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+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: ASCII
+
+*** START OF THIS PROJECT GUTENBERG EBOOK GAMES FOR PLAYGROUND, HOME, SCHOOL ***
+
+
+
+
+Produced by The Online Distributed Proofreading Team at
+https://www.pgdp.net
+
+
+
+
+
+
+
+[Illustration: RING A' ROSES
+
+_From the painting by Fred Morgan_
+
+_Frontispiece_
+]
+
+
+
+
+GAMES
+
+FOR
+
+THE PLAYGROUND, HOME, SCHOOL
+AND GYMNASIUM
+
+
+BY
+
+JESSIE H. BANCROFT
+
+ASSISTANT DIRECTOR PHYSICAL TRAINING, PUBLIC SCHOOLS, NEW YORK CITY;
+EX-SECRETARY AMERICAN PHYSICAL EDUCATION ASSOCIATION; MEMBER AMERICAN
+ASSOCIATION FOR THE ADVANCEMENT OF SCIENCE; AUTHOR OF "SCHOOL
+GYMNASTICS," ETC., ETC.
+
+
+ New York
+ THE MACMILLAN COMPANY
+ 1922
+
+ _All rights reserved_
+
+ COPYRIGHT, 1909,
+ BY THE MACMILLAN COMPANY.
+
+ Set up and electrotyped. Published, December, 1909.
+
+
+ Norwood Press
+ J. S. Cushing Co.--Berwick & Smith Co.
+ Norwood, Mass., U.S.A.
+
+
+
+
+TABLE OF CONTENTS
+
+
+ PAGE
+
+INTRODUCTION 1
+
+TO THE TEACHER OF GAMES 26
+
+COUNTING-OUT; CHOOSING SIDES; WHO'S "IT"? 35
+
+MISCELLANEOUS ACTIVE GAMES 43
+
+QUIET GAMES 211
+
+FEATS AND FORFEITS 243
+
+SINGING GAMES 259
+
+BALLS AND BEAN BAGS 295
+
+ _a._ Specifications for Balls, Bean Bags, and
+ Marking Grounds, etc. 297
+ _b._ Bean Bag and Oat Sack Games 303
+ _c._ Ball Games 319
+
+
+
+INDEXES
+
+
+GAMES FOR ELEMENTARY SCHOOLS, FIRST TO EIGHTH YEARS 427
+
+GAMES FOR HIGH SCHOOLS 433
+
+GAMES FOR PLAYGROUNDS, GYMNASIUMS, AND LARGE NUMBERS 435
+
+GAMES FOR BOYS' AND GIRLS' SUMMER CAMPS 440
+
+ _a._ Active Games 440
+ _b._ Quiet Games 442
+
+HOUSE-PARTY AND COUNTRY-CLUB GAMES 444
+
+ _a._ Active Games 444
+ _b._ Quiet Games 445
+
+GAMES FOR CHILDREN'S PARTIES 446
+
+ _a._ Active Games 446
+ _b._ Quiet Games 447
+
+SEASHORE GAMES 449
+
+ALPHABETICAL INDEX 451
+
+
+
+LIST OF ILLUSTRATIONS
+
+
+RING A' ROSES _Frontispiece_
+
+ FACING PAGE
+
+ALL-UP RELAY RACE 45
+
+BUYING A LOCK 58
+
+CATCH-AND-PULL TUG OF WAR; A HIGH SCHOOL FRESHMAN CLASS 60
+
+FORCING THE CITY GATES 89
+
+HOW MANY MILES TO BABYLON? 108
+
+JUMPING ROPE ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL 118
+
+OYSTER SHELL 143
+
+PITCH PEBBLE 147
+
+PRISONER'S BASE 158
+
+ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS,
+ FORT CLARK, NORTH DAKOTA 169
+
+SNOW SNAKE 182
+
+A CITY PLAYGROUND 200
+
+FLOWER MATCH 220
+
+SKIN THE SNAKE 252
+
+DRAW A BUCKET OF WATER 263
+
+THE DUCK DANCE 276
+
+BALLS 297
+
+CAPTAIN BALL IN A HIGH SCHOOL 342
+
+CIRCLE STRIDE BALL 358
+
+DRIVE BALL 375
+
+BALL GAME ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL 400
+
+TETHER BALL 409
+
+
+
+
+INTRODUCTION
+
+
+
+
+INTRODUCTION
+
+
+PURPOSE AND PLAN.--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.
+
+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 suited to his conditions. The index for schools
+is essentially a graded course of study in games.
+
+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.
+
+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.
+
+ * * * * *
+
+[Sidenote: Original research]
+
+SOURCES AND NATURE OF MATERIAL.--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, 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.
+
+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.
+
+[Sidenote: Bibliographical research and results]
+
+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 (_Songs and Games of American Children_) and Mrs. Alice B.
+Gomme (_Traditional Games_ in the _Dictionary of British Folk Lore_).
+The earlier British collection by Strutt (_Sports and Pastimes of the
+English People_) 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, _Mind and Body_.
+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 _Spalding Athletic Library_, 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 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.
+
+[Sidenote: Standard Material]
+
+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 _Robin
+Hood_, _Sally in our Alley_, or _Drink to me only with thine Eyes_.
+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.
+
+[Sidenote: Local color and humor in games]
+
+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
+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.
+
+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.
+
+ * * * * *
+
+PRINCIPLES OF SELECTION.--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.
+
+[Sidenote: Playing values]
+
+The four hundred games here published are selected from a 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.
+
+[Sidenote: Elements of games]
+
+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.
+
+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 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.
+
+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
+preeminently a useful working manual for the player or leader of
+games.
+
+[Sidenote: Varying modes of play]
+
+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.
+
+The choice of names could not well be made on any one principle.
+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.
+
+[Sidenote: Games for boys and girls]
+
+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.
+
+ * * * * *
+
+THE USES OF GAMES.--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.
+
+[Sidenote: Sense perceptions]
+
+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 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.
+
+[Sidenote: Social development]
+
+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 cooeperate 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
+cooeperation 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 cooeperation
+developed, reaching the highest point at last in the team games where
+self is subordinated to the interests of the team, and cooeperation is
+the very life of the game.
+
+[Sidenote: Will training]
+
+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 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."
+
+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.
+
+[Sidenote: Evolution of play interests]
+
+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 fall into groups having pronounced characteristics at
+different age periods.
+
+[Sidenote: Games for various ages]
+
+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.
+
+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.
+
+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, 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 cooeperation 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.
+
+[Sidenote: Relation between development and play]
+
+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.
+
+The fullest and most practical correlation of our knowledge of 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 _Education by Plays and Games_. The wonderful
+studies in the psychology of play by Karl Groos (_The Play of Animals_
+and _The Play of Man_), and the chapter by Professor William James on
+_Instinct_, 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."
+
+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.
+
+[Sidenote: Age classification]
+
+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.
+
+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 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.
+
+[Sidenote: Graded course of study on games]
+
+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.
+
+[Sidenote: Relation of games to school life]
+
+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 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.
+
+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 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.
+
+[Sidenote: Sociological and economic significance of games]
+
+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.
+
+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.
+
+[Sidenote: Children of the rich]
+
+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 _blase_ 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."
+
+[Sidenote: Teachers of games]
+
+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.
+
+[Sidenote: Investment-value of recreation]
+
+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 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.
+
+[Sidenote: Brain workers]
+
+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 cooeperation, an involuntary
+absorption of attention, and generally an occasion for hearty
+laughter, that few other forms of recreation supply.
+
+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.
+
+[Sidenote: Play of adults with children]
+
+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 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.
+
+[Sidenote: Games in country life]
+
+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.
+
+Mr. Myron T. Scudder, in his practical and stimulating pamphlet on
+games for country children (_Country Play; A Field Day and Play Picnic
+for Country Children_. Pub. by _Charities_, 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.
+
+ * * * * *
+
+ORIGINS.--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 preeminent, and 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.
+
+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."
+
+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 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.
+
+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.
+
+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
+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
+
+ "Beget the smiles that have no cruelty."
+
+ * * * * *
+
+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.
+
+JESSIE H. BANCROFT.
+
+MARCH, 1909.
+
+
+
+
+ACKNOWLEDGMENTS
+
+
+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.
+
+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.
+
+
+
+
+TO THE TEACHER OF GAMES
+
+
+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.
+
+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.
+
+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 _en masse_, 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.
+
+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.
+
+[Sidenote: How to teach a game]
+
+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.
+
+[Sidenote: Class and group games]
+
+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.
+
+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.
+
+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.
+
+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.
+
+[Sidenote: Choice of games]
+
+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.
+
+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 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.
+
+[Sidenote: Discipline]
+
+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.
+
+[Sidenote: Playing values]
+
+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. _Do not make the games too serious. Get laughter and frolic
+out of them._
+
+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.
+
+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
+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.
+
+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.
+
+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.
+
+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.
+
+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.
+
+[Sidenote: Team play]
+
+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 cooeperation 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.
+
+[Sidenote: Enforcement of rules]
+
+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 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.
+
+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.
+
+[Sidenote: Honor]
+
+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 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.
+
+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.
+
+FLOOR FORMATION.--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.
+
+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 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.
+
+The sense of being united in a common interest, or _esprit de corps_,
+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.
+
+For all formations pupils should be trained to move quickly.
+Formations made from marching order may often be done on the
+double-quick.
+
+RING FORMATION.--For small numbers 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.
+
+For large numbers 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.
+
+CONCENTRIC CIRCLES.--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 march in a column of
+twos (two by two), and the leaders should describe a circle until the
+ends meet. All then face inward.
+
+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.
+
+OPPOSING TEAMS OR LINES.--For assigning large numbers of players
+quickly in opposing teams or lines, the following methods are among
+the most orderly:--
+
+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.
+
+This method is even quicker if players march in columns of twos or
+fours, alternate ranks turning to alternate sides.
+
+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.
+
+_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._
+
+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.
+
+GROUP FORMATIONS.--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.
+
+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."
+
+
+
+
+COUNTING-OUT; CHOOSING SIDES
+
+
+
+
+COUNTING-OUT; CHOOSING SIDES AND TURNS; "WHO'S IT?"
+
+
+ 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 _Iliad_ 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.
+
+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 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 _Floor
+Formations_ in previous chapter.)
+
+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.
+
+COUNTING-OUT.--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!"
+
+From many verses the following, without which no collection could well
+make its appearance, are chosen as typical for the purpose:--
+
+ "Onery, twoery tickery tee,
+ Hanibal, Crackible, turnablee.
+ Whing, whang, muskadan,
+ Striddledum, straddledum, twenty-one!"
+
+The following counting-out rhyme is famous in literary annals as
+having been taught to Sir Walter Scott before his open fire by that
+dainty little maiden, Marjorie Fleming:--
+
+ "Wonery, twoery, tickery seven;
+ Alibi, crackaby, ten and eleven;
+ Pin, pan, muskydan;
+ Tweedle-um, twoddle-um,
+ Twenty-wan; eeerie, ourie, owrie,
+ You, are, out!"
+
+The following are old and popular forms:--
+
+ "Enna, mena, mina, mo,
+ Catch a nigger by the toe;
+ If he hollers, let him go,
+ Enna, mena, mina, mo!"
+
+ "Monkey, monkey, bottle of beer;
+ How many monkeys are there here?
+ One, two, three, out goes he (or she!)"
+
+ "Aina, maina, mona, mike,
+ Bassalona, bona, strike;
+ Hare, ware, frown, hack;
+ Halico, balico, wee, wo, wy, whack!"
+
+ "Little fishes in a brook,
+ Father caught them with his hook.
+ Mother fried them in a pan,
+ Father ate them like a man."
+
+HOLDERS.--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.
+
+ 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.
+
+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 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.
+
+DRAWING CUTS.--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."
+
+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.
+
+TOSS-UP.--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 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.
+
+RACING; LAST OVER; ETC.--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."
+
+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."
+
+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.
+
+CHOOSING SIDES.--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 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.
+
+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 cooeperate generously and with good temper. A player may be
+unskillful, and yet very valuable as a general helper if he possesses
+the qualities for cooeperation. 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.
+
+
+
+
+MISCELLANEOUS ACTIVE GAMES
+
+
+[Illustration: ALL-UP RELAY RACE]
+
+
+
+
+MISCELLANEOUS ACTIVE GAMES
+
+
+
+ALL UP RELAY
+
+
+_10 to 60 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+The players are divided into two or more groups of like numbers which
+compete against each other. The different groups line up in single
+file behind a starting line drawn on the ground. Directly in front of
+each team, at the opposite end of the running space (which should be
+from twenty to fifty feet long), are drawn two circles, each three
+feet in diameter, and placed side by side, with rims touching. In one
+of the circles of each pair three Indian clubs are placed.
+
+On a signal, number one of each file runs forward and with one hand
+only, changes the clubs from one circle to the other. Each club must
+be made to stand, and none must touch the outline of the circle. As
+soon as each player finishes this, he runs back to his file, touches
+the next player on the hand, and passes off, back of the line. The
+second player should be waiting for this "touch-off" with toe on the
+starting line and hand outstretched.
+
+This second player, on receiving the touch-off, runs forward to the
+circles and changes the clubs from the second ring back to the first,
+observing the same rules of procedure. Each player, in turn does this,
+the file winning whose last player is first to dash over the starting
+line on his return.
+
+ This is a very popular game for athletic contests, especially
+ for younger girls. When used in this way, an especially careful
+ observation should be kept for fouls by official judges. One
+ foul is scored against a team for (_a_) each time a runner
+ starts over the line without the "touch-off"; (_b_) each time
+ both hands are in play at once in changing the clubs; (_c_)
+ each club that is not replaced after falling; (_d_) each club
+ that is left standing anywhere but within the circle for which
+ it was intended. When played thus, according to strict athletic
+ rules, the teams win in the order of finishing plus the
+ smallest score on fouls. Thus, if team A finishes first with
+ six fouls, team B finishes second with four fouls, and team C
+ finishes third with no fouls, team C wins, being given first
+ place, team B second place, and team A third place.
+
+ Teams Order of Finishing Number of Fouls Order of Winning
+ A 1 6 3
+ B 2 4 2
+ C 3 0 1
+
+
+
+ANIMAL BLIND MAN'S BUFF
+
+
+_10 to 30 or more players._
+
+_Parlor; gymnasium; playground._
+
+One player is blindfolded and stands in the center of a circle with a
+wand, stick, or cane in his hand. The other players dance around him
+in circle until he taps three times on the floor with his cane, when
+they must stand still. The blind man thereupon points his cane at some
+player, who must take the opposite end of the cane in his hand. The
+blind man then commands him to make a noise like some animal, such as
+a cat, dog, cow, sheep, lion, donkey, duck, parrot. From this the
+blind man tries to guess the name of the player. If the guess be
+correct, they change places. If wrong, the game is repeated with the
+same blind man.
+
+The players should try to disguise their natural tones as much as
+possible when imitating the animals, and much sport may be had through
+the imitation. Players may also disguise their height, to deceive the
+blind man, by bending their knees to seem shorter or rising on toes to
+seem taller.
+
+Where there are thirty or more players, two blind men should be placed
+in the center.
+
+ There is much sport in this game for either children or adults
+ or both together. The author has known it to be the occasion
+ for great merriment under all three circumstances.
+
+
+
+ANIMAL CHASE
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+Two pens are marked off in distant corners of the playground. One
+player, called the chaser, stands at one side of one of these pens.
+The other players stand within the pen that is nearest the chaser. All
+of the players in the pen are named for different animals, there being
+several players of each kind. Thus there may be a considerable number
+each of bears, deer, foxes, etc. The chaser calls the name of any
+animal he chooses as a signal for the players to run. For instance, he
+may call "Bears!" whereupon all of the players who represent bears
+must run across to the other pen, the chaser trying to catch them.
+
+Any player caught before reaching the opposite pen changes places with
+the chaser.
+
+ The particular point of difference between this and some other
+ similar chasing games is that the chaser may not know just
+ which of the players in the pen will start out in response to
+ the name of the animal that he calls.
+
+
+
+ARROW CHASE
+
+
+_8 to 16 players._
+
+_Out of doors._
+
+This game is especially adapted to surroundings where a very devious
+chase may be given, with many opportunities for the runners to go out
+of sight, double back on their course, etc., as in a village.
+
+The players are divided into two parties. One of these parties, each
+member having a piece of chalk, starts out on a run over any route
+chosen by their leader. Every ten feet the runners must chalk a small
+arrow somewhere along their path, the object of the hunting party
+being to overtake these runners, discovering their course by the
+arrows. No attempt is made to get back to a goal, as in many other
+games of chase.
+
+The hunting party at the starting place counts two thousand to give
+the runners a full start, and then pursues them. The runners will use
+all possible finesse in making it difficult to find their arrows,
+although it is a rule of the game that the arrow must be in plain
+sight, though not necessarily from the point of view of the course
+taken. It may be marked on the farther side of a post, stone, etc., or
+at a considerable height, or near the ground, but never under a ledge
+or where it might not be seen plainly by any one standing in front of
+it.
+
+The runners will naturally take a course that will eventually bring
+them back to the starting point, the chasers, however, trying to
+overtake them before they can accomplish this.
+
+
+
+AUTOMOBILE RACE
+
+
+_20 to 30 players at once._
+
+_Schoolroom._
+
+This schoolroom game is played with most of the class sitting, being a
+relay race between alternate rows. The first child in each alternate
+row, at a signal from the teacher, leaves his seat on the right side,
+runs forward around his seat and then to the rear, completely
+encircling his row of seats, until his own is again reached. As soon
+as he is seated, the child next behind him encircles the row of seats,
+starting to the front on the right side and running to the rear on the
+left side. This continues until the last child has encircled the row
+and regained his seat. The row wins whose last player is first seated.
+The remaining alternate rows then play, and lastly the two winning
+rows may compete for the championship.
+
+The interest may be increased by calling the race an international
+one, the teacher providing small flags of different nations, or the
+children may cut and paint these of paper. The first child in each row
+chooses the country he will represent by the selection of a flag at
+the beginning of the game. This he places on the rear desk, and it is
+held aloft by the last player when he regains his seat, indicating
+that his country has come in first, second, etc., in the automobile
+race.
+
+
+
+BARLEY BREAK
+
+
+_6 to 18 players._
+
+_Playground; gymnasium._
+
+A long, narrow strip of ground is needed for this game, divided into
+three spaces measuring from ten to fifty feet square. The central one
+of these three spaces is called the barley field. In each of the three
+stands a couple of players (or more, as hereinafter described). The
+couple in the center is obliged to link arms; therefore the center
+place is the most difficult and considered disadvantageous. The
+couples in the other spaces advance, singly or together, into the
+barley field, trampling the barley by dancing around the field as much
+as they can without being caught. These couples need not link arms.
+When one of these is caught, he must remain inactive in the barley
+field until his partner is also caught. The couple owning the barley
+field may not step beyond its limits, nor may the couple being sought
+take refuge in the field opposite to their own. When the two are
+caught, they become warders of the barley field, changing places with
+the previous couple, and any others who have been caught return to
+their own fields. The game is made interesting by not confining the
+effort to catching two members of the same couple in succession. Both
+couples in the adjoining fields should venture far into the barley,
+taunting the couple who have linked arms by calling "Barley break!"
+These, in turn, will assist their object by making feints at catching
+one player and turning suddenly in the opposite direction for another.
+
+The number of players may be increased by putting three couples in the
+center (barley field) and two or three couples at each end.
+
+ This game is centuries old and used to be played at harvest
+ time around the stacks in the cornfields.
+
+
+
+BASTE THE BEAR
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium; parlor._
+
+One player is chosen to be bear, and sits in the center on a stool.
+The bear chooses a second player to be his keeper. The keeper stands
+by the bear, each of them holding an end of a short rope about two
+feet in length and knotted at either end to give a firm hold. The rest
+of the players stand around in a circle inclosing these two. The
+object of the players is to tag (baste or buffet) the bear, without
+themselves being tagged by the bear or his keeper. The players may
+only attack the bear when the keeper calls "My bear is free!" Should a
+player strike at the bear before the keeper says this, they change
+places, the striker becomes bear, the former bear becomes the keeper,
+and the keeper returns to the ring. The keeper does his best to
+protect his bear by dodging around him on all sides to prevent the
+attacks of the players who dodge in from the circle to hit him.
+Should the keeper or bear tag any player, the same exchange is made;
+that is, the player tagged becomes bear, the former bear the keeper,
+and the keeper returns to the ring.
+
+Should a rope not be conveniently at hand, the game may be played in
+any of the three following ways: (1) by the bear and his keeper
+clasping hands; (2) a circle may be drawn around the bear beyond which
+the keeper may not go; (3) the keeper may be subjected to the general
+rule of not going more than two steps away from the bear in any
+direction.
+
+Where there are more than thirty players, two or more rings should be
+formed, each having its own bear and keeper.
+
+ This is an old game, popular in many countries. It contains
+ excellent sport, with opportunity for daring, narrow escapes,
+ and much laughter.
+
+
+
+BEAR IN THE PIT
+
+
+_10 to 30 players._
+
+_Playground; gymnasium._
+
+A bear pit is formed by the players joining hands in a circle with one
+in the center as the bear. The bear tries to get out by breaking apart
+the bars (clasped hands), or by going over or under these barriers.
+Should he escape, all of the other players give chase, the one
+catching him becoming bear.
+
+This is a favorite game with boys, and is not so rough a game as Bull
+in the Ring, the means of escape for the bear being more varied. He
+can exercise considerable stratagem by appearing to break through the
+bars in one place, and suddenly turning and crawling under another,
+etc.
+
+
+
+BEND AND STRETCH RELAY
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+This game consists in a sideways passing of two bean bags and two
+dumb-bells alternately. This amount of apparatus should be placed on
+the floor in the outer aisle beside each player in one of the outside
+rows, say that to the left of the pupils.
+
+On the command "Go!" each player in this first row picks up a
+dumb-bell, raises it overhead, and there passes it to his own right
+hand, which is then extended sideways at shoulder level, where the
+next player takes it. The dumb-bells are passed across the room in
+this manner, each player stretching his arms high overhead, when he
+passes the bell from his left to his right hand. The last player who
+receives the bell places it on the floor beside him in the outer
+aisle.
+
+As soon as the first player has passed the first dumb-bell, he picks
+up a bean bag by bending down to the left, then straightens upward,
+passes the bag over his head to his own right hand, and then bends
+deeply to the right and places the bean bag on the floor at his right
+side. He immediately straightens to an erect position, when the next
+player bends, takes up the bag, passes it over his head, and bends to
+place it on the floor at his right side.
+
+As soon as he has disposed of the first bean bag, the leader of each
+line reaches for the second dumb-bell. This time the bell is passed
+simply from hand to hand in front of the body instead of overhead.
+
+As soon as the second bell has left his hand, the leader of each line
+picks up the second bean bag, which is the last piece of apparatus to
+be passed. The passing of the second bean bag is different from that
+of the first. The pupils face sideways to the left, their feet resting
+in the aisle, and drop the bag behind them to the floor with both
+hands, at the same time bending slightly backward. The next player
+bends forward, picks up the bag with both hands, and then leans
+backward, with his hands stretched high overhead, and drops the bag in
+his turn in the aisle behind him. The line wins whose last player
+first receives the second bean bag. The player in the last line
+receiving this bean bag should stand instantly and hold the bean bag
+high overhead, the winning line being selected by this signal.
+
+ This game was originated by Mr. Joseph Cermak, of Chicago, and
+ submitted in a competition for schoolroom games conducted by
+ the Girls' Branch of the Public Schools Athletic League of New
+ York City, in 1906. This game was one that received honorable
+ mention, and is here published by the kind permission of the
+ author, and of the Girls' Branch, and of Messrs. A. G. Spalding
+ & Brothers, publishers of the handbook in which the game first
+ appeared.
+
+
+
+BIRD CATCHER
+
+
+_10 to 60 players._
+
+_Schoolroom; playground._
+
+Two opposite corners are marked off at one end of the ground or room,
+the one to serve as a nest for the birds and the other as a cage. A
+mother bird is chosen, who takes her place in the nest. Two other
+players take the part of bird catchers and stand midway between nest
+and cage. If played in the schoolroom, the remaining players sit in
+their seats; if in a playground, they stand beyond a line at the
+farther end of the ground which is called the forest. All of these
+players should be named for birds, several players taking the name of
+each bird. The naming of the players will be facilitated by doing it
+in groups. If in the class room, each row may choose its name, after
+which the players should all change places, so that all of the robins
+or orioles will not fly from the same locality.
+
+The teacher calls the name of a bird, whereupon all of the players who
+bear that name run from the forest to the nest, but the bird catchers
+try to intercept them. Should a bird be caught by the bird catcher, it
+is put in the cage, but a bird is safe from the bird catchers if it
+once reaches the nest and the mother bird. The players should be
+taught to make the chase interesting by dodging in various directions,
+instead of running in a simple, straight line for the nest.
+
+The distance of the bird catchers from the nest may be determined with
+a little experience, it being necessary to place a handicap upon them
+to avoid the too easy capture of the birds.
+
+
+
+BLACK AND WHITE
+
+
+_10 to 100 players._
+
+_Gymnasium; playground; parlor; schoolroom._
+
+One player is chosen as leader, the rest being divided into two equal
+parties. Each player in one party should tie a handkerchief on the
+left arm to indicate that he belongs to the Whites; those in the other
+division are called the Blacks. The players stand around the ground
+promiscuously, the Whites and Blacks being mingled indiscriminately.
+
+The leader is provided with a flat disk which is white on one side and
+black on the other, and preferably hung on a short string to
+facilitate twirling the disk. He stands on a stool at one side or end
+and twirls this disk, stopping it with one side only visible to the
+players. If the white side should be visible, the party known as the
+Whites may tag any of their opponents who are standing upright. The
+Blacks should therefore drop instantly to the floor, as in Stoop Tag.
+Should the black side of the disk be shown, the party of Blacks may
+tag the Whites. Any player tagged drops out of the game. The party
+wins which puts out in this way all of its opponents. The leader
+should keep the action of the game rapid by twirling the disk very
+frequently.
+
+ This is an excellent game for keeping players alert, and may be
+ the source of much merriment.
+
+
+
+BLACKBOARD RELAY
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+ As here explained, this game is adapted to grammar (sentence
+ construction, and punctuation). It may be made to correlate
+ with almost any school subject, as explained.
+
+The class is seated with an even number of pupils in each row. A piece
+of crayon is given to the last players in each row, all of whom at a
+given signal run forward and write on the blackboard at the front of
+the room a word suitable to begin a sentence. Upon finishing the word
+each player returns at once to his seat, handing the crayon as he does
+so to the player next in front of him. This second player at once runs
+forward and writes one word after the first one, to which it must bear
+a suitable relation. In this way each player in the row adds to the
+sentence being written by his own row, the last player being required
+to write a word that shall complete the sentence, and to add
+punctuation marks.
+
+The points scored are 25 for speed (the first row to finish scoring
+the maximum, and the others proportionately in the order of
+finishing), 25 for spelling, 25 for writing, and 25 for grammatical
+construction, capitals, and punctuation. The row wins which scores the
+highest number of points.
+
+ The following modes of correlation are suggested for this
+ game:--
+
+ Arithmetic.--Each relay of pupils writes and solves on the
+ blackboard a problem dictated by the teacher just before the
+ signal to leave their seats. The line wins which has the
+ largest number of problems correct. Multiplication tables may
+ also be written, one step for each pupil.
+
+ English grammar or punctuation, as explained previously;
+ spelling, the teacher announcing the word for each relay as
+ they leave their seats; authors, each pupil to write the name
+ of an author belonging to a certain period or country; each
+ pupil to write the name of some poem, play, story, essay, or
+ book by an author whose name is given at the outset of the
+ game; or the names of characters from a given literary work or
+ author; or the next line or passage from a memorized selection.
+
+ Geography.--The names of mountain ranges, rivers, capital
+ cities, boundaries, products.
+
+ History.--The names (related to a given period if desired) of
+ famous men--statesmen, military men, writers, artists,
+ musicians; of battles, discoveries, etc.
+
+
+
+BLACK TOM
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+Two parallel lines are drawn on the ground with a space of from thirty
+to fifty feet between them. All of the players except one stand beyond
+one of these lines. In the middle territory between the lines the one
+player who is chosen to be It takes his place, and cries "Black Tom!
+Black Tom! Black Tom!" repeating the words three times as here given;
+whereupon the other players must all rush across to the opposite line,
+being chased by the center player, who catches any that he may. Any
+one so caught joins him thereafter in chasing the others.
+
+The particular characteristic of this game lies in the fact that the
+center player, instead of saying "Black Tom," may trick or tantalize
+the runners by crying out "Yellow Tom," or "Blue Tom," or "Red Tom,"
+or anything else that he chooses. Any player who starts to run upon
+such a false alarm is considered captive and must join the players in
+the center. This is also true for any player who starts before the
+third repetition of "Black Tom."
+
+Another way of giving a false alarm is for any one of the center
+players except the original It to give the signal for running. Any
+runner starting in response to such a signal from any of the chasers,
+except the original It, thereby becomes captive and must join the
+players in the center.
+
+The first one to be caught is center player, or It, for the next game.
+
+ The game as here given is played in Brooklyn, N.Y. The same
+ game is played in the South under the title of "Ham, ham,
+ chicken, ham, bacon!" the word "bacon" being the signal for the
+ run, any player starting without hearing it having to join the
+ center players.
+
+
+
+BLIND BELL
+
+
+_5 to 100 players._
+
+_Parlor; gymnasium; playground._
+
+All the players but one are blindfolded and scatter promiscuously. The
+one who is not blindfolded carries a bell loosely in one hand, so that
+it will ring with every step. If desired, this bell may be hung around
+the neck on a string or ribbon. The blindfolded players try to catch
+the one with the bell, who will have to use considerable alertness to
+keep out of the way. Whoever catches the bellman changes places with
+him.
+
+ Where there are over twenty players, there should be two or
+ more bellmen. This is a capital game for an indoor party.
+
+
+
+BLIND MAN'S BUFF
+
+
+_10 to 30 or more players._
+
+_Parlor; gymnasium; playground._
+
+One player is chosen to be blindfolded and stands in the center. The
+other players join hands and circle around him until the blind man
+claps his hands three times, whereupon the circle stops moving and the
+blind man points toward the circle. The player at whom he points must
+at once step into the circle, and the blind man tries to catch him,
+and when caught must guess who the player is. If the guess be correct,
+they change places. If not correct, or if the blind man has pointed at
+an empty space instead of at a player, the circle continues and the
+game is repeated. The player who is called into the circle will
+naturally try, by noiseless stepping, dodging, etc., to give the blind
+man some difficulty in catching him, but when once caught must submit
+without struggle to examination for identification.
+
+ This is one of the oldest recorded games and is found in
+ practically all countries. The ancient Greeks called it "Brazen
+ Fly."
+
+
+
+BODY GUARD
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+A small space is marked off at one end of the ground as a "home" or
+goal. One player is chosen to be the Panjandrum, an important
+personage requiring a body guard. Two other players are chosen to be
+the guard. The game starts with these three players in the home ground
+and the balance of the players at large. The three issue forth, with
+the two players who act as body guard clasping each other by the hand
+and preceding the Panjandrum as a shield. The object of the game is
+for the players at large to touch or tantalize the Panjandrum without
+being tagged by his guard.
+
+The guard will shift around their charge to avoid these attacks, and
+the Panjandrum himself may evade them by moving around his guard.
+Whenever a guard succeeds in tagging a player, the Panjandrum and his
+guards return at once to the home; whereupon the player tagged changes
+places with the Panjandrum, and the game goes on as before.
+
+
+
+BULL IN THE RING
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+All but one of the players stand in a circle with hands firmly
+clasped. The odd player stands in the center and is the bull. The bull
+tries to break through the ring by parting the hands of any of the
+players. If he breaks through, the two players whose hands he parted
+immediately give chase to him, and the one catching him becomes the
+bull.
+
+ This is a very rough game.
+
+
+
+BUNCH OF IVY
+
+
+_20 to 60 or more players._
+
+_Parlor; gymnasium; playground._
+
+The players in pairs form a ring. The inner player of each couple
+kneels. The outer player of each couple holds the upraised hand of the
+kneeling partner and circles around her, asking the following
+questions. The partners reply as indicated, mentioning each time one
+hour later by the clock, until six o'clock has been reached.
+
+"What time does the king come home?"
+
+"One o'clock in the afternoon."
+
+"What has he in his hand?"
+
+"A bunch of ivy."
+
+This dialogue and the accompanying movement of the players should be
+rhythmic and spirited in time. As the kneeling players say "A bunch of
+ivy," they begin clapping their hands in the same rapid time;
+whereupon the outer players run around the entire ring to the right
+until each player has returned to her partner, once for one o'clock,
+twice for two o'clock, etc., until six o'clock has been reached. The
+players change places each time after this series of circling, the
+outer players kneeling, and those who formerly knelt, standing. The
+time of both the dialogue and the running should be rapid to keep the
+game spirited. The larger the circle that may be described around each
+kneeling player by the partner the better.
+
+
+
+BUNG THE BUCKET
+
+
+_10 to 30 players._
+
+_Playground; gymnasium._
+
+This is a game of leapfrog. The players are divided into two parties.
+Half of them form one continuous "back," on which the other half jump,
+one at a time, until all are seated. The players who form the "back"
+stand one behind another, the first player resting his head against
+the stomach of one who stands upright, backed by a wall or fence. Each
+player in turn grasps the coat tail or waist of, and rests his head
+or shoulder against, the player next in front. They should thus make
+one long, even, and solid "back" or row of backs. These are called the
+buckets. The other players are called the bungs, and stand at some
+little distance to get a run for the leap. They will naturally select
+their best leaper as the first of their line, as he may not move
+forward after he has once landed on the backs, and it is desirable
+that he should leave as much space behind him as possible for the
+others to sit. None of the players may move forward after once landing
+on the backs. If all of the bungs succeed in seating themselves
+without any break occurring among the buckets, it counts one in favor
+of the buckets. When such a breakdown occurs, the two parties change
+places, the bungs taking the place of the buckets; otherwise the game
+is repeated with the same bungs and buckets. The party wins which has
+the highest score to its credit at the end.
+
+
+[Illustration: BUYING A LOCK
+
+_Reprinted from Dr. Isaac T. Headland's "The Chinese Boy and Girl," by
+kind permission of Messrs. Fleming H. Revell & Co._
+]
+
+
+
+BUYING A LOCK
+
+
+_5 to 30 or more players._
+
+_Playground; schoolroom._
+
+ Oh, here we all go to buy us a lock;
+ What kind of a lock shall it be?
+ We'll buy a broom handle; if that will not do,
+ With a poker we'll try it alone.
+ But if neither the broom nor the poker will do,
+ We'll open it then with a stone.
+
+This game is suitable for very little children. They stand in a long
+line or rank side by side, holding hands. While repeating the verse,
+one end of the line winds in under the raised arms of the last two
+players at the opposite end, but instead of passing entirely through,
+as in many other winding games, the player next to the last only turns
+far enough to face in three quarters of a circle, or so that the
+players will eventually, when all have so turned, be brought into
+single file, one standing behind the other. In this position the arms
+are dropped over the shoulder, so that the player's own left arm
+crosses his chest with the clasped hands (his own left and his
+neighbor's right) resting on his right shoulder. Each player should
+clasp his neighbor's hands at the start, so that the palm of his own
+left hand faces forward and the palm of his own right hand faces
+backward.
+
+When the whole line has been "locked" in this way, the players unwind
+in reverse order, still repeating the verse.
+
+When players are familiar with the winding and unwinding process, the
+game may be played in circle formation instead of line formation; that
+is, it will start with all of the players facing inward as they clasp
+hands to form a circle, and the locking or winding will bring them
+facing in single file around the circle.
+
+ This is a favorite game with little girls in China, and is here
+ given with the kind permission of Dr. Isaac T. Headland and
+ Messrs. Fleming H. Revell & Co., from the book entitled "The
+ Chinese Boy and Girl."
+
+
+
+CAT AND MICE
+
+
+_5 to 60 players._
+
+_Schoolroom._
+
+One player is chosen to be cat, and hides behind or under the
+teacher's desk. After the cat is hidden, the teacher beckons to five
+or six other players, who creep softly up to the desk, and when all
+are assembled, scratch on it with their fingers, to represent the
+nibbling of mice. As soon as the cat hears this, she scrambles out
+from under the desk and gives chase to the mice, who may save
+themselves only by getting back to their holes (seats). If a mouse be
+caught, the cat changes places with him for the next round of the
+game. If no mouse be caught, the same cat may continue, or the teacher
+may choose another at her discretion.
+
+A different set of mice should be chosen each time, so as to give all
+of the players an opportunity to join in the game.
+
+ This is a favorite schoolroom game for little children. They
+ should be taught to add sport to the play by giving the cat
+ quite a chase before returning to their seats, instead of
+ seeking safety in the shortest and most direct way.
+
+
+
+CAT AND RAT
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium; parlor._
+
+One player is chosen for cat and one for rat. The others all form a
+circle with clasped hands. The cat stands outside of the circle and
+the rat inside. The game opens with a conversation between the cat and
+rat.
+
+The cat says:--
+
+"I am the cat."
+
+The rat says:--
+
+"I am the rat."
+
+"I will catch you!"
+
+"You can't!"
+
+This last defiance is a signal for a chase. The cat tries to get into
+the circle, and the rat tries to evade him. Both may run in and out of
+the circle, but the players will assist the rat by raising their hands
+to let him run under, and they will try to foil the efforts of the cat
+by preventing his breaking through the circle, either inward or
+outward.
+
+When the rat is caught, he joins the circle and the cat becomes rat, a
+new cat being chosen from the circle players.
+
+ This game is a great favorite with young children, and though
+ very similar in its general form to Bull in the Ring, the
+ slight difference of the circle assisting the rat and hindering
+ the cat makes a great difference in the playing qualities of
+ the game, rendering it much less rough than Bull in the Ring.
+
+
+[Illustration: CATCH-AND-PULL TUG OF WAR; A HIGH SCHOOL FRESHMAN CLASS]
+
+
+
+CATCH AND PULL TUG OF WAR
+
+
+_10 to 100 players._
+
+_Gymnasium; playground._
+
+Any number of players may engage in this contest, which is one of the
+best for a large number, containing as it does both excellent sport
+and vigorous exercise.
+
+A line is drawn down the middle of the playing space. The players are
+divided into two parties and stand one party on either side of the
+line. The game starts on a signal and consists in catching hold of an
+opponent by any part of his body, as hand, arm, or foot, reaching
+over the line and so pulling him across the boundary. Any number of
+players may try to secure a hold on an opponent and any number may
+come to his rescue and try to resist his being pulled over the line,
+either by pulling him in the opposite direction or by trying to secure
+a hold on one of the opponents. A player does not belong to the enemy
+until his entire body has been pulled over the line. He must then join
+his captors in trying to secure players from across the line. The
+party wins which has the largest number of players at the end of time
+limits.
+
+
+
+CATCH OF FISH
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+This is one of the very strenuous games, and affords opportunity for
+some very good exercise and sport.
+
+A line is drawn across each end of the playground, beyond which the
+players stand in two equal parties, one at one end and one at the
+other. The players of one party clasp hands to form a fish net. The
+players in the other party are fish. At a given signal both advance
+toward the center of the playground, which represents a stream, the
+object of the fish being to swim across to the opposite shore without
+being caught in the net. To do this they will naturally dodge around
+the ends of the net.
+
+The net should inclose or encircle any fish that it catches. The fish
+so caught may not try to break apart the clasped hands forming the
+net, but may escape only through the opening where the two ends come
+together. Should the net break at any point by an unclasping of hands,
+the fish are all allowed to escape, and the players go back to their
+respective goals and begin over again. Any fish caught in the net are
+thereafter out of the game until all are caught. After the net has
+made one catch, the sides exchange parts, those of the fish that are
+left forming the new net, and the first net crossing to the other side
+and becoming fish. The two sides thus exchange places and parts, until
+all on one side are caught.
+
+For a large number of players it is better to have two small nets
+instead of one large one, the dodging being livelier and the progress
+of the game more rapid in every way.
+
+
+
+CATCH THE CANE
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+The players, who should be numbered consecutively, stand in a circle
+or semicircle. One player stands in the center of the circle or in
+front of the semicircle, with his index finger on the top of a cane,
+wand, or closed umbrella, which stands perpendicularly to the floor.
+Suddenly he lifts his finger from the cane, at the same time calling
+the number assigned to one of the players in the circle. The person
+whose number is called must run forward and catch the cane before it
+lies on the floor. If he fails, he must return to his place in the
+circle; if successful, he changes places with the center player.
+
+This game may have a great deal of sport in it if the action be kept
+lively and the one who is calling the numbers gives them in unexpected
+order, sometimes repeating a number that has recently been given, then
+giving a few in consecutive order, and then skipping over a long
+series, etc.
+
+FOR THE SCHOOLROOM.--When played in the schoolroom, the player with
+the cane should stand in the center of the front of the room. The
+other players--part of the class at a time--may be lined up in front
+of the first row of desks, or only the players seated in the first row
+of seats may be called, according to the number of their row. At the
+discretion of the teacher this row may change to the rear row of
+seats, each line moving up one seat to make room for them.
+
+This is an admirable game for making alert and active, children who
+are slow or dull.
+
+
+
+CAVALRY DRILL
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+This is a game of leapfrog.
+
+I. Two players make a back. They stand with backs to the jumpers and
+place their inside hands on each other's shoulders with arms extended
+at full length to leave a space between. The jumper places a hand on
+each of the inside shoulders. The push will be away from the center
+and the backs will need to brace themselves for this.
+
+II. A back is made by two or more players standing close together with
+sides toward the jumpers, thus making a back several widths deep to
+jump over.
+
+For whichever form of back is used, any player failing to clear the
+back without touching it is out of the game, the first two failing
+becoming backs for the next round when all have jumped. For large
+numbers of players this may be played as a competition between
+different groups.
+
+
+
+CENTIPEDE
+
+
+_9 to 12 players._
+
+_Gymnasium; seashore._
+
+The players sit in a circle on the floor, with their feet stretched
+out and mingled in a promiscuous pile. One player, who is leader, and
+stands outside the circle, touches one of the feet (he may mark it
+slightly with a piece of chalk if desired), and calling on some player
+by name, commands him to tell to whom the foot belongs. When this
+player has named some one, the leader commands the owner of the foot
+to stand up. If the guess be wrong, the leader chases the mistaken
+player and whips him with a knotted handkerchief. If the guess be
+right, the guesser is released from the game, sits down at one side,
+and chooses the next one to be It, while the one who was It takes a
+place in the circle.
+
+ This game lends itself especially to the gymnasium or seashore,
+ where the dressing of the feet is inclined to be uniform.
+
+ The game is played by the modern Greeks.
+
+
+
+CHANGING SEATS
+
+
+_20 to 60 players._
+
+_Schoolroom._
+
+This game is played in several different forms. The following are very
+popular.
+
+CHANGING SEATS--I
+
+The teacher gives the command, "Change right!" whereupon each pupil
+slips from his own seat to the one across the aisle to the right, the
+pupils in the farthest right-hand row standing in the outside aisle.
+The next order may be, "Change left!" when all of the pupils slip back
+to their own seats, and the row that stood resumes its own.
+
+In the same way the orders, "Change forward!" and "Change backward!"
+may be given, the row of pupils left out each time merely standing in
+the aisles.
+
+CHANGING SEATS--II
+
+In this form of the game the players in the displaced row run around
+the room and take the vacant row of seats on the opposite side. For
+instance, the teacher gives an order, "Change left!" whereupon all the
+pupils slip over into the seats next to them on the left, the outside
+row on the left side of the room standing in the aisle. The teacher
+then says "Run!" whereupon the pupils who are standing run across the
+front of the room and take the vacant row of seats on the right-hand
+side. The teacher may then again say, "Change left!" whereupon the
+entire class, as now seated, moves one place to the left, the outside
+players standing in the aisle as did their predecessors; on the
+command "Run!" they, too, run across the room and take the vacant row
+of seats on the right-hand side. The command may be given, "Change
+forward!" after which the displaced players run around the side of the
+room and take the vacant places at the rear; or if the command be
+"Backward!" the displaced players run forward and take the front row
+of seats.
+
+The sport of the game consists in rapid changes and unexpected
+variations in the orders given by the teacher. With right conditions
+the command to run may be omitted, the displaced row of pupils
+understanding that they are to run as soon as they stand.
+
+The action of the game may be slightly quickened by having the running
+row divide, half running around the room in one direction and half in
+the other. For instance, if the players in the right-hand row have
+been displaced, half of them may run to the rear of the room to reach
+the rear half of the outer row of seats on the opposite side, and the
+other half run across the front of the room to the forward half of
+this row of seats.
