109'>109</a></td> +</tr> +<tr> + <td align="left">Hunt the Slipper</td><td align="right"><a href='#Page_111'>111</a></td> +</tr> +<tr> + <td align="left"><br />I Spy</td><td align="right" valign="bottom"><a href='#Page_113'>113</a></td> +</tr> +<tr> + <td align="left">I say, "Stoop!"</td><td align="right"><a href='#Page_113'>113</a></td> +</tr> +<tr> + <td align="left"><br />Jack be Nimble</td><td align="right" valign="bottom"><a href='#Page_114'>114</a></td> +</tr> +<tr> + <td align="left">Jacob and Rachel</td><td align="right"><a href='#Page_115'>115</a></td> +</tr> +<tr> + <td align="left">Japanese Tag</td><td align="right"><a href='#Page_116'>116</a></td> +</tr> +<tr> + <td align="left"><br />Kaleidoscope</td><td align="right" valign="bottom"><a href='#Page_122'>122</a></td> +</tr> +<tr> + <td align="left"><br />Lady of the Land</td><td align="right" valign="bottom"><a href='#Page_123'>123</a></td> +</tr> +<tr> + <td align="left">Lame Fox and Chickens</td><td align="right"><a href='#Page_124'>124</a></td> +</tr> +<tr> + <td align="left">Last Couple Out</td><td align="right"><a href='#Page_125'>125</a></td> +</tr> +<tr> + <td align="left">Letting Out the Doves</td><td align="right"><a href='#Page_129'>129</a></td> +</tr> +<tr> + <td align="left">Lost Child, The</td><td align="right"><a href='#Page_130'>130</a></td> +</tr> +<tr> + <td align="left"><br />Maze Tag</td><td align="right" valign="bottom"><a href='#Page_131'>131</a></td> +</tr> +<tr> + <td align="left">Menagerie</td><td align="right"><a href='#Page_132'>132</a></td> +</tr> +<tr> + <td align="left">Midnight</td><td align="right"><a href='#Page_133'>133</a></td> +</tr> +<tr> + <td align="left">Mother, may I go out to Play? </td><td align="right"><a href='#Page_134'>134</a></td> +</tr> +<tr> + <td align="left">Mother, Mother, the Pot boils Over </td><td align="right"><a href='#Page_135'>135</a></td> +</tr> +<tr> + <td align="left">My Lady's Toilet</td><td align="right"><a href='#Page_138'>138</a></td> +</tr> +<tr> + <td align="left"><br />Numbers Change</td><td align="right" valign="bottom"><a href='#Page_139'>139</a></td> +</tr> +<tr> + <td align="left"><br />Observation</td><td align="right" valign="bottom"><a href='#Page_139'>139</a></td> +</tr> +<tr> + <td align="left">Odd Man's Cap</td><td align="right"><a href='#Page_140'>140</a></td> +</tr> +<tr> + <td align="left">Old Buzzard</td><td align="right"><a href='#Page_141'>141</a></td> +</tr> +<tr> + <td align="left">Old Woman from the Wood</td><td align="right"><a href='#Page_143'>143</a></td> +</tr> +<tr> + <td align="left"><br />Partner Tag</td><td align="right" valign="bottom"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pebble Chase</td><td align="right"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pinch-o</td><td align="right"><a href='#Page_146'>146</a></td> +</tr> +<tr> + <td align="left">Potato Shuttle Relay</td><td align="right"><a href='#Page_154'>154</a></td> +</tr> +<tr> + <td align="left">Potato Spoon Race</td><td align="right"><a href='#Page_155'>155</a></td> +</tr> +<tr> + <td align="left">Puss in the Circle</td><td align="right"><a href='#Page_164'>164</a></td> +</tr> +<tr> + <td align="left">Puss in a Corner</td><td align="right"><a href='#Page_163'>163</a></td> +</tr> +<tr> + <td align="left"><br />Railroad Train</td><td align="right" valign="bottom"><a href='#Page_164'>164</a></td> +</tr> +<tr> + <td align="left">Ring Master</td><td align="right"><a href='#Page_167'>167</a></td> +</tr> +<tr> + <td align="left"><br />Sardines</td><td align="right" valign="bottom"><a href='#Page_172'>172</a></td> +</tr> +<tr> + <td align="left">Slap Catch</td><td align="right"><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align="left">Slap Jack</td><td align="right"><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align="left">Slipper Slap</td><td align="right"><a href='#Page_179'>179</a></td> +</tr> +<tr> + <td align="left">Spin the Platter</td><td align="right"><a href='#Page_183'>183</a></td> +</tr> +<tr> + <td align="left">Squirrel in Trees</td><td align="right"><a href='#Page_185'>185</a></td> +</tr> +<tr> + <td align="left">Step</td><td align="right"><a href='#Page_188'>188</a></td> +</tr> +<tr> + <td align="left">Still Pond, No More Moving</td><td align="right"><a href='#Page_189'>189</a></td> +</tr> +<tr> + <td align="left">Stoop Tag</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left">Sun Dial</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left"><br />Thimble Ring</td><td align="right" valign="bottom"><a href='#Page_194'>194</a></td> +</tr> +<tr> + <td align="left">Three Deep</td><td align="right"><a href='#Page_196'>196</a></td> +</tr> +<tr> + <td align="left">Trades</td><td align="right"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left">Tree Party</td><td align="right"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left"><br />Wee Bologna Man, The</td><td align="right" valign="bottom"><a href='#Page_204'>204</a></td> +</tr> +<tr> + <td align="left">What is my Thought Like?</td><td align="right"><a href='#Page_240'>240</a></td> +</tr> +<tr> + <td align="left">Who goes round my Stone Wall? </td><td align="right"><a href='#Page_206'>206</a></td> +</tr> +<tr> + <td align="left">Wood Tag</td><td align="right"><a href='#Page_209'>209</a></td> +</tr> +</table></div> + +<br /> +<p><span class='pagenum'><a name="Page_447" id="Page_447">[447]</a></span></p> +<h4>QUIET GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Quiet Games for Children's Parties"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">"B" Game, The</td><td align="right"><a href='#Page_213'>213</a></td> +</tr> +<tr> + <td align="left">Beast, Bird, and Fish</td><td align="right"><a href='#Page_215'>215</a></td> +</tr> +<tr> + <td align="left">Buzz</td><td align="right"><a href='#Page_216'>216</a></td> +</tr> +<tr> + <td align="left"><br />Cross Questions</td><td align="right" valign="bottom"><a href='#Page_219'>219</a></td> +</tr> +<tr> + <td align="left"><br />Dumb Crambo</td><td align="right" valign="bottom"><a href='#Page_219'>219</a></td> +</tr> +<tr> + <td align="left"><br />Find the Ring</td><td align="right" valign="bottom"><a href='#Page_220'>220</a></td> +</tr> +<tr> + <td align="left">Flower Match</td><td align="right"><a href='#Page_220'>220</a></td> +</tr> +<tr> + <td align="left"><br />Grass Blade</td><td align="right" valign="bottom"><a href='#Page_221'>221</a></td> +</tr> +<tr> + <td align="left"><br />Hen Roost</td><td align="right" valign="bottom"><a href='#Page_223'>223</a></td> +</tr> +<tr> + <td align="left">Horns</td><td align="right"><a href='#Page_223'>223</a></td> +</tr> +<tr> + <td align="left"><br />Keep Moving</td><td align="right" valign="bottom"><a href='#Page_270'>270</a></td> +</tr> +<tr> + <td align="left"><br />Leaf by Leaf</td><td align="right" valign="bottom"><a href='#Page_225'>225</a></td> +</tr> +<tr> + <td align="left">Literary Lore</td><td align="right"><a href='#Page_225'>225</a></td> +</tr> +<tr> + <td align="left">London</td><td align="right"><a href='#Page_226'>226</a></td> +</tr> +<tr> + <td align="left"><br />Minister's Cat, The</td><td align="right" valign="bottom"><a href='#Page_227'>227</a></td> +</tr> +<tr> + <td align="left">Music Box</td><td align="right"><a href='#Page_228'>228</a></td> +</tr> +<tr> + <td align="left">My Lady's Lap Dog</td><td align="right"><a href='#Page_228'>228</a></td> +</tr> +<tr> + <td align="left"><br />Naughts and Crosses</td><td align="right" valign="bottom"><a href='#Page_229'>229</a></td> +</tr> +<tr> + <td align="left"><br />Penny Wise</td><td align="right" valign="bottom"><a href='#Page_230'>230</a></td> +</tr> +<tr> + <td align="left">Planting a Garden</td><td align="right"><a href='#Page_231'>231</a></td> +</tr> +<tr> + <td align="left">Poor Pussy</td><td align="right"><a href='#Page_150'>150</a></td> +</tr> +<tr> + <td align="left">Prince of Paris</td><td align="right"><a href='#Page_232'>232</a></td> +</tr> +<tr> + <td align="left"><br />Simon Says</td><td align="right" valign="bottom"><a href='#Page_235'>235</a></td> +</tr> +<tr> + <td align="left"><br />Tip, Tap, Toe</td><td align="right" valign="bottom"><a href='#Page_237'>237</a></td> +</tr> +<tr> + <td align="left"><br />Up, Jenkins!</td><td align="right" valign="bottom"><a href='#Page_239'>239</a></td> +</tr> +<tr> + <td align="left"><br />What is my Thought Like?</td><td align="right" valign="bottom"><a href='#Page_240'>240</a></td> +</tr> +<tr> + <td align="left"><br />Zoo, The</td><td align="right" valign="bottom"><a href='#Page_242'>242</a></td> +</tr> +</table></div> + +<br /> +<h4>SINGING GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Singing Games for Children's Parties"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">Did you ever see a Lassie?</td><td align="right"><a href='#Page_261'>261</a></td> +</tr> +<tr> + <td align="left">Draw a Bucket of Water</td><td align="right"><a href='#Page_263'>263</a></td> +</tr> +<tr> + <td align="left">Duck Dance, The</td><td align="right"><a href='#Page_264'>264</a></td> +</tr> +<tr> + <td align="left"><br />Farmer in the Dell</td><td align="right" valign="bottom"><a href='#Page_265'>265</a></td> +</tr> +<tr> + <td align="left"><br />Hunting</td><td align="right" valign="bottom"><a href='#Page_267'>267</a></td> +</tr> +<tr> + <td align="left"><br />Itisket, Itasket</td><td align="right" valign="bottom"><a href='#Page_268'>268</a></td> +</tr> +<tr> + <td align="left"><br />Kitty White</td><td align="right" valign="bottom"><a href='#Page_274'>274</a></td> +</tr> +<tr> + <td align="left"><br />Leaves are Green</td><td align="right" valign="bottom"><a href='#Page_276'>276</a></td> +</tr> +<tr> + <td align="left">London Bridge</td><td align="right"><a href='#Page_278'>278</a></td> +</tr> +<tr> + <td align="left">Looby Loo</td><td align="right"><a href='#Page_280'>280</a></td> +</tr> +<tr> + <td align="left"><br />Muffin Man</td><td align="right" valign="bottom"><a href='#Page_282'>282</a></td> +</tr> +<tr> + <td align="left">Mulberry Bush</td><td align="right"><a href='#Page_283'>283</a></td> +</tr> +<tr> + <td align="left"><br />Nuts in May</td><td align="right" valign="bottom"><a href='#Page_285'>285</a></td> +</tr> +<tr> + <td align="left"><br />Oats, Peas, Beans</td><td align="right" valign="bottom"><a href='#Page_287'>287</a></td> +</tr> +<tr> + <td align="left"><br />Round and Round the Village</td><td align="right" valign="bottom"><a href='#Page_290'>290</a></td> +</tr> +<tr> + <td align="left"><br />Snail</td><td align="right" valign="bottom"><a href='#Page_292'>292</a></td> +</tr> +</table></div> + +<br /> +<p><span class='pagenum'><a name="Page_448" id="Page_448">[448]</a></span></p> +<h4>BEAN BAG GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Bean Bag Games for Children's Parties"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">Bag Pile</td><td align="right"><a href='#Page_303'>303</a></td> +</tr> +<tr> + <td align="left">Bean Bag Board</td><td align="right"><a href='#Page_304'>304</a></td> +</tr> +<tr> + <td align="left">Bean Bag Box</td><td align="right"><a href='#Page_305'>305</a></td> +</tr> +<tr> + <td align="left">Bean Bag Circle Toss</td><td align="right"><a href='#Page_305'>305</a></td> +</tr> +<tr> + <td align="left">Bean Bag Ring Throw</td><td align="right"><a href='#Page_306'>306</a></td> +</tr> +<tr> + <td align="left"><br />Target Toss</td><td align="right" valign="bottom"><a href='#Page_315'>315</a></td> +</tr> +<tr> + <td align="left">Teacher and Class</td><td align="right"><a href='#Page_316'>316</a></td> +</tr> +<tr> + <td align="left"><br />Zigzag Games</td><td align="right" valign="bottom"><a href='#Page_419'>419</a></td> +</tr> +</table></div> + +<br /> +<h4>BALL GAMES</h4> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Ball Games for Children's Parties"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">Balloon Ball</td><td align="right"><a href='#Page_325'>325</a></td> +</tr> +<tr> + <td align="left">Balloon Goal</td><td align="right"><a href='#Page_326'>326</a></td> +</tr> +<tr> + <td align="left"><br />Call Ball</td><td align="right" valign="bottom"><a href='#Page_338'>338</a></td> +</tr> +<tr> + <td align="left">Center Catch Ball</td><td align="right"><a href='#Page_355'>355</a></td> +</tr> +<tr> + <td align="left">Circle Ball</td><td align="right"><a href='#Page_356'>356</a></td> +</tr> +<tr> + <td align="left"><br />Ring Call Ball</td><td align="right" valign="bottom"><a href='#Page_399'>399</a></td> +</tr> +<tr> + <td align="left"><br />Round Ball</td><td align="right" valign="bottom"><a href='#Page_401'>401</a></td> +</tr> +<tr> + <td align="left"><br />Zigzag Games</td><td align="right" valign="bottom"><a href='#Page_419'>419</a></td> +</tr> +</table></div> + +<br /> +<h4>GAMES FOR EITHER BALLS OR BEAN BAGS</h4> +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Ball or Bean Bag Games for Children's Parties"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">All Run</td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left">Arch Ball</td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left"><br />Call Ball</td><td align="right" valign="bottom"><a href='#Page_338'>338</a></td> +</tr> +<tr> + <td align="left">Center Catch Ball</td><td align="right"><a href='#Page_355'>355</a></td> +</tr> +<tr> + <td align="left">Circle Ball</td><td align="right"><a href='#Page_356'>356</a></td> +</tr> +<tr> + <td align="left">Club Bowls</td><td align="right"><a href='#Page_359'>359</a></td> +</tr> +<tr> + <td align="left">Corner Spry</td><td align="right"><a href='#Page_360'>360</a></td> +</tr> +<tr> + <td align="left"><br />Dodgeball</td><td align="right" valign="bottom"><a href='#Page_363'>363</a></td> +</tr> +<tr> + <td align="left"><br />Over and Under Relay</td><td align="right" valign="bottom"><a href='#Page_392'>392</a></td> +</tr> +<tr> + <td align="left">Overtake</td><td align="right"><a href='#Page_393'>393</a></td> +</tr> +<tr> + <td align="left"><br />Ring Call Ball</td><td align="right" valign="bottom"><a href='#Page_399'>399</a></td> +</tr> +<tr> + <td align="left">Round Ball</td><td align="right"><a href='#Page_401'>401</a></td> +</tr> +<tr> + <td align="left"><br />Zigzag Games</td><td align="right" valign="bottom"><a href='#Page_419'>419</a></td> +</tr> +</table></div> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_449" id="Page_449">[449]</a></span></p> +<h2>SEASHORE GAMES</h2> + + +<div class="blockquot"><p>An especial effort has been made to secure for this list games +that utilize pebbles, shells, stones, holes dug in the earth, +and diagrams drawn on the sand. Many games are given requiring +but little activity and suited to hot days; but there are also +a number of good running and chasing games suitable for a hard +beach. Games are given for both young and older players.</p></div> + +<div class='center'> +<table border="0" cellpadding="0" cellspacing="0" width="65%" summary="Seashore Games for Children's Parties"> +<colgroup><col width="80%"></col><col width="20%"></col></colgroup> + +<tr> + <td colspan="2" align='right'>PAGE</td> +</tr> +<tr> + <td align="left">All Run</td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left">Arch Ball</td><td align="right"><a href='#Page_321'>321</a></td> +</tr> +<tr> + <td align="left"><br />Ball Chase</td><td align="right" valign="bottom"><a href='#Page_324'>324</a></td> +</tr> +<tr> + <td align="left">Bean Bag Ring Throw</td><td align="right"><a href='#Page_306'>306</a></td> +</tr> +<tr> + <td align="left">Beast, Bird, or Fish</td><td align="right"><a href='#Page_215'>215</a></td> +</tr> +<tr> + <td align="left">Bird Catcher, The</td><td align="right"><a href='#Page_52'>52</a></td> +</tr> +<tr> + <td align="left">Boundary Ball</td><td align="right"><a href='#Page_335'>335</a></td> +</tr> +<tr> + <td align="left">Buying a Lock</td><td align="right"><a href='#Page_58'>58</a></td> +</tr> +<tr> + <td align="left">Buzz</td><td align="right"><a href='#Page_216'>216</a></td> +</tr> +<tr> + <td align="left"><br />Catch and Pull Tug of War</td><td align="right" valign="bottom"><a href='#Page_60'>60</a></td> +</tr> +<tr> + <td align="left">Center Catch Ball</td><td align="right"><a href='#Page_355'>355</a></td> +</tr> +<tr> + <td align="left">Centipede</td><td align="right"><a href='#Page_63'>63</a></td> +</tr> +<tr> + <td align="left">Chinese Chicken</td><td align="right"><a href='#Page_68'>68</a></td> +</tr> +<tr> + <td align="left">Circle Ball</td><td align="right"><a href='#Page_356'>356</a></td> +</tr> +<tr> + <td align="left">Clam Shell Combat</td><td align="right"><a href='#Page_71'>71</a></td> +</tr> +<tr> + <td align="left">Club Snatch</td><td align="right"><a href='#Page_72'>72</a></td> +</tr> +<tr> + <td align="left">Cross Questions</td><td align="right"><a href='#Page_219'>219</a></td> +</tr> +<tr> + <td align="left"><br />Did you ever see a Lassie?</td><td align="right" valign="bottom"><a href='#Page_261'>261</a></td> +</tr> +<tr> + <td align="left">Dodgeball</td><td align="right"><a href='#Page_363'>363</a></td> +</tr> +<tr> + <td align="left">Draw a Bucket of Water</td><td align="right"><a href='#Page_263'>263</a></td> +</tr> +<tr> + <td align="left">Duck Dance, The</td><td align="right"><a href='#Page_264'>264</a></td> +</tr> +<tr> + <td align="left">Duck on a Rock</td><td align="right"><a href='#Page_81'>81</a></td> +</tr> +<tr> + <td align="left">Dumb Crambo</td><td align="right"><a href='#Page_219'>219</a></td> +</tr> +<tr> + <td align="left"><br />Farmer in the Dell</td><td align="right" valign="bottom"><a href='#Page_265'>265</a></td> +</tr> +<tr> + <td align="left">Find the Ring</td><td align="right"><a href='#Page_220'>220</a></td> +</tr> +<tr> + <td align="left">Flower Match</td><td align="right"><a href='#Page_220'>220</a></td> +</tr> +<tr> + <td align="left">Follow the Leader</td><td align="right"><a href='#Page_89'>89</a></td> +</tr> +<tr> + <td align="left">Fox Trail, Double Rim</td><td align="right"><a href='#Page_93'>93</a></td> +</tr> +<tr> + <td align="left">Fox Trail, Single Rim</td><td align="right"><a href='#Page_95'>95</a></td> +</tr> +<tr> + <td align="left"><br />Grass Blade</td><td align="right" valign="bottom"><a href='#Page_221'>221</a></td> +</tr> +<tr> + <td align="left"><br />Hen Roost</td><td align="right" valign="bottom"><a href='#Page_223'>223</a></td> +</tr> +<tr> + <td align="left">Horns</td><td align="right"><a href='#Page_223'>223</a></td> +</tr> +<tr> + <td align="left">Hunting</td><td align="right"><a href='#Page_267'>267</a></td> +</tr> +<tr> + <td align="left">Hunt the Slipper</td><td align="right"><a href='#Page_111'>111</a></td> +</tr> +<tr> + <td align="left"><br />Itisket, Itasket</td><td align="right" valign="bottom"><a href='#Page_268'>268</a></td> +</tr> +<tr> + <td align="left"><br />Keep Moving</td><td align="right" valign="bottom"><a href='#Page_270'>270</a></td> +</tr> +<tr> + <td align="left">Kitty White</td><td align="right"><a href='#Page_274'>274</a></td> +</tr> +<tr> + <td align="left"><br />Lady of the Land</td><td align="right" valign="bottom"><a href='#Page_123'>123</a></td> +</tr> +<tr> + <td align="left">Leader and Footer</td><td align="right"><a