+
+
+
+CHARLEY OVER THE WATER
+
+
+_10 to 30 or more players._
+
+_Parlor; gymnasium; playground._
+
+One player is chosen to be Charley, and if there be more than twenty
+players there should be two or more Charlies, to make the action more
+rapid. Charley stands in the center; the other players join hands in a
+circle around him and dance around, repeating the rhyme:--
+
+ "Charley over the water,
+ Charley over the sea.
+ Charley catch a blackbird,
+ Can't catch me!"
+
+As the last word is said, the players stoop, and Charley tries to tag
+them before they can get into that position. Should he succeed, the
+player tagged changes places with him.
+
+
+
+CHICKADEE-DEE
+
+
+_5 to 10 players._
+
+_Dark room._
+
+This game is a good one for the loft of an old barn on a rainy day.
+The writer obtained the game from a group of boys, who found it one of
+their chief sports used in this way.
+
+It is necessary to prepare in advance a rather large, soft bag; an oat
+sack or potato bag may be used. This should be nearly filled with dry
+leaves or some substitute, and the end gathered up and tied with a
+string, so as to leave quite a hilt or handle for a firm grasp. All
+light is shut out of the place, so that the sense of hearing will be
+the only guide in the game.
+
+One player, who is It, is seated on the floor in the center of the
+loft or room, and holds the sack. The object of the game for this
+player is to tag or touch any of the other players with the sack
+without leaving his sitting position on the floor. The object of the
+other players, who are scattered promiscuously, is to approach as near
+as possible to the center player, taking him unaware, with a taunting
+cry of "Chickadee-dee!" close to his ear.
+
+The game starts in perfect silence and darkness. A player steals up to
+the center man, calls "Chickadee-dee!" and darts back again as quickly
+as possible, the center man whirling his bag around in a circle and
+hitting out with it in the direction of the voice, trying to hit this
+player. While he is doing this, another player from some other
+direction repeats the call of "Chickadee-dee!" close to his ear, and
+darts back or dodges. Any tactics may be used for dodging, such as
+dropping to the floor, jumping, or the more usual modes of dodging.
+
+Any player hit with the bag exchanges places with the one in the
+center.
+
+
+
+CHICKEN MARKET
+
+
+_5 to 20 or more players._
+
+_Indoors; out of doors._
+
+ This is one of the traditional dramatic games.
+
+One player is chosen to be market man and another buyer; the rest of
+the players are chickens; they stoop down in a row and clasp their
+hands under their knees. The buyer approaches the market man and asks,
+"Have you any chickens for sale?" The market man answers, "Yes,
+plenty; will you walk around and try them?" Whereupon the buyer goes
+up to different chickens and tests them by laying over the head his
+clasped hands, palms downward and pressing inward. The buyer pretends
+to be dissatisfied with some of the chickens, saying, "This one is too
+tough," "This one is too old," "This one is too fat," etc., until at
+last he finds one that suits him, the chickens being supposed to go
+through this ordeal without smiling.
+
+When a chicken is found that appears to be satisfactory, the buyer and
+the market man take him by the arms, one on either side, he still
+remaining in his first position with hands clasped under the knees,
+and swing him forward and backward three times. Should he stand this
+test without loosening his own grasp, he is supposed to be all right,
+and the buyer leads him off to the opposite side of the playground, or
+home. The game continues until all of the chickens are sold. Any
+chicken that smiles, or whose arms give way in the swinging test, must
+pay a forfeit, all of the forfeits being redeemed at the close of the
+game. Where there are more than ten players, there should be two or
+more buyers and sellers.
+
+ This game is played in various countries: in England as a "Sale
+ of Honey Pots," in China as a "Fruit Sale," etc. The version
+ here given is from Italy.
+
+
+
+CHICKIDY HAND
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium._
+
+One player is chosen to be It, and stands near a post with the fingers
+of his hands interlocked. The other players, each clasping his own
+hands in the same way, crowd around the post and touch it with the
+clasped hands. The one who is It counts ten, whereupon the players all
+run, the one who is It trying to tag any of them. None of the players
+may unclasp their hands until they are tagged, whereupon they are
+prisoners and clasp hands with It, forming a line which thereafter is
+the tagging line, though only the original It may tag the other
+players. The game is a contest between the tagging line, which tries
+to recruit and retain its numbers, and the free players, who try (1)
+to avoid being captured for the tagging line, and (2) to reduce the
+tagging line by breaking through it; but the players in the line must
+resist this. Each time that the line is broken, the one of the two
+players (whose hands were parted) who stands toward the head of the
+line is dropped out of the game. A free player may not be tagged after
+he has thrown himself upon (touched) a pair of hands that he is trying
+to part. The last player caught by the tagging line is the winner and
+becomes It for the next game.
+
+
+
+CHINESE CHICKEN
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium; schoolroom; seashore._
+
+This game is played with small blocks of wood or bean bags. Stones,
+or, at the seashore, bathing slippers, may be used instead. These are
+placed in straight rows of five to fifteen each, with intervals of
+about ten inches between them. The players are divided into groups
+numbering from five to ten each, and line up as for a relay race, each
+before one row of blocks or bags.
+
+The game is played in the same way by each row of players, and while
+the game may be competitive between the different groups, in its
+original form it is for one group only. The first player in a group
+represents a "lame chicken," and hops on one foot over each bag until
+the end of the line of bags has been reached. The last bag is then
+kicked away by the "lame" (lifted) foot, after which it must be picked
+up and carried back over the same route to the first end of the line,
+when the same player hops back on the opposite foot, kicks away a
+second bag, picks it up and returns, and so on until he fails. Only
+one foot may touch the ground at a time, and may touch it but once in
+each space between the bags. No bag may be touched except the one at
+the end of the line, which is afterward picked up, and this must be
+secured without putting the lame foot upon the ground.
+
+When the "chicken" infringes any of these rules, he must at once give
+place to another. The winner is the player who has at the end of the
+game the greatest number of bags.
+
+ This is a Chinese game, taken by kind permission of the author
+ from Miss Adele Fielde's _A Corner of Cathay_. The Chinese
+ children play it with their shoes in place of the bean bag or
+ block of wood.
+
+
+
+CHINESE WALL
+
+
+_10 to 60 or more players._
+
+_Playground; gymnasium._
+
+The Chinese wall is marked off by two parallel lines straight across
+the center of the playground, leaving a space between them of about
+ten feet in width, which represents the wall. On each side of the
+wall, at a distance of from fifteen to thirty feet, a parallel line is
+drawn across the ground. This marks the safety point or home goal for
+the besiegers.
+
+One player is chosen to defend the wall, and takes his place upon it.
+All of the other players stand in one of the home goals. The defender
+calls "Start!" when all of the players must cross the wall to the goal
+beyond, the defender trying to tag as many as he can as they cross;
+but he may not overstep the boundaries of the wall himself. All so
+tagged join the defender in trying to secure the rest of the players
+during future sorties. The game ends when all have been caught, the
+last player taken being defender for the next game.
+
+[Illustration diagram: CHINESE WALL]
+
+ This is a capital game for both children and older players, as
+ it affords opportunity for some very brisk running and dodging,
+ especially if the playground be wide. It differs from Hill Dill
+ and several other games of the sort in that there is a more
+ limited space in which the center catcher and his allies are
+ confined.
+
+
+
+CIRCLE RACE
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+The players stand in a circle a considerable distance apart and face
+around in single file in the same direction. At a signal all start to
+run, following the general outline of the circle, but each trying to
+pass on the outside the runner next in front of him, tagging as he
+passes. Any player passed in this way drops out of the race. The last
+player wins. At a signal from a leader or teacher, the circle faces
+about and runs in the opposite direction. As this reverses the
+relative position of runners who are gaining or losing ground, it is a
+feature that may be used by a judicious leader to add much merriment
+and zest to the game.
+
+
+
+CIRCLE RELAY
+
+
+_9 to 60 or more players._
+
+_Playground; gymnasium._
+
+[Illustration diagram: CIRCLE RELAY]
+
+The players stand in three or more divisions in single file, facing to
+a common center. In this formation they radiate like the spokes of a
+wheel. On a signal from a leader, the outer player of each file faces
+to the right. On a second signal, these outer players all run in a
+circle in the direction in which they are facing. The object of the
+game is to see which runner will first get back to his place. The one
+winning scores one point for his line. Immediately upon the
+announcement of the score, these runners all step to the inner end of
+their respective files, facing to the center, the files moving
+backward to make room for them. The signals are repeated, and those
+who are now at the outer end of each file face and then run, as did
+their predecessors. The line scoring the highest when all have run
+wins the game.
+
+
+
+CIRCLE SEAT RELAY
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+This game starts with the players all seated, and with an even number
+in each row. At a signal, the last player in each row runs forward on
+the right-hand side of his seat, runs around the front desk, and
+returns on the left-hand side of his own row. As soon as he is seated,
+he touches the player next in front on the shoulder, which is a signal
+for this one to start. He runs in the same way. This is continued
+until the last player, which in this case is the one sitting in the
+front seat, has circled his desk and seated himself with hand
+upraised. The line wins whose front player first does this.
+
+This is one of the best running games for the schoolroom. As in all
+such games, seated pupils should strictly observe the rule of keeping
+their feet out of the aisles and under the desks.
+
+Players must observe strictly the rule of running forward on the
+right-hand side and backward in the next aisle, else there will be
+collisions.
+
+
+
+CLAM SHELL COMBAT
+
+
+_2 to 30 players._
+
+_Out of doors; seashore._
+
+Each of the players is provided with an equal number of clam shells;
+the players then pair off in twos for the combat. Which of the two
+shall have the first play is decided by the players each dropping a
+clam shell from a height of three feet. The one whose shell falls
+with the hollow or concave side down has the first play. Should it be
+a tie, the trials are repeated until one player is chosen in this way.
+The play then opens with the unsuccessful player putting a clam shell
+on the ground, when the opponent throws another shell at it, trying to
+break it. If he succeeds, the opponent must put down another shell.
+This is kept up indefinitely, until a player's shells have all been
+won by the opposing thrower, or until the thrower fails to hit a
+shell, or his own breaks in doing so. Whenever one of these things
+occurs, he loses his turn, and must put down a shell for the opponent
+to throw at. The player wins who retains an unbroken shell the
+longest.
+
+Where there is a considerable number of players, they may be divided
+into opposing parties, the players stepping forward in turn at the
+call of their respective captains.
+
+ This is a Korean game, reported by Mr. Culin.
+
+
+
+CLUB SNATCH
+
+
+_10 to 60 players._
+
+_Playground; gymnasium._
+
+This is one of the best competitive chasing games.
+
+A goal is marked off across each end of the playground. Midway between
+the goals, an Indian club is placed; a handkerchief or other similar
+object may be used, placed on some support--on a stake driven into the
+ground, laid over a rock or stool, or hung on the end of a branch. A
+stone or dumb-bell laid on the ground may be substituted. In line with
+the club a starting base is marked on each goal line.
+
+The players are divided into two equal parties, each having a captain.
+Each party takes its place in one of the goals. The object of the game
+is for one of the runners to snatch the club and return to his goal
+before a runner from the opposite goal tags him, both leaving their
+starting bases at the same time on a signal. The players on each team
+run in turn, the captains naming who shall run each time.
+
+The captains toss for first choice of runners; the one who wins names
+his first runner, who steps to the running base, whereupon the
+competing captain names a runner to go out against him, trying to
+select one of equal or superior ability. Thereafter the captains take
+turns as to who shall first designate a runner.
+
+ When there is a large number of players, or very limited time,
+ a different method may be used for selecting the runners. All
+ of the players should then line up according to size, and
+ number consecutively by couples. That is, the first couple
+ would be number one, the second, number two, the third, number
+ three, etc. The couples then divide, one file going to one team
+ and the other to the opposite team. The players run thereafter
+ according to number, the numbers one competing, and so on. Each
+ player may run but once until all on the team have run, when
+ each may be called a second time, etc. To avoid confusion, the
+ players who have run should stand on one side of the starting
+ base, say the right, and those who have not run, to the left.
+
+[Illustration diagram: CLUB SNATCH]
+
+The first runners, having been called by their respective captains to
+the starting bases, run on a signal; the players may reach the club
+together and go through many false moves and dodges before one
+snatches the club and turns back to his goal. Should he succeed in
+reaching the goal before the other player can tag him, his team scores
+one point. Should he be tagged before he can return with his trophy,
+the opponent scores one point. The club is replaced after each run. In
+either case both players return to their original teams.
+
+When each runner has run once, the teams exchange goals and run a
+second time. The team wins which has the highest score at the end of
+the second round.
+
+For large numbers of players there may be several clubs, each having
+corresponding starting bases on the goals, so that several pairs of
+runners may compete at once. One club for twenty players, ten on each
+side, is a good proportion. For young players the club may be placed
+nearer one goal than the other at first, as shown in the diagram.
+
+ This is a capital game as here developed with the feature of
+ scoring, and may be made very popular.
+
+
+
+COCK STRIDE
+
+
+_3 to 15 players._
+
+_Playground; gymnasium._
+
+This game is usually played with boys' caps, but knotted handkerchiefs
+or balls of crumpled paper may be used. One player is the cock; he is
+blindfolded and stands in a stride position with his feet wide apart
+sideways. The other players stand in turn at a point five to ten feet
+behind him, and throw their caps forward as far as possible between
+his legs. After the caps are all thrown, each player moves forward and
+stands beside his own cap. The cock then crawls on all fours, still
+blindfolded, until he reaches a cap. The player whose cap is first
+touched at once becomes an object of chase by the other players, who
+are at liberty to "pommel" him when he is captured. He then becomes
+cock for the next round of the game.
+
+
+
+CROSSING THE BROOK
+
+
+_5 to 60 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+This game is a great favorite with little children. A place
+representing a brook is marked off by two lines on the ground. For
+little children in the first year of school (about six years old) this
+may start with a width of two feet. The players ran in groups and try
+to jump across the brook. Those who succeed turn around and jump back
+with a standing jump instead of a running jump. On either of these
+jumps the player who does not cross the line representing the bank
+gets into the water and must run home for dry stockings, being
+thereafter out of the game. The successful jumpers are led to wider
+and wider places in the brook to jump (a new line being drawn to
+increase the distance), until the widest point is reached at which any
+player can jump successfully. This player is considered the winner.
+
+ This game is printed by kind permission of the Alumni
+ Association of the Boston Normal School of Gymnastics, from the
+ book _One Hundred and Fifty Gymnastic Games_.
+
+
+
+CROSS TAG
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium._
+
+One player is chosen to be It. He calls out the name of another
+player, to whom he at once gives chase. A third player at any point in
+the chase may run between the one who is It and the one whom he is
+chasing, whereupon this third player becomes the object of the chase
+instead of the second. At any time a fourth player may run between
+this player and the chaser, diverting the chase to himself, and so on
+indefinitely. In other words, whenever a player crosses between the
+one who is It and the one being chased, the latter is at once relieved
+of the chase and ceases to be a fugitive. Whenever the chaser tags a
+player, that player becomes It. Considerable sport may be added to the
+game by the free players trying to impede the chaser and so help the
+runner,--getting in the way of the former without crossing between the
+two, or any other hindering tactics.
+
+
+
+DO THIS, DO THAT
+
+
+_10 to 60 or more players._
+
+_Playground; gymnasium; schoolroom; parlor._
+
+All the players stand facing one of their number who is the leader.
+The one who is leader assumes any gymnastic position or imitates any
+action, at the same time saying "Do this!" and the others immediately
+imitate. Should the leader at any time say "Do that!" instead of "Do
+this!" any player who imitates the action performed must be seated, or
+pay a forfeit, whichever form of penalty has been decided on at the
+beginning of the game. Three mistakes of this kind put a player out of
+the game, even when forfeits are the penalty.
+
+The leader may choose any gymnastic positions that are familiar, such
+as chargings, head bendings, trunk bendings, arm movements, knee
+bendings, hopping, jumping, dancing steps, etc.; or imitate familiar
+actions such as hammering, sawing, washing, ironing, sewing, stone
+cutting, shoveling, riding horseback, etc.
+
+
+
+DOUBLE RELAY RACES
+
+
+_10 to 100 players._
+
+_Schoolroom; playground; gymnasium._
+
+First two rows (Nos. 1 to 14) stand in aisle II and give way to rear
+to starting point. Third row (Nos. 15 to 21) stand in aisle III, march
+forward and around to right into aisle I, bringing entire 21 pupils
+into formation, as indicated for Team A on diagram. Fifth and sixth
+rows (Nos. 22 to 35) stand in aisle VI and give way to rear to
+starting point. Fourth row (Nos. 36 to 42) stand in aisle V, march
+forward and around to left into aisle VII, bringing entire team, Nos.
+22 to 42, into formation as indicated for Team B on diagram.
+
+
+FIRST RELAY
+
+At commands, "Ready, go!" Nos. 1 and 22, the two leaders of the two
+teams, walk to wall in front of them at W/A and W/B, touch the wall,
+return down aisles III and V respectively, and continue up aisle IV to
+teacher's desk. When the two leaders, 1 and 22, touch the wall, Nos. 2
+and 23 start at the "exchange points," X and X, 1 and 2 touch left
+hands across desks, and 22 and 23 touch right hands across desks. At
+the starting point, 1 touches left hand of 3, who starts as soon as
+touched, 22 touches right hand of 24, who also starts as soon as
+touched; so on to the last of each team, who finish the game by
+touching the desks where the leaders started. Both teams then "about
+face" and march back, Team A through aisles III, II, and I, and Team B
+through aisles V, VI, and VII, when they are ready for the next relay.
+
+[Illustration diagram: DIAGRAM NO. 1--DOUBLE RELAY RACES]
+
+
+SECOND RELAY
+
+Same as First Relay, but this time running.
+
+[Illustration diagram: DIAGRAM NO. 2--DOUBLE RELAY RACES]
+
+
+THIRD RELAY
+
+Same as Second Relay, but this time each leader starts with an eraser,
+if in the schoolroom, or a dumb-bell in playground, in his hand and
+gives it to the next pupil at "exchange point," each successive pupil
+repeating the exchange at that point. The third and succeeding pupils
+must wait at each starting point until "touched" before starting.
+
+
+FOURTH RELAY
+
+Same as Third Relay, except that a handkerchief, knotted once in the
+middle, is substituted for the eraser with which each leader starts.
+
+
+FIFTH RELAY
+
+Same as Fourth Relay, except that the leader of each team and the
+pupil behind him each have an eraser (or dumb-bell), and when meeting
+at "exchange points," exchange erasers, the leaders giving the second
+erasers to the pupils on the starting points, and so on.
+
+
+SIXTH RELAY
+
+Same as Fifth Relay, except that two handkerchiefs are used instead of
+two erasers.
+
+
+SEVENTH RELAY
+
+Same as Sixth Relay, except that the handkerchiefs may be _thrown_ and
+_caught_, instead of being _handed_ or _passed_ to the next pupil.
+
+
+CAUTIONS
+
+The value of these games lies in two things, _i.e._ in the fact that
+after the first two pupils of each team have started and the game is
+really under way, there are four pupils on each team actually in
+motion, and the game moves so fast that each member of each team has
+little time to do anything besides attending strictly to the game; if
+his team is to have any chance to make a good showing, he must be
+constantly on the alert. The second, and still more important,
+valuable feature of the games, lies in the constant exercise of
+_inhibition_. Therefore there should be absolutely no "coaching"
+except by the teacher during training; care should be taken in the
+First Relay to see that all children actually _walk_; no running; when
+hands are to be touched, they _must be touched_; when erasers or
+handkerchiefs are dropped, they must be picked up by the ones who
+dropped them before proceeding with the game; if to be exchanged, they
+must be exchanged.
+
+The intermingling of the two teams in aisle IV does not affect the
+game in the least.
+
+Diagram 2 is for a schoolroom of seven rows of seats, and six (more or
+less) deep. The numbers indicate a convenient division, and the pupils
+fall in as before.
+
+A division of the class into three teams may be made if desired, and
+if there be sufficient aisles.
+
+These games are suitable for boys or girls or mixed classes.
+
+Diagram 1 should be used for schoolrooms seating 42, if seven deep;
+48, if eight deep; 54, if nine deep.
+
+Diagram 2 should be used for schoolrooms seating 42, but facing as
+indicated; 49, if seven deep.
+
+Diagram 1 for a schoolroom with five rows and ten deep, using only the
+outside and next to the outside aisles.
+
+ These games may also be played in the gymnasium or playground.
+ They were originated by Mr. J. Blake Hillyer of New York City,
+ and received honorable mention in a competition for schoolroom
+ games conducted by the Girls' Branch of the Public Schools
+ Athletic League of New York City in 1906. They are here
+ published by the kind permission of the author, and of the
+ Girls' Branch, and of Messrs. A. G. Spalding & Brothers,
+ publishers of the handbook in which the games first appeared.
+
+
+
+DROP THE HANDKERCHIEF
+
+
+_10 to 30 or more players._
+
+_Indoors; out of doors._
+
+All of the players but one stand in a circle. The odd player runs
+around on the outside of the circle, carrying a handkerchief, which he
+drops behind one of the circle players. The main idea of the game is
+to take the circle players unaware with this. Those who form the ring
+must look toward the center, and are not allowed to turn their heads
+as the runner passes them. The one who runs around with the
+handkerchief will resort to various devices for misleading the others
+as to where he drops it. For instance, he may sometimes quicken his
+pace suddenly after dropping the handkerchief, or at other times
+maintain a steady pace which gives no clew.
+
+As soon as a player in the circle discovers that the handkerchief has
+been dropped behind him, he must pick it up and as rapidly as
+possible chase the one who dropped it, who may run around the outside
+of the circle or at any point through or across the circle, his object
+being to reach the vacant place left by the one who is chasing him.
+The circle players should lift their hands to allow both runners to
+pass freely through the circle. Whichever player reaches the vacant
+place first stands there, the one left out taking the handkerchief for
+the next game.
+
+ This is one of the oldest known games and is found throughout
+ the world. The writer has heard it described by Cossacks,
+ Japanese, Italians, and people of many other nationalities.
+
+
+
+DUCK ON A ROCK
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium._
+
+[Illustration diagram: DUCK ON A ROCK]
+
+Each player is provided with a stone, called a "duck," about the size
+of a baseball. A large rock or post is chosen as the duck rock, and
+twenty-five feet from it a throwing line is drawn. On this duck rock
+one player places his duck and stands by it as guard. This guard is
+selected at the outset by all of the players throwing their ducks at
+the duck rock from the throwing line. The one whose duck falls nearest
+to the rock becomes the first guard. The other players stand behind
+the throwing line and take turns in throwing at the guard's duck on
+the rock with their stones, trying to knock it from the rock. After
+each throw a player must recover his own duck and run back home beyond
+the throwing line. Should he be tagged by the guard while trying to do
+this, he must change places with the guard. The guard may tag him at
+any time when he is within the throwing line, unless he stands with
+his foot on his own duck where it first fell. He may stand in this way
+as long as necessary, awaiting an opportunity to run home; but the
+moment he lifts his duck from the ground, or takes his foot from it,
+he may be tagged by the guard. Having once lifted his duck to run home
+with it, a player may not again place it on the ground.
+
+The guard may not tag any player unless his own duck be on the rock.
+Before he may chase the thrower, he must therefore pick up his own
+duck and replace it should it have been knocked off. This replacing
+gives the thrower an opportunity to recover his own duck and run home;
+but should the duck not have been displaced from the duck rock, the
+thrower may have to wait either at a safe distance or with his foot on
+his own duck if he can get to it, until some other thrower has
+displaced the duck on the rock, and so engaged the time and attention
+of the guard. Several players may thus be waiting at once to recover
+their ducks, some of them near the duck rock with a foot on their
+ducks, others at a distance. Any player tagged by the guard must
+change places with him, placing his own duck on the rock. The guard
+must quickly recover his duck and run for the throwing line after
+tagging a player, as he in turn may be tagged as soon as the new guard
+has placed his duck on the rock.
+
+A stone that falls very near the duck rock without displacing the duck
+may also prove disastrous to the thrower. Should a stone fall within a
+hand span (stretching from finger tip to thumb) of the duck rock
+without knocking off the duck, the guard challenges the thrower by
+shouting "Span!" whereupon he proceeds to measure with his hand the
+distance between the duck rock and the stone. Should the distance be
+as he surmises, the thrower of the stone has to change places with
+him, put his own duck on the rock, and become the guard. This rule
+cultivates expert throwers.
+
+When used in a gymnasium, this game may best be played with bean bags,
+in which case one bag may be balanced on top of an Indian club for the
+duck on the rock.
+
+ The modern Greeks play this game with a pile of stones instead
+ of the one rock or stake with the duck on top. The entire pile
+ is then knocked over, and the guard must rebuild the whole
+ before he may tag the other players. These variations make the
+ game possible under varied circumstances, as on a flat beach,
+ or playground where no larger duck rock is available, and add
+ considerably to the sport.
+
+
+
+DUMB-BELL TAG
+
+
+_5 to 30 or more players._
+
+_Gymnasium; playground; schoolroom._
+
+The players stand, scattered promiscuously, one of their number, who
+is It, being placed in the center at the opening of the game. A
+dumb-bell is passed from one player to another, the one who is It
+trying to tag the person who has the dumb-bell. If he succeeds, the
+one tagged becomes It.
+
+A great deal of finesse may be used in this game; in appearing to hand
+the dumb-bell in one direction, turning suddenly and handing it in
+another, etc. Players may move around freely, and the action is
+frequently diversified with considerable running and chasing.
+
+In the schoolroom this may be played either with the players seated or
+standing.
+
+
+
+EVERY MAN IN HIS OWN DEN
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium._
+
+Each player selects for himself a den; a post, tree, or other
+objective point may serve for this, or the corner of a building, or if
+in a gymnasium, a piece of apparatus.
+
+One player opens the game by running out from his den. The second
+player tries to catch (tag) him. The third player may try to catch
+either of these two, and so on. The object of the different players is
+to make captives of the others, as any player caught must thereafter
+join his captor in trying to catch others, thus eventually aggregating
+the different players into parties, although each starts separately,
+and any one may be the nucleus of a group should he be successful in
+catching another player. The players may only be caught by those who
+issue from a den after they themselves have ventured forth. For
+instance, Number Two goes out to catch Number One. Number Three may
+catch either Two or One, but neither of them may catch him. The last
+player out may catch any of the other players. At any time a player
+may run back to his den, after which his again issuing forth gives him
+the advantage over all others who may then be out, as he may catch
+them. As the players are gradually gathered into different parties,
+the game becomes more concentrated, and the side wins that captures
+all of the players.
+
+One player may catch only one opponent at a time.
+
+
+
+EXCHANGE
+
+(Numbers Change; French Blind Man's Buff)
+
+
+_10 to 30 or more players._
+
+_Parlor; gymnasium; playground._
+
+One player is blindfolded and stands in the center. The other players
+sit in chairs in a circle around him. It is advisable to have the
+circle rather large. The players are numbered consecutively from one
+to the highest number playing.
+
+The game may start with the players sitting in consecutive order, or
+they may change places at the outset to confuse the blindfold player,
+although the changing of places takes place very rapidly in the course
+of the game. The blindfold player calls out two numbers, whereupon the
+players bearing those numbers must exchange places, the blindfold
+player trying meanwhile either to catch one of the players or to
+secure one of the chairs. Any player so caught must yield his chair to
+the catcher. No player may go outside of the circle of chairs, but any
+other tactics may be resorted to for evading capture, such as
+stooping, creeping, dashing suddenly, etc.
+
+ This game may be one of the merriest possible games for an
+ informal house party. The writer recalls one such occasion when
+ a prominent manufacturer was blindfolded and had located two
+ players whose numbers he called for exchange, one of them a
+ newly graduated West Point lieutenant, the other a college
+ senior. The business man stood in front of the chair occupied
+ by the lieutenant and close to it, taking a crouching attitude,
+ with his feet wide apart and arms outspread ready to grasp the
+ victim when he should emerge from his chair. Noiselessly the
+ lieutenant raised himself to a standing position in his chair,
+ and then suddenly, to shouts of laughter from the company,
+ vaulted over the head of his would-be captor, while at the same
+ moment the collegian crawled between his feet and took
+ possession of the chair.
+
+
+
+FARMER IS COMING (THE)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+One player, chosen to be the farmer, is seated. The remaining players,
+standing at a distance, select a leader who taps some of them on the
+shoulder as an invitation to go with him to the farmer's orchard for
+apples. Thereupon they leave their home ground, which has a determined
+boundary, and approach as near to the farmer as they dare. The game is
+more interesting if they can do this from various sides, practically
+surrounding him. Suddenly the farmer claps his hands and all players
+must stand still, while the leader calls out, "The farmer is coming!"
+The players try to get safely back to their home ground, the farmer
+chasing them. He may not start, however, until the leader has given
+his warning. Any player caught by the farmer changes places with him.
+
+ For the parlor or class room.--This game adapts itself well to
+ indoor use, the farmer sitting on a chair in the middle of the
+ room if in a parlor, or at the teacher's desk if in a
+ schoolroom. The players are home when in their seats, and the
+ farmer, to catch them, must tag them before they are seated.
+
+ This is a particularly enjoyable game for an older person to
+ play with children, the former enacting the farmer.
+
+
+
+FENCE TAG
+
+
+_4 to 30 or more players._
+
+_Indoors; out of doors; schoolroom._
+
+This game is a great favorite with boys for outdoor play, but may also
+be used in the gymnasium, various pieces of apparatus being used in
+lieu of a fence.
+
+A certain length of fence is chosen for the game. The one who is It
+gives the other players a slight start in which to vault over the
+fence, when he immediately vaults over and tries to tag them. This
+tagging may be done only when both players are on the same side of the
+fence.
+
+The dodging is made almost or quite entirely by vaulting or dodging
+back and forth across the fence within the length or boundaries
+previously determined. Any player tagged must change places with the
+one who is It.
+
+FOR THE SCHOOLROOM.--This game may be used in the schoolroom by
+vaulting over the seats. When played in this way, it is not allowable
+to reach across seats or desks to tag a player. The tagging must be
+done in the same aisle in which the tagger stands.
+
+
+
+FIRE ON THE MOUNTAINS
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+[Illustration diagram: FIRE ON THE MOUNTAINS]
+
+A number of stools are placed in a circle with considerable space
+between them, there being two stools less than the number of players.
+If played out of doors, a stone may be used to sit on in place of a
+stool, or the players may stand, each on a spot or base marked on the
+ground. One of the odd players is a leader, and sits or stands in the
+center; the remainder are circle men and take each his place on a
+stool or base, the other odd man standing anywhere in the circle
+between the bases. The object of the game is for the circle men to
+change places on a signal given by the leader, each player trying to
+secure a stool and avoid being the odd man. The longer the distance
+between stools or bases the greater the sport. The running must be
+done in a circle outside of the bases, and no crosscuts through the
+circle are allowed. The player in the center repeats in rapid time the
+following lines:--
+
+ "Fire on the mountain, run, boys, run!
+ You with the red coat, you with the gun,
+ Fire on the mountains, run, boys, run!"
+
+At any time, at the close of the verse, or unexpectedly, by way of
+interruption to it, the center player will call "Stool!" or "Base!"
+when all of the players must change bases. There will thus be one odd
+player left out. This player then steps one side and is out of the
+game, taking with him a stool belonging to one of the players, so that
+the number of stools is reduced by one; if bases are used, one is
+crossed out to show it is out of the game. The center player, who
+remains caller throughout, then repeats the verse and the signal for
+changing.
+
+For each round of the game one player and one stool are taken out of
+the circle, until but two players and one stool are left. These two
+finish the game by circling the stool and some objective point a
+couple of yards away; when the signal to change is then given, the
+last one of the two to reach the stool becomes the leader for the next
+game.
+
+VARIATION.--This game may be played without eliminating a player for
+each round. In this form, each player who is left out when stools or
+bases are taken must pay a forfeit, but continues actively in the
+game. The forfeits are redeemed when each player has been odd man at
+least once.
+
+In this form of the game, instead of having one leader throughout, the
+leader (center man) should try to secure a stool for himself when the
+others change, the odd man becoming leader. There should then be but
+one stool or base less than the number of players.
+
+ This is a Scotch game, the reference to signal fires on the
+ mountains, to red coats, and guns, having an obviously historic
+ origin.
+
+
+
+FLOWERS AND THE WIND (THE)
+
+
+_4 to 30 or more players._
+
+_Indoors, out of doors._
+
+This game is suitable for little children. The players are divided
+into two equal parties, each party having a home marked off at
+opposite ends of the playground, with a long neutral space between.
+One party represents a flower, deciding among themselves which flower
+they shall represent, as daisies, lilies, lilacs, etc. They then walk
+over near the home line of the opposite party. The opposite players
+(who represent the wind) stand in a row on their line, ready to run,
+and guess what the flower chosen by their opponents may be. As soon as
+the right flower is named, the entire party owning it must turn and
+run home, the wind chasing them. Any players caught by the wind before
+reaching home become his prisoners and join him. The remaining flowers
+repeat their play, taking a different name each time. This continues
+until all of the flowers have been caught.
+
+
+
+FOLLOW CHASE
+
+
+_10 to 30 or more players._
+
+_Gymnasium; playground._
+
+The players stand in a circle with arms stretched sideways, resting on
+each other's shoulders, thus making a wide distance between. One
+player is chosen for runner and one for chaser. The game starts with
+the runner in one of the spaces under the outstretched arms of the
+players, and the chaser in a similar position on the opposite side of
+the circle. At a signal from a leader both start, the runner weaving
+in and out between the players or dashing across the circle in any way
+that he sees fit; but the chaser must always follow by the same route.
+If the runner be caught, he joins the circle; the chaser then takes
+his place as runner and chooses another player to be chaser.
+
+The leader (who may be one of the players) may close the chase if it
+becomes too long by calling "Time!" when both runners must return to
+their places in the circle, new ones taking their places.
+
+For large numbers there may be two or more runners and an equal number
+of chasers, or the players may be divided into smaller groups.
+
+ With various modifications, this game is found in many
+ countries. As given here, it is of Italian origin.
+
+
+
+FOLLOW THE LEADER
+
+
+_5 to 60 or more players._
+
+_Playground; gymnasium; parlor; schoolroom._
+
+One player, who is especially resourceful or skillful, is chosen as a
+leader. The others all form in single file behind him, and imitate
+anything that he does. The leader aims to keep the line moving, and
+should set particularly hard tasks for them, such as climbing or
+vaulting over obstacles, under others, jumping to touch high points or
+objects, going through difficult feats, jumping certain distances,
+taking a hop, skip, and jump, walking backward, turning around while
+walking, walking or running with a book on the head, etc. Any one
+failing to perform the required feat drops out of the game or goes to
+the foot of the line; or at the pleasure of the players may pay a
+forfeit for the failure and continue playing, all forfeits to be
+redeemed at the close of the game.
+
+
+[Illustration: FORCING THE CITY GATES
+
+_Reprinted from Dr. Isaac T. Headland's "The Chinese Boy and Girl," by
+kind permission of Messrs. Fleming H. Revell & Co._
+]
+
+
+
+FORCING THE CITY GATES
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+Two captains are selected, who alternately choose players until all
+are in two groups. The two sides then line up in two straight lines,
+facing each other about ten feet apart, and holding hands, each line
+representing the gates of a city. The captains dispose their men in
+line as they see fit, but it is advisable to alternate the larger or
+stronger players with the smaller or weaker ones, to equalize the
+strength at the points of attack. The captain of one side then names
+one of his players, who steps forward and tries to break through the
+hands of the opposing side, or he may dodge under them. If he does not
+succeed in one place, he may try in another, but may not have more
+than three trials. Should he succeed in breaking the opposing line or
+dodging under, he returns to his side, taking the two whose hands had
+been parted or evaded, as prisoners to reenforce his side. Should he
+fail in the third attempt, he is to remain on the side of his
+opponents. The captains alternate turns in sending forth a man to
+"force the city gates." The players taken from the opposing side must
+thereafter work for the side to which they are taken captive, each
+prisoner being placed in the line between two of the original team.
+The side wins which eventually secures all of the opposing players.
+The action may be made more rapid where a large number are playing by
+sending out two or more players at once.
+
+ This is a Chinese game, recorded by Dr. Headland, who has
+ kindly supplied additional points to the author. Some
+ modifications for large numbers have been found advisable under
+ American school conditions.
+
+
+
+FORTRESS
+
+
+_10 to 100 players._
+
+_Out of doors; gymnasium._
+
+ This is one of the very strenuous games based on the idea of
+ warfare. The underlying idea is exactly opposite to that of
+ Robbers and Soldiers, being a game of attack and defense rather
+ than of chase and capture.
+
+[Illustration diagram: FORTRESS]
+
+A fortress is marked on the ground, in the shape of a large square or
+oblong, the size differing with the area at disposal and the number of
+players. It should be not less than twenty-five by forty feet in
+dimensions. One or more sides of this may be situated so as to be
+inclosed by a wall or fence. A line should be drawn five feet inside
+of the fortress boundaries and another five feet outside of it; these
+mark the guard lines or limits for making prisoners. Each party
+should also have its prison--a small square marked in the center of
+the fortress for the defenders, and another at some distant point for
+the besiegers.
+
+The players are divided into two equal parties, each under the command
+of a general, who may order his men at any time to any part of the
+battle. One party of players are defenders of the fortress, and should
+scatter over it at the beginning of the attack and keep a sharp
+lookout on unguarded parts at any time. The other players, forming the
+attacking party, scatter under the direction of their general to
+approach the fortress from different directions. This may be done in a
+sudden rush, or deliberately before attacking. At a signal from their
+general, the besiegers attack the fortress.
+
+The method of combat is entirely confined to engagements between any
+two of the opposing players, and is in general of the nature of a "tug
+of war." They may push, pull, or carry each other so long as they
+remain upright; but wrestling or dragging on the ground are not
+allowed. Any player so forced over the guard line becomes a prisoner
+to his opponent and is thereafter out of the game. If he be a
+besieger, captured by a defender, he is placed within the prison in
+the center of the fortress, and may not thereafter escape or be freed
+unless the general should make an exchange of prisoners. Should he be
+a defender, pulled over the outer guard line by a besieger, he is
+taken to the prison of the attacking party, subject to the same rules
+of escape. In the general engagement, players of equal strength should
+compete, the strong players with strong ones, and _vice versa_. The
+commanders should each give general directions for this to their men
+before the engagement opens.
+
+The battle is won by either party making prisoners of all of the
+opponents. Or it may be won by the besiegers if one of their men
+enters within the guard line inside the fortress without being touched
+by a defender. Should a player accomplish this, he shouts "Hole's
+won!" Whereupon the defenders must yield the fortress, and the two
+parties change places, defenders becoming besiegers, and _vice versa_.
+The possibility of taking the fortress in this way should lead to
+great alertness on the part of the defenders, as they should leave no
+point unguarded, especially a fence the enemy might scale. The guard
+line should be drawn inside any such boundaries, and a player entering
+in this way must of course get inside the guard line as well as over
+the fence. The attacking party on its part will use all possible
+devices for dashing into the fortress unexpectedly, such as engaging
+the players on one side of the fort to leave an unguarded loophole for
+entering at another.
+
+The attacking general may withdraw his forces at any time for a rest
+or for conference; either general may run up a flag of truce at any
+time for similar purposes. Under such conditions the generals may
+arrange for an exchange of prisoners; otherwise there is no means of
+freeing prisoners.
+
+
+
+FOX AND GEESE
+
+(For other games sometimes known by this title, see _Fox Trail_
+and, in the division of Quiet Games, _Naughts and Crosses_.)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+One player is chosen to be fox and another to be gander. The remaining
+players all stand in single file behind the gander, each with his
+hands on the shoulders of the one next in front. The gander tries to
+protect his flock of geese from being caught by the fox, and to do
+this spreads out his arms and dodges around in any way he sees fit to
+circumvent the efforts of the fox. Only the last goose in the line may
+be tagged by the fox, or should the line be very long, the last five
+or ten players may be tagged as decided beforehand. It will be seen
+that the geese may all cooeperate with the gander by doubling and
+redoubling their line to prevent the fox from tagging the last goose.
+Should the fox tag the last goose (or one of the last five or ten, if
+that be permissible), that goose becomes fox and the fox becomes
+gander.
+
+A good deal of spirit may be added to the game by the following
+dialogue, which is sometimes used to open it:--
+
+The fox shouts tantalizingly, "Geese, geese, gannio!"
+
+The geese reply scornfully, "Fox, fox, fannio!"
+
+Fox, "How many geese have you to-day?"
+
+Gander, "More than you can catch and carry away."
+
+Whereupon the chase begins.
+
+ This game is found in almost all countries, under various names
+ and representing different animals.
+
+
+
+FOX AND SQUIRREL
+
+
+_20 to 60 players._
+
+_Schoolroom._
+
+The players sit in their seats facing toward the aisles, so that each
+two adjacent lines have their feet in the same aisle and face each
+other. The game consists in passing or tossing some object (the
+squirrel), such as a bean bag, basket ball, or hand ball from one
+player across the aisle to another and back again, zigzagging down
+each aisle, to be followed at once by a second object (the fox); the
+effort being to have the fox overtake the squirrel before the end of
+the line is reached.
+
+ With very little children, passing is better than tossing; but
+ with older children, or even with little ones, when more
+ experienced, it is well to use the game as a practice for
+ tossing and catching. The action should be very rapid. The game
+ makes much sport for young children, and they are very fond of
+ it.
+
+
+
+FOX TRAIL (DOUBLE RIM)
+
+(Fox and Geese; Half Bushel)
+
+(See also _Fox Trail_ (_Single Rim_).)
+
+
+_3 to 30 or more players._
+
+_Out of doors; indoors; snow._
+
+ This form of Fox Trail, like the Single Rim game, is
+ distinctively a snow game, but may be used anywhere that a
+ large diagram may be marked on the ground or floor. This game
+ differs from the Single Rim in the size and complexity of the
+ diagram, there being two rims to the wheel instead of one. It
+ also differs in the fact that there is one more player than the
+ number of dens for the foxes, and in the methods by which the
+ foxes may run or be chased.
+
+A large diagram is drawn on the ground, resembling a wheel with two
+rims. In the snow this is trampled with the feet like a path; on bare
+ground or damp sand it may be drawn with the foot or a stick; in the
+gymnasium or on a pavement it may be drawn with chalk. The outer rim
+should measure from thirty to forty feet in radius; the inner rim
+should be ten feet from this. Across the circles are drawn straight
+lines resembling the spokes of a wheel, the number being governed by
+the number of players. Where these spokes touch the outer rim, a den
+or goal is marked for the foxes, there being one goal less than the
+number of foxes.
+
+[Illustration diagram: FOX TRAIL (Double Rim)]
+
+One player, who is chosen as hunter, stands at his goal in the center
+or hub of the wheel. The balance of the players, who are foxes, take
+each a place in a den on the outer rim, with the exception of the odd
+fox, who stands elsewhere on the rim, trying to get a den whenever he
+can. The object of the game is for the foxes to run from den to den
+without being caught by the hunter. The method of running, however, is
+restricted. Both foxes and hunter are obliged to keep to the trails,
+running only on the lines of the diagram.
+
+It is considered poor play to run from den to den around the outer
+rim, as there is practically no risk in this. The foxes may run in any
+direction on any trail, on the spokes of the wheel, or on either of
+the rims. They may turn off on the intersecting trail at any point,
+not being obliged to run entirely across to the opposite side of the
+rim, as in the simpler diagram given for the other game of this name.
+No fox, however, may turn back on a trail; having once started, he
+must keep on to the next intersecting point. Whenever the hunter
+succeeds in tagging a fox, the two players change places, the fox
+becoming hunter and the hunter fox.
+
+[Illustration diagram: FOX TRAIL (Single Rim)]
+
+ This game is excellent sport, and is one of the most
+ interesting and popular of the chasing games. It is one of the
+ very few distinctive snow games.
+
+
+
+FOX TRAIL (SINGLE RIM)
+
+(Fox and Geese; Half Bushel)
+
+(See also _Fox Trail_ (_Double Rim_).)
+
+
+_3 to 20 players._
+
+_Out of doors; snow; seashore; gymnasium._
+
+ This is one of the few distinctive snow games, but may be
+ played anywhere that a large diagram may be outlined on the
+ ground. It is very popular with children, and makes an
+ admirable game for older players as well. See the more
+ complicated form, with double-rim diagram, preceding this.
+
+A large circle from fifteen to thirty feet in diameter should be
+marked on the ground and crossed with intersecting lines like the
+spokes of a wheel, there being about five such lines (ten spokes). The
+more players there are, the larger should be the circle and the
+greater the number of spokes; but there is no fixed relation between
+the number of spokes and players. If played in the snow, this diagram
+may be trampled down with the feet; if on the fresh earth or sand, it
+may be drawn with the heel or a stick; or if in a gymnasium or on a
+pavement, marked with chalk.
+
+One player is chosen to be It or Hunter. He stands in the center, that
+is, on the hub of the wheel. The other players scatter around the rim
+and are foxes. They are not stationed at any one point as in the
+Double Rim game, but run or stand anywhere around the rim when not
+dashing across the spokes. The object of the game is for the foxes to
+cross the wheel to some opposite point without being tagged by the
+hunter. They may only run, however, on the prescribed trails,--that
+is, on the lines of the diagram. In this form of the game (the Single
+Rim diagram) they may run only straight across, and are not at liberty
+to turn an angle at the hub and seek refuge over any other trail than
+the direct continuation of the one on which they started. The hunter
+changes places with any one whom he tags.
+
+
+
+FRENCH TAG
+
+
+_4 to 60 or more players._
+
+_Indoors; out of doors._
+
+In this form of tag certain boundaries are agreed upon beyond which
+players may not run, though they may climb or jump over any obstacles
+within the boundaries.
+
+Any player who goes outside of the bounds is at once declared to be It
+by the pursuer. Otherwise the game is like ordinary tag, any player
+who is tagged by the chaser becoming It. (See _Tag._)
+
+
+
+FROG IN THE MIDDLE
+
+
+_10 to 30 or more players._
+
+_Parlor; gymnasium; playground._
+
+One player is chosen for the frog, and sits in the center on the floor
+with his feet crossed in tailor fashion. Where there are more than
+twenty players, it is well to have at least two such frogs. The other
+players stand in a circle around the frog, repeating, "Frog in the
+sea, can't catch me!" They dance forward toward the frog and back,
+tantalizing him and taking risks in going near him, the object of the
+game being for the frog to tag any one of them, whereupon he changes
+places with such player. The frog may not at any time leave his
+sitting position until released by tagging another player.
+
+
+
+GARDEN SCAMP
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium; schoolroom; parlor._
+
+This game is a great favorite with children, and may be made an
+opportunity for much sport with youths and older players.
+
+All but two of the players form a ring by clasping hands, the
+inclosure serving as the garden. Within this one of the odd players
+who is assigned to be the scamp takes his place. The other odd player,
+the gardener, moves around on the outside of the circle.
+
+The gardener calls to the scamp inside, "Who let you in my garden?"
+and the scamp answers, "No one!" whereupon he starts to run away, the
+gardener chasing him. The gardener must take the same path followed by
+the scamp in and out under the arms of the players, who must lift
+their hands to let them pass. The gardener must also go through all of
+the movements performed by the scamp, who may jump "leapfrog" over any
+player in the circle, turn somersaults, crawl between the legs of a
+circle player, double unexpectedly on his path, circle around one of
+the players, or resort to any other device for making the chase
+difficult. If the scamp be caught, he becomes gardener, and the
+gardener joins the circle. The former scamp, now gardener, chooses a
+new scamp to go into the circle.
+
+Should the gardener fail to follow in the exact path of the scamp, or
+to perform any of the feats or antics of the scamp, the gardener must
+at once join the ring, and the scamp then has the privilege of
+choosing a new gardener.
+
+FOR THE SCHOOLROOM.--This game may be played by the entire class
+forming a circle around the room as close to the seats as possible to
+leave room for the chase outside the circle. Where seats can be turned
+up, this should be done, to give the runners opportunity to cross and
+recross the center space easily. The scamp, however, may vault over
+seats in his efforts to escape or delay the gardener.
+
+
+
+GOING TO JERUSALEM
+
+
+_10 to 60 or more players._
+
+_Parlor; gymnasium; schoolroom._
+
+A row of chairs is placed in the center of the room, so that they face
+alternately in opposite directions, one chair to one side, the next to
+the opposite side, etc. There should be one chair less than the number
+of players. The game is most interesting when played with musical
+accompaniment.
+
+The game starts with all the players seated in the row of chairs
+except one. This odd one is the leader, and his first object is to
+recruit the players for his trip to "Jerusalem." He carries a cane and
+walks around the row repeating, "I'm going to Jerusalem! I'm going to
+Jerusalem!" in singsong. Every few moments he stops at his discretion
+and knocks with his cane on the floor behind the chair of some player.
+Immediately the player thus summoned rises from his chair and follows
+the leader, sometimes having a lively scramble to encircle the row of
+chairs and catch up with him. The next player knocked for follows this
+one, and so on, until all are moving around in single file. The leader
+may reverse his direction at pleasure. This general hurry and
+confusion for the start may, with a resourceful leader, add much to
+the sport of the game.
+
+When the players are all recruited, they continue to march around the
+row of chairs, the main object of the game being the scramble for
+seats when the music stops, or upon some other signal to sit if there
+be no music.
+
+The musician will add to the interest of the game by varying the time
+of the march from slow and stately time to "double quick." At any
+moment, after all the players are marching, the music may stop
+suddenly. Whenever this happens, the players all scramble for seats.
+There will be one odd player left without a seat. This player is
+thenceforth out of the game and retires to one end of the room,
+taking with him one of the chairs. This continues until there are only
+two players encircling one chair, and the one who secures it wins.
+
+Where two players reach a chair at nearly the same time, the chair
+belongs to the one who first reached it, or who is sitting more fully
+on it. Sitting on the arm of a chair does not count, nor touching it
+with the hands or knees.
+
+FOR THE GYMNASIUM.--When played in a gymnasium, a row of gymnasium
+stools may be used instead of chairs, and the gathering up of the
+players omitted, the game starting with the stools empty.
+
+FOR THE SCHOOLROOM.--When played in the schoolroom, the game starts
+with all of the players ready to march, the first part of the game, in
+which they are recruited, being omitted. The class should march in
+serpentine form up one aisle and down the next, etc., instead of
+encircling a row of seats. There should be for a large class from one
+to six less seats than the number of players. For instance, one seat
+should be counted out in each row or each alternate row. The seat that
+is not in play may be designated by turning it up, if of that variety,
+and by placing a book on the desk belonging to it.
+
+Wherever played, the game may be carried on without music, simply by
+the leader or teacher beating time and stopping when players are to
+sit; or he may give a signal or a command to "Sit!"
+
+
+
+GOOD MORNING
+
+
+_10 to 60 or more players._
+
+_Schoolroom; parlor._
+
+ This is a very pretty sense-training game,--cultivating
+ discrimination through the sense of hearing. Little children
+ are very fond of it, and it is most interesting and surprising
+ to note the development of perceptive power through the playing
+ of the game.
+
+One player blinds his eyes. He may do this by going to a corner of the
+room and facing the wall, with his hand over his eyes; or a very
+pretty method is to have him go to the teacher or leader, with his
+face hidden in her lap, and her hands on either side of his head, like
+the blinders of a horse.
+
+The teacher then silently points to some other player in the class,
+who rises at once and says, "Good morning, David!" (or whatever the
+child's name may be). The little guesser, if he has recognized the
+voice, responds with, "Good morning, Arthur!" (or other name). If he
+does not guess the voice after the first greeting, the child may be
+required to repeat it, until the guesser has had three trials. Should
+he fail on the third trial, he turns around to see who the player was,
+and changes places with him. If he names the right player, the guesser
+retains his position until he fails to guess the voice of the one
+greeting him, one player after another being required to stand and
+give the greeting "Good morning!"
+
+When pupils have become somewhat proficient in the guesser's place,
+the others should be required to change their seats after the guesser
+has blinded his eyes, so that he will not be assisted in his judgment
+by the direction from which the voice comes, which is very easily the
+case where the other players are in their accustomed seats.
+
+Of course the greeting will be varied according to the time of day,
+being "Good afternoon!" or "Good evening!" as may be appropriate.
+Occasionally, in a school game, a pupil from another room may be
+called in. Should a strange voice be heard in this way, the little
+guesser is considered correct if he answer, "Good morning, stranger!"
+
+
+
+GUESS WHO
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium; parlor; schoolroom._
+
+Where there are more than ten players, it is desirable to have them
+separated into several groups. Each group has a leader, and lines up
+in rank (side by side), with the leader in the middle. One odd player
+stands in front of the line, facing it.
+
+ The odd player asks:--
+ "Have you seen my friend?"
+
+ The line answers,
+ "No."
+
+ First player:--
+ "Will you go and find him?"
+ "Yes."
+ "Put your finger on your lips and follow me!"
+
+The player in front then turns around and, with finger to his lips,
+runs to another part of the ground, all of the row falling in behind
+and following him, each player with finger on lips. When they have
+reached a new position, the first player stops with his back to the
+line, which re-forms in a new order under the direction of its leader,
+so that the players do not stand in the same relative positions as
+when the odd player faced the line. One player from the row selected
+by the leader now steps forward behind the odd player and says, trying
+to disguise his voice, "Guess who stands behind you!"
+
+If the odd player guesses correctly, he retains his position, turns
+around, and the dialogue begins over again. If the guess be wrong, the
+one who is It changes places with the one whose name he failed to
+guess.
+
+
+
+GYPSY
+
+
+_5 to 10 players._
+
+_Indoors; out of doors._
+
+ This is one of the traditional dramatic games, obviously an
+ abbreviated form of _Mother, Mother, the Pot Boils Over!_
+
+One player is selected for gypsy, and one for the mother. The others
+are children. The gypsy remains in hiding while the mother says to her
+children, pointing to the different ones in turn:--
+
+ "I charge my children every one
+ To keep good house while I am gone;
+ You and you, but specially you,
+ Or else I'll beat you black and blue."
+
+The mother then goes away and blinds her eyes. During her absence the
+gypsy comes in, takes away a child, and hides her. The gypsy repeats
+this until all of the children are hidden. The mother returns and
+finds her children gone, whereupon she has to find them. When all have
+been found and brought back home, all chase the gypsy.
+
+
+
+HANG TAG
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+One player is It, or chaser, and changes places with any other player
+whom he can touch (tag). In this form of the game, however, any
+player may escape being tagged by hanging from anything overhead which
+will enable him to lift his feet from the floor. When played out of
+doors, where there are trees, players will naturally jump to catch
+hold of the branches of the trees. In a playground or gymnasium pieces
+of apparatus may be used for the same purpose. A player is considered
+immune if, instead of hanging by his hands, he throws himself across
+some obstacle, such as a fence, which enables him to lift his feet
+from the ground.
+
+The game is very uninteresting if players each choose a place and
+remain close to it in the intervals of the game; but it may be made
+full of sport if each will take risks and run from point to point,
+taunting the one who is It by going as near him as possible, or
+allowing him to approach closely before springing for the overhead
+support. The one who is It may not linger near any player to the
+extent of trying to tire him out in the hanging position, but must
+move rapidly from one to another.
+
+A very interesting form of this game for the gymnasium allows no two
+players to hang from the same piece of apparatus; the last one taking
+possession has the right to remain hanging on the apparatus, the one
+before him being obliged to run at once for another place. This keeps
+the players moving and makes the game very lively.
+
+TREE TOAD.--This is a form of Hang Tag played by the modern Greeks. It
+is played where there are trees, the players jumping to clasp the
+trunk of the tree as a means of lifting their feet from the ground
+when the branches are too high to reach. This makes a very funny,
+vigorous, and interesting form of the game, to be played in a grove or
+shaded lawn.
+
+
+
+HAVE YOU SEEN MY SHEEP?
+
+
+_10 to 30 or more players._
+
+_Playground; parlor; gymnasium; schoolroom._
+
+The players stand in a circle. One walks around on the outside, and
+touching one of the circle players on the back, asks, "Have you seen
+my sheep?" The one questioned answers, "How was he dressed?" The
+outside player then describes the dress of some one in the circle,
+saying, for instance, "He wears a red necktie; he is dressed in gray
+and has low shoes." The one questioned then names the player whom he
+thinks this describes, and if right, at once begins to chase him
+around the outside of the circle. Each of the circle players must be
+very alert to recognize himself in the description given by the
+outside player, for immediately that he is named he must run around
+the outside of the circle, chased by the player who guessed, and try
+to reach his own place before being tagged. The one who gives the
+description does not take part in the chase. Should the runner be
+tagged before returning to his place, he must take the place of the
+questioner, running in his turn around the outside of the circle and
+asking of some player. "Have you seen my sheep?"
+
+IN THE SCHOOLROOM.--The players remain seated, with the exception of
+the one who asks the first question of any player he chooses. This
+player at once stands, guesses the player described, and chases him
+around the room, the one chased trying to gain his seat before being
+caught. If caught, he becomes questioner; if not caught, the same
+questioner and guesser play as before.
+
+
+
+HIDE AND SEEK
+
+
+The following games of hiding and seeking will be found in
+alphabetical order:--
+
+ Hide and Seek
+ I spy!
+ Ring-a-lie-vio
+ Run, Sheep, Run!
+ Sardines
+ Smuggling the Geg
+ Ten Steps
+ Yards Off
+
+
+
+HIDE AND SEEK
+
+
+_2 to 20 or more players._
+
+_Indoors; out of doors._
+
+This is a simple form of "I spy," played by very little children. One
+covers his eyes or blinds and the others hide. When securely hidden,
+they call "Coop!" and the one who is It goes in search of them. The
+call of "Coop!" may be repeated at the discretion of the hider. In
+this game the object is won when the searcher discovers the hidden
+players. There is no race for a goal as in "I spy."
+
+
+
+HIDE THE THIMBLE
+
+(Magic Music)
+
+
+_5 to 60 players._
+
+_Schoolroom; parlor._
+
+One player is sent from the room; while absent, one of those remaining
+hides a thimble, a cork, or some small object which has been
+previously shown to the absent one. When the object is hidden, the
+absent player is recalled, and proceeds to hunt for the hidden object.
+While he is doing this, the others sing or clap their hands, the sound
+being very soft and low when the hunter is far away from the object,
+and growing louder as he approaches it. The piano music is desirable,
+but for schoolroom use singing is found to be more interesting for
+all, as well as often more practicable. For very little children hand
+clapping is pleasing and sometimes more easily used than singing.
+
+
+
+HIGH WINDOWS
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+All of the players but one join hands in a circle. The odd player in
+the center runs around on the inside of the circle and hits one of the
+players with a wisp of grass, if the game be played out of doors, or
+tags him if played indoors. Both players then run out of the circle,
+it being the object of the player who was tagged to catch the odd
+player before he can run three times around the outside of the ring.
+As the runner completes his third time around, the players in the
+circle cry "High Windows!" and raise their clasped hands to let both
+of the players inside. Should the one who is being chased succeed in
+entering the circle without being tagged, he joins the circle and the
+chaser takes his place in the center. Should the chaser tag the
+pursued before he can circle the ring three times and dodge inside at
+the close, the chaser returns to the circle and the one caught goes
+again into the center.
+
+It is permissible to vary the chase by running away from the immediate
+vicinity of the circle. Should the chase then become too long, the
+circle players may call "High Windows!" as a signal for the runners to
+come in. This call is made at the discretion of a leader, whether he
+be one of the circle players appointed for that purpose, or a teacher.
+
+
+
+HILL DILL
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+Two parallel boundary lines are drawn from thirty to fifty feet apart;
+or the game is often played between the curbings of a street, which
+serve as boundaries. One player is chosen to be It, and stands in the
+center. The other players stand in two equal parties beyond the
+boundary lines, one party on each side. The center player calls out,
+"Hill, dill! come over the hill!" The other players then exchange
+goals, and as they run across the open space the one in the center
+tries to tag them. Any who are tagged assist him thereafter in tagging
+the others.
+
+ This game is not well adapted to very large numbers of players,
+ as it brings two opposing parties running toward each other in
+ the exchange of goals. It is especially suited to conditions
+ where a very wide central field lies between the goals, thus
+ giving opportunity for the players to scatter.
+
+
+
+HIP
+
+
+_5 to 30 or more players._
+
+_Playground._
+
+All of the players stand in an informal group. One of them is provided
+with a stick about the size of a broomstick and about two feet long.
+He throws this as far as he can, at the same time calling the name of
+one of the other players. The one who threw the stick, and all the
+others except the one whose name is called, then scatter in a run. The
+one who is called must pick up the stick, whereupon he becomes "Hip"
+and must chase the other players. Any player whom he catches he
+touches with the stick (pounding not allowed), and that player at once
+joins him in trying to catch the others. Any one caught by the second
+player, however, must be held by him until Hip can come and touch the
+prisoner with the stick, whereupon he also joins Hip's party. As the
+number of players with Hip increases, there may be some pretty lively
+"tussling" on the part of players who are caught, pending the arrival
+of Hip to touch them with the stick, as he may have several to reach
+in this way, and the interval may be considerable in which the captor
+must hold his victim. The game ends when all of the players have been
+touched by Hip.
+
+
+
+HOME TAG
+
+
+_4 to 60 or more players._
+
+_Indoors; out of doors._
+
+One player is It, or chaser, and changes places with any one whom he
+can touch (tag) outside of the safety places called homes. One or more
+such places are chosen to which the players may run at any time for
+safety. It is advisable to have these homes widely separated, as at
+opposite ends of the playground. If the players resort to these homes
+too frequently to make a good game, the chaser may call
+
+ "Three times three are nine;
+ Who does not run is mine."
+
+Whereupon every player must run out from his home or goal, or change
+places with the tagger.
+
+
+
+HOPPING RELAY RACE
+
+
+_10 to 100 players._
+
+_Playground; gymnasium; schoolroom._
+
+A starting line is drawn on the ground, behind which the players stand
+in two or more single files, facing a goal. The goal should be ten or
+more feet from the starting line, and may consist of a wall, or a line
+drawn on the ground. At a signal the first player in each line hops on
+one foot to the goal, touches it with his hands (stooping for this if
+it be a line on the ground), and hops back to the end of his line,
+which should have moved forward to fill his place as he started. He
+takes his place at the rear end of the line. He tags the first player
+in the line as he passes him, and this player at once hops forward to
+the goal. Each player thus takes his turn, the line winning whose last
+player first reaches the rear of his line, and there raises his hand
+as a signal.
+
+If the game be repeated, the hopping in the second round should be on
+the opposite foot.
+
+FOR THE SCHOOLROOM.--This may be played in the class room by having an
+equal number of pupils in each row of seats. The players remain seated
+until it is their turn to hop, each hopping from his own seat to the
+forward blackboard and back to his seat again; or the distance may be
+made greater by continuing past his seat to the rear wall and then
+back to his seat again. The game starts with those in the rear seats.
+Each pupil as he takes his seat tags the pupil seated next in front of
+him, who takes this as a signal to start. The line wins whose player
+in the front seat first returns and raises a hand to show he is
+seated.
+
+
+
+HOUND AND RABBIT
+
+
+_10 to 60 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+A considerable number of the players stand in groups of three, with
+their hands on each other's shoulders, each group making a small
+circle which represents a hollow tree. In each tree is stationed a
+player who takes the part of rabbit. There should be one more rabbit
+than the number of trees. One player is also chosen for hound.
+
+The hound chases the odd rabbit, who may take refuge in any tree,
+always running in and out under the arms of the players forming the
+tree. But no two rabbits may lodge in the same tree; so as soon as a
+hunted rabbit enters a tree, the rabbit already there must run for
+another shelter. Whenever the hound catches a rabbit, they change
+places, the hound becoming rabbit and the rabbit hound. Or the hound
+may at any time become a rabbit by finding shelter in an empty tree,
+whereupon the odd rabbit who is left without shelter must take the
+part of the hound.
+
+ This game may be made very lively, and has much sport in it
+ even for adults. The trees should be scattered promiscuously so
+ that both rabbits and hound may have many opportunities to
+ dodge and run in various directions, with false starts and
+ feints that add zest and interest to such a game.
+
+ For large numbers of players it is advisable to give each a
+ better chance to participate actively in the game by having the
+ rabbits and trees change parts whenever a rabbit is caught. The
+ hound, and the rabbit who was caught, then choose their
+ successors.
+
+
+[Illustration: HOW MANY MILES TO BABYLON?]
+
+
+
+HOW MANY MILES TO BABYLON?
+
+
+_10 to 100 players._
+
+_Indoors; out of doors._
+
+The players are divided into two lines and stand facing each other,
+with a distance of about ten feet between. Each line numbers off in
+twos, and the players in each line take hold of hands. The following
+dialogue takes place between the two lines, all of the players in a
+line asking or answering the questions in unison. The lines rock
+forward and backward during the dialogue from one foot to another,
+also swinging the clasped hands forward and backward in time to the
+rhythm of the movement and the words. The time should be rapid.
+
+
+The first line asks:--
+
+ "How many miles to Babylon?"
+
+Second line:--
+
+ "Threescore and ten."
+ "Will we be there by candle light?"
+ "Yes, and back again."
+ "Open your gates and let us through."
+ "Not without a beck [courtesy] and a boo [bow]."
+ "Here's a beck and here's a boo,
+ Here's a side and here's a sou;
+ Open your gates and let us through."
+
+As the players in the first line say, "Here's a beck and here's a
+boo," they suit the action to the words, drop hands, and make each a
+courtesy, with wrists at hips for the "beck," and straighten up and
+make a deep bow forward for the "boo"; assume an erect position and
+bend the head sideways to the right for "Here's a side," and to the
+left for "Here's a sou." Then the partners clasp hands and all run
+forward in eight quick steps in the same rhythm as the dialogue that
+has been repeated, each couple passing under the upraised hands of the
+opposite couple, which represent the city gates. Having taken the
+eight steps, the running couple turns around, facing the other line
+from the opposite side. This is done in four running steps, making
+twelve steps in all. The couples that made the gates then turn around
+in four running steps (a total of sixteen steps or beats) until they
+face the first line, when they in turn begin the rocking motion and
+the dialogue, "How many miles to Babylon?" This is repeated
+indefinitely, each line being alternately the questioners and the
+gates.
+
+ The time in which the lines are repeated and the accompanying
+ movements should be very brisk and rapid, so as to give life
+ and action to it. The start forward in the run when the couples
+ pass through the gates should be made with a decided stamp or
+ accent on the first step; and the last step with which they
+ turn in place, facing the line after they have passed through
+ the gates, should have a similar accent. The questions and
+ answers should be given with varied intonation to avoid
+ monotonous singsong.
+
+ Mrs. Gomme ascribes the origin of this game to a time when toll
+ was required for entrance into a city, or for the carrying of
+ merchandise into a walled town. The form here given is of
+ Scottish origin, gathered by the writer, and is different from
+ any published versions that have been consulted.
+
+
+
+HUCKLE, BUCKLE, BEAN STALK
+
+
+_5 to 60 players._
+
+_Schoolroom; parlor._
+
+This game is a form of Hide the Thimble.
+
+A thimble, cork, ring, or other small object may be used for hiding.
+All of the players leave the room save one, who places the object in
+plain sight but where it would not be likely to be seen, as on the top
+of a picture frame, in a corner on the floor, etc. It may be placed
+behind any other object, so long as it may be seen there without
+moving any object. This hiding will be especially successful if some
+hiding place can be found near the color of the object; for instance,
+if the object be of metal, to hang it from the key of a door, put it
+in the filigree of a vase, etc. When the object has been placed, the
+players are called into the room, and all begin to look for it. When
+one spies it, he does not at once disclose this fact to the others,
+but quietly takes his seat, and when seated, says, "Huckle, buckle,
+bean stalk!" which indicates that he knows where the object is. The
+game keeps on until all of the players have located the object, or
+until the teacher or leader calls the hunt closed. The first one to
+find the object hides it for the next game.
+
+
+
+HUNT (THE)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+The ground is marked off with two goals at opposite ends by parallel
+lines drawn entirely across it. The space between the lines should
+measure from thirty to fifty or more feet. One player is chosen for
+hunter, who stands in the center. The other players are named in
+groups from various animals; thus there will be several lions, several
+tigers, etc. These groups are divided so that part stand in one goal
+and part in the other, the number of players being equal in each goal
+when the game opens.
+
+The hunter, standing in the center, calls the name of any animal he
+chooses, whereupon all of the players bearing that name must change
+goals. The hunter tries to catch them while they are in his territory.
+The first player caught must thereafter help the hunter in catching
+the others. The second player caught changes places with the first,
+the first one then being placed in a "cage" at one side of the
+playground and is out of the game. The game ends when the hunter has
+caught all of the animals.
+
+ There are several games very similar to this, but all of them
+ have distinctive points that make them quite different in
+ playing. In the present game the hunter has the advantage of
+ chasing players running from both directions, but there is a
+ comparatively small number of these, and he is placed at the
+ disadvantage of not usually knowing just which players bear the
+ names of certain animals.
+
+
+
+HUNT THE FOX
+
+
+_20 to 60 or more players._
+
+_Playground; gymnasium._
+
+The players stand in two parallel lines or files facing to the front,
+with about five feet distance between the files, and considerable
+distance between each two players in a file, so that the runners may
+have space to run between them. The head player of one file is a fox
+and the head player of the opposite file the hunter.
+
+At a signal the fox starts to run, winding in and out from one side to
+the other of his file until he reaches the bottom, when he turns and
+comes up the opposite file. The fox is not obliged to run between each
+two players, but may skip any number that he wishes, and choose his
+own track. The hunter must follow in exactly the same trail, being
+obliged, should he make a mistake, to go back to the point at which he
+diverged from the path of the fox. If the fox succeeds in getting back
+to the head of the second file without being caught, he is considered
+to have escaped, and takes his place at the foot of his own file.
+Should he be caught by the hunter, he changes places with the latter,
+the hunter going to the foot of the fox's file, and the fox taking the
+hunter's original place at the head of his file. The second player in
+the fox's file, who should have moved up to the front to keep the
+lines even, is then fox for the next chase.
+
+
+
+HUNT THE SLIPPER
+
+
+_10 to 30 or more players._
+
+_Parlor; seashore; gymnasium._
+
+All of the players but one sit in a circle, with the feet drawn up and
+knees raised so that a slipper may be passed from hand to hand of each
+player under his knees. Where both boys and girls are playing, it is
+desirable to have the girls alternate as much as possible with the
+boys, as the slipper is more readily hidden under their skirts. The
+players pass the slipper or bean bag around the circle under the
+knees, the object being on their part to evade the vigilance of the
+odd player, who runs around on the outside of the circle trying to
+touch the person who holds the slipper. Many devices may be resorted
+to for deceiving the hunter, such as appearing to pass the slipper
+when it is not in one's hands, or holding it for quite a while as
+though the hands are idle, although it is not considered good sport to
+do this for very long or often. The players will use every means of
+tantalizing the hunter; for instance, when he is at a safe distance,
+they will hold the slipper up with a shout, or even throw it to some
+other person in the circle, or tap the floor with it. When the hunter
+succeeds in catching the player with the slipper, he changes places
+with that player.
+
+When the circle of players is very large, the odd player may take his
+place in the center instead of outside the circle.
+
+
+
+INDIAN CLUB RACE
+
+
+_10 to 100 players._
+
+_Gymnasium; playground._
+
+ This game is an adaptation of the Potato Race. See also the
+ related game _All Up Relay_.
+
+[Illustration diagram: INDIAN CLUB RACE]
+
+The players are lined up in two or more single files, the first
+players standing with toes on a starting line. A small circle is
+marked on the ground to the right of the first player in each file,
+and just within the starting line. A series of six small crosses is
+also marked on the ground in front of each line, at intervals of six
+feet apart, continuing in the same direction as the file, the first
+one being ten or fifteen feet from the starting line. An Indian club
+is placed on each cross. At a signal, the first runners rush forward,
+each picks up a club, returns, and places it (standing upright) within
+the small circle, beside his starting place, returns for another, and
+so on until all six clubs are within the circle. The first players,
+having finished, pass to the rear of their respective lines, which
+move up to the starting line.
+
+At a signal the next row of players take each a club and return it to
+one of the crosses, returning for another, etc., until all are placed.
+The next runners return the clubs to the circle, and so on until each
+player in the files has taken part. The file wins whose last player is
+first to get back to the starting line after placing the last club.
+In case of a tie, the last three players from the tied files may be
+required to repeat the play.
+
+This is one of the best games for training in self-control, and a
+teacher should strictly enforce the rules. Any player starting over
+the line before the signal, or standing with the foot beyond it before
+starting, should go back and start over again. Whenever a club falls
+down, or is not placed on the cross or in the circle, the player who
+placed it must go back and stand it upright or it counts as a foul.
+
+
+
+I SAY, "STOOP!"
+
+
+_5 to 60 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+This game is a variation of the old familiar game "Simon says," but
+calls for much more activity than the latter game.
+
+The players stand in a circle, and in front of them the leader or
+teacher. The teacher says quickly, "I say, stoop!" and immediately
+stoops himself and rises again, somewhat as in a courtesy. The players
+all imitate the action; but when the leader says, "I say, stand!" at
+the same time stooping himself, the players should remain standing.
+Any who make a mistake and stoop when the leader says, "I say, stand!"
+are out of the game.
+
+ This may be made a very amusing little game to fill in a few
+ dull moments, and when used in the schoolroom, it serves to
+ refresh tired minds very quickly. The leader should speak and
+ move very rapidly and make unexpected variations in the order
+ in which the two commands are given.
+
+
+
+I SPY
+
+(See _Hide and Seek_ for list of other games of this type.)
+
+
+_3 to 30 or more players._
+
+_Out of doors; indoors._
+
+One player is chosen to be the spy, who blinds his eyes at a central
+goal while the other players scatter and hide. The spy counts one
+hundred, upon the completion of which he announces his readiness to
+take up the hunt by shouting aloud:--
+
+ "One, two, three!
+ Look out for me,
+ For I am coming and I can see!"
+
+Or he may shout only the word "Coming!" as he leaves the goal, or
+merely the last count, "One hundred!" The spy endeavors to detect as
+many hidden players as possible, and for each player must dash back to
+the goal, hit it three times, and call out, "One, two, three for
+----," naming the player. Should he make a mistake in identity, the
+player really seen and the one named by mistake are both free and may
+return to the goal without further danger. As soon, however, as a
+player knows he has been detected by the spy, he should race with the
+latter for the goal, and should he reach it first, should hit it three
+times and call out, "One, two, three for me!" Any player who can thus
+make the goal after the spy has started on his hunt may save himself
+in this way, whether he has been detected or not. Should all of the
+players save themselves in this way, the same spy must blind for the
+next game. This, however, seldom happens. The first one caught by the
+spy, that is, the first one for whom he touches the goal, becomes spy
+for the next game.
+
+
+
+JACK BE NIMBLE
+
+
+_10 to 60 players._
+
+_Indoors; out of doors; schoolroom._
+
+This game is suitable for very little children. Some small object
+about six or eight inches high is placed upright on the floor to
+represent a candlestick. This may be a small box, a book, bottle, or
+anything that will stand upright; or a cornucopia of paper may be made
+to answer the purpose. The players run in single file and jump with
+both feet at once over the candlestick, while all repeat the old
+rhyme:--
+
+ "Jack be nimble,
+ Jack be quick,
+ And Jack jump over the candlestick."
+
+When there are more than ten players, it is advisable to have several
+candlesticks and several files running at once. In the schoolroom
+there should be a candlestick for each two rows of players, and these
+should encircle one row of seats as they run.
+
+
+
+JACOB AND RACHEL
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium; parlor._
+
+All of the players but two form a circle with clasped hands. The two
+odd players are placed in the center, one of them, "Jacob," being
+blindfolded. The object of the game is for Jacob to catch the other
+player, "Rachel," by the sound of her voice; but Rachel is supposed to
+be rather coy, and to do all in her power to avoid being caught by
+Jacob, even though she answer his questions.
+
+Jacob begins the game by asking, "Rachel, where art thou?" Rachel
+replies, "Here am I, Jacob," and immediately tiptoes to some other
+point in the ring, trying to evade Jacob's outstretched hands as he
+gropes for her. Rachel may stoop to evade being caught, or may dash
+from one side of the ring to the other, or resort to any tactics
+except leaving the ring. Jacob may repeat his question whenever he
+wishes, and Rachel must answer each time.
+
+When Rachel is caught, Jacob returns to the ring, Rachel is
+blindfolded and chooses a new Jacob, this time taking the aggressive
+part and seeking him with the question, "Where art thou, Jacob?" etc.
+
+When the game is played by both boys and girls, the names are used
+properly, but where all boys or all girls are playing, the same names
+are used, but one of the party is personated by a player of the
+opposite sex.
+
+
+
+JAPANESE CRAB RACE
+
+
+_2 to 60 or more players._
+
+_Gymnasium; playground._
+
+If there be but few players for this game, it may be played as a
+simple race, without the relay feature, as here described. For large
+numbers the relay idea will be advisable.
+
+The players are lined up behind a starting line, in from two to five
+single files, each containing the same number. Opposite each file, at
+a distance of from twenty-five to forty feet, there should be drawn a
+circle about three feet in diameter. The game consists in a race run
+backward on feet and hands (or "all fours") to the circles. To start,
+the first player in each file gets in position, with his heels on the
+starting line and his back to the circle for which he is to run; and
+all start together at a signal, the player who first reaches his
+circle scoring one point for his team. Others follow in turn.
+
+ Until one has tried this, it would be difficult to realize how
+ thoroughly the sense of direction and the power to guide one's
+ movements are lost while running in such a position. It is one
+ of the jolliest possible games for the gymnasium.
+
+
+
+JAPANESE TAG
+
+
+_4 to 60 or more players._
+
+_Indoors; out of doors._
+
+One player is chaser, or It, and tries to touch or tag all of the
+other players, the one tagged then becoming chaser. In this form of
+the game, however, whenever a player is touched or tagged, he must
+place his left hand on the spot touched, whether it be his back, knee,
+elbow, ankle, or any other part of the body, and in that position must
+chase the other players. He is relieved of this position only when he
+succeeds in tagging some one else.
+
+As in other tag games where there are large numbers of players,
+several players may take the part of the tagger, or It, at the same
+time.
+
+
+
+JOHNNY RIDE A PONY
+
+
+_10 to 60 players._
+
+_Playground; gymnasium._
+
+This is a game of leapfrog. The players are divided into two even
+parties, except for one leader, one party being the ponies and the
+other the riders, or Johnnies. The ponies form one long back as
+follows: one player stands upright against a wall or fence; the first
+back stoops in front of this leader, bracing his head against him;
+the other players grasp each the waist of the player in front, and
+stoop with the heads against him or turned to one side (away from the
+jumper). When the backs (ponies) are ready, the riders all run toward
+them from the side, each rider vaulting from the side on to the back
+of one pony. The ponies try in every way, except by straightening up,
+to throw their riders while the leader counts fifty. If a rider be
+made to touch even one foot to the ground, the ponies have won and
+score a point, the riders exchanging places with them. If the ponies
+fail in this attempt, they must be ponies again. The side wins which
+has the highest score at the end.
+
+
+
+JUMPING RELAY RACE
+
+
+_10 to 60 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+The players are lined up in several single files behind a starting
+line which is drawn at from ten to fifty feet from a finishing line
+which should be parallel to it. At a signal the first players in each
+file, who have been standing with their toes on the starting line,
+jump forward with both feet at once and continue the jumping to the
+finish line, when they turn and _run_ back to the starting line. Each
+player, on returning to the starting line, should touch the hand of
+the next player in his file, who should be toeing the line ready to
+start, and should begin jumping as soon as his hand is touched by the
+return player. The first jumper goes at once to the foot of the line,
+which moves up one place each time that a jumper starts out, so that
+the next following player will be in position on the line.
+
+The file wins whose last player first gets back to the starting line.
+
+
+[Illustration: JUMPING ROPE ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL]
+
+
+
+JUMPING ROPE
+
+(Skipping)
+
+
+_3 to 100 players._
+
+_Playground; gymnasium._
+
+Jumping a rope is admirable for both boys and girls, combining much
+skill with invigorating exercise. It should always be done on the
+toes, with a "spring" in the ankles and knees to break the jar, and
+should not be carried to a point of exhaustion. It may be made one of
+the most interesting competitive games for large numbers, lined up in
+relay formation and jumping in turn over a long rope. There should
+then be one rope for each line. A score should be kept for each team,
+each feat successfully performed by a player scoring one point for his
+or her team. For each round, each player in all teams should perform
+the same feat.
+
+The different series following are for:--
+
+I. Small single rope.
+II. One large rope.
+III. Two large ropes.
+IV. Large single rope and small individual rope.
+
+The small single rope or individual rope should be about six feet long
+for the average player. A good general rule is to have it just long
+enough to reach to the shoulders on each side while the player is
+standing on it.
+
+A rope not made with handles at the ends should have a knot tied at
+either end, to prevent untwisting and to give a firm hold. Every
+jumper knows how to twist the ends around the hands to make shorter a
+rope that is too long.
+
+A long rope should be heavy and from ten to twenty feet in length. It
+should be turned by two players while one or more jump, as indicated.
+When not used for athletic competition, any player failing in the
+jumping should change places with one of the turners; that is, should
+"take an end."
+
+
+I. Small Single Rope
+
+1. Standing in one place, the jumper turns the rope forward and jumps
+on the toes of both feet for from ten to twenty-five counts. Prolonged
+jumping beyond this number to the point of exhaustion should not be
+done.
+
+2. Standing in one place, jump five counts on one foot and then five
+on the other.
+
+3. Jump as in 1 and 2, but turn the rope backward instead of forward.
+
+4. Running and skipping, the rope turned forward.
+
+5. Running and skipping, the rope turned backward.
+
+6. Running and skipping, one player in the rope and two others running
+and turning the rope. The one who is skipping repeats the verse:--
+
+ Butterfly, butterfly, turn around;
+ Butterfly, butterfly, touch the ground;
+ Butterfly, butterfly, show your shoe;
+ Butterfly, butterfly, twenty-three to do.
+
+7. All of the above with two jumpers, each turning one end of the
+rope, the inner hands resting on each other's shoulders.
+
+8. As in 7, but with two jumpers, one standing behind the other
+instead of side by side, a hand of the rear jumper being placed on a
+hip of the one in front. Each turns one end of the rope.
+
+
+II. One Large Rope
+
+1. The rope should be turned toward the jumper, who should run under.
+
+2. Rope turned away from the jumper, who runs under.
+
+3. Run in; jump once and run out on the opposite side; the rope turned
+toward jumper.
+
+4. Run in, jump once, run out on the opposite side; rope turned away
+from jumper.
+
+5. Repeat 3 and 4, jumping five or more times before running out.
+
+6. Run in, jump once, and run out backward.
+
+7. The player runs in and jumps while the turners say, "Salt, pepper,
+mustard, cider, vinegar," increasing the speed with which the rope is
+turned as the word _vinegar_ is said.
+
+8. "Rock the Cradle." The turners of the rope do not make a complete
+circle with it, but swing it from side to side in a pendulum motion.
+In this position the player runs in and jumps from one to five times
+and runs out on the other side.
+
+9. Run in (_a_) with the rope turned toward the jumper, and then (_b_)
+away from the jumper, and jump five times and run out, the hands
+meanwhile being placed in some particular position, such as held out
+sideways at shoulder level, clasped behind, placed on the shoulders,
+or head, or hips, etc.
+
+10. Run in, first with the rope turned toward the jumper and then away
+from the jumper, and jump in various ways--as on both feet at once; on
+one foot; on the other foot; on alternate feet with a rocking step,
+changing from one foot to the other.
+
+11. "Chase the Fox." The jumpers, instead of taking single turns until
+each has missed, choose a leader or fox who goes through the various
+jumps as described, all of the others following in single file. For
+instance, the fox runs under the rope without skipping the others all
+follow. The fox then turns and runs back; the others follow. The fox
+runs in and takes any of the jumps described above and runs out, the
+others in turn following.
+
+12. Repeat all of the above jumps, running in in pairs, threes, etc.
+
+13. "Calling in." A player runs in and jumps three times, calling some
+one in by name on the second jump. They jump once together, and the
+first player runs out on the opposite side. The second player, in
+turn, calls some one in on his second jump, etc.
+
+14. A player runs in, calls some one in on the first jump, and
+continues jumping to five and then runs out. The player called in
+calls another on his first jump, etc., until there are five jumping at
+one time. It will probably be necessary for players to run out on
+opposite sides.
+
+15. "Begging." Two players run into the rope and jump together side by
+side. While jumping, they change places. One player starts this by
+saying, "Give me some bread and butter;" and the other, while
+changing, answers, "Try my next-door neighbor." This is continued
+until one trips.
+
+16. A player runs in, turns halfway around in two jumps, and runs out
+on the same side.
+
+17. A player runs in, turns all the way around in two jumps, and runs
+out on the opposite side.
+
+18. "Winding the Clock." A player runs in, counts consecutively from
+one to twelve, turning halfway around each time, and then runs out.
+
+19. "Drop the Handkerchief." A player runs in, and while skipping,
+drops his handkerchief, and on the next jump picks it up again,
+reciting the lines:--
+
+ "Lady, lady, drop your handkerchief;
+ Lady, lady, pick it up."
+
+20. "Baking Bread." A player runs in with a stone in his hand, and
+while jumping places it on the ground, straightens up, picks up the
+stone again, and runs out.
+
+21. A player runs in and works his way while skipping toward one end
+of the rope. He says to the turner at that end, "Father, give me the
+key." The turner says, "Go to your mother." The player then jumps to
+the opposite end of the rope and says, "Mother, give me the key;" and
+the turner at that end answers, "Go to your father." This is continued
+a certain number of times, or until the player trips.
+
+
+III. Two Large Ropes
+
+ In this series two ropes are turned at one time, and this
+ requires considerable skill on the part of the turners and a
+ great deal on the part of the jumpers. When two ropes are
+ turned inward toward each other, the turn is called "Double
+ Dodge," or "Double Dutch." When the two ropes are turned
+ outward, away from each other, the turn is called "French
+ Rope."
+
+1. While the two ropes are turned inward, the players run in, jump, or
+skip over each rope in turn as it comes, and run out on the opposite
+side.
+
+2. Number one is repeated, taking the fancy jumps described under 1
+for the single rope.
+
+3. The two ropes are turned outward, and the players run in, jump, and
+run out, as described above.
+
+4. "Chase the Fox." This is played with the ropes turning either
+Double Dodge, or French Rope, and any of the fancy jumps mentioned
+previously are taken, the players going through in single file,
+following a leader, the fox, who chooses the feat which all are to
+perform.
+
+
+IV. Large Single Rope and Small Individual Rope
+
+While two turners keep the large rope turning, a player turning and
+skipping his own small rope goes through the following feats:--
+
+1. The player stands in and jumps five times, both the large and small
+ropes starting together. He then runs out forward.
+
+2. While turning and skipping his own individual rope, the player runs
+under the large rope.
+
+3. The player runs in while his own rope is turning, jumps five times,
+and runs out on the opposite side.
+
+4. The player stands in, jumps five times, and runs out backward.
+
+5. The player runs in while turning his individual rope backward,
+jumps three times, and runs out.
+
+6. A player jumps in the large rope, at the same time turning and
+jumping in his own individual rope. Another player runs in, facing
+him, in the small rope, jumps with him, and then runs out again
+without stopping either rope.
+
+
+
+JUMP THE SHOT
+
+(Sling Shot)
+
+
+_10 to 60 or more players._
+
+_Playground; gymnasium._
+
+ For this game a shot bag, such as is used to weight the ends of
+ the rope that is drawn over jump standards, may be used, and
+ the game takes its name from this. This bag, however, being
+ heavy and hard, may lead to accidents by hitting the ankles of
+ players, and other things are more desirable unless the players
+ be expert. A bean bag, sand, or oat bag will do just as well,
+ tied to the end of a rope.
+
+The players stand in a circle, with one in the center holding a rope
+with a weight on the end. The center player swings the rope around to
+describe a large circle on the floor, with a sufficient length of rope
+to place the bag in line with the feet of those in the circle. The
+circle players jump to avoid being caught around the ankles by the
+rope. Any one caught in this way must retire from the circle, the
+player winning who longest retains his place.
+
+
+
+KALEIDOSCOPE
+
+(Flower Garden)
+
+
+_5 to 30 or more players._
+
+_Schoolroom; parlor; playground._
+
+This is a quiet game, and makes a pleasant and restful change from
+more active games. It may be correlated with geography, history,
+literature, and many other subjects.
+
+The players are all seated, with the exception of from four to six,
+who stand in a line in front of their fellows, each being given, or
+choosing, the name of a color,--red, violet, green, etc. The players
+who are seated then close their eyes, and those who represent colors
+change places in the line. When they are rearranged, those who are
+seated open their eyes, and being called upon individually, try to
+name the colors in their new arrangement, the game being a test of
+memory.
+
+IN THE SCHOOLROOM, and for little children, to give more activity the
+colors should scatter and run around the room after being named,
+halting on a signal. The player who is to name them then runs around
+the room to the different ones as they stand scattered in this way,
+naming each as he reaches him.
+
+ CORRELATION.--This game may be correlated with any academic
+ subject in which familiarity with proper names is desired; as
+ in
+
+ History.--By using the names of generals or statesmen from a
+ given period instead of the colors.