href='#Page_127'>127</a></td> +</tr> +<tr> + <td align="left">Leapfrog Race</td><td align="right"><a href='#Page_129'>129</a></td> +</tr> +<tr> + <td align="left">Leaves are Green</td><td align="right"><a href='#Page_276'>276</a></td> +</tr> +<tr> + <td align="left">London</td><td align="right"><a href='#Page_226'>226</a></td> +</tr> +<tr> + <td align="left">London Bridge</td><td align="right"><a href='#Page_278'>278</a></td> +</tr> +<tr> + <td align="left">Looby Loo</td><td align="right"><a href='#Page_280'>280</a></td> +</tr> +<tr> + <td align="left"><br />Maze Tag</td><td align="right" valign="bottom"><a href='#Page_131'>131</a></td> +</tr> +<tr> + <td align="left">Minister's Cat, The</td><td align="right"><a href='#Page_227'>227</a></td> +</tr> +<tr> + <td align="left">Mother, may I go out to Play? </td><td align="right"> <a href='#Page_134'>134</a></td> +</tr> +<tr> + <td align="left">Mother, Mother, the Pot boils Over </td><td align="right"><a href='#Page_135'>135</a></td> +</tr> +<tr> + <td align="left">Muffin Man</td><td align="right"><a href='#Page_282'>282</a></td> +</tr> +<tr> + <td align="left">Mulberry Bush</td><td align="right"><a href='#Page_283'>283</a></td> +</tr> +<tr> + <td align="left">Music Box</td><td align="right"><a href='#Page_228'>228</a></td> +</tr> +<tr> + <td align="left">My Lady's Lap Dog</td><td align="right"><a href='#Page_228'>228</a></td> +</tr> +<tr> + <td align="left"><br />Naughts and Crosses</td><td align="right" valign="bottom"><a href='#Page_229'>229</a></td> +</tr> +<tr> + <td align="left"><br />Oats, Peas, Beans</td><td align="right" valign="bottom"><a href='#Page_287'>287</a></td> +</tr> +<tr> + <td align="left">Odd Man's Cap</td><td align="right"><a href='#Page_140'>140</a></td> +</tr> +<tr> + <td align="left">Over and Under Relay</td><td align="right"><a href='#Page_392'>392</a></td> +</tr> +<tr> + <td align="left">Oyster Shell</td><td align="right"><a href='#Page_143'>143</a></td> +</tr> +<tr> + <td align="left"><br />Partner Tag</td><td align="right" valign="bottom"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pass Ball Relay</td><td align="right"><a href='#Page_395'>395</a></td> +</tr> +<tr> + <td align="left">Pebble Chase</td><td align="right"><a href='#Page_145'>145</a></td> +</tr> +<tr> + <td align="left">Pig in a Hole</td><td align="right"><a href='#Page_397'>397</a></td> +</tr> +<tr> + <td align="left">Pinch-o</td><td align="right"><a href='#Page_146'>146</a></td> +</tr> +<tr> + <td align="left">Pitch Pebble</td><td align="right"><a href='#Page_147'>147</a></td> +</tr> +<tr> + <td align="left">Poison</td><td align="right"><a href='#Page_148'>148</a></td> +</tr> +<tr> + <td align="left">Potato Shuttle Relay</td><td align="right"><a href='#Page_154'>154</a></td> +</tr> +<tr> + <td align="left">Prince of Paris</td><td align="right"><a href='#Page_232'>232</a></td> +</tr> +<tr> + <td align="left">Prisoner's Base—II, III, IV, V </td><td align="right"><a href='#Page_158'>158</a>-<a href='#Page_161'>161</a></td> +</tr> +<tr> + <td align="left">Progressive Captain Ball</td><td align="right"><a href='#Page_349'>349</a></td> +</tr> +<tr> + <td align="left"><br />Ring Call Ball</td><td align="right" valign="bottom"><a href='#Page_399'>399</a></td> +</tr> +<tr> + <td align="left">Ringmaster</td><td align="right"><a href='#Page_167'>167</a></td> +</tr> +<tr> + <td align="left"><span class='pagenum'><a name="Page_450" id="Page_450">[450]</a></span>Roley Poley</td><td align="right"><a href='#Page_399'>399</a></td> +</tr> +<tr> + <td align="left">Rolling Target</td><td align="right"><a href='#Page_169'>169</a></td> +</tr> +<tr> + <td align="left">Round and Round the Village</td><td align="right"><a href='#Page_290'>290</a></td> +</tr> +<tr> + <td align="left">Russian Hole Ball</td><td align="right"><a href='#Page_401'>401</a></td> +</tr> +<tr> + <td align="left"><br />Saddle the Nag</td><td align="right" valign="bottom"><a href='#Page_171'>171</a></td> +</tr> +<tr> + <td align="left">Scat</td><td align="right"><a href='#Page_234'>234</a></td> +</tr> +<tr> + <td align="left">Seeking for Gold</td><td align="right"><a href='#Page_234'>234</a></td> +</tr> +<tr> + <td align="left">Shadow Tag</td><td align="right"><a href='#Page_173'>173</a></td> +</tr> +<tr> + <td align="left">Shuttle Relay</td><td align="right"><a href='#Page_173'>173</a></td> +</tr> +<tr> + <td align="left">Simon Says</td><td align="right"><a href='#Page_235'>235</a></td> +</tr> +<tr> + <td align="left">Single Relay Race</td><td align="right"><a href='#Page_175'>175</a></td> +</tr> +<tr> + <td align="left">Skin the Goat</td><td align="right"><a href='#Page_176'>176</a></td> +</tr> +<tr> + <td align="left">Skyte the Bob</td><td align="right"><a href='#Page_177'>177</a></td> +</tr> +<tr> + <td align="left">Slap Catch</td><td align="right"><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align="left">Slap Jack</td><td align="right"><a href='#Page_178'>178</a></td> +</tr> +<tr> + <td align="left">Slipper Slap</td><td align="right"><a href='#Page_179'>179</a></td> +</tr> +<tr> + <td align="left">Snail</td><td align="right"><a href='#Page_292'>292</a></td> +</tr> +<tr> + <td align="left">Spooning</td><td align="right"><a href='#Page_184'>184</a></td> +</tr> +<tr> + <td align="left">Square Ball</td><td align="right"><a href='#Page_404'>404</a></td> +</tr> +<tr> + <td align="left">Squirrel in Trees</td><td align="right"><a href='#Page_185'>185</a></td> +</tr> +<tr> + <td align="left">Stage Coach</td><td align="right"><a href='#Page_185'>185</a></td> +</tr> +<tr> + <td align="left">Stake Guard</td><td align="right"><a href='#Page_186'>186</a></td> +</tr> +<tr> + <td align="left">Stealing Sticks</td><td align="right"><a href='#Page_188'>188</a></td> +</tr> +<tr> + <td align="left">Step</td><td align="right"><a href='#Page_188'>188</a></td> +</tr> +<tr> + <td align="left">Stone</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left">Stoop Tag</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left">Stride Ball</td><td align="right"><a href='#Page_407'>407</a></td> +</tr> +<tr> + <td align="left">Sun Dial</td><td align="right"><a href='#Page_190'>190</a></td> +</tr> +<tr> + <td align="left"><br />Tag</td><td align="right" valign="bottom"><a href='#Page_191'>191</a></td> +</tr> +<tr> + <td align="left">Target Toss</td><td align="right"><a href='#Page_315'>315</a></td> +</tr> +<tr> + <td align="left">Teach: How to teach Games</td><td align="right"><a href='#Page_27'>27</a></td> +</tr> +<tr> + <td align="left">Teacher and Class</td><td align="right"><a href='#Page_316'>316</a></td> +</tr> +<tr> + <td align="left">Teacher of Games (To the)</td><td align="right"><a href='#Page_26'>26</a></td> +</tr> +<tr> + <td align="left">Tether Ball</td><td align="right"><a href='#Page_409'>409</a></td> +</tr> +<tr> + <td align="left">Third Man</td><td align="right"><a href='#Page_194'>194</a></td> +</tr> +<tr> + <td align="left">Three Deep</td><td align="right"><a href='#Page_196'>196</a></td> +</tr> +<tr> + <td align="left">Three Holes</td><td align="right"><a href='#Page_411'>411</a></td> +</tr> +<tr> + <td align="left">Tommy Tiddler's Ground</td><td align="right"><a href='#Page_197'>197</a></td> +</tr> +<tr> + <td align="left">Trades</td><td align="right"><a href='#Page_199'>199</a></td> +</tr> +<tr> + <td align="left"><br />War</td><td align="right" valign="bottom"><a href='#Page_417'>417</a></td> +</tr> +<tr> + <td align="left">Whip Tag</td><td align="right"><a href='#Page_205'>205</a></td> +</tr> +<tr> + <td align="left">Who goes round my Stone Wall? </td><td align="right"> <a href='#Page_206'>206</a></td> +</tr> +<tr> + <td align="left"><br />Zigzag Overhead Toss</td><td align="right" valign="bottom"><a href='#Page_424'>424</a></td> +</tr> +</table></div> + + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_451" id="Page_451">[451]</a></span></p> +<h2>ALPHABETICAL INDEX</h2> + + +<p> +Ages, Games for Different, <a href='#Page_12'>12</a>-<a href='#Page_16'>16</a><br /> +<span style="margin-left: 1em;">Index for, <a href='#Page_427'>427</a></span><br /> +All Run, <a href='#Page_321'>321</a><br /> +All up Relay, <a href='#Page_45'>45</a><br /> +Animal Blind Man's Buff, <a href='#Page_46'>46</a><br /> +Animal Chase, <a href='#Page_46'>46</a><br /> +Arch Ball, <a href='#Page_321'>321</a><br /> +Arch Goal Ball, <a href='#Page_323'>323</a><br /> +Arrow Chase, <a href='#Page_47'>47</a><br /> +Author's Initials, <a href='#Page_213'>213</a><br /> +Automobile Race, <a href='#Page_48'>48</a><br /> + +<br /> +"B" Game, <a href='#Page_213'>213</a><br /> +Babylon (<i>see</i> How Many Miles)<br /> +Bag Pile, <a href='#Page_303'>303</a><br /> +Ball Chase, <a href='#Page_324'>324</a><br /> +Ball Drill (<i>see</i> Hand Ball Drill and Wall Ball Drill)<br /> +Ball Games, <a href='#Page_319'>319</a><br /> +Balloon Ball, <a href='#Page_325'>325</a><br /> +Balloon Goal, <a href='#Page_326'>326</a><br /> +Balloon Specifications, <a href='#Page_297'>297</a><br /> +Ball Puss, <a href='#Page_327'>327</a><br /> +Ball Stand, <a href='#Page_328'>328</a><br /> +Ball Tag, <a href='#Page_329'>329</a><br /> +Bargain Counter, The, <a href='#Page_214'>214</a><br /> +Barley Break, <a href='#Page_48'>48</a><br /> +Basket Ball Distance Throw, <a href='#Page_329'>329</a><br /> +Baste the Bear, <a href='#Page_49'>49</a><br /> +Battle Ball, <a href='#Page_331'>331</a><br /> +Bean Bag and Basket Relay, <a href='#Page_303'>303</a><br /> +Bean Bag Board, <a href='#Page_304'>304</a><br /> +Bean Bag Box, <a href='#Page_305'>305</a><br /> +Bean Bag Circle Toss, <a href='#Page_305'>305</a><br /> +Bean