+
+ Geography.--The names of capital cities, states, rivers, etc.
+
+ Literature.--The names of the works of a given author; of the
+ authors of a period, or of the characters in a book or play.
+
+ Nature study.--The names of birds, trees, flowers, or any other
+ branch of nature study may be used.
+
+
+
+LADY OF THE LAND
+
+
+_4 to 10 players._
+
+_Indoors; out of doors._
+
+ This is one of the old dramatic games in which various parts
+ are enacted by the different players.
+
+One player takes the part of a lady and stands alone on one side.
+Another represents a mother, and the balance are children, from two to
+eight in number, whom the mother takes by the hand on either side of
+her, and approaches the lady, repeating the following verse; the
+children may join with her in this if desired:--
+
+ "Here comes a widow from Sandalam,
+ With all her children at her hand;
+ The one can bake, the other can brew
+ The other can make a lily-white shoe;
+ Another can sit by the fire and spin;
+ So pray take one of my daughters in."
+
+The lady then chooses one of the children, saying:--
+
+ "The fairest one that I can see
+ Is pretty [Mary]; come to me."
+
+Mother:--
+
+ "I leave my daughter safe and sound,
+ And in her pocket a thousand pound.
+ Don't let her ramble; don't let her trot;
+ Don't let her carry the mustard pot."
+
+The mother then retires with the other children, leaving the daughter
+chosen with the lady. This daughter sits down behind or beside the
+lady. As the mother retires, the lady says, under her breath, so that
+the mother may not hear:--
+
+ "She shall ramble, she shall trot;
+ She shall carry the mustard pot."
+
+This entire play is repeated until all of the children have been
+chosen and left with the lady. The mother then retires alone, and
+after an interval in which several days are supposed to have elapsed,
+calls to see her children. The lady tells her she cannot see them. The
+mother insists, and the lady finally takes her to where they are
+sitting.
+
+The mother goes to one child and asks how the lady has treated her.
+The child answers, "She cut off my curls and made a curl pie and never
+gave me a bit of it!" The mother asks the next child, who says she cut
+off her ear or fingers, etc., and made a pie, not giving her a bit of
+it. When all have told the mother what the lady has done to them, they
+all rise up and chase the lady; when captured, she is led off to
+prison.
+
+ This is one of the oldest traditional dramatic games, and is
+ found in some form in almost all countries. Sometimes the
+ mother is supposed to be poor, and bestows her children upon
+ the wealthy lady of the land for adoption. It is thought
+ possibly to have come from the country practice in European
+ countries of hiring servants at fairs.
+
+
+
+LAME FOX AND CHICKENS
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+One player is chosen for the fox, and stands in a den marked off at
+one end of the playground. The rest are chickens, and have a chicken
+yard at the opposite end of the ground. The chickens advance as near
+as they dare to the den of the fox and tease him by calling out: "Lame
+fox! Lame fox! Can't catch anybody!" The lame fox may take only three
+steps beyond his den, after which he must hop on one foot, trying to
+tag the chickens while hopping. All tagged become foxes and go home
+with him, thereafter sallying forth with him to catch the chickens.
+They must all then observe the same rule of taking but three steps
+beyond the den, after which they must hop. Should any fox put both
+feet down at once after his three steps while outside the den, the
+chickens may drive him back. Care should be taken that the hopping be
+not always done on the same foot, though a fox may change his hopping
+from one foot to the other. The chicken last caught wins the game and
+becomes the first lame fox in the new game.
+
+Where more than thirty players are engaged, the game should start with
+two or more foxes.
+
+ This game has sometimes been called Lame Goose.
+
+ It is admirable for players of all ages, but, like all "dare"
+ games, is especially good to overcome timidity. Timid children
+ should be encouraged to venture near the fox and to take risks
+ in giving their challenge.
+
+
+
+LAST COUPLE OUT
+
+(Widower; Last Pair Pass)
+
+
+_11 to 31 or more players._
+
+_Playground; gymnasium._
+
+An odd number of players is required for this game. One is chosen for
+catcher, who stands at one end of the playground with his back to the
+other players. The other players stand in couples in a long line
+behind him, facing in the same direction that he does. The catcher
+should be not less than ten feet in front of the first couple.
+
+The catcher calls, "Last couple out!" when the last pair in the line
+runs toward the front, the right-hand one on the right side of the
+double line, and the left-hand one on the left side, and try to join
+hands in front of the catcher. The catcher may not chase them before
+they are in line with him, and may not turn his head to see when or
+from where the runners are coming. They should try to gain their end
+by varying the method of approach, sometimes both circling far out
+beyond him on either side, or one of them doing this and the other
+running in close toward the lines.
+
+[Illustration diagram: LAST COUPLE OUT]
+
+If the catcher succeeds in catching one of the players before that
+player can clasp hands with his partner, these two, catcher and
+caught, form a couple and take their places at the head of the line,
+which should move backward one place to make room for them, and the
+other player of the running couple becomes catcher. If neither be
+caught, they are free; _i.e._ out of the game.
+
+ In the Scotch and Swedish forms of this game, the title is
+ "Widow" or "Widower," the catcher supposedly taking the part of
+ the bereaved one and trying to get a mate. It has been
+ suggested that the game has descended from old methods of
+ marriage by capture.
+
+
+
+LAST MAN
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+ This is a schoolroom adaptation of the game usually known as
+ "Three Deep," or "Third Man." It is one of the most interesting
+ and popular schoolroom games.
+
+One player is chosen to be runner and another chaser. The remaining
+players are seated. The game starts with quite a distance between
+runner and chaser. The first object of the game is for the chaser to
+tag (touch) the runner. Should he do this, they immediately change
+parts, the previous chaser having to flee instantly for safety with
+the previous runner, now chaser, after him. The greatest sport of the
+game comes in, however, in the way the runner may save himself at any
+time from being tagged by the chaser by standing at the rear of any
+row of seats and calling "Last man!" As soon as he does this, the one
+sitting in the front row of that line of seats becomes liable to
+tagging by the chaser, and must instantly get up and run. As soon as
+he has left his seat, the entire line moves forward one seat, leaving
+a seat at the rear for the "last man." There may be no moving of this
+kind, however, until the runners are out of the aisle.
+
+As in all running games in the class room, the seated players must
+keep their feet under the desks and out of the aisles.
+
+It will be seen that all of the players must be very alert to watch
+the actions of the runner, but especially those sitting in the front
+seats, as at any moment one of them may have to become runner. The
+last man must never fail to call out the words "Last man!" when he
+takes his stand at the rear of a row of seats. He is not considered to
+have taken refuge until he does this.
+
+
+
+LEADER AND FOOTER
+
+
+_50 to 60 or more players._
+
+_Playground; gymnasium._
+
+This is a leapfrog game. One player is chosen to be "back," and he
+chooses a leader, generally the poorest jumper, and a "footer"--the
+best jumper. A starting or "taw" line is drawn on the ground and the
+back stands with his side parallel to it. The other players line up in
+single file at some distance, with the leader at the head and the
+footer at the rear of the line. The footer dictates the way in which
+the back is to be cleared and his distance from taw. For instance, he
+may, having put a long distance between the back and the line, require
+a run of a limited number of steps, or a hop and skip (specifying the
+number), before the jump. The leader makes the first jump as
+prescribed by footer, and the others, in turn, including the footer.
+Any player failing in the feat becomes back. Any player who is
+doubtful of success may call upon the footer to perform the feat. If
+the footer fails, he becomes the back. If the challenge be
+successfully met, the one making the challenge becomes back.
+
+
+
+LEAPFROG
+
+
+ The back.--Any player who bends over to make a back for others
+ to leap over is called the "back." He must rest his hands on
+ his knees or near them to make a firm back. It is against the
+ rules for any player making a back to throw up his back or bend
+ it lower while a player is leaping over it; but each player,
+ before jumping, may say "High back!" or "Low back!" which the
+ one who is down must adjust before the jumper starts. He then
+ must do his best to keep the back perfectly level and still,
+ unless the game calls for a different kind of play. In some
+ games the back stands with his back toward the jumpers, and in
+ others with his side toward them. If he is to stand on a
+ certain line, he must "heel it" if with his back toward them,
+ or, if his side be toward them, stand with one foot on either
+ side of the line.
+
+ The jumper.--The player who leaps must lay his hands flat on
+ the back at the shoulders and not "knuckle," _i.e._ double
+ under his fingers. Any player transgressing this rule must
+ change places with the back. The back must be cleared without
+ touching him with the foot or any part of the body except the
+ hands. Such a touch is called "spurring," and the transgressor
+ must change places with the back if the latter stands upright
+ before the next player can jump over him. If he does not stand
+ upright in time, he remains back. When a leap is made from a
+ starting line or taw, the jumper may not put his foot more than
+ half over the line. Good jumpers will land on the toes with
+ knees bent and backs upright, not losing the balance.
+
+The leapfrog games here given in alphabetic order include:--
+
+ I. WITH ONE BACK: II. WITH TWO OR MORE BACKS:
+
+ Leader and Footer Bung the Bucket
+ Leapfrog Johnny Ride a Pony
+ Leapfrog Race Cavalry Drill
+ Par Saddle the Nag
+ Spanish Fly Skin the Goat
+
+
+
+LEAPFROG
+
+
+_2 to 100 players._
+
+_Playground; gymnasium._
+
+The first player makes a back, standing either with his back or his
+side toward the one who is to leap over. The next player runs, leaps
+over the back, runs a few steps forward so as to allow space for a run
+between himself and the first player, and in his turn stoops over and
+makes a back. This makes two backs. The third player leaps over the
+first back, runs and leaps over the second, runs a short distance and
+makes a third back, etc., until all the players are making backs, when
+the first one down takes his turn at leaping, and so on indefinitely.
+
+VARIATION.--This may be made much more difficult by each player
+moving only a few feet in advance of the back over which he has
+leaped, as this will then leave no room for a run between the backs,
+but means a continuous succession of leaps by the succeeding players.
+
+
+
+LEAPFROG RACE
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+The players are lined up in two or more single files, as for the
+simplest form of leapfrog, but the game is a race between the
+different files.
+
+The first player takes his place on the starting or taw line and makes
+a "back," with his head away from the file. The next player
+immediately jumps over and makes a back one pace forward of the first
+player. The third jumps over the backs of the two and makes a third
+back, and so on until all are down, when the first player jumps over
+all in succession, but steps one side when he has vaulted over the
+last back. The others all follow.
+
+The line wins which is first reduced to one player in the position of
+"back." In other words, when every player in the line has jumped over
+the back of every other player.
+
+A burlesque on this game, which has in it some good sport and
+exercise, consists in crawling between the feet of the players instead
+of jumping over their backs. This may be done for every player in the
+line, or the two methods alternated, leaping over the back of one,
+crawling between the feet of the next, etc.
+
+
+
+LETTING OUT THE DOVES
+
+
+_3 to 30 players._
+
+_In doors or out of doors._
+
+This game is particularly suitable for young children. The players
+stand in groups of three. One in each group, usually the smallest,
+represents a dove; one a hawk, larger than the dove or a swifter
+runner; and the third the owner of the birds. The dove stands in front
+of the owner, holding her by the hand. The hawk stands behind, also
+held by the hand. The owner throws the dove from her with a gesture of
+the hand, first toward herself and then away, as a dove might be
+tossed for flight in the air, and the little dove sails away, with
+arms floating like wings. When the dove has a sufficient start, so
+that the larger and swifter hawk may not get her too easily, the owner
+throws the hawk in the same way. The hawk runs with outstretched arms
+also as though flying, and tries to catch the dove, but is obliged to
+run over exactly the same route as the dove. At her discretion the
+owner claps her hands as a signal for the two pet birds to return to
+her, the dove trying to get back without being caught by the hawk. The
+clapping for the return of the birds is always done with hollowed
+palms to make a deep sound. The owner gives this when the dove has
+reached the farthest point to which she thinks it best for her to go,
+the judgment for this being determined sometimes by the gaining of the
+hawk on his prey. The dove may not turn to come home until the signal
+be heard.
+
+It is well to make an imaginative atmosphere for little children for
+this game by telling them of the way doves and hawks are trained as
+pets.
+
+ This game is played by little girls in China, and is one
+ reported by Dr. Headland in his charming book on the _Chinese
+ Boy and Girl_. Some additional points are given here, kindly
+ supplied by Dr. Headland to the author.
+
+
+
+LOST CHILD (THE)
+
+
+_10 to 30 or more players._
+
+_Schoolroom; parlor; playground; gymnasium._
+
+This is a quiet game designed to test the memory, and makes an
+interesting variation when players are tired of active games. The
+players are all seated, with the exception of one, who is sent from
+the room. Or if the game be played in an open playground, this one
+player may blind his eyes in a corner of a wall or fence or behind a
+bush. When this player is well out of sight and hearing, the leader or
+teacher beckons one of the players, who leaves the group and hides. If
+in the schoolroom, this may be done under the teacher's desk or in a
+wardrobe. The rest of the players then change their seats, and the one
+who is blinding is called back and tries to tell which player is
+hidden. When successful, this first guesser may be seated and another
+chosen to blind. Otherwise the first guesser blinds again.
+
+
+
+MASTER OF THE RING
+
+
+_2 to 30 or more players._
+
+_Playground; gymnasium._
+
+A circle is drawn on the ground. The players stand shoulder to
+shoulder inside the circle, with arms folded either on the chest or
+behind the back. The play starts on a signal, and consists in trying
+to push one's neighbor with the shoulders out of the circle. Any
+player overstepping the line drawn on the ground drops out of the
+game. Any player who unfolds his arms or falls down is also out of the
+game.
+
+The Master of the Ring is he who in the end vanquishes all of the
+others.
+
+
+
+MAZE TAG
+
+(Line Tag; Right Face)
+
+
+_15 to 100 players._
+
+_Playground; gymnasium; house party._
+
+All but two of the players stand in parallel lines or ranks, one
+behind the other, with ample space between each two players and each
+two ranks; all the players in each rank clasp hands in a long line.
+This will leave aisles between the ranks, and through these a runner
+and chaser make their way.
+
+The sport of the game consists in sudden changes in the direction of
+the aisles, brought about by one player who is chosen as leader and
+stands aside, giving the commands, "Right face!" or "Left face!" at
+his discretion. When one of these commands is heard, all of the
+players standing in the ranks drop hands, face in the direction
+indicated, and quickly clasp hands with the players who are then their
+neighbors on the right and left. This brings about a change of
+direction in the aisles, and therefore necessitates a change of
+direction in the course of the two who are running.
+
+The success of the game depends largely upon the judgment of the
+leader in giving the commands, "Right (or left) face!" They should be
+given quickly and repeatedly, the leader often choosing a moment when
+the pursuer seems just about to touch his victim, when the sudden
+obstruction put in his way by the change in the position of the ranks
+makes necessary a sudden change of direction on his part. The play
+continues until the chaser catches his victim, or until a time limit
+has expired. In either case two new players are then chosen from the
+ranks to take the places of the first runners.
+
+It is a foul to break through the ranks or to tag across the clasped
+hands.
+
+
+
+MENAGERIE
+
+
+_10 to 60 or more players._
+
+_Indoors._
+
+This game may be one of the funniest possible for a house party. The
+players sit around the room or in a circle. One player who has ready
+wit is chosen to be ringmaster, or there may be different showmen or
+ringmasters for each group of animals. The ringmaster takes his place
+in the center, and will be more effective if furnished with a whip. He
+shows off in turn different troops of animals, pointing out from two
+to eight players for each troop, according to the number who are
+taking part. These must come forth into the center of the ring and go
+through their paces as indicated by the showman. He may thus display
+the growling and clawing bear, the hopping and croaking frog, the
+leaping kangaroo, the roaring and ramping lion, the humped camel, the
+stubborn and braying donkey, the screaming and wing-flapping eagle,
+the hooking and mooing cow, the neighing and galloping horse, etc.
+
+For instance, the ringmaster may say: "Ladies and gentlemen: I will
+now exhibit to you a marvelous troup of snorting hippopotami. Such
+graceful carriage has never before been seen in these ponderous
+animals. They have learned to gambol in our Northern clime with even
+greater grace than they showed in their native jungles. They show
+almost human intelligence. Sit up there!" (cracking his whip) "Snort
+to the right! Snort to the left!" etc.
+
+When all of the animals in the menagerie have been displayed, they may
+all join in a circus parade, each retaining his distinctive
+character.
+
+
+
+MIDNIGHT
+
+(Twelve O'clock at Night)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium; classroom._
+
+One player is the fox and the others sheep. The fox may catch the
+sheep only at midnight. The game starts with the fox standing in a den
+marked in one corner of the playground, and the sheep in a sheepfold
+marked in the diagonally opposite corner. The fox leaves his den and
+wanders about the meadow (playground), whereupon the sheep also come
+forth and scatter around, approaching as close to the fox as they
+dare. They keep asking him, "What time is it?" and he answers with any
+hour he chooses. Should he say "Three o'clock," or "Eleven o'clock,"
+etc., they are safe; but when he says "Midnight!" they must run for
+the sheepfold as fast as possible, the fox chasing them. Any sheep
+caught changes places with the fox, and the game is repeated. When
+played in a class room, only a few children should be selected for
+sheep.
+
+ This game is enjoyed by children of almost any age.
+
+ It affords an excellent opportunity for daring and for finesse.
+ Timid children should be encouraged to take risks, approaching
+ near the fox, and surrounding him on all sides. All should be
+ taught to make the chase varied and difficult for the fox,
+ instead of running in a straight line for the goal. The fox has
+ opportunity for much stratagem in choosing for the moment when
+ he says "Midnight!" one in which the players are standing where
+ he could easily catch or corner them. He may also gain
+ advantage by appearing to start in one direction and suddenly
+ changing to another. These elements add zest to the game,
+ cultivate prowess, and make the children brighter and more
+ alert.
+
+
+
+MOON AND MORNING STARS
+
+
+_5 to 20 players._
+
+_Out of doors._
+
+This game is played when the sun is shining. One of the players is the
+moon, and takes her place in a large area of shadow, such as would be
+cast by a large tree or a house. As the moon belongs to the night, she
+may not go out into the sunshine.
+
+The other players are morning stars, and as they belong to the
+daylight, their place is in the sun. The morning stars dance around in
+the sunlight, venturing occasionally into the shadow where the moon
+is, saying--
+
+ "O the Moon and the Morning Stars,
+ O the Moon and the Morning Stars!
+ Who dares to tread--Oh,
+ Within the shadow?"
+
+The moon tries to catch or tag them while they are in the shadow. Any
+star so caught changes places with the moon.
+
+ This game is played by the little Spanish children.
+
+
+
+MOTHER, MAY I GO OUT TO PLAY?
+
+
+ This is one of the old traditional dramatic games and is found
+ in many countries.
+
+One player represents a mother, and the rest are her children, and
+stand in front of her in a line. One or all of them ask the mother the
+following question, the mother answering as indicated:--
+
+"Mother, may I go out to play?"
+
+"No, my child; it is such a wet day."
+
+"Look how the sun shines, mother."
+
+"Well, make three round courtesies and be off away."
+
+The children thereupon make three "round courtesies" by whirling
+around and dipping down suddenly to spread the skirts out. They then
+run away and pretend to play. Soon they return and knock at the door.
+The mother asks:--
+
+"What have you been doing all this time?"
+
+"Brushing Jennie's hair and combing Jennie's hair."
+
+"What did you get for it?"
+
+"A silver penny."
+
+"Where's my share of it?"
+
+"The cat ran away with it."
+
+"Where's the cat?"
+
+"In the wood."
+
+"Where's the wood?"
+
+"Fire burnt it."
+
+"Where's the fire?"
+
+"Moo cow drank it."
+
+"Where's the moo cow?"
+
+"Sold it for a silver penny."
+
+"What did you do with the money?"
+
+"Bought nuts with it."
+
+"What did you do with them?"
+
+"You can have the nutshells, if you like."
+
+The last words being rather disrespectful, the mother at once chases
+the children, calling, "Where's my share of the silver penny?" The
+players being chased, reply, "You may have the nutshells!" The mother
+thus catches the children, one after another, and pretends to punish
+them.
+
+
+
+MOTHER, MOTHER, THE POT BOILS OVER!
+
+
+_5 to 11 players._
+
+_Indoors; out of doors._
+
+ This is a traditional dramatic game.
+
+One player represents an old witch, another a mother, another the
+eldest daughter, another a pot boiling on the hearth, and the balance
+are children, named for the days of the week, Monday, Tuesday, etc.
+
+The old witch hides around the corner of a house or other convenient
+place, and peeps out, while the mother says to her eldest daughter, "I
+am going away, and I want you to let nothing happen to your sisters."
+To the others she says, "Monday, you take care of Tuesday, and
+Tuesday, you take care of Wednesday," etc., until she comes to the
+last child, when she says, "And Saturday, take care of yourself." Then
+to the eldest, "Be sure and not let the old witch take any of your
+sisters. You can also get the dinner, and be sure not to let the pot
+boil over."
+
+The mother then goes away and stays at a distance out of sight. As
+soon as the mother has gone, the old witch, stooping, lame, and
+walking with a stick, comes and raps with her knuckles on the supposed
+door. The eldest daughter says; "Come in! What do you want?"
+
+_Old Witch._ Let me light my pipe at your fire; my fire is out.
+
+_Eldest Daughter._ Yes, if you will not dirty the hearth.
+
+_Old Witch._ No, certainly; I will be careful.
+
+The eldest daughter lets her in and goes about her work, setting the
+table or looking on the shelf, when the old witch suddenly stoops down
+and blows the ashes on the hearth; whereupon the pot makes a hissing
+sound as though boiling over, and the old witch catches hold of Monday
+and runs away with her.
+
+The eldest daughter cries out, "Mother, mother, the pot boils over!"
+
+The mother calls back, "Take the spoon and skim it."
+
+"Can't find it."
+
+"Look on the shelf."
+
+"Can't reach it."
+
+"Take the stool."
+
+"Leg's broken."
+
+"Take the chair."
+
+"Chair's gone to be mended."
+
+Mother, "I suppose I must come myself!"
+
+The mother then returns, looks about, and misses Monday. "Where is my
+Monday?" she demands of the eldest daughter.
+
+The daughter says, "Under the table." The mother pretends to look
+under the table, and calls "Monday!" then says, "She isn't there." The
+daughter suggests various places, up on the shelf, down in the cellar,
+etc., with the same result. Finally, the eldest daughter cries and
+says: "Oh, please, mother, please! I couldn't help it, but some one
+came to beg a light for her pipe, and when I looked for her again she
+had gone, and taken Monday with her."
+
+The mother says, "Why, that was the old witch!" She pretends to beat
+the eldest daughter, and tells her to be more careful in the future,
+and on no account to let the pot boil over. The eldest daughter weeps,
+promises to be better, and the mother again goes away. The old witch
+comes again, and the same thing is repeated until each child in turn
+has been taken away, the old witch pretending each time to borrow a
+different article that is used around the fire, as the poker, the
+kettle, etc. Finally, the eldest daughter is carried off too.
+
+The pot, which has boiled over with a hissing sound each time the old
+witch has come to the hearth, now boils over so long and so loudly
+that the mother hears it and comes back to see what is the matter.
+Finding the eldest daughter gone too, the mother goes in search of
+them to the witch's house. On the way she meets the old witch, who
+tries to turn her from her path by speaking of various dangers.
+
+The mother asks of her, "Is this the way to the witch's house?" and
+the witch replies, "There is a red bull that way."
+
+"I will go this way."
+
+"There is a mad cow that way."
+
+"I will go this way."
+
+"There is a mad dog that way."
+
+Finally, the mother insists on entering the witch's house. The witch
+refuses to let her in, saying--
+
+"Your shoes are too dirty."
+
+"I will take them off."
+
+"Your stockings are too dirty."
+
+"I will take them off."
+
+"Your feet are too dirty."
+
+The mother grows angry at this, pushes her way into the house, and
+calls her children. The witch is supposed, prior to this, to have
+cooked the children, made them into pies, and put them in a row,
+naming them apple pie, peach pie, etc. They stand or sit with their
+faces or heads covered.
+
+The mother approaches them and says, "You have some pies?" The old
+witch says, "Yes, some very nice apple pie." The mother proceeds to
+taste the apple pie and says, "This needs more sugar." The witch
+pretends to stir in more sugar, whereupon the mother tastes again and
+says, "Why, this tastes exactly like my child Monday!" Monday
+thereupon uncovers her face and says, "It is Monday!" The mother
+shakes her and says, "Run away home!" which she does.
+
+This is gone through with each pie in turn, the mother finding them in
+need of more salt or longer cooking or some other improvement before
+she discovers in each case one of her children. When all have been
+sent home, the mother, joined by the children, chases and catches the
+witch.
+
+ This is one of the oldest traditional games, of which many
+ versions are given by Mrs. Gomme and Mr. Newell, both from
+ Great Britain and America. Several incidents here given the
+ present writer has gathered directly from players of the game.
+ According to Mrs. Gomme, the game probably illustrates some of
+ the practices and customs associated with fire worship, worship
+ of the hearth, and ancient house ritual. The magic pot boils
+ over when anything is wrong and as a warning to the mother that
+ she is needed. The incident of the witch taking a light from
+ the hearth is very significant, as, according to an old
+ superstition, the giving of a brand from a hearth gave the
+ possessor power over the inmates of the house. The sullying of
+ the hearth by the old witch in blowing the ashes has also an
+ ancient significance, as fairies were said to have power over
+ inmates of a house where the hearth or threshold had been
+ sullied.
+
+
+
+MY LADY'S TOILET
+
+
+_10 to 30 or more players._
+
+_Parlor; schoolroom._
+
+This a French form of a game known in America as Spin the Platter.
+Each of the players is named for some article of My Lady's toilet,
+such as her gown, necklace, evening coat, slippers, bracelet, etc. All
+sit in a circle except one, who stands or crouches in the center and
+spins a plate or tray, at the same time saying, "My Lady wants her
+necklace;" or names some other article of the toilet. The player
+representing the article thus named must rush to the center and catch
+the plate before it stops spinning and falls to the ground. If
+successful, the player takes the place of the spinner. If
+unsuccessful, she returns to her place and pays a forfeit, which is
+redeemed at the end of the game. The speaker should name the different
+articles while carrying on a flow of narrative, as, for instance: "My
+Lady, being invited to a ball at the king's palace, decided to wear
+her _blue gown_. With this she called for her _silver slippers_, her
+_white gloves_, her _pearl necklace_, and a _bouquet_ of roses. As the
+evening was quite cool, she decided to wear her _white opera coat_,"
+etc. The speaker will make several opportunities for introducing
+mention of the ball, and whenever she says anything about the ball,
+all the players must jump up and change places, the spinner trying to
+secure one for herself in the general confusion. One odd player will
+be left without a place, and she becomes spinner. When boys are
+playing, they may appropriately take the parts of carriage, horses,
+footmen, the escort, etc.
+
+
+
+NUMBERS CHANGE
+
+(See also _Exchange_.)
+
+
+_10 to 30 or more players._
+
+_Parlor; playground; gymnasium; schoolroom._
+
+The players stand in a large circle and are numbered consecutively.
+One player takes his place in the center. He calls two numbers, and
+the players whose numbers are called must change places while the
+center player tries to secure one of their places. The one who is left
+without a place changes places with the center player.
+
+FOR THE SCHOOLROOM.--This game may be adapted by selecting two players
+as chasers, who take their places in the front of the room. These
+players are not blindfolded, as in the parlor form of the game. All of
+the other players are seated, having been numbered. The teacher calls
+two numbers, when the players bearing those numbers must rise at once
+and exchange seats, the two chasers trying to catch them before they
+can get to their seats.
+
+When a game is played under these circumstances, it is not permissible
+for the chaser to take a vacant seat; he must catch the player who is
+running for it. No player, having once left his own seat, may return
+to it, but must keep up the chase until he is caught or reaches the
+seat for which he is running.
+
+ This game gives opportunity for some very lively chasing, with
+ good running and dodging up and down the aisles. As in all
+ running games in the class room, the seated players should keep
+ their feet out of the aisles.
+
+ For young children it may be found desirable to have only one
+ chaser. It generally adds to the interest of the game to have a
+ general exchange of seats at the opening of the game,
+ immediately after the numbers have been assigned, and before
+ the chasing is commenced, as then the person who calls the
+ numbers is at a loss to know how near or distant those called
+ may be in relation to each other, and this element adds much to
+ the sport of the game.
+
+
+
+OBSERVATION
+
+
+_5 to 60 players._
+
+_Parlor; schoolroom._
+
+This game is a test of visual memory. When played in a parlor, all the
+players are seated except one, who passes around a tray or a plate,
+on which are from six to twenty objects, all different. These may
+include such things as a key, spool of thread, pencil, cracker, piece
+of cake, ink bottle, napkin ring, small vase, etc. The more uniform
+the size and color of the objects the more difficult will be the test.
+The player who carries the tray will pass at the pace of an ordinary
+walk around the circle, giving each player an opportunity to look at
+the objects only so long as they are passing before him. It is not
+allowable to look longer than this. The observer must then at once
+write down on a slip of paper the names of as many of the objects as
+he can remember. The player wins who writes correctly the longest
+list.
+
+It is sometimes more convenient to have the articles on a table and
+the players all pass in a line before them.
+
+IN THE SCHOOLROOM.--The objects should be placed on the teacher's
+desk, so shielded that pupils cannot see them except as they march
+past the desk. This they should do, returning at once to their seats
+and writing the list. Used in this way, the game may be made to
+correlate with nature study, the objects to be observed being grasses,
+shells, leaves, stones, woods, etc.
+
+
+
+ODD MAN'S CAP
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+Twelve players make the best-sized group for this game; where there
+are more players, they should be divided into small groups. All but
+one of the players stand in a circle with considerable space between
+each two. The odd man stands in the center. Each player is provided
+with a stick about two feet in length; canes or wands may be used as a
+substitute, but the shorter sticks are better; they may be whittled
+from branches or bits of wood, and should not be pointed at the ends.
+The odd man tosses his cap or a cloth bag toward the circle. The
+players endeavor to catch it on their sticks, and keep it moving from
+one to another, so as to evade the odd man, who tries to recover his
+property. Should he succeed, he changes places with the one from whom
+he recovered it. The sticks must be kept upright in the air. A dropped
+cap may be picked up only by hand, not on a stick. The sticks must
+always be held upright. An old stiff hat, or a cap or bag wired
+around the edge to keep it spread open, makes the best game.
+
+This game holds the interest of the players intently and is full of
+sport.
+
+
+
+OLD BUZZARD
+
+
+_5 to 30 or more players._
+
+_Playground._
+
+ This is one of the old dramatic games, probably better known in
+ America than any other of this type.
+
+One player is chosen to represent the "Old Buzzard"; another player
+represents a hen, and the remainder are chickens. All the players
+circle around the buzzard, saying in chorus:--
+
+ "Chickany, chickany, crany crow;
+ I went to the well to wash my toe;
+ And when I came back a chicken was gone."
+
+The hen finishes by asking alone, "What o'clock is it, old buzzard?"
+The buzzard crouches on the ground during the repetition of the verse,
+going through the pantomime of building a fire with sticks, and in
+answer to the question may name any hour, as eight o'clock, nine
+o'clock, ten o'clock. So long as the buzzard does not say twelve
+o'clock, the players continue to circle around, repeating the verse,
+the final question being asked each time by a different player, until
+the buzzard finally says, "Twelve o'clock!" When this occurs, the ring
+stands still, and the following dialogue takes place between the
+buzzard and the hen:--
+
+_Hen._ Old buzzard, old buzzard, what are you doing?
+
+_Buz._ Picking up sticks.
+
+_Hen._ What do you want the sticks for?
+
+_Buz._ To build a fire.
+
+_Hen._ What are you building a fire for?
+
+_Buz._ To broil a chicken.
+
+_Hen._ Where are you going to get the chicken?
+
+_Buz._ Out of your flock!
+
+The buzzard, who keeps a crouching attitude with face downcast during
+this dialogue, suddenly rises on the last words and chases the
+players, who scatter precipitately. When a player is captured, the
+buzzard brings him back, lays him down, and dresses him for dinner,
+while the rest of the players group around. The buzzard asks of the
+captured chicken, "Will you be picked or scraped?" and goes through
+the motions of picking feathers or scaling fish, as the chicken
+decides. The buzzard then asks, "Will you be pickled or salted?" "Will
+you be roasted or stewed?" each time administering to the recumbent
+chicken the appropriate manipulations. At the end he drags the victim
+to a corner, and the game goes on with the remainder of the players.
+
+
+
+OLD MAN TAG
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+The players are in groups of two rows each, which play together. These
+two rows face away from each other. Thus the first and second row will
+turn respectively to the right and left, with their feet in the
+aisles, toward which they then face. This will leave a free aisle
+between them, in which the "old man" may run about. The third and
+fourth rows play together, facing away from each other, and leaving a
+free aisle for their old man or tagger. This will bring the second and
+third rows with their feet in the same aisle.
+
+[Illustration diagram: OLD MAN TAG]
+
+For each group one player is selected to be old man or tagger. The
+teacher gives a signal, whereupon all of the players stand. The object
+of the game is for the old man to tag any player who is standing. The
+players may avoid this by sitting whenever the old man approaches
+them. Should he succeed in tagging any player, that player must remain
+seated until the end of the game, but any player who sits to escape
+tagging must rise again as soon as the old man has moved away from
+his vicinity. The player is considered to have won who longest avoids
+the old man.
+
+ Children are very fond of this game in many grades, and it may
+ be made very lively, the old man dodging rapidly up and down
+ his aisle, and the other players bobbing quickly up and down
+ from their seats.
+
+
+
+OLD WOMAN FROM THE WOOD
+
+(For boys, see _Trades_.)
+
+
+_10 to 60 or more players._
+
+_Parlor; playground; schoolroom._
+
+The players are divided into two even parties, which face each other
+from a short distance. One party advances toward the other, remarking,
+"Here comes an old woman from the wood." The second party answers,
+"What canst thee do?" whereupon the old woman replies, "Do anything!"
+The second party then says, "Work away!" whereupon all the players in
+the first party proceed to imitate some occupation in which an old
+woman might engage, and which they have previously agreed on among
+themselves, such as sewing, sweeping, knitting, digging a garden,
+chopping wood, kneading bread, stirring cake, washing, ironing, etc.
+The opposite party tries to guess from this pantomime the occupation
+indicated. Should they guess correctly, they have a turn to perform in
+the same way. Should they be unable to guess correctly, the first
+party retires, decides on another action, and returns. This form of
+the game is generally played by girls. Boys play the same game with
+different dialogue under the name of "Trades."
+
+When played in a playground or gymnasium, where there is free space
+for running, a successful guess should be followed by a chase of the
+actors by the guessing party, any players caught before a designated
+goal line is reached having to join the party of their captors. The
+party wins which secures all of the players.
+
+
+[Illustration: OYSTER SHELL]
+
+
+
+OYSTER SHELL
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+Two parallel lines are drawn across the center of the playground, with
+a space of ten feet between them, which is neutral territory. At a
+considerable distance beyond each line, and parallel to it, a second
+line is drawn, the space beyond being a refuge for any players of the
+party belonging to that side. This second line should preferably be at
+a considerable distance from the starting line, so as to give plenty
+of opportunity for a good chase during the game.
+
+The players are divided into two equal parties, which take place one
+on either side of the neutral territory. Each party chooses a color,
+light or dark, corresponding to the light or dark side of an oyster
+shell or some other small object which is used in the game.
+
+A neutral odd player who acts as leader takes his place in the center
+of the neutral territory and tosses the oyster shell into the air. If
+there be no such leader available, the parties may choose captains to
+toss the shell alternately. The shell is allowed to fall on the
+ground. If the light side falls upward, the light party must turn and
+run for the goal at the opposite end of the ground, the other party
+chasing them. Any one captured (tagged) must carry his captor back to
+his home goal on his back. A party scores one point for each prisoner
+caught. These may be easily counted, as the prisoners carry their
+victors home pick-a-back. The party first scoring fifty or one hundred
+points (according to the number of players) wins the game; or the
+winners may be determined by the largest score when the game ends.
+
+ Because of the carrying home of the victors by the players who
+ are caught, it is advisable that some means be adopted to have
+ opponents of nearly equal size. This is easily done by having
+ the players line up according to size at the opening of the
+ game and assigned alternately to the different sides. In any
+ event, the tall players should be placed opposite each other,
+ and the smaller players _vis-a-vis_.
+
+ This game is from the ancient Greeks, and is said to have
+ arisen from a custom of exiling wrangling political opponents
+ by writing their names on an oyster shell and sending from the
+ city the one whose name fell uppermost when the shell was
+ tossed. Some modern adaptations are here given.
+
+
+
+PAR
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+This is a leapfrog game in which the distance of the back from the
+jumping line is advanced after each round a "foot and a half,"
+measured in a certain way called a "par." The game starts with the
+back at a given distance from the line. After each player has
+"overed," the back places one foot with the outer edge on the line on
+which he has been standing, puts the heel of the other foot against
+the instep so that the second foot will be at right angles to the
+first, and marks a new line at the point where the toes come. The new
+line is thus the length of one foot in advance of the first line, plus
+the width of the other foot at the instep. The players then leap again
+from the starting line, and as the back moves farther away, they add
+to their leaps each time, as becomes necessary for the greater
+distance, as follows: (1) leap; (2) hop and leap; (3) hop twice and
+leap; (4) hop three times and leap; (5) hop, skip, jump, and leap.
+
+Any player failing to "over" changes places with the back.
+
+
+
+PARTNER TAG
+
+
+_4 to 100 players._
+
+_Indoors; out of doors; schoolroom._
+
+All of the players but two hook arms in couples. Of the two who are
+free, one is It or chaser, and the other the runner. The runner may
+save himself by locking arms with either member of any couple he
+chooses. Whenever he does so, the third party of that group becomes
+runner and must save himself in like manner. If the runner be tagged
+at any time, he becomes It or chaser; and the chaser becomes runner.
+
+To get the proper sport into this game, the couples should run and
+twist and resort to any reasonable maneuver to elude the runner, who
+is liable at any time to lock arms with one of them and so make the
+other a runner.
+
+For large numbers there should be more than one runner and chaser.
+
+
+
+PEBBLE CHASE
+
+
+_5 to 30 or more players._
+
+_Gymnasium; playground; out of doors._
+
+One player, who is the leader, holds a small pebble between the palms
+of his hands, while the others stand grouped around him, each with
+his hands extended, palm to palm. The leader puts his hands between
+the palms of each player, ostensibly to drop therein the pebble which
+he holds, as in the game called "Button, button." The player who
+receives the pebble is chased by the others, and may only be saved by
+returning to the leader and giving the pebble to him. This chase may
+begin as soon as the players suspect who has the pebble. Each player
+should therefore watch intently the hands and faces of the others to
+detect who gets it, and immediately that he suspects one, start to
+chase him. It is therefore to the interest of the player who gets the
+pebble to conceal that fact until the attention of the group is
+distracted from him, when he may slip away and get a good start before
+he is detected. He may do this whenever he sees fit, but may not delay
+after the leader has passed the last pair of hands. The leader will
+help to conceal the fact of who has the pebble by passing his hands
+between those of the entire group, even though he should have dropped
+the pebble into the hands of one of the first players.
+
+If the pebble holder gets back to the leader and gives him the pebble
+before being tagged, he continues with the group. If the pebble holder
+is caught before he can get back to the leader, he must pay a forfeit
+or change places with the leader, whichever method is decided on
+before the game opens.
+
+In a crowded playground it is well to require that the chasers follow
+over exactly the same route as the pebble man. Under such conditions,
+the game is more successful if limited to ten players to a group.
+
+ This game is from the modern Greeks. It is found to bear
+ transplanting excellently, being full of interest and sport.
+
+
+
+PINCH-O
+
+
+_5 to 30 or more players._
+
+_Gymnasium; playground._
+
+This is a game of chase, an advancing line (rank) of players turning
+and fleeing from an odd player in front of them when a signal is
+given. The players in the advancing line pass a "Pinch" (hand
+pressure) from one to another along the line, the end players calling
+out "Pinch!" and "O!" respectively at the start and finish of this
+performance. The "O" is the signal for the chaser to start. The chaser
+therefore watches the hands carefully to detect the pressure and know
+when it is approaching the end; the other players naturally try to
+conceal this passing of hand pressure, delaying or hastening it to
+take the chaser unaware.
+
+The player who is It walks backward, being about ten feet in front of
+the others, who advance slowly forward in a line, holding hands. The
+player on one end of the line calls "Pinch!" and at once squeezes or
+pinches the hand of the player standing next. This player slightly
+presses the hand of the one on his other side, and so on across the
+line until the pressure is felt by the last player on the opposite
+end, who at once calls out "O!" Immediately that the "O" is heard, the
+entire line is liable to be tagged by the one who is walking backward
+in front of them, and they therefore instantly turn and run for
+"home," a place determined beyond certain boundaries at one end of the
+ground. The one who is It gives chase, and any one tagged by him must
+join him in tagging the players when the game is repeated. The game
+ends when all are caught, the last player to be caught being the
+winner, and taking the part of the odd player for the next round.
+
+
+[Illustration: PITCH PEBBLE]
+
+
+
+PITCH PEBBLE
+
+
+_4 to 10 players._
+
+_Out of doors; seashore._
+
+This game may be played with pebbles, shells, or nuts, each player
+having two or four of such articles. The object of the game is to
+throw these pebbles into a hole about four inches in diameter, which
+should be made in the ground. The first part of the game is concerned
+with determining the order in which the players shall take turns. Ten
+feet from the hole a place is marked, from which the players throw in
+turn until each has had enough turns to have thrown all of his
+pebbles. The one who has succeeded in landing a pebble nearest the
+hole becomes the first player, and takes his stand on a second mark
+drawn one fourth nearer the hole, all the players meanwhile having
+gathered up their pebbles again. These are all given to the successful
+player, and he pitches them in a mass toward the hole, becoming the
+owner of as many as fall into the hole. Any pebbles that do not go in
+the hole are gathered up by the player who in the original throwing
+came out second in trying to get near the hole, and he, in turn,
+throws these in mass, standing also at the nearer throwing point from
+which his predecessor threw. All of the players take turns in this way
+until all of the pebbles have been appropriated. The player wins who
+gets the most pebbles. Pebbles won are not thrown again, but kept for
+score.
+
+For good players the distances from the hole may be increased.
+
+
+
+POISON
+
+
+_10 to 30 or more players._
+
+_Gymnasium; playground; seashore._
+
+[Illustration diagram: POISON]
+
+A circle is marked on the floor or ground considerably smaller than an
+outer circle formed by the players, clasping hands. Each player tries,
+by pulling or pushing, to induce the others to step within the smaller
+circle, but endeavors to keep out of it himself. Any one who touches
+the ground within the inner circle, if only with one foot, is said to
+be poisoned. As soon as this happens, the player or players so
+poisoned become catchers; the other players shout "Poisoned!" and at
+once break the circle and run for safety, which consists in standing
+on wood. The merest chip will answer, and growing things are not
+counted wood. If played in a gymnasium, iron may give immunity instead
+of wood. Any one caught before reaching safety, or in changing places
+afterward, joins the catchers, and when all have been caught, the ring
+is once more surrounded.
+
+
+
+POISON SNAKE
+
+
+_10 to 30 or more players._
+
+_Gymnasium; playground._
+
+The players join hands to form a circle. About fifteen Indian clubs or
+tenpins are placed in the center of the circle, with spaces between
+them in which a player might step. The players then try, by pushing or
+pulling their comrades by means of the clasped hands, to make them
+knock over the clubs. Any player who overturns a club or who unclasps
+hands must at once leave the circle, the club being replaced. The
+first players so leaving start a "scrub" circle; players disqualified
+in the scrub circle start another in their turn, etc. The player wins
+who is left in the original circle. Where several circles have been
+formed, the several winners may form a circle at the close and play to
+determine the final winner.
+
+[Illustration diagram: POISON SNAKE]
+
+ This game has possibilities for much sport and skill. The
+ agility with which players leap over or pass between the clubs
+ is as important a part of the game as the pulling and pushing.
+ The clubs should be sufficiently scattered to make it possible
+ for a player to save himself in this way. Children may need to
+ have this feature of the game pointed out to them. The game is
+ equally interesting to children or adults, but obviously
+ requires gymnasium suits for girls or women.
+
+
+
+POM POM PULLAWAY
+
+
+_5 to 30 or more players._
+
+_Out of doors._
+
+This game is often played between the curbings of a city street, but
+is suitable for any open play space which admits of two lines drawn
+across it with a space of from thirty to fifty feet between them. All
+players stand on one side behind one of the dividing lines, except one
+player who is It and who stands in the center of the open ground. He
+calls any player by name and adds a formula, as below:--
+
+ "John Smith, Pom Pom Pullaway!
+ Come away, or I'll fetch you away!"
+
+Whereupon the player named must run across the open space to the
+safety line on the opposite side, the one who is It trying meanwhile
+to catch him before he reaches that line. If he gets over safely, he
+remains there until all of his comrades have joined him or have been
+caught. Any one caught by the one who is It joins the latter in
+helping to catch other players as they dash across the open space, but
+the one originally It remains the caller throughout the game. After
+all of the uncaught players have crossed to one side, they try in the
+same way to return to their first goal. The first one to be caught is
+It for the next game.
+
+ Players should give the chaser as much difficulty as possible
+ in catching them by making feints in one direction and suddenly
+ running in another, or by running diagonally instead of
+ straight across, etc.
+
+
+
+POOR PUSSY
+
+
+_5 to 20 players._
+
+_Parlor._
+
+The players sit in a circle, except one who is chosen for Poor Pussy.
+Pussy kneels in front of any player and miaous. This person must
+stroke or pat Pussy's head and say, "Poor Pussy! Poor Pussy! Poor
+Pussy!" repeating the words three times, all without smiling. If the
+player who is petting Puss smiles, he must change places with Puss.
+The Puss may resort to any variations in the music of the miaou, or in
+attitude or expression, to induce the one who is petting to smile.
+
+ This may be made one of the most amusing games for adults at a
+ house party. The writer has seen some of the most dignified
+ professional people laughing until the tears came while playing
+ this simple little game.
+
+
+
+POTATO RACES
+
+
+ Four forms of Potato Race are here given as follows:--
+
+ POTATO RACE I. Individual competition; rules of Amateur
+ Athletic Union of the United States. Placing potatoes on marked
+ spots; gathering them up not a part of the game.
+
+ POTATO RACE II. Team competition. One player places the
+ potatoes on spots; the next gathers them up, etc.
+
+ POTATO SHUTTLE RELAY. Rules of Girls' Branch, Public Schools
+ Athletic League, New York City. Alternate placing and gathering
+ up.
+
+ POTATO SPOON RACE. Only gathering up of potatoes.
+
+
+
+POTATO RACE--I
+
+(For individual competitors)
+
+
+_2 to 60 or more players._
+
+_Playground; gymnasium._
+
+ The simpler and usual Potato Race is played in two forms: (I),
+ the players competing as individuals; and (II), competing as
+ teams. The following description is for individual competition;
+ the team game is described as Potato Race II. There are other
+ forms of playing the individual game; the one given here is
+ according to the rules of the Amateur Athletic Union.
+
+The competitors should each wear a large number pinned across the
+shoulders on the back, where it may be read plainly by the judges. The
+competition is carried on in heats, as many players as the playing
+space will allow playing in each heat. Potatoes should be used, or
+blocks of wood are officially permissible. These wooden blocks may be
+secured of potato shape, and are better than those of cubical form, as
+the latter are apt to land on the corners and bound.
+
+A starting line is drawn across the ground. At right angles to it a
+row of potatoes is placed for each player in the heat. The potatoes
+should be two yards apart and eight in number. (This is the official
+number and distance for the Amateur Athletic Union; the number varies
+in unofficial games, but should be equal for the different rows.) The
+first potato should be two yards from the receptacle, which is usually
+placed on the starting line, one beside each competitor. This
+receptacle should be a pail, basket, box, or can. The official
+dimensions of the A. A. U. call for its being not over two feet in
+height, with an opening not over thirty-six inches in circumference.
+In handicap events the starting mark is paid from the rear of the can.
+The potatoes are replaced on the marks before the beginning of each
+heat, the game in this form consisting solely of gathering them up,
+not in placing them. There is no rule against tossing a potato into
+the receptacle, but it is poor policy to do so, as it increases the
+risks of failure.
+
+The contestants start, as for a race, in response to the starter's
+signals, "On your marks!" "Get set!" "Go!" The game consists in
+picking up the potatoes one at a time and placing them in the
+receptacle. The potatoes may be picked up in any order desired. A
+potato dropped, however, must be picked up before another potato be
+touched, or the player is disqualified. Similarly, a potato missing
+the receptacle or bounding out of it must be placed in it before the
+next potato be touched, or the player is disqualified. When all the
+potatoes have been placed in the receptacle, the player finishes by
+dashing across a finish line, a tape, or strand of worsted, stretched
+five feet back of the receptacle. As in all races in athletic form, a
+player is disqualified for interfering with any other competitor, or
+for touching the finish tape with the hands or arms: the tape should
+be breasted. The winners in each heat play a final race; or, with
+large numbers competing, semi-finals before the finals. Where small
+numbers are competing, those finishing first, second, and even third,
+may be entered for the final trials. In case of a tie, both
+competitors are entered for the next (final, or semi-final) heat, or,
+if tied in the final heat, the tied competitors play again.
+
+
+
+POTATO RACE--II
+
+(Team competition)
+
+
+_10 to 100 players._
+
+_Playground; gymnasium; seashore._
+
+The first description here given is for an informal game. This is
+followed by the rules for strict athletic procedure.
+
+The ground is marked off with a starting line. At right angles to it
+are marked two or more rows of spots according to the number of teams
+competing, the spots being from three to six feet apart, each row
+containing from six to ten. On each spot is placed a potato; or a
+stone, block of wood, or any other object may be substituted; on the
+seashore bathing slippers may be used. Potato-shaped blocks of wood
+may be had as substitutes for potatoes, and are better than cubical
+blocks, which are apt to land on the corners and bound.
+
+The players are divided evenly into competing groups which line up in
+single file behind the starting line, each file being in line with one
+of the rows of potatoes. Beside the leader of each file is a box or
+basket; or a circle may be drawn on the ground instead. At a signal
+each leader runs forward, picks up a potato, brings it back and puts
+it in the box, goes for another, etc., until all the potatoes in his
+row have been gathered in. He may pick them up in any order that he
+chooses. Immediately that the last potato is placed, this player
+touches the outstretched hand of the next player in his file, and at
+once leaves the playing space; he should not line up again with his
+team. The next player in the file starts out immediately on receiving
+the "touch off," replaces the potatoes one at a time, and touches off
+the next player, who gathers them in, and so on, alternately, until
+each player has had his turn. The team wins whose last player is the
+first to dash back over the starting line.
+
+ For an athletic contest for adults, the following rules are
+ typical:--There should be eight potatoes for each team, placed
+ two yards apart, the first potato two yards from the
+ receptacle. The receptacle should be either a pail, basket,
+ box, or can, not over two feet in height, having an opening not
+ over thirty-six inches in circumference. The finish line is a
+ "tape" (strand of worsted) stretched parallel with the starting
+ line and five yards back of the receptacle. There should be a
+ judge of fouls for each team and two judges at finish. Fouls
+ are:--
+
+ 1. Not placing a potato accurately on the spot.
+
+ 2. Leaving a potato outside the receptacle instead of in it,
+ whether it be dropped there or bound out.
+
+ 3. Starting over the line without or before the "touch off."
+
+ A foul corrected before the next step in the game be taken does
+ not score as a foul. The teams win first, second, third, and
+ fourth places in the order of finishing, if there be no fouls.
+ Where fouls have been scored, the team finishing first, with
+ the fewest number of fouls, has first place, etc. In case of a
+ tie, the tied teams must play again to determine the winner.
+
+ Teams Order of Finishing Fouls Order of Winning
+
+ A 2 0 First place
+ B 1 4 Third place
+ C 4 6 Fourth place
+ D 3 3 Second place
+
+
+
+POTATO SHUTTLE RELAY
+
+
+_20 to 100 players._
+
+_Playground; gymnasium; seashore._
+
+This first description is for an informal game. This is followed by
+rules for an athletic contest.
+
+This is a form of potato race suitable for large numbers. The ground
+is marked off with two starting lines, one at either end of the
+ground. At even intervals between these two lines a row of from four
+to ten spots should be clearly marked on the ground, each row forming
+a line at right angles to the starting lines. There should be as many
+rows of this kind as there are teams.
+
+On the first spot of each row should be placed a box, basket, or pail,
+and in it three or more potatoes, according to the number of spots.
+Stones may be used, blocks of wood, or any other uniform objects as a
+substitute for potatoes, but the latter are best.
+
+The players are divided into two or more equal groups, and each group
+is subdivided as for a shuttle relay into two divisions. One division
+of each group stands in single file behind the starting line at one
+end of the ground, the other division facing it in single file behind
+the opposite starting line. Between the two divisions should stretch
+the row of spots. The receptacle should be on the spot near the first
+runner.
+
+At a signal, the first runner of each team starts over the line, takes
+a potato from the box, places it on the first spot, returns, gets
+another potato, places it on another spot, and so on until all are
+placed; he need not observe strictly the consecutive order of the
+spots. He then runs forward and touches the outstretched hand of the
+first runner in the opposite file of his team. This runner must pick
+up the potatoes and replace them in the box one at a time, and then
+"touch off" the player facing him in the opposite file. Each player,
+as he finishes his part ("touches off" the next runner), should leave
+the running space entirely and not line up with his team. The line
+nearest the box serves as a finish line, and the team wins whose last
+runner, having replaced the last potato, is first to get over this
+line.
+
+If a potato be dropped, the runner must pick it up and replace it in
+the box or on the spot, then make his play over again.
+
+ The above description is for a comparatively informal game.
+ For a strict athletic contest for junior players the following
+ rules, used by the Girls' Branch of the Public Schools Athletic
+ League, New York City, are given:--
+
+ The laying out of the grounds should be for four spots in each
+ row, two yards between each, with the starting lines two yards
+ back of the first and fourth spots. The receptacle is placed on
+ the spot nearest the first runners, and should be a pail,
+ basket, box, or can, not over twenty-four inches in
+ circumference at the opening. Three potatoes are used.
+
+ The first runners start on signals, "On your marks!" "Get set!"
+ (or "Get ready!") "Go!" There should be a judge to score fouls
+ for each division of each team, and two judges at the finish.
+
+ In case of a tie, the tied teams play again.
+
+ Fouls consist in: 1. Placing a potato otherwise than on the
+ 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.
+
+ Teams Order of Finishing Number of Fouls Order of Winning
+
+ A 1 8 Fourth place
+ B 3 3 Third place
+ C 4 0 First place
+ D 2 3 Second place
+
+
+
+POTATO SPOON RACE
+
+
+_6 to 60 players._
+
+_Parlor; playground; gymnasium._
+
+This is a form of potato race that may afford much amusement,
+especially for indoor companies. The players are divided into two or
+more groups which compete against each other. Each group lines up in
+single file, so that the leaders all toe a starting line. Placed on
+the floor in front of each group, and stretching ahead in the same
+direction, should be a row of potatoes at intervals of two or three
+feet apart, one for each player in the file. The larger and the more
+irregular in shape the potatoes the better. There should be from six
+to ten potatoes for each row. Each leader should be furnished with a
+teaspoon, and beside the leader of each file should be a pan, box, or
+basket, in which the potatoes are to be placed. At a signal each
+leader starts forward, takes up a potato on the spoon, carries it to
+the box or basket beside his first standing position, and places the
+potato in it; he then hands the spoon to the next player, and passes
+off the playing field, not lining up again with his team. The second
+player picks up the next potato, puts it in the box, and so on, until
+all have played, the last one standing beside the box with the spoon
+held aloft as a signal that he has finished.
+
+It is not allowable to touch the potato with anything but the spoon.
+Should a potato be touched otherwise, the player must replace it and
+pick it up again on the spoon. Should a potato drop from the spoon, it
+must be picked up on the spoon where it dropped, and the play
+continued from that point.
+
+
+
+PRISONER'S BASE
+
+
+ Prisoner's Base is one of the most popular games for both boys
+ and girls who are beginning to care for team organization, and
+ is capital for adults. It gives opportunity for vigorous
+ exercise for all of the players, for the use of much judgment,
+ prowess, and daring, and for simple team or cooeperative work.
+
+ The game is found under many different forms. Several, which
+ offer marked or typical differences, each possessing distinct
+ playing values, are given here. These differences are in (1)
+ the arrangement of the ground, and (2) the rules governing the
+ players and game.
+
+ The differences in the grounds may be classed as follows:--
+
+ I. The entire playground divided in two divisions, one
+ belonging to each party, each division having a small pen for
+ prisoners at the rear. (Diagram I.)
+
+ II. The main part of playground neutral territory, with home
+ goals for the opposing parties at opposite ends, with prisons
+ in, near, or attached to them. (Diagrams II, V.)
+
+ III. The main part of playground neutral territory, with home
+ goals for both parties at the same end, attached or separate,
+ and prisons at the opposite end, either (1) on the same side of
+ the ground as the home goal, or (2) on the enemy's side of the
+ ground. (Diagrams III-IV.)
+
+ The rules for play for the second and third types of ground are
+ fundamentally the same, though differing in details, and they
+ differ from those for Diagram I. The playing qualities of the
+ games for the last three diagrams, however, are very distinct
+ because of the different methods of the enemies' approach to
+ each other (which make differences in the risk of "dares"), and
+ because of the differing risks in rescuing prisoners and taking
+ the enemy's goal by entry.
+
+ It has seemed best to make a selection of the typical forms,
+ and leave the leader of games free to choose his own. The first
+ form is the simplest for beginners and younger players, and
+ makes a good introduction to the game for such players.
+
+ Stealing Sticks is still another form of Prisoner's Base. The
+ main difference lies in the carrying away of the enemy's
+ property.
+
+ Prisoner's Base and related games are supposed to have
+ descended from the days of border warfare. They are very old,
+ and Strutt mentions a "Proclamation at the head of the
+ Parliamentary proceedings early in the reign of Edward the
+ Third, ... where it [Prisoner's Base] is prohibited in the
+ avenues of the palace at Westminster during the sessions of
+ Parliament, because of the interruption it occasioned to the
+ members and others in passing to and fro." The game at that
+ time was played by adults.
+
+
+
+PRISONER'S BASE--I
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+[Illustration diagram: PRISONER'S BASE--I]
+
+The ground is divided into two equal parts, with a small base or
+prison marked off at the farther end of each division. From five to
+fifteen players guard each side. They venture into the enemy's ground,
+and, if caught, are put into the prison, where they must remain until
+tagged by one of their own side who is free. Both prisoner and rescuer
+may be tagged and brought back to prison before reaching their own
+ground. The game is won when one side makes prisoners of all of its
+opponents, or when a free man enters the opponents' prison, but this
+last may be done only when there are no prisoners there.
+
+ This form of Prisoner's Base differs from others in greater
+ simplicity, both as to the arrangement of the ground and the
+ rules of play. It is therefore better for younger players or
+ beginners in the game.
+
+ The differences in detail consist in:--
+
+ 1. The ground being divided by a line through the center into
+ two opposing territories. In other forms, the main playground
+ is neutral territory, each party having a small home goal
+ marked within it.
+
+ 2. In this game (No. I) a player cannot "give a dare" without
+ venturing into the opponents' territory, and any opponent may
+ tag him. In other forms, the tagging, being on neutral
+ territory, is controlled by limitations as to which player was
+ last to leave his home goal, and makes a more complex game.
+
+ The rules about (1) a prisoner and his rescuer both being
+ liable to capture on the way home, and (2) to winning by
+ entering the enemy's prison, with the restriction that no
+ prisoners must be there, are also distinctive features.
+
+
+[Illustration: PRISONER'S BASE]
+
+
+
+PRISONER'S BASE--II
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+[Illustration diagram: PRISONER'S BASE--II]
+
+Two captains are chosen who select players alternately until all are
+disposed in two parties of equal numbers. A large goal is marked off
+at each end of the ground, with a small base or prison in one rear
+corner of it. The wide, open space between the goals is neutral
+territory. The objects of the game are to enter the opponent's goal or
+to make prisoners of all of his men. The entrance of one player within
+the enemy's home goal means victory for his side. As one player
+advances for this purpose, or "gives a dare," the opponents send out a
+player to tag him, when the first side immediately sends out a second
+player to "cover" or protect the darer by trying to tag his opponent.
+The first side then sends out a second player to "cover" their first
+man. He is at liberty to tag either of the other two players. In this
+way any or all of the players may be out at one time, though it is
+unwise to leave the goal unguarded. Any player may tag any man from
+the opposite side who left his goal before he did, but none who came
+out after he did. Whenever a player returns to his home goal, which he
+may do at any time, the man who went out to cover him must return
+also, and of course the man who went out to cover this second one,
+etc. The issuing forth of players, or their return to the home goal,
+is subject at all times to the direction of the captain, though much
+independence of judgment should be exercised by the various players.
+The captain may also designate one player to guard the home goal and
+one to guard the prisoners whenever he chooses.
+
+Any player caught (tagged) is placed in the opponents' prison
+("prisoner's base"), where he must remain until rescued by one of his
+own side. The prisoner may reach as far out of the prison as possible,
+so long as one foot is within it. When there are several prisoners,
+they may take hold of hands or otherwise touch each other, as by the
+feet (this is optional with the prisoners), and reach forward as far
+as possible, to be tagged by a rescuer, so long as one of them (the
+last caught) keeps one foot within the prison goal. In such a line the
+first one caught should be farthest from the prison, the next one
+caught holding his hand, and so on in the order of capture. A guard
+should always be at hand to intercept any attempts at rescue. A
+prisoner and his rescuer may not be tagged while returning home, but
+the rescuer may be tagged before he touches the prisoner. One rescuer
+may free only one prisoner at a time. Whenever a player is caught, all
+of the others return to their home goals (except prisoners), and a
+fresh start is made in the game.
+
+Much finessing is possible by engaging the enemy on one side of the
+ground, while a good runner is held in reserve to dash into the
+enemy's goal on the other side. Or one player may, by a wide detour,
+creep around unnoticed to the rear of the enemy's goal and enter it
+from that side.
+
+Each side should have a captain to maintain discipline, to take
+general direction of the game, and to decide with the opposing captain
+any disputed points.
+
+ This game is more complicated than the one of the same name
+ previously described. It is well for beginners to start with
+ the first game. The author can testify from vivid recollections
+ the hold which this form of the game may have for successive
+ seasons on its devotees. Sometimes a "dare line" is drawn a few
+ feet in front of each home goal, which challenges the opponents
+ to a special thrill of venturesomeness. The game in this form,
+ as a small boy said to the author, is "the national game of
+ Minneapolis."
+
+
+
+PRISONER'S BASE--III
+
+
+_6 to 30 or more players._
+
+_Playground; gymnasium._
+
+[Illustration Diagram: PRISONER'S BASE--III]
+
+The ground is divided according to the accompanying diagram; the
+players, who are divided into two equal parties, with a captain for
+each party, being stationed respectively in the goals marked _A_ and
+_B_, which are at the same end of the ground instead of at opposite
+ends, as in Prisoners' Base II. In the present form of the game, the
+prison belonging to each side is located directly opposite its own
+home goal at the farther end of the ground, instead of near its own
+goal, as in II. Rescue of a prisoner is by entry of the opponent's
+prison, not by tagging the prisoners; so there is no object in the
+prisoner's reaching out of the prison, as in the previous forms of the
+game.
+
+The two parties decide by counting out, holders, drawing lots, or some
+other form of choice, which shall commence. One member of this side
+then runs out to the middle of the ground and gives a "nominy," or
+"dare," calling, "Chevy, chevy, chase! One, two, three!" As soon as he
+has called this (but not before), he is liable to be tagged by the
+opponents, who try to catch him before he can run home again. Should
+he reach home in safety, the opponents take their turn in sending a
+man to the middle to give a "dare" in the same way. A player need not
+run home, however, but may remain at large, another player from his
+side running out to cover or protect him by trying to tag the
+opponent. Several players from each team may be out in this way at one
+time. A player may be caught by any man who left his home goal after
+he did, but by none who left before him. Each player must therefore
+keep a sharp watch on his opponents to know which of them may tag him
+and which he may tag. This is continued until a prisoner is caught,
+when he is taken by his captor to the prison belonging to the side
+capturing him. A captor may not be tagged while taking a prisoner to
+prison, and is allowed to go back to his goal afterward without
+tagging. If a player can reach the opponents' prison without being
+tagged by an opponent, he releases the first prisoner taken there.
+Both may return home without being tagged. The object of the game is
+to place all of the players of the opponents' side in prison, and
+when that is accomplished, to take possession of the opponent's home
+goal. When this is done, the two parties change sides and begin again,
+the losing side being first to send a man into the field.
+
+
+
+PRISONER'S BASE--IV
+
+
+[Illustration diagram: PRISONER'S BASE--IV]
+
+This differs from the preceding game only in the laying out of the
+ground, the prison for each party being on the opponent's side of the
+ground instead of on the side of the home goal. This arrangement
+decreases the risk in rescuing prisoners. All of the rules for the
+game are the same as in III.
+
+
+
+PRISONER'S BASE--V
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+[Illustration diagram: PRISONER'S BASE--V]
+
+In this form of prisoner's base the ground is marked out in a square
+or oblong, the dimensions varying with the number of players and their
+age or ability as runners. For average players a ground measuring 60 x
+60 feet is recommended. The two end boundaries serve as base lines,
+the territory beyond each belonging to the party on that side. In this
+respect the game differs from those previously described, in which a
+limited home goal is marked for each team. About ten feet from the
+base line, near the left-hand corner of the square or oblong, a small
+prison is marked for each team.
+
+The first object of the game is to make prisoners of all the
+opponents. The second object of the game is to make runs into the
+enemy's territory and back again without being caught (tagged). Three
+such runs entitle the player making them to select a player from the
+opposing team as a prisoner, or to free one prisoner from his own
+team. Should a player be made a prisoner, any runs he may have made
+into the enemy's territory up to that time are lost in his account,
+and when freed, he must begin his score of runs over again to count
+three. A player returning home after a run into the enemy's territory
+may not capture a prisoner, or free one of his own men from prison on
+the way. A player may not be tagged after crossing the opponents' base
+line until he starts back. In returning home after such a run, a
+player may be tagged by any opponent who left his own goal after the
+runner left his own goal (not the enemy's goal), but not by any who
+started out before the runner started. This rule applies to the
+capture of opponents at any time, any player, for instance, on team A,
+being liable to capture by any opponent on team B who left his base
+line _after_ the A man, but not any who left it _before_ he left his
+own. Similarly, he may capture any player on team B who ventured forth
+before he did, but must be on his guard against any who came out after
+he did. Stepping over the side lines while being chased is equivalent
+to being caught; but this does not apply when escorting a prisoner or
+at any other time.
+
+Prisoners may stretch out of the prison as far as possible so long as
+one foot is within it. As the number of prisoners increases, they may
+stretch out in one long file from the prison, provided each touches a
+hand or foot, or some other part of the next player. In such a file,
+the first prisoner captured should be the farthest away from the
+prison, the last one captured with at least one foot in the goal, and
+the others in relative order. After the first prisoner is caught, the
+game centers more on freeing or preventing the freeing of prisoners
+than on runs into the enemy's goal.
+
+ This is the form of Prisoner's Base preferred by Mr. Joseph Lee
+ of Boston, and described by him in _Playground_ (No. 8). Mr.
+ Lee says:--
+
+ "The interest of the game depends very much on locating the
+ prison in such a way as to give the right balance between the
+ forces of offense and defense. If it is placed close to the
+ base line of the side by which the capture has been made, it is
+ almost impossible to free the prisoner if there is any defense
+ at all. The game is often spoiled by this mistake. On the other
+ hand, it must not be placed too far out, for if it is, it
+ becomes impossible to win the game, because the line of
+ prisoners, when the side is nearly all caught, then extends to
+ a point so much nearer their own base line than to that of
+ their opponents that even the slowest runner on the losing side
+ can get down and free a prisoner before the fastest runner on
+ the opposite side can get out to stop him. The art of laying
+ out the ground is to have the prison placed far enough out to
+ make the freeing of the first prisoner reasonably easy, without
+ being so far out as to make the catching of the last one
+ impossible. In general, the game can be made lively and
+ comparatively unscientific by making the distance between the
+ base lines (the lines on which the two sides are lined up)
+ short, the field wide, and the prisons far out; and can be made
+ more difficult and less eventful by making it long and narrow,
+ with the prisons close in. If this latter tendency is carried
+ too far, however, freeing prisoners and making runs become at
+ last impossible, and the game is entirely stopped.... The game,
+ of course, is at its best when there is most going on and of
+ the most thrilling sort,--a lot of players making runs and
+ freeing and defending prisoners,--with flight and rally, charge
+ and rout, and triumph and despair."
+
+
+
+PUSS IN A CORNER
+
+
+_5 to 30 or more players._
+
+_Schoolroom; playground; gymnasium._
+
+All of the players but one are disposed in the corners or at
+convenient goals that will answer the same purpose. The odd player
+goes from one to another, saying, "Pussy wants a corner!" The player
+to whom this is addressed replies, "Go to my next-door neighbor." Any
+two of the other players meanwhile watch their opportunity to beckon
+to one another for exchanging places. They try to make this exchange
+of signals and to dash across from place to place when the attention
+of Puss is attracted in some other direction, as Pussy must try to
+secure a corner by rushing to any place that is vacant when the
+players thus exchange.
+
+The sport of the game consists very largely in tantalizing Puss by
+making many exchanges, or, on the other hand, in Puss suddenly dashing
+for some vacant place without giving previous evidence of knowing of
+it. Whenever Puss secures a corner, the odd player left out becomes
+Puss.
+
+Puss, when not succeeding in getting a corner as soon as desirable,
+may call "All change!" when all of the players must exchange places,
+and in the general flurry Puss should secure a place.
+
+ Out of doors.--This game may be very delightfully adapted to
+ outdoor play by each player taking a tree as a "corner," when
+ the dodging and running may be much more varied and
+ interesting than in the open space of a parlor or gymnasium.
+
+
+
+PUSS IN THE CIRCLE
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+A large circle is marked on the ground or floor. One player, who is
+Puss, stands in the center of this circle; the other players stand
+outside of the circle surrounding it. These players may be tagged by
+Puss whenever they have a foot inside of the circle. They will make
+opportunity for this by stepping in and out of the circle, teasing
+Puss in every possible way to tag them. Any one whom Puss touches
+becomes a prisoner and is another Puss, joining the first Puss in the
+circle to help tag the others. The last one tagged is the winner of
+the game.
+
+ This is one of the games particularly suited to make a timid
+ child courageous, and a teacher or leader using the game with
+ little children should urge such timid children to take an
+ active part in the game.
+
+
+
+RAILROAD TRAIN
+
+
+_10 to 100 players._
+
+_Parlor; schoolroom; out of doors._
+
+Each player is named for some object on a train, such as engine,
+baggage car, dining car, smokestack, boiler, cylinders, wheels, oil,
+coal, engineer, porter, conductor, etc. One person is chosen to be the
+train master. He says in narrative form: "We must hurry and make up a
+train to go to Boston. I will take Number One _engine_ and some
+_coal_; have the _bell rope_ in order; be sure that the _cushions_ are
+brushed in the _sleeping car_," etc. As he names these objects, the
+player bearing each name runs to the starter and lines up behind him,
+each putting his hands on the shoulders of the one in front, the first
+one placing his on the shoulders of the starter. When all are on the
+train, the starter gives the signal for going, and the whole train
+moves out on its journey, which at the discretion of the starter will
+be up hill over obstacles, down hill from others, around loops and
+curves, etc.; and he may, under suitable circumstances, find a
+convenient place for a grand "smash-up" at the end.
+
+For large numbers there should be several starters, starting several
+trains at once, and these may race for a given point at the end.
+
+
+
+RED LION
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium._
+
+A place is marked out at one side or end of the ground called the den.
+In this stands one player who is called Red Lion. The other players
+choose one of their number as a chief, who does not run, but stands at
+one side and directs the movements of the others. The chief calls
+"Loose!" to the Red Lion. After hearing this signal, the lion is free
+to run out whenever he chooses. The players venture near to the den,
+taunting the lion with the lines:--
+
+ "Red Lion, Red Lion, come out of your den!
+ Whoever you catch will be one of your men."
+
+When the Red Lion thinks the players are sufficiently near to give him
+a good opportunity to catch one, he makes a sudden sortie and catches
+any player that he can. The player is not his prisoner until the Lion
+has held him and repeated three times "Red Lion!" Both the Lion and
+his prisoner must hurry back to the den, as all of the other players
+may turn upon them at once to drive them back with blows. This is
+generally restricted to hitting with caps. Thereafter, when the Red
+Lion issues forth, he must take the prisoner with him, hand in hand,
+both of them endeavoring together to catch one of the other players by
+putting their arms over his head.
+
+The Red Lion and his man may not issue, however, from their den until
+the chief calls "Cow catcher!" or some other signal, as explained
+below. As in the previous case, when a prisoner is caught, he and his
+captors hurry to the den to avoid the buffeting of the other players.
+Each time that the Red Lion goes forth, all of his prisoners must go
+with him. The method in which they go, however, and in which they
+capture their prey, will be determined by the signals of the chief.
+When he calls "Cow catcher!" they must all run out in a long string,
+hand in hand, and capture their prisoner by any two in the line
+slipping their clasped hands over his head. If the chief calls
+"Tight!" the Red Lion and his men go forth in the same way, holding
+hands, and try to capture a player by surrounding him and so take him
+to the den. Should the chief call "Doubles!" then the Red Lion and his
+men come forth two by two, and try to capture their prisoners. The
+order in which these varied commands are given is entirely at the
+discretion of the chief.
+
+At any time when the Red Lion and his men are out on the hunt, any of
+the other players may try to break apart the clasped hands of the
+hunters. Whenever this is done, the lions must rush back to their den,
+being driven back and buffeted by the outside players. The game ends
+when all of the men have been captured by the Red Lion's party. The
+last man to be caught is the winner, and becomes Red Lion for the next
+game.
+
+
+
+RING-A-LIEVIO
+
+(Ring-a-lee-ve-o)
+
+
+_10 to 30 or more players._
+
+_Out of doors._
+
+ This is a form of Hide and Seek in opposing parties. Players
+ who are caught are prisoners and may be freed as described. The
+ method of capture also differs from that in some other forms of
+ Hide and Seek.
+
+A small goal or den about five feet square is drawn at some central
+point.
+
+Two leaders are chosen who alternate in choosing players, until all
+are disposed in two groups. Lots are drawn or counting out resorted to
+between the captains to determine which side shall start out first.
+The remaining group takes its place in the den while the opponents go
+to some distant point, from which they call "Ready!" and immediately
+scatter and hide.
+
+The group in the den, as soon as they hear the call "Ready!" start out
+for the chase, leaving one of their number to guard the den. Whenever
+a player is caught (tagging is not enough; the player must be firmly
+secured), the catcher calls "Caught! Caught! Caught!" and leads his
+prisoner to the den. The object of the game is to make prisoners of
+all of the hiding team. A prisoner may be freed from the den by one of
+the players from his group running out from his hiding place and
+tagging him. This may only be done, however, by the rescuer getting
+both feet in the den. Should this be accomplished, the rescuer calls
+"Ring-a-lievio!" as he dashes through the den, and both run for
+safety. The den keeper tries to catch them as they run away, but may
+not chase them beyond certain boundaries, which must be determined
+beforehand. Only one prisoner may be freed at a time. Prisoners are
+most easily freed when there are several in the den at once and the
+den keeper's attention is distracted to one side of the den while the
+prisoners are freed from the other.
+
+ This game, like all hiding games, is especially adapted to open
+ spaces, offering many hiding places, such as the edge of a
+ wood, a garden, park, or playground having considerable
+ shrubbery, or to a village street.
+
+
+
+RINGMASTER
+
+
+_10 to 60 players._
+
+_Playground; gymnasium; parlor._
+
+This may be made a very amusing game for young children. One is chosen
+for ringmaster and stands in the center. If he can flourish a whip
+like a true ringmaster in the circus, the interest of the game will be
+enhanced. The other players form a circle around him without clasping
+hands.
+
+The ringmaster turns and moves around in a circle, snapping his whip
+at each flourish, and calling the name of some animal. The players in
+the circle immediately imitate the animal, both as to its movements
+and cries. For instance, for a bear they claw or run on "all fours,"
+or climb and at the same time growl; for a frog they may hop or swim
+and croak. The list may include the hopping kangaroo, the snarling and
+springing tiger, the humped and swaying camel, the balking and braying
+donkey, the flopping and barking seal, the scratching and cackling
+hen, the ponderous and mooing cow, the neighing and galloping horse,
+etc.
+
+The ringmaster at his discretion may announce, "We will all join the
+circus parade!" whereupon all of the animals should gallop around the
+circle in characteristic movements, each choosing an animal that he
+likes to represent.
+
+
+
+ROBBERS AND SOLDIERS
+
+
+_10 to 100 players._
+
+_Out of doors._
+
+ This game is best played in the country, where there are woods
+ in which the robbers may hide.
+
+The players are divided between robbers and soldiers, there being
+about ten robbers to fifty soldiers (the proportion of one to five).
+The larger and stronger players are usually selected for the robbers.
+The soldiers have one General who directs their movements, and the
+robbers a Captain. The robbers are given five or ten minutes' start
+from the prison. The soldiers stand at this place, marked as their
+fort or prison, until the General gives the command for the search to
+begin. The object of the robbers is to hide so that the soldiers may
+not find them, and when found, to resist capture if possible. They may
+hide by climbing trees or dodging behind them, conceal themselves in
+underbrush, under dead leaves, etc. If played aright, the game should
+be a very strenuous one, the resistance offered by the robbers
+requiring several soldiers to overcome. A robber may resist all of the
+way to prison. A guard is appointed by the General for the prison, and
+prisoners may run away at any time if not prevented by the guard.
+
+The soldiers, in attempting to locate the robbers, will use many
+devices besides a simple hunt. For instance, they will form a large
+circle and gradually work in toward the center, thus surrounding any
+robbers who may be hidden within the territory so covered. The game is
+won when all of the robbers have been made prisoners. Old clothes are
+quite in order for this game.
+
+The soldiers will find whistles of advantage for signaling each other
+for help.
+
+ This game has been a favorite one for many generations with the
+ boys at a large school near Copenhagen.
+
+
+[Illustration: _From painting by Maximilian, Prince of Wied._
+
+ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS, FORT CLARK, NORTH
+DAKOTA
+
+_Reproduced by kind permission of the Bureau of Ethnology, Washington
+D.C., from "Games of the North American Indians," by Stewart Culin._
+]
+
+
+
+ROLLING TARGET
+
+
+_2 to 30 players._
+
+_Gymnasium; playground._
+
+This game consists in shooting or hurling through a rolling hoop a
+stick or gymnasium wand. The hoop may be from six inches to two feet
+in diameter. The smaller hoop is adapted only to expert players; it is
+well to begin with a hoop the size of a barrel hoop.
+
+Where there are numerous players, they are divided into opposing
+teams, which alternate in throwing at the target (hoop). These players
+take places at intervals of about five feet along one side of the
+playground, each holding a spear (stick) to hurl at the hoop as it
+passes him. Another player stands at one end of the ground and sends
+the hoop rolling the full length of the space covered by the playing
+team; its course should be from ten to twenty feet distant from the
+line-up of the team and parallel to the latter.
+
+As the hoop passes him, each player in turn hurls his spear at it.
+This is best done with the spear held horizontally at a height of
+about the middle of the hoop. Each spear that successfully goes
+through the hoop scores one point for its team. Each team has three
+rounds, and then gives place to the opponents. The team first scoring
+one hundred points wins the game.
+
+When there are not enough players to put into teams, each player
+scores independently, the first to make twenty points winning.
+
+For obvious reasons of safety, no player should be allowed on the side
+toward which the spears are hurled. This game may be played capitally
+with bean bags instead of sticks.
+
+ This is an adaptation of one of the hoop and pole games played
+ by the North American Indians, and is almost the only game of
+ theirs that has not been previously adopted by the whites. The
+ instant success of the game with boys, who ask to stay after
+ school to play it, would indicate a valuable acquisition.
+ Different tribes of Indians play with different sized hoops,
+ the illustration showing a very small one. The author is
+ indebted for this to the remarkable collection, _Games of the
+ North American Indians_, by Mr. Stewart Culin.
+
+
+
+ROUND AND ROUND WENT THE GALLANT SHIP
+
+
+_4 to 30 or more players._
+
+_Indoors; out of doors._
+
+This is a simple little game for very little children, consisting
+simply in dancing around in a circle with clasped hands as the
+following verse is recited, and "bobbing" down quickly as the ship
+goes to the bottom of the sea:--
+
+ "Three times round went our gallant ship,
+ And three times round went she;
+ Three times round went our gallant ship,
+ Then she sank to the bottom of the sea."
+
+A tumble as the ship goes down adds much to the spirit of the play.
+
+
+
+RUN, SHEEP, RUN!
+
+
+_10 to 30 or more players._
+
+_Out of doors._
+
+ This is a form of hide-and-seek, but the hiding and the seeking
+ are done by parties instead of individually, each party acting
+ under the direction of a captain. Any number of players may
+ take part, but from four to six on a side are perhaps best.
+
+Two captains are chosen, who in turn alternately choose players until
+all the players are divided into two parties. One party becomes a
+searching party (chosen by lot, "holders," or counting out between the
+captains) and remains at the goal, while the other party goes out with
+its captain, who directs the various individuals where to hide, after
+agreeing with his party on a series of signals to be used, as
+described below. When all are hidden, this captain goes back to the
+searchers, who at once start out on the hunt under the direction of
+their captain, who may divide or dispose of his party as he sees fit.
+The captain of the hiding party remains with the searchers, calling
+out signals to his hidden men which shall enable them to approach
+nearer to the goal by dodging from one hiding place to another, always
+trying to keep out of sight of the searchers. Neither party, however,
+may run for the goal until its own captain shouts "Run, sheep, run!"
+The captain of the hiding party is generally the first one to give
+this signal, and he does so whenever he thinks his men are well placed
+to make the goal. The captain of the searchers naturally gives the
+signal to his players as soon as he hears his competitor calling it,
+as the game is won by the party of which one player first reaches the
+goal.
+
+Should any member of the searching party catch sight of an opposing
+player before all run for the goal, he tells his captain, who at once
+shouts, "Run, sheep, run!"
+
+Any signals may be agreed on between the captain of the hiding party
+and his men; the following are examples:--
+
+"Red!" meaning "Danger."
+
+"Green!" meaning "Go around the house to the left."
+
+"Blue!" meaning "Go around the house to the right."
+
+"Purple!" meaning "Stand still."
+
+"Yellow!" meaning "Keep on going in the same direction and get nearer
+to the goal."
+
+
+
+SADDLE THE NAG
+
+
+_6 to 30 or more players._
+
+_Playground; gymnasium._
+
+This is a game of leapfrog. The players are divided into equal
+parties, with a chief for each. One of the chiefs stands with his back
+to a wall or fence, and all of his party bend their backs as for
+leapfrog, the first with his head against the chief, and the others,
+one behind the other, in a line stretching out in front of him. Each
+player in the line braces his shoulder against the stooping player
+next in front, or each may grasp the forward player around the waist.
+The heads should all be turned to the same side. One of the opposite
+side then leaps on the back of the player farthest from the wall, and
+tries to make his way over the backs of the entire line to the chief
+to "crown" him; that is, to place his hand on his head. The players
+who are making "backs" try in every way, without rising to a standing
+position, to throw this player off and so prevent his crowning their
+chief. Each player of the "out" side tries in turn to crown the chief.
+Should they be unsuccessful the sides change. If one or more players
+succeed in crowning the chief, each successful player has a second
+chance before the sides change. The side that succeeds in oftenest
+crowning its opponent's chief wins the game. The limit of the game is
+usually placed at six trials for each side.
+
+
+
+SARDINES
+
+
+_10 to 30 or more players._
+
+_Playground; house party._
+
+This is a game of hide and seek that reverses some of the usual
+methods of playing the game. The player chosen to be It, instead of
+blinding goes out himself to hide, while all of the other players stay
+at the goal. While one of their number counts one hundred, they must
+all either blind their eyes or be shut in one room to give the hider a
+fair chance. After counting, they shout "One hundred!" and all start
+out to hunt for the hider. Any player discovering him must, after
+making sure that none of the others observe him, hide in the same
+place with the hider. If necessary, he must linger near until there is
+opportunity to do this without being discovered. If there should not
+be room to hide in the same place, the finder must take a seat in
+plain sight near the hiding place. Sometimes a large number of players
+will be seated in a room or in a group out of doors, while the last
+unfortunate hunters try to locate some clever hiding place which is
+obviously near but hard to detect. Of course it is better for the
+players to actually hide with the first hider, if practicable, which
+probably suggested, on occasion, being "packed in like sardines."
+
+This is one of the most interesting house party games for young people
+for either out of doors or within.
+
+
+
+SCHOOLROOM TAG
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+A circle about three feet in diameter is drawn on the floor in the
+front of the room and serves as a goal. One player is chosen to be It,
+and stands ten feet from the goal. The other players sit at their
+desks. The one who is It calls the name of some player, who must at
+once rise and try to run through the goal and return to his seat
+without being tagged. In order to do this, he may have to make quite a
+detour before passing through the goal, or he may be able to run
+through it at the opening of the chase. The chaser must also run
+through the goal before he may tag the runner. If the chaser succeeds
+in tagging the runner, he continues to be chaser, and calls the name
+of another player to run. If the runner gets to his seat without being
+tagged, he changes places with the other and becomes It.
+
+ This game is printed with the kind permission of the Alumni
+ Association of the Boston Normal School of Gymnastics, from the
+ book entitled _One Hundred and Fifty Gymnastic Games_.
+
+
+
+SHADOW TAG
+
+
+_4 to 60 players._
+
+_Out of doors._
+
+ This is a very pretty form of tag, suitable for little
+ children, and they delight in playing it. It hardly need be
+ said that it requires a sunny day.
+
+The player who is It tries to step or jump on to the shadow of some
+other player, and if successful, announces the fact by calling the
+name of the player. That player then becomes It.
+
+The teacher or leader will need to encourage the children to venture
+boldly into the open spaces, where the shadows become apparent, rather
+than to huddle on one side of the ground, where the chaser cannot
+reach the shadows.
+
+
+
+SHUTTLE RELAY
+
+(Double Relay)
+
+
+_20 to 100 players._
+
+_Playground; gymnasium._
+
+ This form of relay race is especially adapted to large numbers
+ in limited space. The action is more rapid than in the single
+ relay, although each runner runs only half as far.
+
+The players are divided into two or more groups of equal numbers. Each
+group in turn is divided into two divisions, which stand facing each
+other in single file, with the leader of each division toeing a
+starting line. There should be from fifty to one hundred and fifty
+feet between the starting lines. At a signal, the leaders on one side
+of the ground run forward, but instead of touching a goal or terminal
+line at the opposite end of the ground, the runner "touches off"
+(touches the outstretched hand of) the leader of the line facing him,
+and passes at once away from the playing space. He should not line up
+again with his team.
+
+The player thus touched dashes forward in his turn and touches the
+first player in the file facing him, from which Number One came, and
+passes off the game limits. Each player thus runs only in one
+direction, instead of in two, as in a single relay race. The team wins
+whose last player first dashes across the starting line opposite him.
+
+ As in the single relay race, this may be played by handing a
+ flag from one runner to the next, instead of "touching off." If
+ a flag be used, it should not be on a stick because of danger
+ to the eyes.
+
+ This game may also be played with strict observance of athletic
+ rules. The first runners should then be started with the
+ signals, "On your mark!" "Get set!" (or "Get ready!") and "Go!"
+ There should be a judge to watch fouls for each division of
+ each team, and two judges at the finish. Fouls consist in
+ starting over the line, even with part of the foot, before
+ being touched off, or in a failure to actually touch. The teams
+ win in the order of finishing, plus consideration of the number
+ of fouls, as described for the Potato Shuttle Relay.
+
+
+
+SIEGE
+
+
+_10 to 30 players._
+
+_Out of doors; barn._
+
+This game is suitable for a barn; the greater the number of open doors
+and windows available in the barn the better.
+
+The players are divided into two equal parties, one of which personate
+defenders, and take their places in the barn, with the doors and
+windows open. The other party are the besiegers, and are stationed
+outside the barn. The fighting is done by means of weeds specially
+prepared for the purpose. The weeds commonly called redroot or
+iron-weed are very good for this. The stems, measuring about a foot
+and a half in length, are stripped except for a small leaf or tuft of
+leaves at one end. On the opposite end the root is cut away so as to
+leave only a small knob which will serve to weight the missile.
+
+The game opens with each party provided with a pile of this
+ammunition, which is thrown at the opponents through the doors and
+windows of the barn. A player hit once with a dart is considered
+"wounded," but may keep on playing. A player hit twice is "killed,"
+and is out of the game. Each party must keep within its own bounds.
+
+The party wins which has the fewest killed at the end of the game.
+
+ This was a favorite game with a group of Long Island boys, from
+ one of whom the author obtained it.
+
+
+
+SINGLE RELAY RACE
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+ This game differs from the track event known as a Relay Race.