Bag Games, <a href='#Page_303'>303</a><br /> +Bean Bag or Ball, Games for Both, <a href='#Page_318'>318</a><br /> +Bean Bag Ring Throw, <a href='#Page_306'>306</a><br /> +Bean Bag Specifications, <a href='#Page_297'>297</a><br /> +Bear in the Pit, <a href='#Page_50'>50</a><br /> +Beast, Bird, or Fish, <a href='#Page_215'>215</a><br /> +Beetle goes Round (<i>see</i> Whip Tag)<br /> +Bend and Stretch Relay, <a href='#Page_50'>50</a><br /> +Bird Catcher, The, <a href='#Page_52'>52</a><br /> +Black and White, <a href='#Page_52'>52</a><br /> +Blackboard Relay, <a href='#Page_53'>53</a><br /> +Black Tom, <a href='#Page_54'>54</a><br /> +Blind Bell, <a href='#Page_55'>55</a><br /> +Blind Man's Buff, <a href='#Page_55'>55</a><br /> +Blind Man's Buff, French (<i>see</i> Exchange)<br /> +Body Guard, <a href='#Page_56'>56</a><br /> +Bombardment, <a href='#Page_334'>334</a><br /> +Boundary Ball, <a href='#Page_335'>335</a><br /> +Bound Ball, <a href='#Page_336'>336</a><br /> +Bowl Ball (<i>see</i> Center Club Bowls, Circle Club Bowls, and Line Club Bowls)<br /> +Bull in the Ring, <a href='#Page_56'>56</a><br /> +Bunch of Ivy, <a href='#Page_57'>57</a><br /> +Bung the Bucket, <a href='#Page_57'>57</a><br /> +Buying a Lock, <a href='#Page_58'>58</a><br /> +Buzz, <a href='#Page_216'>216</a><br /> + +<br /> +Cake Sale, <a href='#Page_216'>216</a><br /> +Call Ball, <a href='#Page_338'>338</a><br /> +<b>Captain Ball</b>, <a href='#Page_338'>338</a><br /> +<span style="margin-left: 1em;">Captain Ball—I, <a href='#Page_339'>339</a></span><br /> +<span style="margin-left: 1em;">Captain Ball—II, <a href='#Page_341'>341</a></span><br /> +<span style="margin-left: 1em;">Captain Ball—III, <a href='#Page_344'>344</a></span><br /> +<span style="margin-left: 1em;">Captain Ball—IV (<i>see</i> Emperor Ball)</span><br /> +<span style="margin-left: 1em;">Captain Ball—V (<i>see</i> Progressive Captain Ball)</span><br /> +Cat and Mice, <a href='#Page_59'>59</a><br /> +Cat and Rat, <a href='#Page_60'>60</a><br /> +Cat Party, <a href='#Page_217'>217</a><br /> +Catch and Pull Tug of War, <a href='#Page_60'>60</a><br /> +Catch Basket, <a href='#Page_307'>307</a><br /> +Catch of Fish, <a href='#Page_61'>61</a><br /> +Catch the Cane, <a href='#Page_62'>62</a><br /> +Cavalry Drill, <a href='#Page_62'>62</a><br /> +Center Base, <a href='#Page_354'>354</a><br /> +Center Catch Ball, <a href='#Page_355'>355</a><br /> +Center Club Bowls, <a href='#Page_355'>355</a><br /> +Centipede, <a href='#Page_63'>63</a><br /> +Changing Seats, <a href='#Page_63'>63</a><br /> +Charley over the Water, <a href='#Page_65'>65</a><br /> +Chickadee-dee, <a href='#Page_65'>65</a><br /> +Chicken Market, <a href='#Page_66'>66</a><br /> +Chickidy Hand, <a href='#Page_67'>67</a><br /> +Chinese Chicken, <a href='#Page_68'>68</a><br /> +Chinese Wall, <a href='#Page_68'>68</a><br /> +Choosing Sides, <a href='#Page_41'>41</a><br /> +Circle Ball, <a href='#Page_356'>356</a><br /> +Circle Club Bowls, <a href='#Page_357'>357</a><br /> +Circle Dodgeball, <a href='#Page_364'>364</a><br /> +Circle Race, <a href='#Page_69'>69</a><br /> +Circle Relay, <a href='#Page_70'>70</a><br /> +Circle Seat Relay, <a href='#Page_71'>71</a><br /> +Circle Stride Ball, <a href='#Page_358'>358</a><br /> +<span class='pagenum'><a name="Page_452" id="Page_452">[452]</a></span>Circle Zigzag, <a href='#Page_419'>419</a><br /> +Clam Shell Combat, <a href='#Page_71'>71</a><br /> +<b>Club Bowls</b>, <a href='#Page_359'>359</a><br /> +<span style="margin-left: 1em;">Center Club Bowls, <a href='#Page_355'>355</a></span><br /> +<span style="margin-left: 1em;">Circle Club Bowls, <a href='#Page_357'>357</a></span><br /> +<span style="margin-left: 1em;">Line Club Bowls (Double), <a href='#Page_385'>385</a></span><br /> +<span style="margin-left: 1em;">Line Club Bowls (Single), <a href='#Page_386'>386</a></span><br /> +Club Snatch, <a href='#Page_72'>72</a><br /> +Cock Stride, <a href='#Page_74'>74</a><br /> +Contests for Two, <a href='#Page_245'>245</a><br /> +Corner Ball, <a href='#Page_359'>359</a><br /> +Corner Spry, <a href='#Page_360'>360</a><br /> +<b>Correlation with School Subjects:</b><br /> +<span style="margin-left: 1em;"><i>Arithmetic:</i></span><br /> +<span style="margin-left: 2em;">Blackboard Relay, <a href='#Page_53'>53</a></span><br /> +<span style="margin-left: 2em;">Buzz, <a href='#Page_216'>216</a></span><br /> +<span style="margin-left: 2em;">Cross Questions, <a href='#Page_219'>219</a></span><br /> +<span style="margin-left: 2em;">Nimble Squirrel, <a href='#Page_230'>230</a></span><br /> +<span style="margin-left: 1em;"><i>English:</i></span><br /> +<span style="margin-left: 2em;">Author's Initials, <a href='#Page_213'>213</a></span><br /> +<span style="margin-left: 2em;">"B" Game, <a href='#Page_213'>213</a></span><br /> +<span style="margin-left: 2em;">Blackboard Relay, <a href='#Page_53'>53</a></span><br /> +<span style="margin-left: 2em;">Cat Party, <a href='#Page_217'>217</a></span><br /> +<span style="margin-left: 2em;">Crambo, <a href='#Page_218'>218</a></span><br /> +<span style="margin-left: 2em;">Cross Questions, <a href='#Page_219'>219</a></span><br /> +<span style="margin-left: 2em;">Kaleidoscope, <a href='#Page_122'>122</a></span><br /> +<span style="margin-left: 2em;">Literary Lore, <a href='#Page_225'>225</a></span><br /> +<span style="margin-left: 2em;">Minister's Cat, The, <a href='#Page_227'>227</a></span><br /> +<span style="margin-left: 2em;">Recognition, <a href='#Page_233'>233</a></span><br /> +<span style="margin-left: 2em;">Shakespearean Romance, <a href='#Page_235'>235</a></span><br /> +<span style="margin-left: 2em;">Sketches, <a href='#Page_236'>236</a></span><br /> +<span style="margin-left: 1em;"><i>Geography:</i></span><br /> +<span style="margin-left: 2em;">Blackboard Relay, <a href='#Page_53'>53</a></span><br /> +<span style="margin-left: 2em;">Cross Questions, <a href='#Page_219'>219</a></span><br /> +<span style="margin-left: 2em;">Kaleidoscope, <a href='#Page_122'>122</a></span><br /> +<span style="margin-left: 2em;">Weathercock, <a href='#Page_204'>204</a></span><br /> +<span style="margin-left: 1em;"><i>History:</i></span><br /> +<span style="margin-left: 2em;">Blackboard Relay, <a href='#Page_53'>53</a></span><br /> +<span style="margin-left: 2em;">Cross Questions, <a href='#Page_219'>219</a></span><br /> +<span style="margin-left: 2em;">Kaleidoscope, <a href='#Page_122'>122</a></span><br /> +<span style="margin-left: 2em;">Recognition, <a href='#Page_233'>233</a></span><br /> +<span style="margin-left: 2em;">Sketches, <a href='#Page_236'>236</a></span><br /> +<span style="margin-left: 1em;"><i>Nature:</i></span><br /> +<span style="margin-left: 2em;">Beast, Bird, or Fish, <a href='#Page_215'>215</a></span><br /> +<span style="margin-left: 2em;">Bird Catcher, <a href='#Page_52'>52</a></span><br /> +<span style="margin-left: 2em;">Cross Questions, <a href='#Page_219'>219</a></span><br /> +<span style="margin-left: 2em;">Flower Match, <a href='#Page_220'>220</a></span><br /> +<span style="margin-left: 2em;">Flowers and the Wind, <a href='#Page_87'>87</a></span><br /> +<span style="margin-left: 2em;">Horns, <a href='#Page_223'>223</a></span><br /> +<span style="margin-left: 2em;">Kaleidoscope, <a href='#Page_122'>122</a></span><br /> +<span style="margin-left: 2em;">Leaf by Leaf, <a href='#Page_225'>225</a></span><br /> +<span style="margin-left: 2em;">Observation, <a href='#Page_139'>139</a></span><br /> +<span style="margin-left: 2em;">Tree Party, <a href='#Page_199'>199</a></span><br /> +<span style="margin-left: 2em;">Woodland Lovers, <a href='#Page_241'>241</a></span><br /> +Counting-Out, <a href='#Page_35'>35</a><br /> +Crackabout, <a href='#Page_360'>360</a><br /> +Crambo, <a href='#Page_218'>218</a><br /> +Criss-cross Goal, <a href='#Page_307'>307</a><br /> +Cross Questions, <a href='#Page_219'>219</a><br /> +Cross Tag, <a href='#Page_75'>75</a><br /> +Crossing the Brook, <a href='#Page_74'>74</a><br /> +Curtain Ball, <a href='#Page_361'>361</a><br /> +Cuts (Drawing Cuts), <a href='#Page_40'>40</a><br /> + +<br /> +Dead Ball, <a href='#Page_361'>361</a><br /> +Desk Relay, <a href='#Page_309'>309</a><br /> +Did you ever see a Lassie?, <a href='#Page_261'>261</a><br /> +<b>Dodgeball</b> (Informal), <a href='#Page_363'>363</a><br /> +<span style="margin-left: 1em;">Circle Dodgeball, <a href='#Page_364'>364</a></span><br /> +<span style="margin-left: 1em;">Double Dodgeball, <a href='#Page_365'>365</a></span><br /> +<span style="margin-left: 1em;">Progressive Dodgeball, <a href='#Page_366'>366</a></span><br /> +<span style="margin-left: 1em;">Schoolroom Dodgeball, <a href='#Page_369'>369</a></span><br /> +Do this, Do that, <a href='#Page_75'>75</a><br /> +Double Corner Ball, <a href='#Page_370'>370</a><br /> +Double Dodgeball, <a href='#Page_365'>365</a><br /> +Double Relay Races, <a href='#Page_76'>76</a><br /> +<span style="margin-left: 1em;">(<i>See also</i> Shuttle Relay)</span><br /> +Draw a Bucket of Water, <a href='#Page_263'>263</a><br /> +Drawing Cuts, <a href='#Page_40'>40</a><br /> +Drill Ball (<i>see</i> Hand Ball Drill and Wall Ball Drill)<br /> +Drive Ball, <a href='#Page_375'>375</a><br /> +Drop the Handkerchief, <a href='#Page_80'>80</a><br /> +Duck Dance, The, <a href='#Page_264'>264</a><br /> +Duck on a Rock, <a href='#Page_81'>81</a><br /> +Dumb-bell Tag, <a href='#Page_83'>83</a><br /> +Dumb Crambo, <a href='#Page_219'>219</a><br /> + +<br /> +Emperor Ball, <a href='#Page_346'>346</a><br /> +Every Man in his Own Den, <a href='#Page_83'>83</a><br /> +Exchange, <a