+ The form here given is one of the best for engaging in
+ strenuous exercise all of a large number of players in a
+ limited playing space.
+
+A wall or fence is chosen for a goal, or a line may be drawn across
+the ground for this purpose, or a goal object may be placed for each
+team, around which each player on the team must run. From fifty to a
+hundred feet back of this goal, or objective point, and parallel to
+it, a line is drawn to serve as a starting line.
+
+The players are divided into two or more groups of equal numbers. Each
+group lines up in single file behind the starting line. If possible,
+there should be at least five feet distance sideways between the
+files. The first player of each file stands toeing the starting line,
+and at a signal runs forward to the goal, touches it with his hand if
+it be a wall or fence, or with his foot if it be a line on the ground,
+or runs around it if it be an object. He then runs back to his line
+and touches the outstretched hand of the next player (called "touching
+off"), who should have moved forward to toe the starting line. As soon
+as this touch is received, this player in turn runs forward, touches
+the goal, and returns in the same way. Each player as he returns
+leaves the playing space at the rear. The file moves up one place
+each time that a runner starts, so that the next player will toe the
+starting line.
+
+The file wins whose last runner is first to dash across the starting
+line on his return run. If desired, each runner may hold a flag in his
+hand and pass it to the next player, instead of merely touching the
+hand. This flag should not be on a stick, which is dangerous for the
+runner receiving it.
+
+Starting over the line before being touched by a returning runner is a
+foul. Where athletic procedure is not observed, this starting over the
+line may be penalized by having the transgressor go back and start
+over again. In an athletic event it disqualifies the team, unless the
+competing teams have made an equal or greater number of fouls.
+
+ Where this game is played in strict athletic form, the first
+ start is made in response to the usual signals: (1) "On your
+ mark!" (2) "Get set!" (or "Get ready!") (3) "Go!" In
+ competitive events of this sort, crossing the starting line
+ before being touched off is a foul; also touching a goal object
+ around which the players may have to run. There should be a
+ judge of fouls for each team and two judges at the finish. The
+ team wins which finishes first with the fewest number of fouls,
+ as explained for the Potato Race. The simple "touch-off," and
+ not the handing of flags, is customary in athletic procedure.
+
+
+
+SKIN THE GOAT
+
+
+_6 to 20 or more players._
+
+_Playground; gymnasium._
+
+ This is a game of leapfrog, differing from Saddle the Nag in
+ the gradual lengthening of the line of backs, though there are
+ similar features in the two games. The players in this game are
+ not divided into opposing parties.
+
+One player stands with his back against a wall or fence. Another
+player stoops, with his head against the breast or stomach of this
+first player. A third player jumps upon the back thus made and tries
+to "crown" the player standing against the wall, that is, to place his
+hand on his head. The player, who is making the "back" tries in every
+way (except by straightening up) to throw the player off his back and
+so prevent his crowning of the standing player. If the "back" succeeds
+in doing this, the one whom he throws off takes his place behind this
+stooping player in the same general position, grasping him around the
+waist and bending his head to one side or against the forward player,
+thus lengthening the line of backs. Another player then jumps on the
+backs, tries to make his way to the one who is upright and crown him.
+Any player who succeeds in crowning the upright player changes places
+with him, the one winning who has done this the most times when the
+play ends.
+
+
+
+SKYTE THE BOB
+
+
+_2 to 10 players._
+
+_Playground; seashore._
+
+ _Note._--The word "skyte" means a sharp, glancing blow, and as
+ here used indicates the way in which the stones are thrown at
+ the "bob."
+
+This game is played with buttons and stones. Each player is provided
+with one or more buttons called "men." A small, flat stone about the
+size of a quarter may be used as a man in place of a button. In
+addition, each player is provided with a flat stone called a
+"pitcher." A flat stone, small, but somewhat larger than the pitchers,
+is placed on the ground as a base on which the men are piled, and is
+called the "bob." The game consists in hitting the bob with a pitcher
+so as to knock over the pile of men, the men becoming the property of
+the thrower or not, according to their position as they fall.
+
+From fifteen to twenty-five feet from the pile of men a line is drawn
+from which the players throw. Each player in turn toes the line and
+throws his pitcher so as to strike the bob or base under the pile of
+men, his object being to make these men fall off. Any men that are
+knocked off, and lie nearer to the pitcher where it fell than to the
+bob, become the property of the player who threw the pitcher. The
+second player then takes his turn, but his play is more difficult than
+that of the first player, as any men that he drives nearer to the
+first player's pitcher belong to the latter. Any man which lies nearer
+to the second player's pitcher, however, than to the bob or to the
+first player's pitcher, belongs to this second player. This is
+continued by the different players in succession, the player winning
+who has the largest number when all of the men are disposed of, or
+when all have thrown.
+
+
+
+SLAP CATCH
+
+(Hands Up)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+The players stand in a circle, with one in the center. Those in the
+circle bend their elbows, which should touch the sides, and extend
+their hands in front, with palms downward. The object of the one in
+the center is to slap the hands of any player in the circle while thus
+extended. The circle players may bend the hands downward or sideways
+at the wrist, but may not withdraw the arms, or change the position of
+the elbow. Any one slapped in this way changes places with the one in
+the center.
+
+The success of this game will depend upon the alertness of the one who
+is in the center, who should dodge quickly and unexpectedly from one
+part of the circle to another, with many feints and false moves that
+will keep the circle players uncertain where he is going to slap next.
+Played in this way, the game calls for much alertness on the part of
+all concerned. The circle should not be too large, or the action will
+be too slow to be interesting.
+
+SCHOOLROOM.--In the schoolroom this is played in groups with the
+players seated instead of in a circle. Two rows face each other to
+form a group, with feet drawn well under the seats. The one who is It
+walks up and down the aisle.
+
+
+
+SLAP JACK
+
+(Herr Slap Jack; Skipaway)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium; parlor._
+
+The players stand in a circle, clasping hands. One player runs around
+the outside of the circle and tags another as he runs. The player
+tagged immediately leaves his place and runs in the opposite
+direction. The object of both runners is to get back first to the
+vacant place. Whoever succeeds wins, and remains in that place, the
+one left out becoming runner the next time.
+
+This is sometimes varied by having the players bow and shake hands as
+they meet. This adds an element of self-control, but detracts from the
+vigor and sport of the game. This game is one of the standard
+favorites for little children.
+
+SCHOOLROOM.--In the schoolroom this game is played with all of the
+pupils seated except one. The odd player walks or runs through the
+aisles, touches some player, and runs on around the room in the
+direction he is going. The one touched at once leaves his seat and
+runs around the room in the opposite direction. The one wins who first
+gets back to the vacant seat. Dodging through aisles to shorten
+distance is not allowed; the run must be around the outer aisles of
+the room.
+
+
+
+SLIPPER SLAP
+
+
+_10 to 30 or more players._
+
+_Indoors; out of doors._
+
+This game is played with a slipper, or a piece of paper folded in
+several thicknesses to present a surface of about three by eight
+inches, firm but flexible. This may be crumpled at one end to form a
+sort of handle, if desired.
+
+One player is chosen to stand in the center. The others stand in a
+circle, shoulder to shoulder, so that the center player cannot see
+what goes on behind their backs. The players then pass the slipper
+from hand to hand behind their backs, taking every favorable
+opportunity to slap the one in the center with it; but instantly that
+this is done the player holding the slipper must put it again behind
+his back and pass it to the next player, to avoid being caught with
+the slipper in his hand. The one in the center should try to catch any
+player who thus slaps him before the slipper is passed to another
+player.
+
+Very rapid action and much sport may be had from this game. It is
+rulable to hit the center player with nothing but the slipper, but the
+players will use any other feints they choose to mislead him as to who
+holds the slipper, pretending to pass it, or making a false move as
+though to hit him, etc. The center player must catch one of the circle
+men with the slipper actually in his hands to have it count. Should
+this be done, he changes places with that player.
+
+This game may be played in the schoolroom, the class being divided
+into groups of ten or twelve players each. It is also an excellent
+parlor game, and is full of sport if played by quick, alert players.
+
+ This game is from Denmark.
+
+
+
+SMUGGLING THE GEG
+
+
+_10 or 30 to more players._
+
+_Out of doors._
+
+ This is an old Scotch game, evidently an outgrowth of
+ smuggling. The "geg" is a small treasure or object easily
+ handled, such as a pocket knife, key, marble, etc.
+
+The players are divided into two even parties, one called the "Outs"
+and the other the "Ins." A den about four feet by six in size is
+marked on the ground in some central place. Both parties agree on
+boundaries beyond which it is unfair to go, though the space available
+for play should be very considerable. It is determined by lot or by
+counting out which of the parties shall be the first Outs, or
+smugglers, this being the more desirable position. The Outs have the
+geg, or treasure, which they give to one of their number in a manner
+that leaves his identity unknown to the Ins. They may do this by going
+out of sight around a corner of a building and choosing one of their
+number to take the geg, or by standing in a row within sight of the
+Ins, with their backs to a wall or fence, and pass the geg from hand
+to hand behind their backs, making many feints and passes intended to
+deceive the onlookers.
+
+When the geg has been deposited with one of their number, the Outs run
+and hide, but before reaching their final hiding place, must give a
+call of "Smugglers!" This is the signal for the Ins to start on the
+chase. The object of the Ins is to catch the one player among the Outs
+who is custodian of the geg. The identity of this player may be a
+sheer matter of surmise on their part, when they will have to
+challenge any player whom they may catch. If the player holding the
+geg can return to the den without being caught, his party wins, and
+again goes out for the next game. But if the holder of the geg be
+caught before he gets to the den, the Ins win the game, and become the
+Outs for the next round.
+
+Whenever one of the Ins catches one of the Outs, the latter is not a
+prisoner until he is "crowned"; that is, the pursuer must hold him,
+take off his cap, and place the palm of his hand on the prisoner's
+head, when he must cease to struggle. The pursuer then demands,
+"Deliver up the geg!" which must be done at once should this
+particular smuggler be the one who holds it. This fact is then shouted
+aloud, and all of the players return to the den. If the player caught
+should not have the geg, he is allowed to go free.
+
+Of course it is to the interest of the Outs to engage the attention of
+the Ins as much as possible upon players who do not hold the geg, thus
+to give the holder of it a chance to make the den and so win for his
+party.
+
+
+
+SNOW DART
+
+
+_2 to 10 players._
+
+_For the snow._
+
+This game is played with a wooden dart about eight inches long,
+whittled out of wood about the size of a broomstick, pointed abruptly
+at one end, and sloping gradually to the other. A narrow track or
+slide is made down the side of a hill or inclined place, about sixty
+feet in length. At four different points in this track snow barriers
+or bumpers are made. The track is iced by throwing water over it and
+letting it freeze.
+
+[Illustration: SNOW DART]
+
+The dart is started at a point at the top of the track. It is not
+rulable to shove it; it must simply be placed on the track and move of
+its own weight. The object of the game is to pass the dart in this way
+over as many of the barriers as possible without its leaving the
+track. Each player scores one point for each barrier, over which the
+dart passes without leaving the track, the one having the highest
+score at the end of the playing time winning. The players take turns
+in sliding the dart. Any player who can successfully pass his dart
+over all four barriers four times in succession, wins, irrespective of
+other scores. If desired, the players may play in partners.
+
+ This game is an adaptation from one played by the Cree Indians.
+ For it the author is indebted to Mr. Stewart Culin's _Games of
+ the North American Indians_.
+
+
+[Illustration: SNOW SNAKE
+
+Menominee Indian holding snow snake preparatory to throwing. From
+Hoffman.
+
+_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._
+]
+
+
+
+SNOW SNAKE
+
+
+_2 to 10 or more players._
+
+_For the snow._
+
+This game is played by skimming or skipping sticks over the hard
+surface of the snow, as stones are skipped over the water. Each player
+is provided with from three to five small sticks. These may be
+especially whittled, or they may be pieces of branches. A perfectly
+smooth stick is best, and one that has some weight to it. Each stick
+is notched, one notch on the first, two on the second, three on the
+third, etc.
+
+The players stand at a given line and take turns in skimming their
+sticks over the surface of the snow, each player throwing but one
+stick at a time. When each player has thrown, the stick that has gone
+the farthest scores for the thrower according to the number of notches
+on it. For instance, if the stick had but one notch, it scores one
+point for the player; a three-notched stick scores three points, etc.
+The sticks are then gathered up and put to one side, and each player
+in turn throws the next stick in his bunch, the successful player of
+the first round having the first throw in the second round, and
+scoring in similar manner. This is continued until all of the sticks
+have been thrown. This may close the game, which is won by the highest
+scorer, or it may be repeated indefinitely, either with a time limit
+or until a certain score is reached.
+
+ This game is an adaptation of one played by the Wabanaki
+ Indians. The Northern Indians have many games belonging to the
+ Snow Snake class.
+
+
+
+SPANISH FLY
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium._
+
+This is a game of leapfrog in which the leader (first over) sets feats
+for the others to perform, as in Follow the Leader, any player who
+fails taking the place of the back. The following feats are popular:--
+
+The jumper leaps over, touching the back with one hand only and waving
+his cap with the other.
+
+The jumper leaps over without touching the back.
+
+The jumper makes a quarter turn while going over.
+
+HATS ON DECK.--The leader, as he vaults, places his cap on the back,
+and must clear without touching it. Each player, in turn, adds his hat
+to the pile, the last player having to jump over all. If any one
+knocks over the pile, he must become back, and the game begins over
+again. If all jump successfully, the last one over then jumps again,
+removing his hat as he goes over without disturbing the others, and so
+on until all have been removed.
+
+HATS FULL OF WATER.--The jumper places his own hat on his head upside
+down and balances it there while leaping over the back.
+
+
+
+SPANS
+
+
+_2 to 10 players._
+
+_Out of doors; indoors._
+
+This is a game played by snapping buttons against a wall, their
+landing point determining a score. Each player has a button. One of
+the players lays his button on the ground near a wall or fence. The
+others, in turn, snap their buttons against the wall so as to rebound
+near to that of the first player. Should the button snapped drop
+within one hand reach or span (_i.e._ the distance between stretched
+thumb and fingers) of the button first laid down, it scores two points
+for the player throwing it. If it comes within two such spans of the
+first button, it scores one point. Should it hit this button and
+bounce away within but one span, it counts four points. Should it so
+bounce within two spans, it scores three points; and should it go
+farther than this, it scores but one point. The number of points in
+the game, twenty-five or fifty, is agreed on at the outset. The
+players take regular turns, and the first to score the required number
+wins the game.
+
+
+
+SPIN THE PLATTER
+
+(See also _My Lady's Toilet_)
+
+
+_10 to 30 or more players._
+
+_Parlor; schoolroom._
+
+All the players are numbered and seated in a circle, except one, who
+stands in the center and twirls a platter, tray, or some other round
+object. As he starts it spinning, he calls any number that he chooses,
+and the player bearing that number must at once spring forward and try
+to catch the platter before it ceases to spin and falls to the floor.
+If successful, he returns to his place in the circle. If not
+successful, he takes the place of the spinner and pays a forfeit. The
+forfeits are all redeemed at the end of the game.
+
+This game may also be played by calling the players by name instead of
+numbering them.
+
+
+
+SPOONING
+
+
+_10 to 30 players._
+
+_Children's party; adult house party._
+
+All but one of the players stand in a circle. The odd player is
+blindfolded and placed in the center. He is given two silver
+tablespoons. The players in the circle clasp hands and move around
+until the blindfolded player clicks the spoons together, at which
+signal the circle must stand still.
+
+The blindfold player then goes up to any one in the circle, and by
+feeling over the face and head with the bowls of the spoons must
+identify the player. He may not feel on the shoulders or around the
+neck, only on the face and head. A player may stoop to disguise his
+height for this, but otherwise may not evade the touch of the spoons.
+If the blindfold player correctly identifies the one before him, they
+exchange places. If incorrect in his guess, the play is repeated.
+
+ This may be a very amusing game for either children or adults.
+ The author has seen it played with great success under both
+ conditions.
+
+
+
+SQUIRREL AND NUT
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+All of the pupils but one sit at their desks with heads bowed on the
+arms as though sleeping, but each with a hand outstretched. The odd
+player, who is the squirrel, and carries a nut, runs on tiptoe up and
+down through the aisles, and at his or her discretion drops the nut
+into one of the waiting hands. The player who gets the nut at once
+jumps up from his seat and chases the squirrel, who is safe only when
+he reaches his nest (seat). Should the squirrel be caught before he
+reaches his nest, he must be squirrel the second time. Otherwise the
+player who received the nut becomes the next squirrel.
+
+It is scarcely necessary to say that the other players wake up to
+watch the chase.
+
+
+
+SQUIRREL IN TREES
+
+
+_10 to 100 players._
+
+_Schoolroom; playground; gymnasium._
+
+This game is very like Hound and Rabbit, but is a little less
+exciting, and under some circumstances better adapted to very young
+children.
+
+Most of the players stand in groups of three, with hands on each
+other's shoulders, forming hollow trees. In each tree is a player
+representing a squirrel, and there is also one odd squirrel without a
+tree. The teacher or leader claps her hands, when all of the players
+must run for other trees, and the odd squirrel tries to secure a tree,
+the one who is left out being the odd squirrel next time.
+
+
+
+STAGE COACH
+
+
+_10 to 60 or more players._
+
+_Parlor; schoolroom; gymnasium._
+
+A leader is chosen who has a faculty for telling a story. This leader
+gives to each of the players the name of some part of a stage coach or
+of its contents. Thus, one may be the whip, one the wheels, one the
+cushions, one the windows, others the brake, driver, harness, horses,
+passengers, including specifically the fat old gentleman, the woman
+with the bandbox, etc.
+
+Where there are many players, several may be given the same name,
+though it is desirable that these should not all be seated near
+together. The leader then tells a story in which the various parts of
+a stage coach are mentioned, and whenever he names one of these parts
+or articles, the player or players bearing that name must get up
+instantly, whirl around once, and sit down again. Any player failing
+to do this must pay a forfeit. Whenever the story teller says "Stage
+Coach!" all of the players must get up and turn around. At the end of
+this story he will manage to have the stage coach meet with a
+catastrophe, and as soon as he says "The stage coach upset!" all of
+the players must change seats. The leader takes this opportunity to
+secure one for himself, and the player who is left without a seat
+becomes leader for the next game, or must distribute the forfeits. For
+large numbers there should be several more players than chairs.
+
+ The leader may say, for example: "It being a beautiful spring
+ day, the _old lady with the bandbox_ [here the old lady must
+ get up and turn around] decided to visit her daughter, and so
+ took a _seat_ in the _stage coach_ [everybody turns around];
+ she found the _cushions_ [cushions turn around] very
+ comfortable until the _fat old gentleman_ [fat old gentleman
+ turns around] got in, when the place seemed to her very
+ crowded, and she was glad to open the _windows_; the _driver_
+ cracked his _whip_, the _wheels_ creaked, the _horses_ strained
+ at the _harness_, and away they started on their journey," etc.
+
+ The interest of the game may be enhanced by connecting the
+ stage coach, its passengers, and journey with some well-known
+ story, as of Mr. Pickwick and Sam Weller, or Rebecca of
+ Sunnybrook Farm.
+
+
+
+STAKE GUARD
+
+(See also _Duck on a Rock_.)
+
+
+_10 to 30 players._
+
+_Playground; gymnasium._
+
+ This game is one of the forms of Duck on a Rock, and in this
+ form is well adapted to use indoors as well as out of doors.
+ The game differs from the ordinary games of Duck on a Rock
+ chiefly in the limited territory to which the guard is
+ confined.
+
+A stake is driven in the ground (or if in a gymnasium, an Indian club
+is placed) in the center of a square plainly marked, and measuring
+from eight to twelve feet. A throwing line is drawn twenty or more
+feet from the stake. The game is played with bean bags, and begins
+with the choice of a guard. This choice is made by all of the players
+standing on the throwing line and throwing their bags at the stake.
+The player whose bag falls farthest away from the stake becomes the
+first guard.
+
+The stake guard places his bag on top of the stake (or club). The
+other players line up on the throwing line. Upon a given signal from
+a leader or captain, all of the players throw their bags
+simultaneously at the stake, trying to displace the bag on top of it.
+Knocking over the club accomplishes the same purpose. Each player must
+then try to regain his bag, but in doing this he may be tagged by the
+guard. If this be done, he changes places with the guard. The guard
+may only tag a player, however, within the limits of the square
+surrounding the stake, beyond which he may not go; and he may do this
+only after he has replaced his own bag on top of the stake.
+
+[Illustration diagram: STAKE GUARD]
+
+Any player failing to recover his bag at once will watch for an
+opportunity to do so when the guard is next occupied in replacing his
+own bag. Any player thus waiting for his bag may linger near the
+boundaries of the center square.
+
+Should the guard succeed in tagging a player within the square, that
+player must at once place his own bag on the stake; and the guard must
+try to get his bag and escape from the square before this new guard
+can place his bag and tag him. As soon as a player recovers his bag
+and escapes from the center square, he should go at once to the
+starting line, and may throw again immediately for the center bag. The
+game progresses better, however, if all of the throwing be done
+simultaneously, the returning players waiting for a signal from the
+leader before throwing.
+
+ As players become proficient, the game may be made more
+ skillful and interesting by increasing the distance between the
+ throwing line and the stake, and also by lessening the size of
+ the square drawn around the stake, in which the guard is
+ confined.
+
+
+
+STEALING STICKS
+
+(See also _Prisoner's Base_.)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+The ground is divided into two equal parts, with a small goal marked
+off at the rear of each part, in which six sticks are placed. Each
+player who reaches the enemy's goal safely may carry one stick back to
+his own goal, and may not be caught while carrying it back. If caught
+in the enemy's territory before reaching the goal, a player must
+remain a prisoner in the goal until touched by one of his own side;
+neither may be caught while returning. Any player may catch any
+opponent, except under the rules just stated. No stick may be taken by
+a side while any of its men are prisoners. The game is won by the side
+gaining all of the sticks.
+
+[Illustration diagram: STEALING STICKS]
+
+ This game is known also by the name of Scots and English and
+ probably originated in border warfare. The players sometimes
+ contribute some article of wearing apparel to the pile of
+ property that is to be stolen instead of using sticks for the
+ purpose. Caps and coats are the usual donations.
+
+
+
+STEP
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium._
+
+The ground is marked off by two parallel lines from fifty to two
+hundred feet apart. One player, who is chosen to be counter, stands on
+one of these lines with his back to the other players, who line up on
+the opposite line.
+
+The object of the game is for the players who are lined up in the rear
+to advance forward until they cross the line where the counter is
+stationed. They may only advance, however, by short stages, during
+which the player in front counts ten.
+
+The game starts by this forward player counting ten loudly and
+rapidly, the other players moving forward while he does this, but
+immediately that he says "Ten!" they must stand still, and he at once
+turns to look at them. He will call the name of any player or players
+whom he sees moving, and any so called must go back to the starting
+line and begin over again. This counting of ten by the one player and
+moving forward of the others continues until all have crossed the line
+where the counter stands. The last one over changes places with him
+for the next game.
+
+ This game is a great favorite, especially with girls, though
+ the writer has known many boys to play it persistently. The
+ players will learn to use much caution in moving forward, often
+ stopping before the count of ten, to be sure that they shall
+ not be caught in motion. The progress thus made may seem slower
+ than that of those who dash forward to the last moment, but as
+ with the famous hare and tortoise, this slower but continuous
+ method often wins.
+
+
+
+STILL POND; NO MORE MOVING!
+
+(Still water, still water, stop!)
+
+
+_5 to 30 or more players._
+
+_Parlor; gymnasium; playground._
+
+One player is blindfolded; the others scatter promiscuously. The
+blindfolded player is led to the center of the playground, and
+asked:--
+
+"How many horses has your father in his stable?"
+
+He replies, "Three."
+
+"What color are they?"
+
+"Black, white, and gray."
+
+"Turn around three times and catch whom you may."
+
+The blindfolded player is then spun around so as to confuse his sense
+of direction. He then says, "Still pond; no more moving!" whereupon
+the other players must stand still, being allowed only three steps
+thereafter. The blindfolded player begins to grope for the others.
+When he catches one, he must guess by touching the hair, dress, etc.,
+whom he has caught. If he guesses correctly, the player changes places
+with him. If incorrectly, he must go on with his search. The players
+may resort to any reasonable devices for escaping the hands of the
+groping blind man, such as stooping or dodging, so long as they do not
+take more than three steps. When caught, a player may try to disguise
+his identity by making himself shorter, etc.
+
+
+
+STONE
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+A large circle is drawn on the ground or floor in the center of the
+play space. At either end of the ground a goal is marked off. One
+player, chosen to be stone, sits on the floor in the circle. The other
+players stand around outside the circle, taunting the stone by
+stepping over into his territory. Suddenly, and the more unexpectedly
+the better, the stone rises and runs for the other players, who are
+only safe from tagging when behind one of the goals. Any one so tagged
+becomes a stone and joins the first stone in sitting near the center
+of the circle. They also join him in chasing the other players
+whenever he gives the signal. This continues until all the players
+have been tagged.
+
+
+
+STOOP TAG
+
+("Squat" Tag)
+
+
+_4 to 60 or more players._
+
+_Indoors; out of doors._
+
+One player is It and chases the others, trying to tag one of them. A
+player may escape being tagged by suddenly stooping or "squatting";
+but each player may stoop but three times. After the third time of
+stooping, the player may resort only to running to escape being
+tagged. Any player tagged becomes It.
+
+For large numbers of players there should be several taggers.
+
+
+
+SUN DIAL
+
+
+_2 to 10 players._
+
+_Gymnasium; playground; seashore._
+
+A circle from twelve to twenty feet in diameter is drawn on the
+ground. This is intersected with straight lines, like the spokes of a
+wheel, which divide it into twelve sections, numbered consecutively
+from one to twelve.
+
+One player is blindfolded, placed in the center (on the hub of the
+wheel), and turned around several times to confuse his sense of
+direction. He then walks around inside the rim while counting twelve,
+or repeating the verse:--
+
+ "Dickery, dickery, dock;
+ The mouse ran up the clock;
+ The clock struck ten
+ He ran down again,
+ Dickery, dickery, dock."
+
+He stops on the last word, and the number of the space in which he
+stands is scored to his credit; for instance, if he stops in section
+eight, it scores eight points for him; if in section three, it scores
+three points, etc. Should he stop with one foot on a line or outside
+the circle, he scores nothing. The players take turns, each having but
+one trial at a turn. The game is won by the player first scoring
+twenty-five or fifty points, as may be decided.
+
+[Illustration diagram: SUN DIAL]
+
+
+
+TAG
+
+
+ The game of plain, old-fashioned Tag may be made great sport,
+ especially if suddenly and unexpectedly commenced in a group of
+ players when other interests seem to lag.
+
+ The game has many variations, a considerable number of which
+ are here given, each variation making practically a different
+ game.
+
+ This game is found in all countries and is prehistoric. It is
+ supposed to have arisen from the idea of fleeing from an evil
+ spirit, and in those forms from which immunity is found by
+ touching wood or iron or taking some particular position, that
+ especial feature is supposed to have originated in the idea of
+ breaking the spell of the pursuing evil.
+
+ The following tag games will be found in their alphabetical order:--
+
+ Cross Tag
+ Fence Tag
+ French Tag
+ Hang Tag
+ Home Tag
+ Japanese Tag (_Over_)
+ Maze Tag (Line Tag; Right Face)
+ Old Man Tag
+ Partner Tag
+ Schoolroom Tag
+ Shadow Tag
+ Stoop Tag (Squat Tag)
+ Tag
+ Whip Tag
+
+
+
+TAG
+
+
+_4 to 60 players._
+
+_Indoors; out of doors._
+
+Tag in its simplest form may be started by any one of a group of
+players suddenly turning to another, touching (tagging) him and saying
+"You're It!" when all must flee from the one who is It.
+
+The player who is It may chase and tag any other player whom he
+chooses, but will aid his own ends by suddenly turning his attention
+from one player to another, or by doubling back on his course, or
+resorting to any of the other feints that give an unexpected turn to a
+game of chase.
+
+The players who are being chased will add to the zest of the game by
+venturing as close as possible to the one who is It, calling to him
+and taunting him with their proximity, and suddenly dodging away. When
+a player is hard pressed or breathless, or does not wish to play, he
+may become immune from tagging by crossing any one finger over its
+neighbor on either hand, as the forefinger over the middle finger. It
+is considered "babyish," however, to resort to this unless there is
+some very good reason. A player who has had a good fair chase ought to
+be willing to be It if caught.
+
+Any player whom the chaser tags immediately becomes It, but the
+chaser, in touching him, must say "You're It!" At his own discretion
+he may add "No fair," which means that the one who has just become It
+may not turn at once and tag him. A venturesome player, however, will
+omit this, especially if he should tag another player from behind, and
+trust to his own powers of dodging for getting safely away. Where
+there are a large number of players, two or more may be chosen to be
+It.
+
+
+
+TAG THE WALL RELAY
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+The players should all be seated, an even number in each row of seats.
+At a signal, the last player in each line runs forward and tags the
+front wall. As soon as this player is out of the aisle, the others all
+move backward one seat. This leaves the front seat vacant, and the
+runner having touched the wall returns immediately and takes this
+vacant front seat. As the player sits he raises his hand, which is a
+signal for the player who is now the last one in the line to run
+forward, the line moving backward one place as soon as he is out of
+the aisle. He, in turn, having touched the wall, takes the vacant
+front seat. The play is continued in this way until every one in the
+row has run.
+
+The line wins whose player, sitting at the start in the front seat,
+first returns to his seat.
+
+As in all schoolroom games where there is running, the seated players
+should be very careful to keep their feet under the desks, so there
+will be nothing in the aisles over which the runners may trip.
+
+ This is one of the best class room games and is very popular.
+
+
+
+TEN STEPS
+
+
+_10 to 30 or more players._
+
+_Playground; indoors._
+
+This is a game of hide and seek and like all such games is best played
+where there is plenty of space and many hiding places. The distinctive
+feature of this game is the peculiar limitation put on the opportunity
+to hide, which may even free the blinder from his task. The one who is
+It, or hunter, blinds his eyes and counts ten while the other players
+run for hiding places. As soon as the one who is blinding says "Ten!"
+the players must all stand motionless whereever they happen to be,
+while he turns at once to look for them. Any player whom he sees
+moving must come back to the goal and start over again. The hunter
+repeats this five times, and any player not entirely out of sight the
+fifth time the hunter turns must change places with him, the original
+hunter becoming a spectator of the game. Having called "Ten!" and
+turned to look for moving players five times, the hunter (or the one
+taking his place, as explained above) counts one hundred, to give the
+players time to reach final hiding places, and the game proceeds as in
+regular I Spy.
+
+
+
+THIMBLE RING
+
+
+_10 to 30 or more players._
+
+_Indoors; out of doors._
+
+All of the players but one stand in a circle, each one clasping with
+his left hand the right wrist of his left-hand neighbor. This leaves
+all of the right hands free and all of the left hands occupied. The
+odd player stands in the center of the circle, and tries to detect who
+holds the thimble that is passed from hand to hand. Each player in the
+circle places his right hand first in the hand of his neighbor on the
+right and then in the hand of the neighbor on the left, keeping this
+movement going rhythmically, while the entire circle repeats the
+lines:--
+
+ "The thimble is going, I don't know where;
+ It is first over here and then over there."
+
+When the player in the center thinks he knows who has the thimble, he
+goes up to him and says: "My lady's lost her thimble. Have you it?" If
+correct, these two players change places. If incorrect, the one who is
+It demands of the player addressed to find it. This player, in turn,
+has one guess. If correct, he takes the place of the one who has the
+thimble, the one who was It taking the vacant place in the circle, and
+the one who held the thimble going to the center. Should the player be
+incorrect in his guess, he changes places with the one in the center.
+
+
+
+THIRD MAN
+
+(See also _Three Deep_ and _Last Man_.)
+
+
+_15 to 100 players._
+
+_Playground; gymnasium._
+
+ This game is another form of the game commonly known as Three
+ Deep, but instead of being played in the circular formation,
+ the players are scattered irregularly over the playground.
+
+All of the players but two take partners and scatter in any irregular
+way. The players forming each couple stand facing each other, with the
+distance of a long step between them. To make a success of the game,
+the distance should be considerable between the various couples.
+
+Of the two odd players, one is runner and the other chaser, the object
+of the latter being to tag the runner. The runner may take refuge
+between any two players who are standing as a couple. The moment that
+he does so, the one toward whom his back is turned becomes third man,
+and must in his turn try to escape being tagged by the chaser. Should
+the chaser tag the runner, they exchange places, the runner
+immediately becoming chaser and the chaser being liable instantly to
+tagging.
+
+
+
+THIRD SLAP
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+The players should be divided into groups of from five to ten each.
+One in each group is chosen to be It; the others line up in front of
+him, all standing at a distance of from thirty to fifty feet from a
+goal previously decided on. The players in the line hold their hands
+extended forward the length of the forearm, the elbows being bent and
+touching the sides; the palms should be turned downward.
+
+The one who is It tries to slap the hands of any of the players, who
+may evade him by bending the hands downward, upward, or sideways, at
+the wrist, but may not withdraw the arm or change the position of the
+elbow. Any player who receives three slaps, whether on one or both
+hands, immediately upon receiving the third slap, chases the one who
+is It toward the goal. Should the slapper be caught before he reaches
+the goal, he must continue as before, but if he succeeds in reaching
+the goal in safety, he changes places with his pursuer, who becomes
+It, or slapper, for the next round.
+
+ This game may have much sport in it if the one who is taking
+ the part of slapper be very alert and agile in his movements,
+ dodging quickly from one player to another, and making many
+ false moves to throw the players off their guard as to where he
+ is going to strike next. This game is very popular with
+ children, and is an amusing diversion for young people for
+ house parties.
+
+
+
+THREE DEEP
+
+(See also _Third Man_ and _Last Man_.)
+
+
+_15 to 60 players._
+
+_Playground; gymnasium._
+
+This game is one of the standard favorites for both children and
+adults.
+
+All of the players but two form in a double ring, facing inward; that
+is, in two concentric circles, with one player directly behind
+another.
+
+ There are several methods of getting players into this
+ formation. One method is to have the players march in column
+ two abreast, form in a circle, and all face inward. Another
+ method is to have the players form in a circle in single file;
+ one player steps in front of his neighbor on the right, and
+ each alternate player in quick succession around the circle
+ does the same, thus accomplishing the end of bringing all of
+ the players in couples one behind another.
+
+The two odd players, one of whom is runner and the other chaser, start
+outside of the circle, generally one of them being on one side of the
+circle and the other opposite. The object of the game is for the
+chaser to tag the runner. The runner may save himself by stopping in
+front of any couple standing in the circle, whereupon, that file
+having been made "three deep," the outer player or third man becomes
+at once liable to tagging, and in his turn becomes runner and tries to
+evade the chaser. He may seek refuge in the same way in front of a
+couple.
+
+[Illustration diagram: THREE DEEP]
+
+Should the chaser tag the runner, they exchange places, the runner
+immediately becoming chaser, and the chaser being liable instantly to
+tagging.
+
+It will thus be seen that great alertness is necessary on the part of
+any one standing on the outside of the circle, as at any moment the
+runner may take refuge in front of his file or couple, making him the
+third man and liable to be tagged. It is not permissible for any third
+man to take refuge in front of the couple standing immediately on his
+right or left when he becomes third man.
+
+Both runner and chaser may dash through the circle, but may not pause
+for a moment within the circle, except when the runner claims refuge
+in front of some couple. When players are inclined to confuse the play
+by hesitating while running through the circle, this privilege of
+running through is sometimes forbidden, all the chasing being confined
+to the outside of the circle.
+
+VARIATION.--This game may be varied by having the players who form the
+circle stand face to face, with a distance of one long step between
+each two, instead of all facing toward the center of the circle. In
+this form of the game the runner takes refuge between the two forming
+the couple, the one toward whom his back is turned being the third
+man. Both runner and chaser may run between the two circles of
+players.
+
+ This may be made one of the jolliest games possible, and also
+ one of the best for making slow and dull players alert and
+ active. The author has seen many a class of slow-minded
+ children waken to much quicker mental action as well as greater
+ physical agility by this game. For adult players it may be
+ thoroughly delightful. The writer recalls a class of adult
+ business men in a Y. M. C. A. gymnasium who resorted even to
+ leapfrog tactics in the strenuous sport they put into this
+ game.
+
+
+
+TOMMY TIDDLER'S GROUND
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium._
+
+The ground is divided by a line into two equal parts. One of these
+belongs to Tommy Tiddler, who stands on his side of the line and may
+not cross it. All of the other players are on the other side of the
+line, and venture across the line into Tommy Tiddler's ground,
+taunting him with the remark,--
+
+ "I'm on Tommy Tiddler's ground,
+ Picking up gold and silver!"
+
+Tommy may tag any one on his ground, and any one so tagged changes
+places with him. The players will learn to add to the interest of the
+game by venturing as near Tommy Tiddler as possible and being very
+tantalizing in inducing him to run after them. Tommy Tiddler, on his
+part, will find opportunity for considerable finesse, such as in
+appearing to give his attention entirely to one player, then suddenly
+turning and dashing for another.
+
+
+
+TOSSING WANDS
+
+
+_10 to 60 or more players._
+
+_Gymnasium; playground; schoolroom._
+
+This game is played in two forms, line form and circle form.
+
+LINE FORM.--The players stand in two lines or ranks facing each other,
+all those in one line being provided with gymnasium wands about three
+feet in length. A leader is appointed who either counts or commands as
+a signal for tossing the wands back and forth from one line to the
+other: as, "One, two, three--toss!" This is even more effective if
+gymnastic movements be taken on the three counts, as bending the trunk
+forward with the wand downward, stretching the arms upward with the
+wand overhead, extending it forward at shoulder height, and then
+tossing backward over the head. The signals for this would be "Bend!
+Stretch! Out! Toss!"
+
+The wands should first be held in the hand with the palms upward, and
+caught with the hands in the same position. Later, the hand position
+should be reversed, the wand being grasped with the downward-turned
+palms.
+
+CIRCLE FORM.--When players are proficient in catching in opposite
+lines or ranks, they should form a circle, facing around in single
+file, each player being provided with a wand which is tossed backward
+over the head and caught by the player behind. This may be done best
+rhythmically with the exercises and commands mentioned above, "Bend!
+Stretch! Out! Toss!" The wand should be caught with the palms outward.
+
+Any player failing to catch a wand drops out of the game. With a
+little practice, however, this usually resolves itself into a quick
+drill rather than a game; but it is a most interesting, skillful, and
+diverting play.
+
+
+
+TRADES
+
+
+_10 to 60 or more players._
+
+_Indoors; out of doors._
+
+This game is the boys' form of the game played by girls as "Old Woman
+from the Woods." The players divide into two equal parties. One party
+retires and decides on some trade or occupation, whereupon they
+advance toward the second party, saying:--
+
+ "Here are some men from Botany Bay.
+ Got any work to give us to-day?"
+
+The second party asks, "What can you do?" The first party answers,
+"Anything." The second party says, "Set to work, then!" whereupon they
+go through pantomimic motions descriptive of the occupation chosen,
+such as planing, sawing, or hammering, for the carpenter; the motions
+of the bricklayer, tailor, cobbler, motor-man, etc. The second party
+guesses what this pantomime indicates. Should they guess correctly,
+they have a turn at representing a trade. Should they fail, the first
+party has another trial.
+
+When played in a playground or gymnasium, where there is a good
+running space, a successful guess should be followed by a chase of the
+actors by the guessing party, any players caught before a designated
+goal line is reached having to join the party of their captors. The
+party wins which secures all of the players.
+
+ The following activities and occupations were shown by one
+ class of city boys: milking cows, grinding coffee, hanging wall
+ paper, traveling salesmen (displaying and measuring goods),
+ rooting a baseball team, Marathon race, picking cherries,
+ basket-ball game, oiling sewing machine, blowing up bicycle
+ tires, running a lawn mower, bricklaying.
+
+
+
+TREE PARTY
+
+
+_5 to 60 players._
+
+_Out of doors._
+
+In these days of nature study this game is especially appropriate. It
+may be used on any ground or strip of woodland where there is a
+variety of trees, the game consisting in identifying the trees.
+
+A tag or card is fastened on one or more trees of each variety within
+certain prescribed limits. These cards may be made as fanciful or as
+rustic as desired. Birch bark is very appropriate for them, and for
+either birch bark or a conventional card a pretty element may be added
+by writing some appropriate quotation or verse, after the Japanese
+custom. The main object of each card, however, is to bear a number.
+Each player is provided with a card or slip of paper containing a list
+of numbers corresponding to those on the trees. Thus, if fifteen trees
+be numbered, there should be fifteen numbers on each player's card.
+
+The players, having been provided each with a card and pencil, wander
+at will over the designated territory. Whenever a number is discovered
+on a tree, the player, if he knows the name of the tree, writes it on
+his own card opposite the corresponding number. For most companies,
+popular rather than botanical names of the trees are permissible. At a
+signal--a bell, whistle, horn, or call--the players all assemble. The
+host or hostess then reads a correct list, each player checking the
+card that he holds. The player wins who has the largest number of
+names correct.
+
+ The writer has known this game to be a most beautiful diversion
+ for a lawn party on a large estate, and has a feeling
+ appreciation of how many trees most people will find it hard to
+ name in even a familiar strip of woodland.
+
+
+[Illustration: A CITY PLAYGROUND]
+
+
+
+TRIPLE CHANGE
+
+
+_10 to 60 or more players._
+
+_Playground; gymnasium; parlor._
+
+The players form a circle, with the exception of three who stand in
+the center. Those forming the circle and those in the center number
+off in threes. The players in the center take turns in calling each
+his number, as "One!" "Two!" or "Three!" whereupon all of the players
+in the circle who hold that number quickly change places with each
+other, the one who called the number trying to catch one as he runs to
+a new place. Any player so caught changes places with the caller. For
+instance, the center player may call "Three!" whereupon all of the
+Numbers Three in the circle must change places. They may do this by
+changing with a near neighbor, or tantalize the one who called by
+running across the circle.
+
+The center players take turns in calling numbers. For instance, if
+the first one fails to secure a place, then the second of the center
+group calls. Should the first succeed in catching one of the other
+players, the player so caught will await his turn in the center until
+Numbers Two and Three have each had a turn at calling before he calls
+a number.
+
+
+
+TUG OF WAR
+
+(See _Catch and Pull Tug of War_ and _Wand Tug of War_; also _Contests
+for Two_, under "Feats and Forfeits.")
+
+
+
+UNDER THE CUCKOO'S NEST
+
+
+_5 to 30 players._
+
+_House party; out of doors._
+
+One player is chosen as leader, and stands up, generally with his back
+against a wall or post, while a second player, who is the cuckoo,
+bends down, as for leapfrog, with his head against the leader. The
+other players stand around in a circle, each placing a finger on the
+back of the cuckoo. The leader then "counts off" the fingers of the
+players with the following rhyme, indicating a finger for each accent
+of the rhyme:--
+
+ "The wind blows east, the wind blows west,
+ The wind blows under the cuckoo's nest.
+ Where shall this or that one go?
+ Shall he go east or shall he go west?
+ Or shall he go under the cuckoo's nest?"
+
+The player whose finger is indicated by the last word of the rhyme
+must then go to any place directed by the cuckoo, who, if he has any
+intimation of the identity of the player, may use considerable tact in
+choosing a difficult or interesting place; as on some high point to
+which it is difficult to climb, or under some low object under which
+it is hard to crawl, some distant place, etc. One player, however,
+must be directed to hide under the cuckoo's nest, and this player
+takes a position at the feet of the cuckoo. This is a favored
+position. When all of the players have been thus disposed, the leader
+calls, "Pom, pom, cooketty coo!" As soon as this call is heard, the
+players run back and pound the cuckoo on the back until the last one
+is in. This last one becomes the cuckoo for the next repetition of the
+game.
+
+
+
+VAULTING SEATS
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+This game is played the same as Changing Seats, except that the pupils
+vault over the seats instead of sitting in them. The game may be
+played anywhere above the third year.
+
+The teacher gives the order "Right, jump!" whereupon all of the pupils
+jump over their seats toward the right-hand side of the room. The row
+that is displaced, now standing in the right-hand aisle, runs at once
+around the room to the left-hand aisle. The teacher then repeats her
+command. The directions for the vaulting should be varied and
+unexpected, several being given to the right, then several to the
+left, etc.
+
+ The method of vaulting is to place one hand on the edge of the
+ desk at the back of the seat to be vaulted over, and one hand
+ on the desk that goes with the seat to be vaulted over. The
+ hand should preferably be placed halfway between the two
+ aisles, to assist both the jump and the landing. While placing
+ the hands, pupils should crouch in a position ready to spring,
+ with the heels raised, knees spread outward, and back straight
+ and erect. They should land in the same position, as the bend
+ of the ankle, knee, and hip joints breaks the jar of landing.
+
+
+
+WAND RACE
+
+
+_10 to 30 or more players._
+
+_Gymnasium; playground; schoolroom._
+
+An objective line, fence, or wall is chosen, and from ten to twenty
+feet from it and parallel with it a starting line is drawn. The
+players stand behind this line and toe it. If there be a large number,
+they form in competitive files as for a relay race, the leaders of
+each division toeing the line. Each leader balances on the forefinger
+a gymnasium wand, the other hand being placed on the hip, and walks
+forward to the objective line, all starting at a given signal. Should
+the wand be dropped, it must be picked up and the effort resumed from
+the place where this happened.
+
+The first one to reach the objective line wins; or, if a relay, scores
+for his division. The division wins that gets the largest score. If
+desired, the winners, _i.e._ those scoring for the different lines,
+may "play off" against each other, after all of the other players have
+had their turn.
+
+
+
+WAND TUG OF WAR
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+This game is played with wooden gymnastic wands, from three to five
+feet in length, and not less then one inch in diameter. There should
+be half as many wands as there are players. A line is drawn across the
+center of the floor or playground. The players are divided into two
+divisions, one standing on each side of the dividing line, so that
+each player faces an opponent. These grasp each the end of a wand,
+held horizontally between them. At a signal a tug of war begins, each
+player trying to pull his opponent across the line. Any one who puts a
+foot on the ground of the opponent's territory ceases the struggle and
+must come across the line. The division wins which has the greatest
+number of players on its side of the line at the end.
+
+The game is best played in two or three five-minute intervals, with
+rests between.
+
+
+
+WATER SPRITE
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+The players stand in two lines facing each other, with a large open
+space representing a river between. One player, representing the water
+sprite, stands in the middle of the river and beckons to one on the
+bank to cross. This one signals to a third player on the opposite bank
+or side of the river. The two from the banks then run across to
+exchange places, the water sprite trying to tag one of them. If the
+water sprite be successful, he changes places with the one tagged.
+
+ This is a Chinese game, reported by Miss Adele M. Fielde, and
+ is based upon the superstition that a water sprite waits in the
+ middle of a stream to entice people into it, probably an
+ outgrowth of spring freshets.
+
+
+
+WEATHER COCK
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+This game, besides offering much sport, may be made to serve a useful
+purpose in familiarizing children with the points of the compass.
+
+The class having learned which directions are north, east, south, and
+west, one player, who represents the weather bureau, stands in front
+of the others (or the teacher may take this part), and calls out which
+way the wind blows. For instance, when he says, "The wind blows north"
+the players turn quickly toward the north; if he says "west," the
+players turn to the west; whenever he says "whirlwind," the players
+all spin around quickly three times on the right heel.
+
+The interest will depend very largely on the rapidity and variety with
+which the leader calls the various points of the compass. For older
+children, halfway points may be named, as northwest, southeast, etc.
+
+
+
+WEE BOLOGNA MAN
+
+
+_2 to 60 or more players._
+
+_Parlor; playground; schoolroom._
+
+ "I'm the wee Bologna Man.
+ Always do the best you can,
+ To follow the wee Bologna Man."
+
+A leader who can be very brisk in movement and resourceful in ideas
+stands in front of the other players and repeats this verse rapidly,
+imitating each time he repeats the verse some one action
+characteristic of the members of a band. For instance, the first time
+he may go through the pantomime of playing a fife; the next time,
+without any pause between, he may imitate the beating of a drum; the
+next, playing a fiddle, trombone, flute, cymbals, triangle, imitate
+the drum major, etc. All of the other players follow his movements.
+
+The sport will depend largely upon the rapidity of the time and the
+vivacity that is put into the movements.
+
+FOR THE SCHOOLROOM.--The head players in the different lines of seats
+should take turns in being the Bologna Man, and the movements should
+be such as will afford effective exercise. For instance, the first
+player will stand and repeat the verse while hopping on one foot, the
+entire class joining in the hopping. The moment he is through, the
+leader of the next row should jump up, face the class, and repeat the
+verse, going through some other motion, such as hopping on the other
+foot; he, in turn, to be succeeded by the next leader, etc. Many
+gymnastic movements will suggest themselves, such as jumping on both
+feet, jumping forward down the aisle frog fashion, jumping high in
+place, running in place, stretching the arms out sideways and bending
+sideways like a walking beam, whirling both arms around like a
+windmill, taking a dance step, etc.
+
+ This is one of the Scotch plays, and like most Scotch things of
+ the sort, should be done in brisk time.
+
+
+
+WHIP TAG
+
+(Light the Candle; Beetle-goes-Round)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+This game may be played with a knotted towel, though it is perhaps
+more skillful and interesting when played with a "beetle," a small
+cylindrical sack about twenty inches long, stuffed with cotton, and
+resembling in general proportions a policeman's club.
+
+All but one of the players stand in a circle with hands behind their
+backs. The odd player runs around the outside carrying the beetle,
+which he drops in the hands of any player in the circle. That player
+immediately turns to chase his right-hand neighbor, beating him as
+much as he can find opportunity for while he chases him around the
+circle and back to his place. It is obviously to the interest of this
+neighbor to outrun the beetle and escape a buffeting.
+
+The one holding the beetle then takes the place of the first outside
+player, that one joining the ring. The new beetle man, in turn, runs
+around on the outside and drops the beetle in any hands which he
+chooses.
+
+ The sport of this game depends on the alertness of the
+ players, as not only the one who receives the beetle but his
+ right-hand neighbor must know when and where the beetle lands,
+ and turn quickly for the chase. The player running around the
+ outside will add to the zest of the game by trying to deceive
+ the ring players as to where he is going to place the beetle,
+ quickening or slowing his pace, or resorting to other devices
+ to keep them on the alert.
+
+
+
+WHO GOES ROUND MY STONE WALL?
+
+
+_10 to 30 or more players._
+
+_Indoors; out of doors._
+
+ There are two ways of playing this game. The one first
+ described is better suited to schools and general playground
+ conditions; the second is quite distinct, and may have better
+ sport for parlor use.
+
+The players stand in a circle, numbering preferably twenty or less,
+with a little space between each two players, and not holding hands.
+They represent a sheepfold, but later, as each is chosen from the
+circle, he takes the part of a sheep. One player is chosen to be Jacky
+Lingo, who walks around outside of the circle. Another, who is the
+shepherd or owner of the sheep, stands in the center of the circle.
+
+The owner says, "Who goes round my stone wall?" The outside player
+answers, "Nobody; only little Jacky Lingo."
+
+"Pray don't steal any of my fat sheep."
+
+Jacky Lingo answers: "Unless I take one-by-one, two-by-two,
+three-by-three! Follow me!"
+
+As Jacky Lingo says his last line, he taps three different players on
+the back, one for "one-by-one," another for "two-by-two," and a third
+for "three-by-three." If a large number be playing, he may tap two for
+each count instead of one, making six in all. As the players are
+tapped, they step out from the sheepfold and line up back of Jacky
+Lingo, each one in the line placing his hands on the shoulders of the
+one next in front. This is continued until all the players are taken
+by Jacky Lingo, who then runs off around the ground with them. The
+owner goes after them, faces Jacky Lingo, and says, "Have you seen
+anything of my black sheep?"
+
+"Yes; I gave them a lot of bread and butter and sent them up there"
+(pointing to left or right).
+
+"Then what have you got behind you?"
+
+"Only a few poor black sheep."
+
+"Well, let me see! Here's my black sheep!"
+
+The owner then tries to catch the sheep, and this Jacky Lingo tries to
+prevent. Any sheep in the line may be touched by the owner, and when
+so touched he steps out of the line and stands aside until all are
+caught.
+
+VARIATION.--When played indoors or on the turf, the game may be played
+by the owner being blindfolded and taking a position on hands and
+knees--"all fours." The dialogue is the same as given above, and the
+gathering in of the sheep by Jacky Lingo the same, except that the
+players do not line up behind him. They simply stray over the ground
+when he takes them from the fold. When all are scattered in this way,
+they begin to cry, "Baa-a! baa-a!" and the owner, still on all fours
+and blinded, tries to catch them. The first one caught becomes
+shepherd the next time.
+
+
+
+WINK
+
+
+_9 to 25 players._
+
+_House party._
+
+An uneven number of players are required for this game. Enough chairs
+are placed in a circle to allow one chair to each two players and one
+for the odd player, that is, half as many chairs as there are players,
+with one player over. A player sits in each chair, all facing inward.
+Behind each chair stands a second player, who acts as guard. There
+should be one empty chair with a guard behind it. This odd player
+winks at some one sitting in the circle, who at once tries to slip out
+of his chair without being tagged by his guard and take his place in
+the empty chair. He may not go if he be tagged by his guard. The
+object of the guards should be to avoid being the keeper of an empty
+chair, and therefore the one who has to wink. The players try to evade
+the vigilance of the guards by the quickness and unexpectedness of
+their movements. The guards may not keep their hands on their
+prisoners, but must have them hanging at their sides until they see
+their players winked at. They may not dash around the sides of the
+chairs which they guard, but must stay all the time behind them.
+
+Nodding the head may be used instead of winking, but is more apparent
+to the guards.
+
+
+
+WOLF
+
+
+_5 to 30 or more players._
+
+_Out of doors._
+
+This is an admirable hide and seek game where there are many hiding
+places, as in a village or the country.
+
+One player is chosen for the wolf, who goes off and hides. The rest of
+the players are sheep, with one of their number as leader. A place is
+chosen for a pen where the sheep must stay and blind their eyes while
+the wolf is hiding. This pen may be a tree or rock or a square or
+circle drawn on the ground. The leader counts one hundred, to give the
+wolf time to hide. The sheep then start out, but must all follow their
+leader "like sheep," looking for the wolf in each place where the
+leader may search for him. This game differs from most other hiding
+games in that the searchers are the ones who have to flee for safety
+when the hider is discovered. As soon as the wolf is spied, the leader
+cries:--
+
+ "All my sheep
+ Gather in a heap;
+ For I spy the woolly, woolly wolf!"
+
+The sheep at once stand still until the wolf has taken a jump toward
+them, which he must do before he may chase them; but immediately that
+the wolf has made his leap, the sheep all turn and run for the sheep
+pen, the wolf following. As the wolf may not run until he hears the
+word "wolf" at the end of the leader's lines, the latter often
+tantalizes the wolf by saying, "I spy the woolly, woolly--lamb!" or
+"the woolly, woolly--cat!" or names any other animal he chooses, with
+a pause before the name, to prolong the suspense of the impatient
+wolf, finally ending up with "the woolly, woolly--wolf!"
+
+Any sheep tagged by the wolf becomes a wolf and joins the wolf the
+next time, hiding either in the same den with him or in a separate
+den. When there is more than one wolf, the leader halts his sheep
+whenever he spies a wolf, whether it be the original wolf or not, and
+all of the wolves join in the chase when the sheep run back to the
+pen. The game ends when all of the sheep have been caught.
+
+The wolf has several resources at his command for catching sheep in
+addition to a simple chase. If at any time while in hiding he spies
+the sheep before they spy him, and considers their position in
+relation to the goal advantageous to himself, he may call, "Stand your
+ground, three feet!" whereupon the sheep must instantly stand still
+and then take three steps toward the wolf and stand again until he
+jumps toward them, when the chase for the sheep pen begins. The wolf
+may also exercise considerable finesse by running directly for the pen
+if he be in a position to reach it quicker or more directly than by
+chasing the sheep. Should he reach the pen first, he may then tag the
+sheep as they run in. One sheep may act as a decoy to engage the
+attention of the wolf while the others run into the pen.
+
+
+
+WOOD TAG
+
+
+_3 to 30 or more players._
+
+_Out of doors; gymnasium._
+
+This is a game of tag. When there are more than thirty players, it is
+desirable to have two or more who are It, or taggers. The players
+venture as near as possible to the one who is It, taunting him by
+crying, "Ticky, ticky, touch wood!" Any player may seek immunity from
+being tagged by touching a piece of wood. No growing thing, however,
+such as a tree or shrub, is to be considered as wood. No player may
+stay very long in any place of safety, and the moment his hand or foot
+be taken from the wood he is liable to be tagged. A player who is not
+near wood may gain a few minutes' respite by calling out "Parley!" but
+he must stand perfectly still in the place where he then is, the
+tagger being able to tag him if he makes the slightest move of any
+part of his body. When such a player decides to run again, he calls
+out, "Parley out!"
+
+This game affords opportunity for a great deal of sport through the
+making of false starts and the daring approach to the one who is It,
+who, in turn, may make sudden and unexpected sorties in different
+directions.
+
+ Like Iron Tag, this game is very ancient, and has evidently
+ come from an old superstition that to touch iron or some other
+ particular substance gave immunity from the spell of evil
+ spirits.
+
+
+
+WRESTLING
+
+(See "_Contests for Two_" under "Feats and Forfeits.")
+
+
+
+YARDS OFF
+
+
+_3 to 30 or more players._
+
+_Out of doors._
+
+ This is a form of I Spy or Hide and Seek, and seems indigenous
+ to New York. All players properly caught by the spy become
+ prisoners, but may be freed in a prescribed way. The procedure
+ which gives time for hiding is also distinctive.
+
+Two players are chosen, one to be It and one for stick thrower. All
+the players stand grouped around a goal, and the stick thrower throws
+a stick as far away from the goal as he can. As soon as the stick
+touches the ground, all of the players, including the thrower, but not
+the one who is It, scatter and hide. The one who is It must walk to
+the stick (never run), take it up, bring it back, and stand it up,
+resting against the goal. He then starts to hunt for the hidden
+players. He must run back and touch the goal for any player whom he
+discovers, saying, "One, two, three, for--!" naming the player. Any
+one caught in this way becomes a prisoner at the goal. Any player who
+has not been detected by the spy may run in to the goal at any time
+and throw the stick away, whereby all of the prisoners, _i.e._ those
+who have been spied and previously caught, become free and hide again.
+Whenever this freeing of prisoners happens, the spy must return to the
+goal, walk to the stick, pick it up, walk back with it to the goal
+again, and go on with the play as before. This continues until the spy
+has touched the goal for all of the players, though they need not all
+be prisoners at once. Any player spied who reaches the goal before the
+spy, is thereafter free; _i.e._ out of the game. The last one caught
+becomes spy for the next game.
+
+
+
+
+QUIET GAMES
+
+
+
+
+QUIET GAMES
+
+ NOTE.--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.
+
+
+
+AUTHOR'S INITIALS
+
+
+_2 to 60 players._
+
+_Parlor; schoolroom._
+
+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:--
+
+ 1. Juveniles firmly conquered (James Fenimore Cooper).
+ 2. Name honored (Nathaniel Hawthorne).
+ 3. Bright humor (Bret Harte).
+ 4. One wholesome humorist (Oliver Wendell Holmes).
+ 5. Really lasting stories (Robert Louis Stevenson).
+ 6. Cheerful laborer (Charles Lamb).
+ 7. Tender, brilliant author (Thomas Bailey Aldrich).
+ 8. Heroism wisely lauded (Henry Wadsworth Longfellow).
+ 9. Just, gentle writer (John Greenleaf Whittier).
+ 10. Poetry bridged skyward (Percy Bysche Shelley).
+ 11. Clever delineator (Charles Dickens).
+ 12. Rare brain (Robert Browning).
+ 13. Weird imagination (Washington Irving).
+
+
+
+"B" GAME
+
+
+_5 to 30 or more players._
+
+_House party._
+
+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 conforming to the
+definition given. The following examples will illustrate:--
+
+ 1. B and one letter, meaning to exist.--Be.
+ 2. B and two letters forming a sack.--Bag.
+ 3. B and three letters forming a storehouse.--Barn.
+ 4. B and three letters, side of a stream.--Bank.
+ 5. B and three letters, a young creature.--Baby.
+ 6. B and three letters, a bag of goods.--Bale.
+ 7. B and three letters, without hair.--Bald.
+ 8. B and three letters, a surety.--Bond.
+ 9. B and three letters, timber.--Beam.
+ 10. B and three letters, a vegetable.--Beet.--Bean.
+ 11. B and three letters, a poet.--Bard.
+ 12. B and three letters, a drink.--Beer.
+ 13. B and three letters, a globule.--Bead.
+ 14. B and three letters, part of a bird.--Beak.
+ 15. B and three letters, a vessel.--Boat.
+ 16. B and four letters, an appendage.--Beard.
+ 17. B and four letters, a tree.--Beech.
+ 18. B and four letters, to commence.--Begin.
+ 19. B and four letters, a strand.--Beach.
+ 20. B and four letters, a receptacle.--Basin.
+ 21. B and four letters, a kind of meat.--Bacon.
+ 22. B and five letters, a combat.--Battle.
+ 23. B and five letters, a hound.--Beagle.
+ 24. B and five letters, a signal.--Beacon.
+ 25. B and five letters, a cup.--Beaker.
+ 26. B and eight letters, a demon.--Beelzebub.
+
+The player wins who answers correctly the largest number. This game
+may be devised for any initial letter.
+
+
+
+BARGAIN COUNTER
+
+
+_5 to 30 or more players._
+
+_House party._
+
+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.
+
+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."
+
+
+
+BEAST, BIRD, OR FISH
+
+
+_10 to 30 or more players._
+
+_Parlor; gymnasium; playground; schoolroom._
+
+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.
+
+IN THE SCHOOLROOM this game may be played with all the players but one
+in their accustomed seats.
+
+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 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.
+
+
+
+BUZZ
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium; schoolroom; parlor._
+
+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."
+
+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."
+
+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.
+
+
+
+CAKE SALE
+
+
+_Any number._
+
+_Parlor._
+
+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.
+
+What kind of cake would you buy for--
+
+ 1. Sculptors? (Marble cake.)
+ 2. Politicians? (Plum cake.)
+ 3. Geologists? (Layer cake.)
+ 4. Advertisers? (Cream puffs.)
+ 5. Dairymen? (Cream cake.)
+ 6. Milliners? (Ribbon cake.)
+ 7. His Satanic Majesty? (Angel's food.)
+ 8. Babies? (Patty cakes.)
+ 9. Lovers? (Kisses.)
+ 10. The betrothed? (Bride's cake.)
+ 11. Gossips? (Spice cake.)
+ 12. Carpenters? (Plain (plane) cake.)
+ 13. Idlers? (Loaf cake.)
+ 14. Pugilists? (Pound cake.)
+ 15. One who lives on his friends? (Sponge cake.)
+ 16. Dynamiters? (Raisin cake.)
+ 17. Invalids? (Delicate cake.)
+ 18. Convalescents? (Sunshine cake.)
+ 19. "Boodlers"? (Dough-nuts.)
+ 20. Those who sample all these too much? (Stomach ache.)
+
+
+
+CAT PARTY
+
+
+_5 to 30 or more players._
+
+_House party._
+
+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.
+
+Examples of questions are given below:--
+
+ 1. What sort of cat is allowed in a library? (Catalogue.)
+ 2. What sort of cat makes you think of reflected sounds?
+ (Catacoustics.)
+ 3. What sort of cat unites well with a toilet article? (Catacomb.)
+ 4. What sort of cat requires a physician's attention? (Catalepsy.)
+ 5. What sort of cat is feared by soldiers? (Catapult.)
+ 6. What sort of cat is bad for the eyes? (Cataract.)
+ 7. What sort of cat is to be dreaded? (Catastrophe.)
+ 8. What sort of cat is allowed on the table? (Catsup.)
+ 9. What sort of cat goes to Sunday school? (Catechism.)
+ 10. What sort of cat do girls most detest? (Caterpillar.)
+ 11. What sort of cat makes small boys weep? (Cat-o'-nine-tails.)
+
+
+
+CRAMBO
+
+
+_10 to 30 players._
+
+_House party._
+
+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.
+
+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.
+
+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:--
+
+ "To roast the mutton, let it linger
+ Longer than to roast your finger."
+
+Another business man drew the question, "What is the difference
+between doughnuts and sponge cake?" The word was "Youth." He wrote:--
+
+ "Sponge cake is delicate and sweet to the taste,
+ While doughnuts are tough as thunder;
+ And the youth who partakes of the first in haste
+ Will tackle the latter with wonder."
+
+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.
+
+
+
+CROSS QUESTIONS
+
+
+_10 to 60 players._
+
+_Parlor; schoolroom._
+
+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 _vis-a-vis_, who sits with
+his back to the questioner.
+
+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.
+
+FOR THE SCHOOLROOM.--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."
+
+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.
+
+
+
+DUMB CRAMBO
+
+
+_10 to 30 or more players._
+
+_Parlor._
+
+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 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.
+
+
+
+FIND THE RING
+
+
+_10 to 30 or more players._
+
+_Parlor; gymnasium; schoolroom._
+
+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:--
+
+ "Oh, the grand old Duke of York,
+ He had ten thousand men;
+ He marched them up the hillago,
+ And marched them down again.
+
+ "And when they were up they were up,
+ And when they were down they were down;
+ And when they were halfway up the hill,
+ They were neither up nor down."
+
+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.
+
+
+[Illustration: FLOWER MATCH]
+
+
+
+FLOWER MATCH
+
+
+_2 to 10 players._
+
+_Out of doors._
+
+ 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.
+
+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.
+
+
+
+GRASS BLADE
+
+
+_2 to 10 players._
+
+_Out of doors._
+
+ This is a pretty game for little children, recorded by Mr.
+ Culin, as played by the children of Japan, China, and Korea.
+
+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.
+
+
+
+HANDS UP--HANDS DOWN
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+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.
+
+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 _C_.
+
+The side starting the game is given a small ball of paper or worsted,
+and at the command of the captain of the _opposing_ 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.
+
+[Illustration diagram: HANDS UP, HANDS DOWN]
+
+The captain and players of the opposing group meanwhile keep a sharp
+lookout for the ball without leaving their seats.
+
+After a short time of passing, the captain, who started the passing
+(Group _B_, diagram) calls suddenly, "Hands up!" and immediately all
+passing in Group _A_ 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.
+
+The _B_ 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 _A_, hands wide open, palms downward, and again
+the player with the ball tries to hide it under his hand.
+
+The players of Group _B_, 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 _A_ moves a hand. Should the ball
+be found under the hand raised, the opposing group, _i.e._ Group _B_,
+receives as many points as there are hands left upon the desks.
+Otherwise, the search continues, the captain of Group _B_ asking
+players of his group to order a hand raised, or orders it himself,
+until the ball is discovered. Group _B_ now takes the ball and passes
+it from one to another, and Group _A_ 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.
+
+ 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.
+
+
+
+HEN ROOST
+
+
+_5 to 30 or more players._
+
+_Parlor; schoolroom._
+
+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:--
+
+The questioner says: "I heard that you got into the hen roost
+yesterday. How did you get in?"
+
+Answer: "With the dictionary."
+
+To the next player: "What did you find there?"
+
+Answer: "A horse."
+
+To the next player: "What did you give him to eat?"
+
+Answer: "A sofa pillow," etc.
+
+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.
+
+
+
+HORNS
+
+
+_5 to 60 players._
+
+_Indoors; out of doors; schoolroom._
+
+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
+placed on their knees or on a table or desk in front of them. One who
+is leader says:--
+
+"All horns up!"
+
+"Cat's horns up!" or
+
+"Cow's horns up!"
+
+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.
+
+
+
+INITIALS
+
+
+_5 to 30 or more players._
+
+_House party._
+
+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.
+
+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:--
+
+ H. B. B.
+
+ 1. To whom does this paper belong? (Henry B. Brown.)
+ 2. What is his character? (Horrid, but bearable.)
+ 3. What kind of hair has he? (Heavy, burnished brown.)
+ 4. What kind of eyes has he? (Heavenly, bright blue.)
+ 5. What books does he prefer? (Handsomely bound biographies.)
+ 6. What animals does he prefer? (Howling big bears.)
+ 7. What is his chief occupation? (Hammering bulky boxes.)
+ 8. What do you surmise regarding his future? (He'd better beware.)
+ 9. What does he think of the opposite sex? (Hebes! Bright beauties!)
+ 10. What does he think of the world in general?
+ (He's becoming bewildered.)
+
+
+
+LEAF BY LEAF
+
+
+_Any number of players._
+
+_Out of doors; indoors._
+
+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.
+
+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.
+
+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.
+
+This is an especially pleasing game for nature students.
+
+
+
+LITERARY LORE
+
+
+_5 to 30 or more players._
+
+_House party._
+
+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.
+
+
+TENNYSON
+
+ 1. What poem is it that sings down the vale?--The Brook.
+ 2. What is the poem whose father is king?--The Princess.
+ 3. The poem that honors a friend who is gone?--In Memoriam.
+ 4. The poem that rules in the spring?--The May Queen.
+ 5. The poem that lives in the depths of the sea?--The Mermaid.
+ 6. The poem once baked in a pie?--The Blackbird.
+ 7. The poem from which all its dwellers have gone?--The
+ Deserted House.
+ 8. The poem that is a good-by?--The Farewell.
+ 9. The poem whose dress was tatters and rags?--The Beggar Maid.
+ 10. The poem that lets in light?--The Window.
+ 11. The poem in which we see castles in Spain?--The Day Dream.
+ 12. The poem that sees in the night?--The Owl.
+
+
+LONGFELLOW
+
+ 1. What poem is it that helps to shoe your horse?--The
+ Village Blacksmith.
+ 2. The poem that needs an umbrella?--The Rainy Day. An April Day.
+ 3. The poem that carries you across?--The Bridge.
+ 4. The poem that finds you weary?--The Day is Done.
+ 5. The poem that keeps the time?--The Old Clock on the Stairs.
+ 6. The poem that belongs to little people?--The Children's Hour.
+
+
+
+LONDON
+
+
+_2 players._
+
+_Indoors; schoolroom; seashore._
+
+[Illustration diagram: LONDON]
+
+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 "_o_" 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
+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.
+
+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.
+
+The player wins who succeeds in occupying the largest number of spaces
+with three armed men of his own drawing.
+
+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.
+
+This game may be played on the seashore or playground or wherever the
+diagram may be drawn in hard earth.
+
+For the schoolroom it is an interesting diversion for pupils who
+assemble early before the opening of the school session.
+
+
+
+MINISTER'S CAT (THE)
+
+
+_Any number of players._
+
+_Parlor; schoolroom._
+
+The first player says, "The minister's cat is an avaricious cat,"
+using an adjective which begins with "a" to describe the cat.
+
+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 "_a_," 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 "_b_." This goes 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.
+
+
+
+MUSIC BOX
+
+
+_3 to 60 players._
+
+_House party; schoolroom; playground._
+
+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.
+
+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.
+
+
+
+MY LADY'S LAP DOG
+
+
+_5 to 30 of more players._
+
+_Parlor._
+
+ My lady's lapdog.
+
+ Two plump partridges and my lady's lapdog.
+
+ Three great elephants, two plump partridges, and my lady's
+ lapdog.
+
+ Four Persian cherry trees, three great elephants, etc.
+
+ Five Limerick oysters, four Persian cherry trees, etc.
+
+ Six bottles of Frontignac, five Limerick oysters, etc.
+
+ Seven swans a swimming, six bottles of Frontignac, etc.
+
+ Eight flip flap floating fly boats, seven swans, etc.
+
+ Nine merchants going to Bagdad, eight flip flap, etc.
+
+ Ten Italian dancing masters going to teach ten Arabian magpies
+ how to dance, nine merchants going to Bagdad, etc.
+
+ 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.
+
+ Twelve triumphant trumpeters triumphantly trumpeting the
+ tragical tradition of Telemachus, eleven guests going to
+ celebrate the marriage, etc.
+
+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.
+
+VARIATION.--For younger players, the following list may be found
+better:--
+
+ A big fat hen.
+
+ Two ducks and a big fat hen.
+
+ Three wild geese, two ducks, and a big fat hen.
+
+ Four plump partridges, three wild geese, two ducks, etc.
+
+ Five pouting pigeons, four plump partridges, three, etc.
+
+ Six long-legged cranes, five pouting pigeons, etc.
+
+ Seven green parrots, six long-legged cranes, etc.
+
+ Eight screeching owls, seven green parrots, six long-legged,
+ etc.
+
+ Nine ugly black turkey buzzards, eight screeching owls, etc.
+
+ Ten thousand domesticated chimney swallows, nine ugly black
+ turkey buzzards, eight screeching owls, etc.
+
+
+
+NAUGHTS AND CROSSES
+
+
+_2 players._
+
+_Indoors; out of doors._
+
+[Illustration diagram: NAUGHTS AND CROSSES]
+
+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.
+
+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.
+
+This game may be played at the seashore, on the playground, or
+wherever the diagram may be traced on the earth.
+
+For school use it is an interesting diversion for pupils who assemble
+early before a session opens, or who remain in over a rainy noontime.
+
+
+
+NIMBLE SQUIRREL
+
+
+_Any number of players._
+
+_Schoolroom; parlor; playground._
+
+ 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.
+
+The teacher states her problem in a manner similar to the following:--
+
+"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?"
+
+This game has been found intensely interesting for children through
+the upper grades of the elementary schools.
+
+
+
+PENNY WISE
+
+
+_5 to 30 players._
+
+_House party._
+
+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.
+
+Find on the penny the following:--
+
+The name of a song.--America.
+A privilege.--Liberty.
+A part of Indian corn.--Ear.
+A part of a hill.--Brow.
+Something denoting self.--Eye (I).
+Part of a door.--Lock (of hair).
+A weapon of war.--Arrow.
+An act of protection.--Shield.
+A gallant.--Beau (bow).
+A punishment.--Stripes.
+Part of a plant.--Leaf.
+A piece of jewelry.--Ring.
+A nut.--Acorn.
+A musical term.--Bar.
+An occupation.--Milling.
+A foreign fruit.--Date.
+Trimming for a hat.--Feather.
+What ships sail on.--Sea (C).
+A perfume.--Scent (cent).
+A religious edifice.--Temple.
+A messenger.--One sent (cent).
+A method of voting.--Ayes and Noes (eyes and nose).
+A Chinese beverage.--Tea (T).
+A gaudy flower.--Tulips (two lips).
+Comfort.--Ease (E. E.).
+A small animal.--Hare (hair).
+A term of marriage.--United state.
+An ancient honor.--Wreath.
+One of the first families.--Indian.
+
+
+
+PLANTING A GARDEN
+
+
+_5 to 30 or more players._
+
+_House party._
+
+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 must bear some direct relation, punning or otherwise, to
+the things planted.
+
+For example, a player writes, "I planted a kitten; what came up?" The
+paper is handed to the next player, who writes, "Pussy willows."
+
+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:--
+
+ 1. Plant an angry wise man; what will come up?--Scarlet sage.
+ 2. Plant a box of candy; what will come up?--Candytuft.
+ 3. Cupid's arrow; what will come up?--Bleeding heart.
+ 4. Some steps.--Hops.
+ 5. Days, months, and years.--Thyme.
+ 6. Christmas Eve.--Star of Bethlehem.
+ 7. Orange blossoms.--Bridal wreath.
+ 8. A sermon.--Jack in the pulpit.
+ 9. Cuff on the ear.--Box.
+ 10. Grief.--Weeping willow.
+ 11. Cinderella at midnight.--Lady's slipper.
+ 12. A ship that has nowhere to go.--Portulaca (port you lack, ah!).
+ 13. Star spangled banner and Union Jack.--Flags.
+ 14. Claws and a roar.--Tiger lilies.
+ 15. A Richmond caterpillar.--Virginia creeper.
+ 16. Contentment.--Heart's-ease.
+ 17. What a married man never has.--Batchelor's buttons.
+ 18. Sad beauties.--Bluebells.
+ 19. Labyrinth.--Maize.
+
+
+
+PRINCE OF PARIS
+
+
+_10 to 30 players._
+
+_Parlor; schoolroom._
+
+A player is chosen as leader; the others are numbered consecutively
+from one up, and are all seated.
+
+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:--
+
+"What, sir! I, sir?"
+
+_Leader._ "Yes, sir! You, sir!"
+
+_No. Four._ "Not I, sir!"
+
+_Leader._ "Who, then, sir?"
+
+_No. Four._ "Number Seven, sir."
+
+Number Seven, as soon as his number is called, must jump at once to
+his feet and say:--
+
+"What, sir! I, sir?"
+
+_Leader._ "Yes, sir! You, sir."
+
+_No. Seven._ "Not I, sir!"
+
+_Leader._ "Who then, sir?"
+
+_No. Seven._ "Number Three, sir!"
+
+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.
+
+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.
+
+ This game has much sport in it for house parties or other uses.
+
+
+
+RECOGNITION
+
+
+_Any number of players._
+
+_Parlor; schoolroom._
+
+Each player is given a card or slip prepared with the following
+questions, or the list may be dictated at the time.
+
+What famous persons, historical or mythical, do these objects suggest?
+
+ 1. Hatchet? (George Washington.)
+ 2. A rail fence? (Abraham Lincoln.)
+ 3. A kite? (Benjamin Franklin.)
+ 4. A muddy cloak? (Sir Walter Raleigh.)
+ 5. A lonely island? (Robinson Crusoe.)
+ 6. A burning bush? (Moses.)
+ 7. A ruff? (Queen Elizabeth.)
+ 8. A glass slipper? (Cinderella.)
+ 9. An apple? (William Tell.)
+ 10. A silver lamp? (Aladdin.)
+ 11. A smooth, round stone? (David.)
+ 12. Long hair? (Sampson.)
+ 13. A dove? (Noah.)
+ 14. A pomegranate seed? (Persephone.)
+ 15. A spider web? (Robert Bruce.)
+ 16. A key? (Bluebeard.)
+ 17. A wolf? (Red Riding Hood.)
+ 18. A steamboat? (Robert Fulton.)
+
+
+
+SCAT
+
+
+_2 players._
+
+_Indoors; out of doors; schoolroom._
+
+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.
+
+This is one of the diversions useful for rainy day recesses in school,
+or for pupils who congregate before a session opens.
+
+
+
+SEEKING FOR GOLD
+
+
+_5 to 15 players._
+
+_Out of doors; seashore._
+
+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 gathers up the
+pebbles, scatters them, draws a line between any two of them, snaps
+them, etc.
+
+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.
+
+ This game is played by children in China.
+
+
+
+SHAKESPEAREAN ROMANCE (A)
+
+
+_Any number of players._
+
+_House party; schoolroom._
+
+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.
+
+Other questions may be devised.
+
+ 1. Who were the lovers? (Romeo and Juliet.)
+ 2. What was their courtship like? (Midsummer Night's Dream.)
+ 3. What was her answer to his proposal? (As You Like It.)
+ 4. About what time of the month were they married? (Twelfth Night.)
+ 5. Of whom did he buy the ring? (Merchant of Venice.)
+ 6. Who were the best man and maid of honor? (Antony and Cleopatra.)
+ 7. Who were the ushers? (The Two Gentlemen of Verona.)
+ 8. Who gave the reception? (Merry Wives of Windsor.)
+ 9. In what kind of a place did they live? (Hamlet.)
+ 10. What was her disposition like? (The Tempest.)
+ 11. What was his chief occupation after marriage?
+ (Taming of the Shrew.)
+ 12. What caused their first quarrel? (Much Ado about Nothing.)
+ 13. What did their courtship prove to be? (Love's Labor Lost.)
+ 14. What did their married life resemble? (A Comedy of Errors.)
+ 15. What did they give each other? (Measure for Measure.)
+ 16. What Roman ruler brought about reconciliation? (Julius Caesar.)
+ 17. What did their friends say? (All's Well that Ends Well.)
+
+
+
+SIMON SAYS
+
+
+_2 to 60 players._
+
+_Parlor; schoolroom._
+
+The players sit around a table, or if played in the schoolroom, sit at
+their respective desks. Each player makes a fist of each hand with
+the thumb extended. One is chosen for leader, whom the others follow.
+
+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.
+
+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.
+
+
+
+SKETCHES
+
+
+_3 to 60 players._
+
+_Schoolroom; parlor._
+
+ 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.
+
+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.
+
+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:--
+
+ "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."
+
+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.
+
+
+
+TIDBITS FARMER (THE)
+
+
+_5 to 30 players._
+
+_House party._
+
+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.
+
+ There is a farmer who is (YY)
+ Enough to take his (EE)
+ And study nature with his (II)
+ And think on what he (CC)
+
+ He hears the chatter of the (JJ)
+ As they each other (TT)
+ And sees that when a tree de (KK)
+ It makes a home for (BB)
+
+ A yoke of oxen will he (UU)
+ With many haws and (GG)
+ And their mistakes he will ex (QQ)
+ When plowing for his (PP)
+
+ He little buys but much he se (LL)
+ And therefore little (OO)
+ And when he hoes his soil spe (LL)
+ He also soils his h (OO)
+
+
+
+TIP TAP TOE
+
+
+_2 to 8 players._
+
+_Indoors; out of doors._
+
+INDOORS.--A circle is drawn on a slate or paper, the size of it
+varying with the number of players, a larger circle being desirable
+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:--
+
+ "Tip, tap, toe, here we go,
+ Three jolly sailor boys all in a row."
+
+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.
+
+[Illustration diagram: TIP TAP TOE]
+
+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.
+
+OUT OF DOORS.--This game may be played out of doors by 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.
+
+This is an admirable game for playing on the hard sand of the
+seashore. 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.
+
+ This game is supposed to have originated in early methods of
+ allotting land.
+
+
+
+UP, JENKINS!
+
+
+_6 to 20 or more players._
+
+_Parlor; schoolroom._
+
+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.
+
+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 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.
+
+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.
+
+For the schoolroom see also an adaptation called _Hands up--Hands
+down_.
+
+
+
+WHAT IS MY THOUGHT LIKE?
+
+
+_5 to 30 players._
+
+_Children's party; house party; playground._
+
+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 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.
+
+
+
+WOODLAND LOVERS (THE)
+
+
+_5 to 30 or more players._
+
+_House party._
+
+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.
+
+ 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!"
+
+
+
+ZOO
+
+
+_5 to 10 players._
+
+_Parlor; schoolroom._
+
+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.
+
+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.
+
+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.
+
+For schools, 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.
+
+For older players 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.
+
+
+
+
+FEATS AND FORFEITS
+
+
+
+
+FEATS AND FORFEITS
+
+
+ Athletic feats requiring skill, strength, or agility are a very
+ interesting and amusing feature for gymnasiums and many other
+ conditions, and contain possibilities for some excellent and
+ vigorous physical development. As some of these may be used for
+ forfeits (although some kinds of forfeits cannot take the place
+ of athletic feats), these two classes of amusements are
+ included here in one chapter. The searcher for forfeits will do
+ well, however, to look through the section on feats.
+
+
+I. CONTESTS FOR TWO: WRESTLING MATCHES AND TUGS OF WAR
+
+The following group of wrestling matches and races make a very
+interesting and vigorous form of game with which to close a lesson in
+formal gymnastics. For instance, if pupils are in a formation that
+admits of immediately turning toward partners without change of
+formation, this may be done and any of these games then used without
+further rearrangement of a class. When used in this way the wrestling
+matches are generally determined by the winning of the best two out of
+three trials.
+
+These wrestling matches and races may of course be used also for
+forfeits.
+
+BALANCE WRESTLE.--Two contestants stand each in a forward stride
+position, the right foot being lengthwise on a line (the same line for
+both contestants) and the left foot back of it, turned at right angles
+to the right foot with the heel touching the same line. The toes of
+the right feet should touch. In this position players grasp right
+hands. The objects of the game are to make the opponent (1) move one
+or both feet, or (2) touch the floor with any part of the body. A
+point is scored for the opponent whenever a player fails in one of
+these ways. After a trial has been made with the right hand and foot,
+the wrestle should be repeated with the left hand and foot extended,
+and so on alternately.
+
+BOUNDARY TUG.--Two lines are drawn on the floor, five feet apart.
+Within this space two contestants face each other, the right toes
+touching and each stepping backward in a strong stride position with
+the left foot. Both players grasp a cane or wand, and each tries to
+pull the other across one of the boundary lines.
+
+HARLEQUIN WRESTLE.--This is a one-sided wrestle between two persons.
+Each stands on one leg; they then grasp right hands and each tries to
+make the other lower his upraised foot to the ground, or touch the
+floor with his free hand. The opponent may not be touched with the
+free hand.
+
+INDIAN WRESTLE.--Two players lie on their backs side by side, with
+adjacent arms locked. The feet should be in opposite directions. At a
+signal the adjacent legs are brought to an upright position and
+interlocked at the knees. The wrestle consists in trying to force the
+opponent to roll over from his position.
+
+INTERFERING.--This is one of the hopping relays, but the shoulders may
+not be used in it. Two contestants fold arms, and each, while hopping
+on one foot, tries to make his opponent put the other foot to the
+floor. As neither arms nor shoulders may be used, this is done
+entirely by a side movement of the free leg.
+
+KNEE AND TOE WRESTLE.--Two players sit on a mat, facing each other.
+The knees should be drawn up closely and the players should be near
+enough together to have the toes of each touch those of the opponent.
+Each player passes a stick under his knees, and then passes his arms
+under it and clasps his hands in front of his own knees. The wrestling
+begins at a signal and consists in each player trying to get his toes
+under those of his opponent and throw him backward.
+
+LUNGE AND HOP FIGHT.--A circle six feet in diameter is drawn on the
+ground. One player takes a lunge position forward, so that his forward
+foot rests two feet within the circle. The second player stands in the
+circle on one foot with arms folded across the chest. The hopper tries
+to make the lunger move one of his feet. The lunger in turn tries to
+make the hopper put down his second foot or unfold arms. Either player
+is defeated also if he moves out of the circle. The lunger may use his
+hands and arms.
+
+PUSH AND PULL.--Two lines are drawn on the floor at an interval of
+five feet. Within these lines two players take their places with two
+stout sticks, canes, or wands between them, each player grasping one
+end of each cane. The object of the feat is to push the opponent
+across the boundary line behind him, or to pull him over the nearer
+boundary line.
+
+The relative positions of the opponents may be reversed and the same
+struggle gone through back to back, still holding the canes.
+
+ This differs from Boundary Tug in the way the wands are held
+ and the fact of there being two wands.
+
+ROOSTER FIGHT.--This is an old Greek amusement. A ring six feet in
+diameter is drawn on the ground. Two players are placed in this, who
+stoop and grasp each his own ankles. In this position they try to
+displace each other by shouldering. The player loses who is overthrown
+or who loosens his grasp on his ankles.
+
+SHOULDER SHOVE.--For this, the players are divided into groups of
+five; each group marks on the ground a circle about eight feet in
+diameter. All five players stand within the circle. Four of them must
+fold their arms across the chest and hop on one foot. The object of
+the game is for these four players to push the fifth one, who is It,
+out of the circle with their shoulders. They may not use their hands.
+The fifth one may stand on both feet and use his arms. Should one of
+the hoppers place both feet on the ground or unfold his arms, he must
+leave the circle. The player who is It may avoid the hoppers by
+running and dodging. Should he be pushed out of the circle, the four
+hoppers are considered to have won the game.
+
+WAND AND TOE WRESTLE.--Two players sit on the floor with knees bent
+and toes touching those of the opponent. One wand is held between
+them, which both grasp so that the hands are placed alternately; there
+should be a short space in the center between the hands. The object of
+the tug is to pull the opponent up and over the dividing line. This is
+an excellent form of wand wrestle and will hold the interest of a
+class for months, especially if a continuous score be kept for the
+same contestants.
+
+WAND TWIST.--Two players stand and grasp at or near shoulder height a
+wand or cane held in a horizontal position. The object of one player
+is to raise or twist the wand out of the horizontal position, and of
+the other player to prevent this. The one who is trying to hold the
+wand in the horizontal position should have his hands next to each
+other in the center of the wand. The one who tries to twist the wand
+should place his hands outside of and touching those of the player who
+is resisting.
+
+WAND WRESTLE.--One player holds a wand or cane at full arm's length
+above his head, the hands being at about shoulder width distant on the
+wand, which should be held horizontally. The other player tries to
+pull the wand down to shoulder height. He may pull it forward at the
+same time, as it may be almost impossible in some cases to lower it
+without this forward movement.
+
+
+II. RACES
+
+ESKIMO RACE ON ALL FOURS.--The performers stand with hands and feet on
+the floor, the knees stiff, the hands clinched and resting on the
+knuckles. The elbows should be stiff. In this position a race is run,
+or rather "hitched," over a course that will not easily be too short
+for the performers.
+
+ This is a game of the Eskimos, reported by Lieutenant Schwatka.
+
+ESKIMO JUMPING RACE.--Fold the arms across the breast with the knees
+rigid and the feet close together. Jump forward in short jumps of an
+inch or two.
+
+ This is the regular form of one of the games of the Eskimos,
+ reported by Lieutenant Schwatka.