href='#Page_84'>84</a><br /> +<br /> + +Faba Gaba (<i>see</i> Bean Bag Board)<br /> +Farmer in the Dell, The, <a href='#Page_265'>265</a><br /> +Farmer is Coming, The, <a href='#Page_85'>85</a><br /> +Feats and Forfeits, <a href='#Page_243'>243</a><br /> +Fence Tag, <a href='#Page_85'>85</a><br /> +Fetch and Carry Relay, <a href='#Page_309'>309</a><br /> +Find the Ring, <a href='#Page_220'>220</a><br /> +Fire on the Mountains, <a href='#Page_86'>86</a><br /> +Fist Ball, <a href='#Page_376'>376</a><br /> +Floor Formations, <a href='#Page_32'>32</a><br /> +Flower Match, <a href='#Page_220'>220</a><br /> +Flowers and the Wind, The, <a href='#Page_87'>87</a><br /> +Football Tag, <a href='#Page_379'>379</a><br /> +Follow Chase, <a href='#Page_88'>88</a><br /> +Follow the Leader, <a href='#Page_89'>89</a><br /> +Forcing the City Gates, <a href='#Page_89'>89</a><br /> +Forfeits, 245, <a href='#Page_254'>254</a><br /> +Formations, <a href='#Page_32'>32</a><br /> +Fortress, <a href='#Page_90'>90</a><br /> +Fox and Geese, <a href='#Page_92'>92</a><br /> +<span style="margin-left: 1em;">(<i>See also</i> Naughts and Crosses and Fox Trail)</span><br /> +Fox and Squirrel, <a href='#Page_93'>93</a><br /> +<span class='pagenum'><a name="Page_453" id="Page_453">[453]</a></span>Fox Trail, Double Rim, <a href='#Page_93'>93</a><br /> +Fox Trail, Single Rim, <a href='#Page_95'>95</a><br /> +French Blind Man's Buff (<i>see</i> Exchange)<br /> +French Tag, <a href='#Page_96'>96</a><br /> +Frog in the Middle, <a href='#Page_96'>96</a><br /> +<br /> +Games for Various Conditions (<i>see</i> Indexes)<br /> +Garden Scamp, <a href='#Page_97'>97</a><br /> +Going to Jerusalem, <a href='#Page_98'>98</a><br /> +Good Morning, <a href='#Page_99'>99</a><br /> +Grass Blade, <a href='#Page_221'>221</a><br /> +Guess Who, <a href='#Page_100'>100</a><br /> +Gypsy, <a href='#Page_101'>101</a><br /> + +<br /> +<b>Hand Ball Drill</b>, <a href='#Page_379'>379</a><br /> +<span style="margin-left: 1em;">Hand Ball Drill—I (Elementary), <a href='#Page_380'>380</a></span><br /> +<span style="margin-left: 1em;">Hand Ball Drill—II (Advanced), <a href='#Page_381'>381</a></span><br /> +<span style="margin-left: 1em;">(<i>See also</i> Wall Ball Drill)</span><br /> +Hand over Head Bean Bag, <a href='#Page_310'>310</a><br /> +Hand Football, <a href='#Page_382'>382</a><br /> +Hands Up, Hands Down, <a href='#Page_221'>221</a><br /> +Hang Tag, <a href='#Page_101'>101</a><br /> +Hat Ball (<i>see</i> Roley Poley)<br /> +Have you seen my Sheep?, <a href='#Page_102'>102</a><br /> +Hen Roost, <a href='#Page_223'>223</a><br /> +Here we go Round (<i>see</i> Mulberry Bush)<br /> +Herr Slap Jack (<i>see</i> Slap Jack)<br /> +Hide and Seek, <a href='#Page_103'>103</a><br /> +<b>Hide-and-Seek Games:</b><br /> +<span style="margin-left: 1em;">Hide and Seek, <a href='#Page_103'>103</a></span><br /> +<span style="margin-left: 1em;">I Spy, <a href='#Page_113'>113</a></span><br /> +<span style="margin-left: 1em;">Ring-a-lievio, <a href='#Page_166'>166</a></span><br /> +<span style="margin-left: 1em;">Run, Sheep, Run!, <a href='#Page_170'>170</a></span><br /> +<span style="margin-left: 1em;">Sardines, <a href='#Page_172'>172</a></span><br /> +<span style="margin-left: 1em;">Smuggling the Geg, <a href='#Page_180'>180</a></span><br /> +<span style="margin-left: 1em;">Ten Steps, <a href='#Page_193'>193</a></span><br /> +<span style="margin-left: 1em;">Yards Off, <a href='#Page_210'>210</a></span><br /> +Hide the Thimble, <a href='#Page_104'>104</a><br /> +High Windows, <a href='#Page_104'>104</a><br /> +Hill Dill, <a href='#Page_105'>105</a><br /> +Hip, <a href='#Page_105'>105</a><br /> +Holders, <a href='#Page_39'>39</a><br /> +Home Run, <a href='#Page_384'>384</a><br /> +Home Tag, <a href='#Page_106'>106</a><br /> +Hopping Relay Race, <a href='#Page_106'>106</a><br /> +Horns, <a href='#Page_223'>223</a><br /> +Hound and Rabbit, <a href='#Page_107'>107</a><br /> +How Many Miles to Babylon?, <a href='#Page_108'>108</a><br /> +How to teach Games, <a href='#Page_27'>27</a><br /> +Huckle, Buckle, Bean Stalk, <a href='#Page_109'>109</a><br /> +Hunt, The, <a href='#Page_110'>110</a><br /> +Hunt the Fox, <a href='#Page_110'>110</a><br /> +Hunt the Ring (<i>see</i> Find the Ring)<br /> +Hunt the Slipper, <a href='#Page_111'>111</a><br /> +Hunting, <a href='#Page_267'>267</a><br /> + +<br /> +<b>Indexes:</b><br /> +<span style="margin-left: 1em;">Boys' and Girls' Summer Camps, <a href='#Page_440'>440</a></span><br /> +<span style="margin-left: 1em;">Children's Parties, <a href='#Page_446'>446</a></span><br /> +<span style="margin-left: 1em;">Country Clubs, <a href='#Page_444'>444</a></span><br /> +<span style="margin-left: 1em;">Elementary Schools, <a href='#Page_427'>427</a></span><br /> +<span style="margin-left: 1em;">Gymnasiums, <a href='#Page_435'>435</a></span><br /> +<span style="margin-left: 1em;">High Schools, <a href='#Page_433'>433</a></span><br /> +<span style="margin-left: 1em;">House Parties, <a href='#Page_444'>444</a></span><br /> +<span style="margin-left: 1em;">Large Numbers, <a href='#Page_435'>435</a></span><br /> +<span style="margin-left: 1em;">Playgrounds, <a href='#Page_435'>435</a></span><br /> +<span style="margin-left: 1em;">Schools:</span><br /> +<span style="margin-left: 2em;">Elementary, <a href='#Page_427'>427</a></span><br /> +<span style="margin-left: 2em;">High, <a href='#Page_433'>433</a></span><br /> +<span style="margin-left: 1em;">Seashore, <a href='#Page_449'>449</a></span><br /> +Indian Club Race, <a href='#Page_112'>112</a><br /> +Initials, <a href='#Page_224'>224</a><br /> +Introduction, <a href='#Page_1'>1</a><br /> +I say, "Stoop!", <a href='#Page_113'>113</a><br /> +I Spy!, <a href='#Page_113'>113</a><br /> +Itisket, Itasket, <a href='#Page_268'>268</a><br /> +<br /> +Jack be Nimble, <a href='#Page_114'>114</a><br /> +Jacob and Rachel, <a href='#Page_115'>115</a><br /> +Japanese Crab Race, <a href='#Page_115'>115</a><br /> +Japanese Tag, <a href='#Page_116'>116</a><br /> +Johnny ride a Pony, <a href='#Page_116'>116</a><br /> +Jumping Relay Race, <a href='#Page_117'>117</a><br /> +<b>Jumping Rope</b>, <a href='#Page_117'>117</a><br /> +<span style="margin-left: 1em;">Jumping Rope—I, small single rope, <a href='#Page_118'>118</a></span><br /> +<span style="margin-left: 1em;">Jumping Rope—II, one large rope, <a href='#Page_119'>119</a></span><br /> +<span style="margin-left: 1em;">Jumping Rope—III, two large ropes, <a href='#Page_121'>121</a></span><br /> +<span style="margin-left: 1em;">Jumping Rope—IV, large and small ropes, <a href='#Page_121'>121</a></span><br /> +Jump the Bean Bag, <a href='#Page_311'>311</a><br /> +Jump the Shot, <a href='#Page_122'>122</a><br /> +<br /> +Kaleidoscope, <a href='#Page_122'>122</a><br /> +Keep Moving, <a href='#Page_270'>270</a><br /> +King of France, The, <a href='#Page_273'>273</a><br /> +Kitty White, <a href='#Page_274'>274</a><br /> + +<br /> +Lady of the Land, <a href='#Page_123'>123</a><br /> +Lame Fox and Chickens, <a href='#Page_124'>124</a><br /> +Last Couple Out, <a href='#Page_125'>125</a><br /> +Last Man, <a href='#Page_126'>126</a><br /> +Last Pair Pass (<i>see</i> Last Couple Out)<br /> +Leader and Footer, <a href='#Page_127'>127</a><br /> +Leaf by Leaf, <a href='#Page_225'>225</a><br /> +Leapfrog, <a href='#Page_127'>127</a><br /> +<b>Leapfrog Games</b>, <a href='#Page_127'>127</a><br /> +<span style="margin-left: 1em;">I. With one back:</span><br /> +<span style="margin-left: 2em;">Leader and Footer, <a href='#Page_127'>127</a></span><br /> +<span class='pagenum'><a name="Page_454" id="Page_454">[454]</a></span><span style="margin-left: 2em;">Leapfrog, <a href='#Page_128'>128</a></span><br /> +<span style="margin-left: 2em;">Leapfrog Race, <a href='#Page_129'>129</a></span><br /> +<span style="margin-left: 2em;">Par, <a href='#Page_144'>144</a></span><br /> +<span style="margin-left: 2em;">Spanish Fly, <a href='#Page_182'>182</a></span><br /> +<span style="margin-left: 1em;">II. With two or more backs:</span><br /> +<span style="margin-left: 2em;">Bung the Bucket, <a href='#Page_57'>57</a></span><br /> +<span style="margin-left: 2em;">Cavalry Drill, <a href='#Page_62'>62</a></span><br /> +<span style="margin-left: 2em;">Johnny ride a Pony, <a href='#Page_116'>116</a></span><br /> +<span style="margin-left: 2em;">Saddle the Nag, <a href='#Page_171'>171</a></span><br /> +<span style="margin-left: 2em;">Skin the Goat, <a href='#Page_176'>176</a></span><br /> +Leapfrog Race, <a href='#Page_129'>129</a><br /> +Leaves are Green, <a href='#Page_276'>276</a><br /> +Let the Feet go Tramp, <a href='#Page_276'>276</a><br /> +Letting out the Doves, <a href='#Page_129'>129</a><br /> +Line Ball, <a href='#Page_384'>384</a><br /> +Line Club Bowls (Double), <a href='#Page_385'>385</a><br /> +Line Club Bowls (Single), <a href='#Page_386'>386</a><br /> +Line Tag (<i>see</i> Maze Tag)<br /> +Line Zigzag—I, <a href='#Page_421'>421</a><br /> +Line Zigzag—II, <a href='#Page_422'>422</a><br /> +Line Zigzag—III, <a href='#Page_423'>423</a><br /> +Literary Lore, <a href='#Page_225'>225</a><br /> +London, <a href='#Page_226'>226</a><br /> +London Bridge, <a href='#Page_278'>278</a><br /> +Looby Loo, <a href='#Page_280'>280</a><br /> +Lost Child, <a href='#Page_130'>130</a><br /> +<br /> +Management of Playgrounds, <a href='#Page_26'>26</a><br /> +Marking Grounds, <a href='#Page_301'>301</a><br /> +Master of the Ring, <a href='#Page_131'>131</a><br /> +Maze Tag, <a href='#Page_131'>131</a><br /> +Menagerie, <a href='#Page_132'>132</a><br /> +Midnight, <a href='#Page_133'>133</a><br /> +Minister's Cat, The, <a href='#Page_227'>227</a><br /> +Miscellaneous Active Games, <a href='#Page_43'>43</a><br /> +Moon and Morning Stars, <a href='#Page_133'>133</a><br /> +Mother, may I go out to Play?, <a href='#Page_134'>134</a><br /> +Mother, Mother, the Pot boils Over, <a href='#Page_135'>135</a><br /> +Mount Ball, <a href='#Page_387'>387</a><br /> +Muffin Man, <a href='#Page_282'>282</a><br /> +Mulberry Bush, <a href='#Page_283'>283</a><br /> +Music Box, <a href='#Page_228'>228</a><br /> +My Lady's Lap Dog, <a href='#Page_228'>228</a><br /> +My Lady's Toilet, <a href='#Page_138'>138</a><br /> + +<br /> +Naughts and Crosses, <a href='#Page_229'>229</a><br /> +Nimble Squirrel, <a href='#Page_230'>230</a><br /> +Nine-court Basket Ball, <a href='#Page_388'>388</a><br /> +Numbers Change, <a href='#Page_139'>139</a><br /> +<span style="margin-left: 1em;">(<i>See also</i> Exchange)</span><br /> +Nuts in May, <a href='#Page_285'>285</a><br /> + +<br /> +Oat Sack Games, <a href='#Page_303'>303</a><br /> +Oats, Peas, Beans, <a href='#Page_287'>287</a><br /> +Observation, <a href='#Page_139'>139</a><br /> +Odd Man's Cap, <a href='#Page_140'>140</a><br /> +Old Buzzard, <a href='#Page_141'>141</a><br /> +Old Man Tag, <a href='#Page_142'>142</a><br /> +Old Woman from the Wood, <a href='#Page_143'>143</a><br /> +Over and Under Relay, <a href='#Page_392'>392</a><br /> +Overhead Toss (Zigzag), <a href='#Page_424'>424</a><br /> +Overtake, <a href='#Page_393'>393</a><br /> +Oyster Shell, <a href='#Page_143'>143</a><br /> + +<br /> +Par, <a href='#Page_144'>144</a><br /> +Partner Tag, <a href='#Page_145'>145</a><br /> +Pass Ball Relay, <a href='#Page_395'>395</a><br /> +Pass and Toss Relay (Double Line), <a href='#Page_314'>314</a><br /> +Pass and Toss Relay (Single Line), <a href='#Page_313'>313</a><br /> +Passing Race, <a href='#Page_312'>312</a><br /> +Pebble Chase, <a href='#Page_145'>145</a><br /> +<b>Pencil and Paper Games:</b><br /> +<span style="margin-left: 1em;">Author's Initials, <a href='#Page_213'>213</a></span><br /> +<span style="margin-left: 1em;">"B" game, <a href='#Page_213'>213</a></span><br /> +<span style="margin-left: 1em;">Bargain Counter, <a href='#Page_214'>214</a></span><br /> +<span style="margin-left: 1em;">Cake Sale, <a href='#Page_216'>216</a></span><br /> +<span style="margin-left: 1em;">Cat Party, <a href='#Page_217'>217</a></span><br /> +<span style="margin-left: 1em;">Crambo, <a href='#Page_218'>218</a></span><br /> +<span style="margin-left: 1em;">Initials, <a href='#Page_224'>224</a></span><br /> +<span style="margin-left: 1em;">Leaf by Leaf, <a href='#Page_225'>225</a></span><br /> +<span style="margin-left: 1em;">Literary Lore, <a href='#Page_225'>225</a></span><br /> +<span style="margin-left: 1em;">London, <a href='#Page_226'>226</a></span><br /> +<span style="margin-left: 1em;">Music Box, <a href='#Page_228'>228</a></span><br /> +<span style="margin-left: 1em;">Naughts and Crosses, <a href='#Page_229'>229</a></span><br /> +<span style="margin-left: 1em;">Penny Wise, <a href='#Page_230'>230</a></span><br /> +<span style="margin-left: 1em;">Planting a Garden, <a href='#Page_231'>231</a></span><br /> +<span style="margin-left: 1em;">Recognition, <a href='#Page_233'>233</a></span><br /> +<span style="margin-left: 1em;">Shakespearean Romance, <a href='#Page_235'>235</a></span><br /> +<span style="margin-left: 1em;">Sketches, <a href='#Page_236'>236</a></span><br /> +<span style="margin-left: 1em;">Tidbits Farmer, <a href='#Page_237'>237</a></span><br /> +<span style="margin-left: 1em;">Tip, Tap, Toe, <a href='#Page_237'>237</a></span><br /> +<span style="margin-left: 1em;">Woodland Lovers, <a href='#Page_241'>241</a></span><br /> +Penny Wise, <a href='#Page_230'>230</a><br /> +Pig in a Hole, <a href='#Page_397'>397</a><br /> +Pinch-o, <a href='#Page_146'>146</a><br /> +Pitch Pebble, <a href='#Page_147'>147</a><br /> +Planting a Garden, <a href='#Page_231'>231</a><br /> +Playgrounds, Management of, <a href='#Page_26'>26</a><br /> +Playing Values of Games, <a href='#Page_8'>8</a>-<a href='#Page_29'>29</a><br /> +Poison, <a href='#Page_148'>148</a><br /> +Poison Snake, <a href='#Page_149'>149</a><br /> +Pom Pom Pullaway, <a href='#Page_149'>149</a><br /> +Poor Pussy, <a href='#Page_150'>150</a><br /> +<b>Potato Races</b>, <a href='#Page_151'>151</a><br /> +<span style="margin-left: 1em;">Potato Race—I (individual competition), <a href='#Page_151'>151</a></span><br /> +<span style="margin-left: 1em;">Potato Race—II (team competition), <a href='#Page_152'>152</a></span><br /> +<span style="margin-left: 1em;">Potato Shuttle Relay, <a href='#Page_154'>154</a></span><br /> +<span style="margin-left: 1em;">Potato Spoon Race, <a href='#Page_155'>155</a></span><br /> +Preliminary Ball Drill (<i>see</i> Hand Ball Drill and Wall Ball Drill)<br /> +Prince of Paris, <a href='#Page_232'>232</a><br /> +<b>Prisoner's Base</b>, <a href='#Page_156'>156</a><br /> +<span style="margin-left: 1em;">Prisoner's Base—I, <a href='#Page_157'>157</a></span><br /> +<span style="margin-left: 1em;">Prisoner's Base—II, <a href='#Page_158'>158</a></span><br /> +<span class='pagenum'><a name="Page_455" id="Page_455">[455]</a></span><span style="margin-left: 1em;">Prisoner's Base—III, <a href='#Page_159'>159</a></span><br /> +<span style="margin-left: 1em;">Prisoner's Base—IV, <a href='#Page_161'>161</a></span><br /> +<span style="margin-left: 1em;">Prisoner's Base—V, <a href='#Page_161'>161</a></span><br /> +Prize Schoolroom Game (<i>see</i> Balloon Goal)<br /> +Progressive Captain Ball, <a href='#Page_349'>349</a><br /> +Progressive Dodgeball, <a href='#Page_366'>366</a><br /> +Puss in a Corner, <a href='#Page_163'>163</a><br /> +Puss in the Circle, <a href='#Page_164'>164</a><br /> + +<br /> +Quiet Games, <a href='#Page_211'>211</a><br /> + +<br /> +Railroad Train, <a href='#Page_164'>164</a><br /> +Recognition, <a href='#Page_233'>233</a><br /> +Red Lion, <a href='#Page_165'>165</a><br /> +<b>Relay Races:</b><br /> +<span style="margin-left: 1em;">All-up Relay, <a href='#Page_45'>45</a></span><br /> +<span style="margin-left: 1em;">Bag Pile, <a href='#Page_303'>303</a></span><br /> +<span style="margin-left: 1em;">Circle Relay, <a href='#Page_70'>70</a></span><br /> +<span style="margin-left: 1em;">Double Relay, <a href='#Page_76'>76</a></span><br /> +<span style="margin-left: 1em;">Fetch and Carry Relay, <a href='#Page_309'>309</a></span><br /> +<span style="margin-left: 1em;">Over and Under Relay, <a href='#Page_392'>392</a></span><br /> +<span style="margin-left: 1em;">Pass Ball, <a href='#Page_395'>395</a></span><br /> +<span style="margin-left: 4em;">Passing Race</span><br /> +<span style="margin-left: 1em;">Pass and Toss Relay (Double Line), <a href='#Page_314'>314</a></span><br /> +<span style="margin-left: 1em;">Pass and Toss Relay (Single Line), <a href='#Page_313'>313</a></span><br /> +<span style="margin-left: 1em;">Passing Race, <a href='#Page_312'>312</a></span><br /> +<span style="margin-left: 1em;">Passing Relays with Bean Bags, <a href='#Page_312'>312</a></span><br /> +<span style="margin-left: 1em;">Potato Races, <a href='#Page_151'>151</a>-<a href='#Page_155'>155</a></span><br /> +<span style="margin-left: 1em;">Shuttle Relay, <a href='#Page_173'>173</a></span><br /> +<span style="margin-left: 1em;">Single Relay, <a href='#Page_175'>175</a></span><br /> +<span style="margin-left: 1em;">Tag the Wall Relay, <a href='#Page_192'>192</a></span><br /> +Ring-a-lievio, <a href='#Page_166'>166</a><br /> +Ring Call Ball, <a href='#Page_399'>399</a><br /> +Ringmaster, <a href='#Page_167'>167</a><br /> +Robbers and Soldiers, <a href='#Page_168'>168</a><br /> +Roley Poley, <a href='#Page_399'>399</a><br /> +Rolling Target, <a href='#Page_169'>169</a><br /> +Round and Round the Village, <a href='#Page_290'>290</a><br /> +Round and Round went the Gallant Ship, <a href='#Page_170'>170</a><br /> +Round Ball, <a href='#Page_401'>401</a><br /> +Run, Sheep, Run!, <a href='#Page_170'>170</a><br /> +Russian Hole Ball, <a href='#Page_401'>401</a><br /> + +<br /> +Saddle the Nag, <a href='#Page_171'>171</a><br /> +Sardines, <a href='#Page_172'>172</a><br /> +Scat, <a href='#Page_234'>234</a><br /> +Schoolroom Captain Ball, <a href='#Page_353'>353</a><br /> +Schoolroom Dodgeball, <a href='#Page_369'>369</a><br /> +Schoolroom Tag, <a href='#Page_172'>172</a><br /> +Schoolroom Volley Ball, <a href='#Page_402'>402</a><br /> +Seeking for Gold, <a href='#Page_234'>234</a><br /> +Shadow Tag, <a href='#Page_173'>173</a><br /> +Shakespearean Romance, A, <a href='#Page_235'>235</a><br /> +Shuttle Relay, <a href='#Page_173'>173</a><br /> +Siege, <a href='#Page_174'>174</a><br /> +Simon Says, <a href='#Page_235'>235</a><br /> +Singing Games, <a href='#Page_259'>259</a><br /> +Single Relay Race, <a href='#Page_175'>175</a><br /> +Sketches, <a href='#Page_236'>236</a><br /> +Skin the Goat, <a href='#Page_176'>176</a><br /> +Skipaway (<i>see</i> Slap Jack)<br /> +Skyte the Bob, <a href='#Page_177'>177</a><br /> +Slap Catch, <a href='#Page_178'>178</a><br /> +Slap Jack, <a href='#Page_178'>178</a><br /> +Sling Shot (<i>see</i> Jump the Shot)<br /> +Slipper Slap, <a href='#Page_179'>179</a><br /> +Smuggling the Geg, <a href='#Page_180'>180</a><br /> +Snail, <a href='#Page_292'>292</a><br /> +<b>Snow Games:</b><br /> +<span style="margin-left: 1em;">Fox Trail, Double Rim, <a href='#Page_93'>93</a></span><br /> +<span style="margin-left: 1em;">Fox Trail, Single Rim, <a href='#Page_95'>95</a></span><br /> +<span style="margin-left: 1em;">Snow Dart, <a href='#Page_181'>181</a></span><br /> +<span style="margin-left: 1em;">Snow Snake, <a href='#Page_182'>182</a></span><br /> +Spanish Fly, <a href='#Page_182'>182</a><br /> +Spans, <a href='#Page_183'>183</a><br /> +Spin the Platter, <a href='#Page_183'>183</a><br /> +<span style="margin-left: 1em;">(<i>See also</i> My Lady's Toilet)</span><br /> +Spooning, <a href='#Page_184'>184</a><br /> +Spud, <a href='#Page_404'>404</a><br /> +Square Ball, <a href='#Page_404'>404</a><br /> +Squat Tag (<i>see</i> Stoop Tag)<br /> +Squirrel and Nut, <a href='#Page_184'>184</a><br /> +Squirrel in Trees, <a href='#Page_185'>185</a><br /> +Stage Coach, <a href='#Page_185'>185</a><br /> +Stake Guard, <a href='#Page_186'>186</a><br /> +Stealing Sticks, <a href='#Page_188'>188</a><br /> +Step, <a href='#Page_188'>188</a><br /> +Still Pond, No More Moving, <a href='#Page_189'>189</a><br /> +Stone, <a href='#Page_190'>190</a><br /> +Stool Ball, <a href='#Page_406'>406</a><br /> +Stoop Tag, <a href='#Page_190'>190</a><br /> +Straddle Club (<i>see</i> Stride Ball)<br /> +Stride Ball, <a href='#Page_407'>407</a><br /> +Sun Dial, <a href='#Page_190'>190</a><br /> + +<br /> +Tag, <a href='#Page_191'>191</a>-<a href='#Page_192'>192</a><br /> +<b>Tag Games:</b><br /> +<span style="margin-left: 1em;">Cross Tag, <a href='#Page_75'>75</a></span><br /> +<span style="margin-left: 1em;">Fence Tag, <a href='#Page_85'>85</a></span><br /> +<span style="margin-left: 1em;">French Tag, <a href='#Page_96'>96</a></span><br /> +<span style="margin-left: 1em;">Hang Tag, <a href='#Page_101'>101</a></span><br /> +<span style="margin-left: 1em;">Home Tag, <a href='#Page_106'>106</a></span><br /> +<span style="margin-left: 1em;">Japanese Tag, <a href='#Page_116'>116</a></span><br /> +<span style="margin-left: 1em;">Maze Tag, <a href='#Page_131'>131</a></span><br /> +<span style="margin-left: 1em;">Old Man Tag, <a href='#Page_142'>142</a></span><br /> +<span style="margin-left: 1em;">Partner Tag, <a href='#Page_145'>145</a></span><br /> +<span style="margin-left: 1em;">Schoolroom Tag, <a href='#Page_172'>172</a></span><br /> +<span style="margin-left: 1em;">Shadow Tag, <a href='#Page_173'>173</a></span><br /> +<span style="margin-left: 1em;">Stoop (or Squat) Tag, <a href='#Page_190'>190</a></span><br /> +<span style="margin-left: 1em;">Tag, <a href='#Page_192'>192</a></span><br /> +<span style="margin-left: 1em;">Tag the Wall Relay, <a href='#Page_192'>192</a></span><br /> +<span style="margin-left: 1em;">Whip Tag, <a href='#Page_205'>205</a></span><br /> +<span class='pagenum'><a name="Page_456" id="Page_456">[456]</a></span>Tag the Wall Relay, <a href='#Page_192'>192</a><br /> +Target Toss, <a href='#Page_315'>315</a><br /> +Teach, How to teach Games, <a href='#Page_27'>27</a><br /> +Teacher and Class, <a href='#Page_316'>316</a><br /> +Ten Steps, <a href='#Page_193'>193</a><br /> +Ten Trips, <a href='#Page_408'>408</a><br /> +Tether Ball, <a href='#Page_409'>409</a><br /> +Thimble Ring, <a href='#Page_194'>194</a><br /> +Third Man, <a href='#Page_194'>194</a><br /> +<span style="margin-left: 1em;">(<i>See also</i> Three Deep and Last Man)</span><br /> +Third Slap, <a href='#Page_195'>195</a><br /> +Three Deep, <a href='#Page_196'>196</a><br /> +Three Holes, <a href='#Page_411'>411</a><br /> +Tidbits Farmer, <a href='#Page_237'>237</a><br /> +Tip, Tap, Toe, <a href='#Page_237'>237</a><br /> +To the Teacher of Games, <a href='#Page_26'>26</a><br /> +Tommy Tiddler's Ground, <a href='#Page_197'>197</a><br /> +Toss Ball, <a href='#Page_412'>412</a><br /> +Toss-up, <a href='#Page_40'>40</a><br /> +Tossing Wands, <a href='#Page_198'>198</a><br /> +Trades, <a href='#Page_199'>199</a><br /> +Tree Ball, <a href='#Page_413'>413</a><br /> +Tree Party, <a href='#Page_199'>199</a><br /> +Triple Change, <a href='#Page_200'>200</a><br /> +Tugs of War<br /> +<span style="margin-left: 1em;">(<i>see</i> Catch and Pull Tug of War and Wand Tug of War;</span><br /> +<span style="margin-left: 1em;"><i>also Contests for Two</i>, under "Feats and Forfeits")</span><br /> +<br /> +Under the Cuckoo's Nest, <a href='#Page_201'>201</a><br /> +Up, Jenkins!, <a href='#Page_239'>239</a><br /> +<span style="margin-left: 1em;">(For the schoolroom, <i>see</i> Hands Up, Hands Down)</span><br /> +<br /> +Vaulting Relay, <a href='#Page_317'>317</a><br /> +Vaulting Seats, <a href='#Page_202'>202</a><br /> +Volley Ball, <a href='#Page_413'>413</a><br /> +<span style="margin-left: 1em;">(<i>See also</i> Schoolroom Volley Ball)</span><br /> +<br /> +Wall Ball Drill, <a href='#Page_416'>416</a><br /> +Wand Race, <a href='#Page_202'>202</a><br /> +Wand Tug of War, <a href='#Page_203'>203</a><br /> +War, <a href='#Page_417'>417</a><br /> +Water Sprite, <a href='#Page_203'>203</a><br /> +Weathercock, <a href='#Page_204'>204</a><br /> +Wee Bologna Man, The, <a href='#Page_204'>204</a><br /> +What is my Thought Like?, <a href='#Page_240'>240</a><br /> +Whip Tag, <a href='#Page_205'>205</a><br /> +Who goes round my Stone Wall?, <a href='#Page_206'>206</a><br /> +Widower (<i>see</i> Last Couple Out)<br /> +Wink, <a href='#Page_207'>207</a><br /> +Wolf, <a href='#Page_208'>208</a><br /> +Woodland Lovers, <a href='#Page_241'>241</a><br /> +Wood Tag, <a href='#Page_209'>209</a><br /> +Wrestling (<i>see Contests for Two</i> under "Feats and Forfeits")<br /> +<br /> +Yards Off, <a href='#Page_210'>210</a><br /> +<br /> +<b>Zigzag Games</b>, <a href='#Page_419'>419</a><br /> +<span style="margin-left: 1em;">Circle Zigzag, <a href='#Page_419'>419</a></span><br /> +<span style="margin-left: 1em;">Line Zigzag—I, <a href='#Page_421'>421</a></span><br /> +<span style="margin-left: 1em;">Line Zigzag—II, <a href='#Page_422'>422</a></span><br /> +<span style="margin-left: 1em;">Line Zigzag—III, <a href='#Page_423'>423</a></span><br /> +<span style="margin-left: 1em;">Zigzag Overhead Toss, <a href='#Page_424'>424</a></span><br /> +Zoo, The, <a href='#Page_242'>242</a><br /> +</p> + + +<hr class="chapter" /> +<p><span class='pagenum'><a name="Page_1i" id="Page_1i">[1]</a></span></p> +<h2>APPENDIX</h2> + + +<h3>END BALL</h3> + + +<div class="blockquot"><p>This game, originated under the direction of Mr. William A. +Stecher, of Philadelphia, is probably the best game ever +devised for introducing players to some of the intricacies of +team work and advanced ball play.</p> + +<p>The practice which it gives in throwing, catching, guarding, +scoring, the observance of rules, and attention to fouls, makes +it an admirable training for the more complicated games, and +should be used as a preparation for them.</p> + +<p>The Girls' Branch of the Public Schools Athletic League of New +York City has officially adopted this game for this purpose in +elementary schools, where its use precedes Captain Ball or +other team games of similar type.</p> + +<p>No competition for girls is allowed between public schools in +New York City. All competition is confined to the clubs of a +given school.</p></div> + +<p><b>BALL.</b>—The ball used in all match games shall be Spalding's Official +Basket Ball.</p> + +<p><b>THE GROUND.</b>—The ground is not invariable in dimensions. A space +measuring 30 x 30 feet is sufficient for the game, and the usual size, +though a larger space may be used for a very large number of players. +This space shall be outlined, and then divided across the center by a +straight line from side to side. At either end a narrow goal strip, 3 +feet wide, shall be made by drawing a second line parallel to the end +line.</p> + +<p>For all match games clubs should agree on the dimensions of the field, +and all preliminary practice should be on the same sized field.</p> + +<p><b>PLAYERS.</b>—The players shall be divided into two equal teams. One third +of the players of each team shall be basemen, and take their places +within the goal at one end of the ground; the balance of the team +shall be guards and stand in the large territory in front of the goal +on the opposite side of the ground. No regular arrangement for the +players is required, but they should scatter over the field so as not +to leave unguarded spaces.</p> + +<p><span class='pagenum'><a name="Page_2i" id="Page_2i">[2]</a></span></p><p><b>OBJECT OF THE GAME.</b>—The object of the game is for the guards on one +side to throw the ball over the heads of the guards on the opposite +side to their own basemen, at the end of the opposite field. Each ball +so caught by a baseman shall score one point for the side catching it. +The baseman should at once throw the ball back over the heads of the +intervening guards to his own guards for another throw.</p> + +<p>The object of the intervening guards is to intercept the ball before +it can reach the basemen at their rear, and to throw it in turn to +their own basemen at the rear of the opposite court, over the heads of +the intervening opponents.</p> + +<p><b>START.</b>—The game shall be started by a referee (usually the teacher) +putting the ball in play in the center of the field. This is done by +tossing it upward between two opposing guards, each of whom shall try +to catch it. The one whose hands touch it first shall be the possessor +of the ball. The guards shall step forward in rotation to try for the +ball whenever it is put in play, so that each guard shall have an +opportunity.</p> + +<p>When a goal is made the ball shall remain in play.</p> + +<p><b>SCORE.</b>—The ball shall score one point for a team whenever caught by a +baseman from a throw from his own guards or whenever a baseman gets +possession of the ball by its rolling into his territory.</p> + +<p>The ball continues in play when a point is scored. The game shall be +played in two halves of 15 minutes each (for beginners the half may be +10 minutes, until endurance is acquired). There shall be a rest of +from 3 to 5 minutes between halves. At the beginning of the second +half the players shall change goals.</p> + +<p>The team shall win which has the highest score at the end of the +second half.</p> + +<p><b>FOULS.</b>—It shall be a foul for any player to step outside of his +assigned territory, either over the side lines or into his opponent's +court. A ball so caught shall not score, and the foul shall be +punished by the ball being given to the nearest guard of the opposing +team, who shall immediately put it in play by a throw to his own +basemen or guards. This rule of overstepping territory shall apply to +both guards and basemen and for one foot or both.</p> + +<p><span class='pagenum'><a name="Page_3i" id="Page_3i">[3]</a></span></p><p>It shall be a foul to carry the ball; <i>i.e.</i>, to take more than one +step with it.</p> + +<p>It shall be a foul to touch the ball while it is in the hands of +another player.</p> + +<p>It shall be a foul to hold or push another player.</p> + +<p>A foul shall be punished by the loss of the ball, which shall be given +to a guard of the opposing team for a free (unobstructed) throw.</p> + +<p><b>ADDITIONAL RULES.</b>—Should a ball roll or be thrown beyond the rear +boundary line, the baseman nearest the ball shall leave his base to +secure it, bring it within the line at the point where it passed out, +and from there throw it to one of the guards of his team in the +opposite court. A ball that goes over the side lines shall similarly +be secured by the guard nearest where it left the field.</p> + +<div class="figcenter" style="width: 422px;"> +<img src="images/diag066.jpg" width="422" height="420" alt="diagram: (The ground for End Ball.)" title="" /> +</div> + +<p><span class='pagenum'><a name="Page_4i" id="Page_4i">[4]</a></span></p> + +<h3>NEW YORK CAPTAIN BALL</h3> + +<div class="blockquot"><p>This form of Captain Ball has been officially adopted for the +Girls' Branch of the Public Schools Athletic League of New York +City. Its particular merit is in the scoring, a premium being +placed on skillful play by the award of extra points for +passing the ball entirely around the outer circuit of bases on +a given side; and further extra points are given for following +this circuit by a successful throw to the captain. This does +away with the tendency to short-circuit the plays with too +frequent throws to a captain, and encourages interplay and +quick resourcefulness between members of a team.</p> + +<p>No inter-school competition is allowed for girls in the public +schools of New York City; all competition is between clubs in a +school.</p></div> + +<p><b>BALL.</b>—The ball to be used in all match games shall be Spalding's +Official Basket Ball.</p> + +<p><b>GROUNDS.</b>—The ground shall be divided by a neutral strip, 3 feet wide, +in which the ball shall be put in play. To enter the neutral strip at +other times shall constitute a foul.</p> + +<p>On each side of the neutral strip a series of small bases shall be +drawn, in number equal to one quarter of the entire number of players. +These bases shall be in the form of a circle, 2 feet in diameter, or +they may be square, measuring 2 feet.</p> + +<p>The series of bases on each side shall outline the arc of a circle +open to the center, with one base in the middle of each side for the +captain. The bases in the outer circle shall be not closer than 6 feet +to each other or to the neutral strip separating the fields, and not +nearer than 10 feet to the captain's base.</p> + +<p><b>PLAYERS.</b>—Any even number up to forty may play the game. The players +shall be divided into two equal teams; each team in turn shall be +equally divided between basemen and guards, the captain being a +baseman.</p> + +<p>The basemen shall take their places in the bases on one side of the +field, and the guards of the same team shall stand near the opponents' +bases on the opposite side of the field.</p> + +<p>The game shall be played in two halves, and for the second half the +teams shall change sides, and the basemen and guards of each team +shall exchange places, basemen becoming guards, and <i>vice versa</i>. For +match games a club shall be represented by a picked team.</p> + +<p><span class='pagenum'><a name="Page_5i" id="Page_5i">[5]</a></span></p><p><b>OFFICERS.</b>—The game shall be in charge of a referee who shall call +score and fouls and put the ball in play at the beginning of each +half, and after each foul.</p> + +<p>The referee may be assisted by an umpire and inspectors, if desired; +but for other than match games this is not necessary.</p> + +<p><b>OBJECT OF THE GAME.</b>—The main object of the game is for the basemen of +a team to pass the ball from one to another, each pass successfully +made scoring for the team, as described under "Score."</p> + +<p>The object of the guards is to intercept the passage of the ball and +send it back to their own basemen for similar play.</p> + +<p><b>RULES.</b>—The game shall be played in two halves of 15 minutes each, +with a 5-minute rest between, except at final meets, where halves may +be shortened to 6 minutes, if desired.</p> + +<p>Guards may move around freely on their own half of the ground, but +each should be responsible for guarding one particular baseman. Guards +may not step within bases.</p> + +<p>Guards may not enter the neutral strip except when called there in +rotation, as explained under "Start" to put the ball in play.</p> + +<p>The play of the ball need not be in consecutive order from base to +base, but may zigzag across the circle. It does not score when caught +a second time by the same baseman during a given play, such a catch +ending the possible score for that team for that round of the ball; +and it cannot score after being caught by the captain, though his +catch scores.</p> + +<p><b>START.</b>—The ball shall be put in play by the referee, who shall toss +it up in the center of the neutral strip between two guards, one from +each team, who shall try to secure it. To touch the ball shall not +give the guard possession of it; it shall be held in both hands. In +case of dispute, the referee shall again toss the ball.</p> + +<p>Guards shall be called in regular succession to the neutral strip to +put the ball in play. The two called shall be from similar positions +on opposite sides of the field.</p> + +<p>The ball is put in play from the center at the opening of the halves, +and after a foul, but not after a score made in regular play; in other +words, the ball continues in play until a foul is called or the half +ends.</p> + +<p><span class='pagenum'><a name="Page_6i" id="Page_6i">[6]</a></span></p><p><b>SCORE.</b>—One point shall be scored for a team whenever one of its +basemen catches a ball thrown by any other of its basemen except the +captain. When the entire succession of outer basemen have thus caught +the ball, whether in regular rotation or not, two extra points shall +be scored; thus with 5 basemen, 6 points would be scored for such a +play.</p> + +<p>Two points additional shall be scored when such a play ends with a +successful throw to the captain. With 5 outer bases, this would mean a +score of 8 points.</p> + +<p>Under all other circumstances, one point only shall be scored whenever +the captain catches the ball from a baseman of his team.</p> + +<p>No score shall be made on a catch by a baseman or captain from a +guard.</p> + +<p>One point shall be scored for the opponents whenever a foul is made, +and the ball shall then be put in play again from the center.</p> + +<p>The ball shall cease to score:</p> + +<div class="blockquot"><p>(1) After being caught by the captain; (<i>i.e.</i>, the captain's +catch scores, but no throw made by him scores if caught).</p> + +<p>(2) When it gets to the hands of a baseman who has previously +had it in the same play; (<i>i.e.</i>, this catch does not score).</p> + +<p>(3) When it gets to the hands of an opponent.</p></div> + +<p>The ball continues in play under all of the above-mentioned +circumstances. When a foul is committed it goes to the center for a +new start.</p> + +<p><b>FOULS.</b>—It shall be a foul: to carry the ball (<i>i.e.</i>, to take more +than one step with it).</p> + +<p>To hold it longer than time enough to turn around quickly, or three +seconds.</p> + +<p>To touch the ball in any way while it is in the hands of any other +player.</p> + +<p>To touch or trip an opponent.</p> + +<p>For guards to step into the neutral strip or the opponents' territory.</p> + +<p><span class='pagenum'><a name="Page_7i" id="Page_7i">[7]</a></span></p><p>It shall be a foul for a baseman to step out of his base with more +than one foot at a time, or for a guard to step within a base in any +way.</p> + +<p>One point shall be scored for the opponents whenever a foul is +committed, and the ball is then put newly in play.</p> + +<div class="figcenter" style="width: 357px;"> +<img src="images/diag067.jpg" width="357" height="475" alt="diagram: GROUND PLAN FOR NEW YORK CAPTAIN BALL" title="" /> +<span class="caption">GROUND PLAN FOR NEW YORK CAPTAIN BALL</span> +</div> + +<hr class="quarter" /> + +<div class="center">Printed in the United States of America.</div> + + + + + + + +<pre> + + + + + +End of the Project Gutenberg EBook of Games for the Playground, Home, School +and Gymnasium, by Jessie H. 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