+
+
+III. MISCELLANEOUS FEATS
+
+ANKLE THROW.--This feat consists in tossing some object over the head
+from behind with the feet. A bean bag, book, or basket ball, is held
+firmly between the ankles. With a sudden jump, the feet are kicked
+backward so as to jerk the object into an upward throw, which should
+end in its curving forward over the head. It should be caught as it
+comes down.
+
+ARM'S LENGTH TAG.--Two players stand each with an arm extended at full
+length at shoulder level, and try to touch each other without being
+touched in return. This will require some rapid twisting, dodging, and
+bending. A touch on the extended hand does not count.
+
+BACKSLIDING.--The hands are placed palm to palm behind the back with
+the fingers pointing downward and thumbs next to the back. Keeping the
+tips of the fingers close to the back and the palms still together,
+the hands are turned inward and upward until the tips of the fingers
+are between the shoulders, pointing upward toward the head, and the
+thumbs outside.
+
+CATCH PENNY.--One elbow is raised level with the shoulder, the arm
+being bent to bring the hand toward the chest. Three or four pennies
+are placed in a pile on the bent elbow. Suddenly the elbow is dropped
+and the same hand moved downward quickly in an effort to catch the
+pennies before they fall to the ground.
+
+CHINESE GET-UP.--Two persons sit on the floor back to back with arms
+locked, and retaining such relative positions they try to stand
+upright.
+
+COIN AND CARD SNAP.--Balance a visiting card on the tip of the middle
+or forefinger. On top of the card place a dime or nickle; this should
+be exactly over the tip of the finger and in the middle of the card.
+Snap the edge of the card with a finger of the other hand, so that the
+card will be shot from under the coin and leave the coin balanced on
+the finger.
+
+DOG COLLAR.--Two players on hands and knees on a mat, rug, or cushion,
+face each other with about three feet distance between them. A knotted
+towel or a strap, or anything that will not chafe or cut the flesh, is
+thrown over both heads like a collar, being long enough to encircle
+the two. The head should be held well upward to prevent this from
+slipping off. At a signal, the players pull against each other, each
+trying to pull the opponent from the mat or to pull the collar from
+around his neck.
+
+DOG JUMP.--The performer holds a stick horizontally between the
+forefingers of his hands, pressing with the fingers to keep it from
+falling. Keeping the stick in this position, he should jump over it
+forward and then backward. The same feat may be performed by pressing
+together the middle fingers of the two hands without a stick and
+jumping over them forward and backward, as a dog jumps through curved
+arms.
+
+DOT AND CARRY TWO.--This is a spectacular feat of strength for three
+performers, A, B, and C. They stand in line, side by side, A standing
+in the center with B on his right and C on his left. He stoops down
+and passes his right hand behind the left thigh of B, and clasps B's
+right hand. He then passes his left hand behind C's right thigh, and
+takes hold of C's left hand. B and C pass each one arm around A's
+neck, and A, by raising himself gradually to a standing position, will
+find that he is able to lift the other two from the ground.
+
+HAND STAND SALUTE.--A player is required to stand on his hands with
+legs stretched at full length in the air, and then wriggle the feet at
+the ankles.
+
+HEEL AND TOE SPRING.--A line is drawn on the floor. The performer
+places his heels against this line, bends down, grasps the toes with
+the fingers underneath the feet and pointing backward toward the
+heels. He then leans forward slightly to get an impetus, and jumps
+backward over the line.
+
+This same feat may be reversed. Standing in the same position, the
+performer toes a line and jumps over it forward.
+
+JUG HANDLE.--The performer places his hands across the chest, with the
+tips of the middle fingers touching and the elbows extending on each
+side like a jug handle. Another player tries to pull the arms apart,
+either by working at them separately or together. Jerking is not
+permissible; the pull must be steady.
+
+Until one has tried this, it is surprising to find that even a strong
+person cannot overcome a weaker one in this position.
+
+LAST AND FIRST.--Place one foot immediately behind the other. On the
+rear foot place a small object, such as a light book, a slipper, or a
+small stick. With a sudden movement lift the forward foot, at the same
+instant hopping on the rear foot with a kicking movement forward, so
+as to throw the object forward beyond a given mark.
+
+LATH AND PLASTER.--Rub the top of the head with one hand, and
+simultaneously pat the chest with the other hand. Reverse the
+movement, patting the head and rubbing the chest. Do each of these
+things with the hands changed, the hand that was on the chest being
+placed on the head, and _vice versa_.
+
+PICK ME UP.--The performer is required to stand against the wall, drop
+a handkerchief at his feet, and without bending the knees stoop and
+pick up the handkerchief.
+
+PICK UP AND PUSH UP.--A line is drawn about two feet from a wall,
+which is toed by the performer, facing the wall. Between the line and
+the wall is placed a stool directly in front of the performer. The
+player leans forward, puts the top of his head against the wall, picks
+up the stool with his hands, and pushes himself backward to an upright
+position, getting an impetus from the head only, and lifting the stool
+as he does so.
+
+PINCUSHION.--On a chair having a cane or rush or wooden bottom a pin
+is stuck on the edge of the seat, or just under the edge, well around
+on one side toward the back. The performer starts sitting in the
+chair, and without leaving it, or touching his hands or feet to the
+floor, must reach around so as to remove the pin with his teeth.
+
+PRAY DO.--A line is marked on the floor. The performer stands with his
+toes on the line, and without using his hands or moving his feet,
+kneels down and gets up again.
+
+RABBIT HOP.--This should be done on a soft mat or cushion. The
+performer kneels; then sits back on the heels and grasps the insteps
+with his hands. From this position he leans suddenly forward, and
+while doing so pulls the feet up from the floor. In the instant that
+his weight is released, he hitches forward on the knees, the two knees
+moving forward alternately.
+
+ROTARY.--Raise both arms above the head. Move both with a rotary
+motion in opposite directions, describing a circle in the air, with
+the right hand moving forward and with the left moving backward
+simultaneously.
+
+Extend both arms in slanting position downward from the shoulders,
+elbows straight. Describe circles in the air with both arms, the hands
+at about the level of the hips, the right turning forward and the left
+backward.
+
+"RUBBER NECK."--In this feat a kneeling performer is required to pick
+a card up from the floor with his teeth, both hands being behind his
+back. The card is placed in front of him at the length of his forearm
+and hand from one knee. This distance is measured by placing the elbow
+against the knee and stretching the forearm and the hand at full
+length on the floor; the point which the middle finger reaches is the
+point at which the card must be placed. The card has the ends folded
+down so as to rest like a small table on the floor. The nearer edge of
+it must rest on the line determined as above specified.
+
+SCALES.--Hold a weight out at arm's length for a given time.
+
+SIAMESE TWINS.--Two players (two boys or two girls), of about the same
+height and weight, stand back to back and lock arms. The object is to
+walk in one direction, using first the legs of one player and then
+those of the other. This may be done by one player moving his feet
+forward slightly. This is accomplished by both bending the knees, and
+the player on the side toward which progress is to be made sliding his
+feet forward. Bracing his feet in the new position, he straightens his
+entire body upright, drawing the rear player after him until both are
+in the same relative position as at the start. This constitutes one
+step, and is repeated over as long a distance as may be specified or
+desired.
+
+
+[Illustration: SKIN THE SNAKE
+
+_Reprinted from Dr. Isaac T. Headland's "Chinese Boy and Girl," by
+kind permission of Messrs. Fleming H. Revell and Co._
+]
+
+
+SKIN THE SNAKE.--This is a feat for several performers--from five to
+fifty or more, and is suitable for the gymnasium. The players stand in
+a line, one behind another, with a short distance between. Each player
+bends forward and stretches one hand backward between his legs, while
+with the other hand he grasps that of the player in front, who has
+assumed the same position. When all are in position, the line begins
+backing, the player at the rear end of the line lying down on his
+back, and the next player walking backward astride over him until he
+can go no farther, when he also lies down with the first player's head
+between his legs. This backing and lying-down movement continues until
+all the players are lying in a straight line on the floor. Then the
+last one to lie down gets up and walks astride the line toward the
+front, raising the man next behind him to his feet, and so on until
+all again are standing in the original position. The grasp of hands is
+retained throughout.
+
+ It hardly need be said that this game is of Chinese origin. It
+ makes a very funny spectacle, especially if done rapidly.
+
+STOOPING PUSH.--Draw a line on the floor. Toe it with the feet spread
+wide apart. Reach around outside of the legs and grasp a light
+dumb-bell or other object of similar weight with both hands; throw or
+slide it forward on the floor from between the feet, the hands being
+kept together throughout. The object is to see how far the dumb-bell
+may be thrown without the player losing his balance.
+
+TANTALUS.--The left foot and leg and left cheek are placed close
+against the wall. The right foot is then slightly lifted in an effort
+to touch the left knee. Having reached it, the position should be
+steadily maintained for a few moments.
+
+THUMB SPRING.--This is similar to the Wall Spring, but differs both in
+method of execution and in general difficulty. The performer places
+the inner side of the thumbs against a wall, or the edge of a table or
+window sill may be used. No other part of the hands should touch this
+surface. The feet should then be moved as far backward as possible.
+The body will then be leaning forward; and from this position, without
+any movement of the feet, a sudden push should be made from the
+thumbs, the object being to recover the upright position. It is well
+to begin with a slight distance and work up to a greater one.
+
+WALL PIVOT.--One foot is placed against a wall at about the height of
+the knee. The other foot is thrown over it, the body making a complete
+turn in the air, so that the free foot may touch the ground in time to
+sustain the weight before a tumble. Thus, if the right foot be placed
+against the wall, the left leg will be thrown over it and the body
+turned over toward the right, the left foot being replaced on the
+floor to receive the weight. This is usually easier if done with a
+short run, and is best practiced on a thick gymnasium mattress.
+
+WALL SPRING.--The performer should stand facing a wall and a short
+distance from it. Keeping his feet in one spot, he should lean forward
+and place the palms of his hands flat against the wall; from this
+position he should then make a sudden push and spring backward to an
+upright position. With some practice, this may be done with a very
+considerable distance between the feet and the wall.
+
+WOODEN SOLDIER.--The arms are folded across the chest. In this
+position the performer is required to lie down on the back and rise
+again to an upright standing position, without assistance from either
+hands or elbows.
+
+WRIGGLE WALK.--The performer stands with heels together and toes
+pointed outward. Simultaneously he raises the right toes and the left
+heel, and turns them toward the same direction, the right toes inward
+and the left heel outward, pivoting on the opposite toe and heel. This
+is then reversed, so as to continue progress in the same direction.
+Resting on the toes and heel just moved, he lifts the opposite ones;
+that is, the left toes moving outward, the right heel moving inward,
+and so progresses for a specified distance.
+
+
+IV. FORFEITS
+
+ Many of the things described in the previous section of this
+ chapter may be used as forfeits.
+
+ Forfeits are used in many games as a penalty for failure, and
+ may be an occasion for much merriment. The usual method of
+ collecting and disposing of the forfeits is for each player
+ when he fails, to deposit with some one person designated for
+ the purpose some article which shall serve to identify him when
+ the penalties are assigned. This may be a ring, some small
+ article from the pocket, a bonbon, a pebble, or flower, a bit
+ of ribbon, or other ornament of dress.
+
+ When the game is over, the forfeits are redeemed. For this
+ purpose one player is chosen as the judge, who is seated.
+ Behind him stands a player who takes one article at a time from
+ the pile of collected forfeits, holds it over the head of the
+ judge so that he may not see it, and says, "Heavy, heavy hangs
+ over thy head."
+
+ The judge then asks, "Fine or superfine?" (meaning, boy or
+ girl?)
+
+ The holder answers, "Fine," if a boy, and "Superfine," if a
+ girl, and adds, "What must the owner do to redeem it?"
+
+ The judge then pronounces sentence. Part of the sport of this
+ imposing of penalties for forfeits is the ignorance of the
+ judge as to who is the owner of the forfeit.
+
+ The following penalties are appropriate for the paying of
+ forfeits, and many of the feats previously described are also
+ suitable.
+
+ The practice of forfeits is prehistoric, and is thought to have
+ originated in the custom of paying ransom for immunity from
+ punishment for crimes. As used in games of later years, the
+ main object has been to make the offender ridiculous.
+
+AFFIRMATIVE, THE.--A player is required to ask a question that cannot
+be answered in the negative. The question is, "What does y-e-s spell?"
+
+BLARNEY STONE.--The player is required to pay a compliment to each
+person in the room in turn.
+
+BLIND WALTZ.--Two players are blindfolded and told to waltz together.
+
+CHEW THE STRING.--Two bonbons are wrapped in paper and tied each to a
+piece of string six yards in length. These are placed on the floor at
+a distance from each other, the free end of each string being given
+to one of the two players who are assigned to this penalty. At a
+signal, each player puts his piece of string in his mouth, and with
+hands behind back chews rapidly at the string, trying to get it all
+into the mouth. The one who first gets to his piece of candy is
+rewarded by having both pieces.
+
+CONSTANTINOPLE.--The player is required to "Spell Constantinople, one
+syllable at a time." As soon as he gets to the letter "_i_," all of
+the other players shout the following syllable, "No!" The speller
+naturally thinks that he has made a mistake, and commences again. Each
+time that he gets to the letter "_i_," the same cry of "No" is made,
+and the poor victim may become very much confused, and doubt his own
+memory as to spelling before he discovers the trick.
+
+CORDIAL GREETING, A.--This penalty is imposed upon two players at
+once. They are blindfolded and led to opposite corners of the room.
+They are then told to go toward each other and shake hands.
+
+CRAWL, THE.--The player is required to leave the room with two legs
+and come back with six. He does this by bringing a chair with him when
+he returns.
+
+DANGEROUS POSITION, A.--The player is required to sit upon the fire.
+This is done by writing the words "the fire" on a slip of paper, and
+then sitting on it.
+
+ENNUI.--The player is required to yawn until he makes some one else
+yawn.
+
+FOOTBALL.--A ball the size of an orange is made of crumpled paper. It
+is placed on the floor, and the player is required to stand at a point
+three times the length of his foot from the ball. From this point he
+is required without bending the knees to kick the ball out of the way.
+
+FORUM, THE.--The player is required to make a speech on any subject
+assigned by the judge.
+
+FOUR FEET.--The player is required to put four feet against the wall.
+He does this by placing the feet of a chair against the wall.
+
+GRASSHOPPER.--The player is required to hold one foot in his hand and
+hop on the other around the room.
+
+HAND-TO-HAND.--A player is given some small article to hold in each
+hand, such as a flower or lead pencil, and required to stretch both
+arms at full length sideways, the right arm to the right and the left
+arm to the left. He is then required to bring both articles into one
+hand without bending shoulders or elbows; or, to state it differently,
+without bringing the hands any nearer together. This may be done by
+placing one of the objects on a table with one hand, turning around,
+and picking it up with the other hand.
+
+HAYSTACK.--A player is required to make a pile of chairs as high as
+his head, and then take off his shoes and jump over them. (Jump over
+the shoes.)
+
+HOTTENTOT TACKLE.--The player is required to cross the arms and grasp
+the left ear with the right hand and the nose with the left hand. He
+is then suddenly to release the grasp and reverse the position of the
+hands, grasping the right ear with the left hand and the nose with the
+right hand. This should be repeated several times in quick succession.
+
+INSIDE AND OUT.--The player is required to kiss a book inside and
+outside without opening it. He accomplishes this seemingly impossible
+task by taking the book out of the room, kissing it there, coming
+back, and kissing it again inside the room.
+
+JINGLES.--The player is given two pairs of rhymes and required to
+write a verse of four lines ending with the prescribed rhymes. This
+same forfeit may be imposed on several different players at once, an
+added interest arising from comparison of the finished verses.
+
+KNIGHT OF THE RUEFUL COUNTENANCE.--This requires two players, one who
+is assigned to be the knight and the other to be the squire.
+
+The squire takes the knight by the arm and leads him before each lady
+present. The squire kisses the hand of each lady in turn, and after
+each kiss carefully wipes the knight's mouth with a handkerchief. The
+knight must display his grief at the loss of so many opportunities by
+preserving throughout an unsmiling countenance.
+
+LITTLE DOG TRAY.--The player is required to crawl under the table on
+all fours and bark like a dog.
+
+LITTLE GERMAN BAND, THE.--Three or four players are told to imitate a
+little German band, each being required to represent a certain
+instrument, and all to join in rendering some popular air, which
+should be assigned.
+
+LITTLE SUNSHINE.--The player is required to walk around the room and
+bestow a smile on each person in turn.
+
+LUNCH COUNTER.--An apple is suspended at head height on the end of a
+string from a chandelier or portiere pole. The delinquent player is
+required to walk up to the apple and take a bite from it without help
+from the hands. For obvious reasons, only one person should be allowed
+to bite at an apple.
+
+MOODS.--The player is required to laugh in one corner of the room, to
+sing in the second corner, to cry in the third, and to whistle or
+dance in the fourth.
+
+NEGATIVE SIDE, THE.--The player is required to answer "No" to a
+question put to him by each member of the company in turn. This may be
+made very funny if he be required, for instance, thereby to express
+dislike for his favorite occupations or friends.
+
+PILGRIMAGE TO ROME, A.--The judge announces that the player who is to
+redeem this forfeit is about to make a pilgrimage to Rome, and
+requests that each member of the company give him something to take on
+his journey. The pilgrim is then required to pass around the room
+while each person, in turn, presents him with some article, the more
+inappropriate or difficult or cumbersome to carry the better. These
+may consist, for instance, of a small chair, a sofa pillow, a house
+plant, a big basket, a lunch consisting of a nut, etc. These must all
+be carried at once, and when all have been collected, the pilgrim must
+make one entire round of the room before laying any of them down.
+
+SAFETY POINT.--The player is required to put one hand where the other
+cannot touch it. He does this by placing the right hand on the left
+elbow, or _vice versa_.
+
+SO NEAR AND YET SO FAR.--Two players are required to stand upon an
+open newspaper in such a manner that they cannot possibly touch one
+another. They will find the solution of the problem in placing the
+newspaper over the sill of a door, and then closing the door between
+them.
+
+SPOON FOOD.--Two players are blindfolded and seated on the floor, each
+with a large towel or napkin pinned around the neck like a bib. Each
+is then given a bowl filled with corn meal or flour, and a spoon.
+When all is ready, the two players are told to feed each other. This
+forfeit makes as much sport for the rest of the company as for those
+engaged in its performance.
+
+THREE QUESTIONS.--The delinquent player is sent out of the room. While
+he is gone, the remaining players decide on three questions, to which
+he must reply "Yes" or "No" before he knows what the questions are.
+When he returns, he is asked if he will answer the first question with
+"Yes" or "No." Having made his choice, the question is then repeated
+to him, often resulting in much laughter from the incongruity of the
+answer. The other questions are answered in the same way.
+
+TIDBIT.--The player is required to bite an inch off the poker. He does
+this by holding the poker about an inch from his face and making a
+bite at it.
+
+TOAST OF THE EVENING, THE.--The player is required to propose his or
+her own health in a complimentary speech about himself or herself.
+
+UMBRELLA STAND.--A closed umbrella or a cane is held upright on the
+floor by pressing on the top of it with the forefinger. The player is
+then required to release his hold, to pirouette rapidly, and snatch
+the umbrella before it falls to the ground.
+
+VERSE LENGTHS.--The player is required to repeat a verse or jingle,
+stating the number of the word after each word. For example:--
+
+"Yankee, _one_, Doodle, _two_, went, _three_, to, _four_, town,
+_five_," etc.
+
+WALKING SPANISH.--The player is given a cane or closed umbrella. He
+rests this on the floor, places both hands on top of it, and then
+rests his forehead on the hands. While in this position, he is
+required to turn around three times, then suddenly stand with head
+erect, and walk straight ahead.
+
+ZOO, THE.--The player is required to imitate a donkey or any other
+animal.
+
+
+
+
+SINGING GAMES
+
+
+
+
+SINGING GAMES
+
+
+
+DID YOU EVER SEE A LASSIE?
+
+
+_10 to 60 or more players._
+
+_Playground; gymnasium._
+
+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.
+
+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.
+
+ Did you ever see a lassie, a lassie, a lassie,
+ Did you ever see a lassie do _this_ way and _that_?
+ Do _this_ way and _that_ way, and _this_ way and _that_ way;
+ Did you ever see a lassie do _this_ way and _that_?
+
+When a boy is in the center, the word "lassie" should be changed to
+"laddie."
+
+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.
+
+[Illustration music: Did You Ever See a Lassie?
+
+ Did you ev-er see a las-sie, a
+ las-sie, a las-sie, Did you ev-er see a
+ las-sie do _this_ way and _that_? Do _this_ way and
+ _that_ way, and _this_ way and _that_ way; Did you
+ ev-er see a las-sie do _this_ way and _that_?
+]
+
+
+[Illustration: DRAW A BUCKET OF WATER]
+
+
+
+DRAW A BUCKET OF WATER
+
+
+_4 to 60 or more players._
+
+_Indoors; out of doors._
+
+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:--
+
+[Illustration music:
+
+ Draw a buck-et of wa-ter, For my la-dy's daugh-ter,
+ One in a rush, Two in a rush,
+ Please, lit-tle girl, bob un-der the bush.
+]
+
+ Draw a bucket of water,
+ For my lady's daughter.
+ One in a rush,
+ Two in a rush,
+ Please little girl, bob under the bush.
+
+As the last line is said, the players all raise their arms without
+unclasping the hands and place them around their companions, who
+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.
+
+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.
+
+[Illustration music: DUCK DANCE (THE)
+
+ 1. I saw a ship a-sail-ing, A-sail-ing on the sea;
+ And oh, it was la-den With pret-ty things for me.
+
+ 2. There were com-fits in the cab-in, And ap-ples in the hold;
+ The sails were made of silk, And the masts were made of gold.
+
+ 3. Four and twen-ty sail-ors That sat up-on the decks
+ Were four and twen-ty white mice With chains a-bout their necks.
+
+ 4. The cap-tain was a duck With a pack-et on his back,
+ And when the ship be-gan to move The cap-tain cried "Quack! quack!"
+]
+
+ I saw a ship a-sailing, a-sailing on the sea;
+ And oh, it was laden with pretty things for me.
+ There were comfits in the cabin, and apples in the hold;
+ The sails were made of silk, and the masts were made of gold.
+
+ Four and twenty sailors that sat upon the deck
+ Were four and twenty white mice with chains about their necks.
+ The captain was a duck with a packet on his back,
+ And when the ship began to move the captain cried quack! quack!
+
+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!"
+
+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.
+
+
+
+FARMER IN THE DELL
+
+
+_10 to 30 or more players._
+
+_Indoors; out of doors._
+
+ The farmer in the dell,
+ The farmer in the dell,
+ Heigh-o! the cherry-oh!
+ The farmer in the dell.
+
+ The farmer takes a wife,
+ The farmer takes a wife,
+ Heigh-o! the cherry-oh!
+ The farmer takes a wife.
+
+ The wife takes a child,
+ The wife takes a child,
+ Heigh-o! the cherry-oh,
+ The wife takes a child.
+
+The succeeding verses vary only in the choice in each, and follow in
+this order:--
+
+ The child takes a nurse, etc.
+ The nurse takes a cat, etc.
+ The cat takes a rat, etc.,
+ The rat takes the cheese, etc.
+
+[Illustration music:
+
+ The far-mer in the dell, The far-mer in the dell,
+ Heigh-o the cher-ry-oh, The far-mer in the dell.
+]
+
+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.
+
+
+
+HUNTING
+
+
+_10 to 60 or more players._
+
+_Indoors; out of doors._
+
+ This game is especially enjoyed by little boys, for whom there
+ is a comparatively small number of appropriate singing games.
+
+The players all stand in two lines facing each other. They clap their
+hands in time with the song, and sing the first verse:--
+
+[Illustration music:
+
+ Oh, have you seen the Shah? Oh,
+ have you seen the Shah? He lights his pipe on a
+ star-light night, Oh, have you seen the Shah?
+
+ For a-hunt-ing we will go, A-
+ hunt-ing we will go. We'll catch a fox and
+ put him in a box. A-hunt-ing we will go.
+]
+
+ Oh, have you seen the Shah?
+ Oh, have you seen the Shah?
+ He lights his pipe on a starlight night.
+ Oh, have you seen the Shah?
+
+ For a-hunting we will go,
+ A-hunting we will go.
+ We'll catch a fox and put him in a box.
+ A-hunting we will go.
+
+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.
+
+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.
+
+
+
+ITISKIT, ITASKET
+
+
+_10 to 30 or more players._
+
+_Indoors; out of doors._
+
+This is a form of Drop the Handkerchief, differing somewhat in play,
+and also in that a verse is sung with the game.
+
+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:--
+
+ Itiskit, Itasket,
+ A green and yellow basket;
+ I wrote a letter to my love
+ And on the way I dropped it.
+ Some one of you has picked it up
+ And put it in your pocket;
+ It isn't you--it isn't you--
+
+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.
+
+[Illustration music: Itiskit, Itasket
+
+ I-tis-kit, I-tas-ket, A green and yel-low bas-ket; I
+ wrote a let-ter to my love And on the way I dropped it. I
+ dropped it, I dropped it, And on the way I dropped it.
+
+ Some one of you has picked it up And put it in your pock-et; It
+ isn't you, it isn't you, It isn't you, it isn't you.
+]
+
+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.
+
+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.
+
+
+
+KEEP MOVING
+
+
+_5 to 60 players._
+
+_Indoors; out of doors; schoolroom._
+
+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:--
+
+[Illustration music:
+
+ One finger, one thumb (etc.) keep moving,
+ One finger, one thumb (etc.) keep moving,
+ One finger, one thumb (etc.) keep moving,
+ Tra la! la, la! la, la!
+]
+
+ One finger one thumb keep moving,
+ One finger one thumb keep moving,
+ One finger one thumb keep moving.
+ Tra-la! la-la! la-la!
+
+(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.)
+
+ Two fingers two thumbs keep moving,
+ Two fingers two thumbs keep moving,
+ Two fingers two thumbs keep moving.
+ Tra-la! la-la! la-la!
+
+(The thumb and index finger of both hands are moved in similar
+manner.)
+
+ Four fingers two thumbs keep moving,
+ Four ----
+ Four ----
+ Tra-la! ----
+
+(The thumb, index, and middle fingers on each hand.)
+
+ Six fingers two thumbs keep moving,
+ Six ----
+ Six ----
+ Tra-la! ----
+
+(Add the ring finger.)
+
+ Eight fingers two thumbs keep moving,
+ Eight ----, etc.
+
+(All the fingers.)
+
+ Eight fingers two thumbs one hand keep moving,
+ Eight fingers two thumbs one hand keep moving,
+ Eight fingers two thumbs one hand keep moving.
+ Tra-la! la-la! la-la!
+
+(The finger motion is continued, and to it is added an up-and-down
+shaking of one hand.)
+
+ Eight fingers two thumbs two hands keep moving,
+ Eight ----
+ Eight ----
+ Tra-la! ----
+
+(A similar movement of the other hand is added.)
+
+ Eight fingers two thumbs two hands one arm keep moving, etc.
+
+(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.)
+
+ Eight fingers two thumbs two hands two arms keep moving, etc.
+
+(Add similar movement of the other arm.)
+
+ Eight fingers two thumbs two hands two arms one foot keep moving, etc.
+
+(The toes of one foot are lifted (bending the ankle) and tapped on the
+floor as in beating time.)
+
+ Eight fingers two thumbs two hands two arms two feet keep moving, etc.
+
+(Add similar movement of other foot.)
+
+ Eight fingers two thumbs two hands two arms two feet one leg
+ keep moving, etc.
+
+(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.)
+
+ Eight fingers two thumbs two hands two arms two feet two legs
+ keep moving, etc.
+
+(Add similar movement of the other leg.)
+
+ Eight fingers two thumbs two hands two arms two feet two legs
+ one head keep moving, etc.
+
+(Add a nodding movement of the head, forward and backward.)
+
+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.
+
+
+
+KING OF FRANCE (THE)
+
+
+_10 to 60 players._
+
+_Playground; gymnasium; schoolroom._
+
+[Illustration music:
+
+ The King of France with for-ty thou-sand men Marched
+ up the hill and then marched down a-gain.
+]
+
+ The King of France with forty thousand men
+ Marched up the hill and then marched down again.
+
+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.
+
+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.
+
+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 army of men, the words
+describing the movement being substituted for the line, "Marched up
+the hill." Thus:--
+
+ The King of France with forty thousand men
+ Waved his flag and then marched down again.
+
+The following variations are suggested, each of which indicates the
+movements to go with it.
+
+ Gave a salute, etc.
+ Beat his drum.
+ Blew his horn.
+ Drew his sword.
+ Aimed his gun.
+ Fired his gun.
+ Shouldered arms.
+ Pranced on his horse.
+
+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 _esprit de corps_ will be
+proportionately enhanced.
+
+
+
+KITTY WHITE
+
+
+_10 to 30 or more players._
+
+_Indoors; out of doors._
+
+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.
+
+ Kitty White so slyly comes,
+ To catch the Mousie Gray;
+ But mousie hears her softly creep;
+ And quickly runs away.
+
+ Run, run, run, little mouse,
+ Run all around the house;
+ For Kitty White is coming near,
+ And she will catch the mouse, I fear.
+
+
+[Illustration music: Kitty White
+
+ Kit-ty White so sly-ly comes To catch the Mous-ie Gray; But
+ mous-ie hears her soft-ly creep And quick-ly runs a-way. Run,
+ run, run, lit-tle mouse, Run all a-round the house; For
+ Kit-ty White is com-ing near, And she will catch the mouse, I fear.
+]
+
+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 lines, while the chase is going on,
+the players in the circle stand in place and clap their hands while
+singing "Run, run," etc.
+
+When the mousie is caught, both return to the circle, and another
+mouse and kitty are chosen.
+
+
+[Illustration: THE DUCK DANCE]
+
+
+
+LEAVES ARE GREEN
+
+
+_4 to 60 players._
+
+_Indoors; out of doors._
+
+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":--
+
+ The leaves are green, the nuts are brown;
+ They hang so high they will not come down;
+ Leave them alone till frosty weather;
+ Then they will all come down together.
+
+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.
+
+
+
+LET THE FEET GO TRAMP
+
+
+_10 to 60 players._
+
+_Playground; gymnasium; schoolroom._
+
+ Let the feet go tramp! tramp! tramp!
+ Let the hands go clap! clap! clap!
+ Let the finger beckon thee.
+ Come, dear friend, and skip with me.
+ La, la la la, la la la, etc.
+
+Let the Feet Go Tramp
+
+[Illustration music: Let the Feet Go Tramp
+
+ Let the feet go tramp, tramp, tramp, Let the hands go clap, clap, clap,
+ Let the fin-ger beck-on thee, Come, dear play-mate, skip with me.
+ Tra la la la la la la, La la la la la la la,
+ La la la la la la la, La la la la la.
+]
+
+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 center then dance
+around in time to the chorus "La, la," and the circle players may also
+join hands and dance in a circle.
+
+
+
+LONDON BRIDGE
+
+
+_6 to 30 or more players._
+
+_Indoors; out of doors._
+
+[Illustration music:
+
+ Lon-don bridge is fall-ing down, Fall-ing down, fall-ing down,
+ Lon-don bridge is fall-ing down, My fair la-dy.
+]
+
+ London Bridge is falling down,
+ Falling down, falling down.
+ London Bridge is falling down,
+ My fair lady!
+
+ Build it up with iron bars,
+ Iron bars, iron bars.
+ Build it up with iron bars,
+ My fair lady!
+
+ Iron bars will bend and break,
+ Bend and break, bend and break,
+ Iron bars will bend and break,
+ My fair lady!
+
+ Build it up with gold and silver, etc.
+ Gold and silver will be stolen away, etc.
+
+ Get a man to watch all night, etc.
+ Suppose the man should fall asleep? etc.
+
+ Put a pipe into his mouth, etc.
+ Suppose the pipe should fall and break? etc.
+
+ Get a dog to bark all night, etc.
+ Suppose the dog should meet a bone? etc.
+
+ Get a cock to crow all night, etc.
+ Here's a prisoner I have got, etc.
+
+ What's the prisoner done to you? etc.
+ Stole my hat and lost my keys, etc.
+
+ A hundred pounds will set him free, etc.
+ A hundred pounds he has not got, etc.
+
+ Off to prison he must go, etc.
+
+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,--
+
+ "Here's a prisoner I have got"
+
+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 the waist, and a tug of war
+takes place, the side winning which succeeds in pulling its opponent
+across a given line.
+
+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.
+
+ 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.
+
+
+
+LOOBY LOO
+
+
+_5 to 60 or more players._
+
+_Indoors; out of doors._
+
+ Here we dance, looby, looby, looby.
+ Here we dance, looby, looby, light.
+ Here we dance, looby, looby, looby, loo,
+ Every Saturday night.
+
+ Put your right hand in
+ Put your right hand out
+ Give your right hand a shake, shake, shake,
+ Hinkumbooby round-about.
+
+ Here we dance, looby, looby, looby, etc.
+
+ Put your left hand in, etc.
+
+ Here we dance, looby, looby, looby, etc.
+
+ Put your two hands in, etc.
+ Put your right foot in, etc.
+ Put your left foot in, etc.
+ Put your two feet in, etc.
+ Put your right elbow in, etc.
+ Put your left elbow in, etc.
+ Put your two elbows in, etc.
+ Put your right ear in, etc.
+ Put your left ear in, etc.
+ Put your head way in (bend deeply from the waist).
+
+
+[Illustration music: Looby Loo
+
+ Here we dance looby, loo-by, loo-by,
+ Here we dance looby, loo-by, light;
+ Here we dance loo-by, loo-by, loo-by, loo,
+
+ Ev-'ry Sat-ur-day night. Put your right hand in,
+ Put your right hand out, Give your right hand a
+ shake, shake, shake, Hin-kum-boo-by round a-bout.
+]
+
+The players stand in a ring, clasping hands. For the first two lines
+of the chorus,--
+
+ Here we dance, looby, looby, looby,
+ Here we dance, looby, looby, light,
+
+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,--
+
+ Here we dance, looby, looby, looby, loo,
+ Every Saturday night,
+
+the circle gallops halfway around to the left for the first line, and
+reverses the action, returning to place on the last line.
+
+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.
+
+ 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.
+
+
+
+MUFFIN MAN
+
+
+_6 to 30 or more players._
+
+_Indoors; out of doors._
+
+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:--
+
+ Oh, have you seen the muffin man, the muffin man, the muffin man?
+ Oh, have you seen the muffin man that lives in Drury Lane, O!
+ Oh, yes, I've seen the muffin man, the muffin man, the muffin man,
+ Oh, yes, I've seen the muffin man that lives in Drury Lane, O!
+
+
+[Illustration music: (The) Muffin Man
+
+ Oh, have you seen the muffin man, the
+ muffin man, the muffin man? Oh, have you seen the
+ muffin man that lives in Drury Lane, O!
+
+ Oh, yes, I've seen the muffin man, the
+ muffin man, the muffin man, Oh, yes, I've seen the
+ muffin man that lives in Drury Lane, O!
+]
+
+ 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.
+
+
+
+MULBERRY BUSH
+
+
+_6 to 60 players or more._
+
+_Indoors; out of doors._
+
+ Here we go round the mulberry bush,
+ The mulberry bush, the mulberry bush,
+ Here we go round the mulberry bush,
+ So early in the morning!
+
+
+[Illustration music: MULBERRY BUSH
+
+ Here we go round the mulberry bush,
+ The mulberry bush, the mulberry bush,
+ Here we go round the mulberry bush,
+ So early in the morning!
+]
+
+ This is the way we wash our clothes,
+ We wash our clothes, we wash our clothes,
+ This is the way we wash our clothes,
+ So early Monday morning.
+
+ This is the way we iron our clothes,
+ We iron our clothes, we iron our clothes,
+ This is the way we iron our clothes,
+ So early Tuesday morning.
+
+ This is the way we scrub the floor,
+ We scrub the floor, we scrub the floor,
+ This the way we scrub the floor,
+ So early Wednesday morning.
+
+ This is the way we mend our clothes,
+ We mend our clothes, we mend our clothes,
+ This the way we mend our clothes,
+ So early Thursday morning.
+
+ This is the way we sweep the house,
+ We sweep the house, we sweep the house,
+ This is the way we sweep the house,
+ So early Friday morning.
+
+ Thus we play when our work is done,
+ Our work is done, our work is done,
+ Thus we play when our work is done,
+ So early Saturday morning.
+
+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."
+
+ 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.
+
+
+
+NUTS IN MAY
+
+
+_6 to 60 or more players._
+
+_Indoors; out of doors._
+
+(Sung to the air of "Mulberry Bush")
+
+ Here we come gathering nuts in May,
+ Nuts in May, nuts in May.
+ Here we come gathering nuts in May,
+ On a cold and frosty morning.
+
+ Whom will you have for nuts in May,
+ Nuts in May, nuts in May?
+ Whom will you have for nuts in May
+ On a cold and frosty morning?
+
+ We'll have (Mary) for nuts in May,
+ Nuts in May, nuts in May,
+ We'll have (Mary) for nuts in May,
+ On a cold and frosty morning.
+
+ Whom will you send to fetch her away,
+ To fetch her away, to fetch her away?
+ Whom will you send to fetch her away,
+ On a cold and frosty morning?
+
+ We'll send (Alice) to fetch her away,
+ To fetch her away, to fetch her away.
+ We'll send (Alice) to fetch her away,
+ On a cold and frosty morning.
+
+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.
+
+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."
+
+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.
+
+
+
+OATS, PEAS, BEANS
+
+
+_6 to 60 players._
+
+_Indoors; out of doors._
+
+[Illustration music:
+
+ Oats, peas, beans and bar-ley grows, Oats, peas, beans and
+ bar-ley grows. Nor you nor I nor no-bod-y knows How
+ oats, peas, beans and bar-ley grows. Thus the far-mer
+ sows his seed, Thus he stands and takes his ease,
+ Stamps his foot and clasps his hands, And turns a-round to
+ view his lands. A-waiting for a partner,
+ A-waiting for a partner, So open the ring and
+ choose one in, Make haste and choose your partner.
+]
+
+ Oats, peas, beans, and barley grows,
+ Oats, peas, beans, and barley grows.
+ Nor you nor I nor nobody knows
+ How oats, peas, beans, and barley grows.
+
+ Thus the farmer sows his seed,
+ Thus he stands and takes his ease,
+ Stamps his foot and claps his hands,
+ And turns around to view his lands.
+
+ A-waiting for a partner,
+ A-waiting for a partner,
+ So open the ring and choose one in,
+ Make haste and choose your partner.
+
+ Now you're married, you must obey.
+ You must be true to all you say.
+ You must be kind, you must be good,
+ And keep your wife in kindling wood.
+
+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:--
+
+ Waiting for a partner,
+ Waiting for a partner,
+
+standing still for the last two lines:--
+
+ So open the ring
+ And choose one in.
+
+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.
+
+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.
+
+ 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 of sympathetic
+ magic among primitive peoples, from which doubtless came the
+ custom of spring and harvest festivals.
+
+ Mrs. Gomme also points out that the choosing of the partner
+ indicates the custom of courtship and marriage at these sowing
+ and harvest gatherings.
+
+
+
+ROUND AND ROUND THE VILLAGE
+
+
+_6 to 30 or more players._
+
+_Indoors; out of doors._
+
+[Illustration music:
+
+ Go round and round the village,
+ Go round and round the village,
+ Go round and round the village,
+ As we have done before.
+]
+
+ Go round and round the village,
+ Go round and round the village,
+ Go round and round the village,
+ Go as we have done before.
+
+ Go in and out the windows,
+ Go in and out the windows,
+ Go in and out the windows,
+ Go as we have done before.
+
+ Now stand and face your partner,
+ Now stand and face your partner,
+ Now stand and face your partner,
+ And bow before you go.
+
+ Now follow me to London,
+ Now follow me to London,
+ Now follow me to London,
+ As we have done before.
+
+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.
+
+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.
+
+FOR THE SCHOOLROOM.--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 with the neighbors to form an arch under which
+the runners make their way.
+
+Variations.--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.
+
+ 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.
+
+
+
+SNAIL
+
+
+_10 to 60 players._
+
+_Indoors; out of doors._
+
+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.
+
+ Hand in hand you see us well
+ Creep like a snail into his shell,
+ Ever nearer, ever nearer,
+ Ever closer, ever closer,
+ Very snug indeed you dwell,
+ Snail, within your tiny shell.
+
+ Hand in hand you see us well
+ Creep like a snail out of his shell.
+ Ever farther, ever farther,
+ Ever wider, ever wider.
+ Who'd have thought this tiny shell
+ Could have held us all so well.
+
+
+[Illustration music: SNAIL
+
+ Hand in hand you see us well Creep like a
+ snail into his shell, Ever nearer, ever
+ nearer, Ever closer, ever closer, Very
+ snug indeed you dwell, Snail, within your tiny shell.
+]
+
+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.
+
+This "winding up" is a very old traditional feature in games, and is
+supposed to have originated in tree worship.
+
+
+
+
+BALLS AND BEAN BAGS
+
+
+[Illustration: BALLS
+
+ 1. Medicine ball
+ 2. Basket ball
+ 3. Volley ball
+ 4. Association and Soccer football (round)
+ 5. Intercollegiate and Rugby football (prolate spheroid)
+ 6. Gas ball
+ 7. Playground ball
+ 8. Baseball (outdoor)
+ 9. Tennis ball
+ 10. Handball
+ 11. Handball (official American, leather covered)
+ 12. Golf ball
+]
+
+
+
+
+BALLS AND BEAN BAGS
+
+
+
+SPECIFICATIONS FOR BALLS, BEAN BAGS, MARKING GROUNDS, ETC.
+
+
+BALLOONS.--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.
+
+BASEBALL (See also _Indoor Baseball_).--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.
+
+BASKET BALL.--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.
+
+BEAN BAGS (See also _Oat Sacks_).--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 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.
+
+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 _Oat Sacks_.)
+
+CRICKET BALL.--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.
+
+FOOTBALL.--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 x 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.
+
+GAS BALL.--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.
+
+GOLF BALL.--Golf balls are made of gutta percha, painted white. The
+interior construction varies. The surface is made uneven with lines,
+dots, or dimples, to give greater buoyancy to the strokes. Size,
+about 1-5/8 inches in diameter. Cost, from $2 to $9 per dozen.
+
+HANDBALL.--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.
+
+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.
+
+_Official Handballs_ 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.
+
+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.
+
+HOCKEY BALL.--_Field Hockey_ 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.
+
+_Ice Hockey_ 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.
+
+_Ring Hockey_ or _Indoor Hockey_ 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.
+
+INDOOR BASEBALL.--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 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.
+
+LA CROSSE BALL.--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.
+
+MEDICINE BALL.--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.
+
+OAT SACKS.--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.
+
+PLAYGROUND BALL.--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.
+
+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, not less than 8 ounces nor more than 8-3/4 ounces in
+weight, made of yielding substance covered with a white skin.
+
+Good playground balls of any of the sizes here mentioned cost $1 each.
+
+POLO BALLS.--_Polo_ or _Roller Polo_ (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.
+
+_Equestrian Polo_ 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.
+
+_Water Polo_ 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.
+
+PUSHBALL.--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.
+
+RUGBY BALL.--See _Football_.
+
+SOCCER BALL.--See _Football_.
+
+SQUASH BALL.--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.
+
+TENNIS BALL.--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.
+
+VOLLEY BALL.--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.
+
+
+MARKING GROUNDS
+
+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 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.
+
+
+
+BEAN BAG AND OAT SACK GAMES
+
+
+
+BAG PILE
+
+
+_10 to 100 players._
+
+_Gymnasium; playground; schoolroom._
+
+_Bean bags; oat sacks._
+
+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.
+
+The line wins which first scores five or ten, as may be decided
+beforehand. The play should be very rapid.
+
+
+
+BEAN BAG AND BASKET RELAY
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+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 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.
+
+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.
+
+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.
+
+
+
+BEAN BAG BOARD
+
+(Faba Gaba)
+
+
+_2 to 30 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+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.
+
+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.
+
+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.
+
+
+
+BEAN BAG BOX
+
+
+_2 to 20 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+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.
+
+This is a very popular game, and the paraphernalia for it may be
+easily improvised.
+
+
+
+BEAN BAG CIRCLE TOSS
+
+
+_10 to 30 or more players._
+
+_Gymnasium; playground; schoolroom._
+
+_Bean bags; balls._
+
+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.
+
+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.
+
+
+
+BEAN BAG RING THROW
+
+
+_10 to 60 or more players._
+
+_Playground; seashore; gymnasium; schoolroom._
+
+_Bean bags; blocks of wood; stones; shells._
+
+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.
+
+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.
+
+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.
+
+IN THE SCHOOLROOM.--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 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.
+
+The row wins which has the highest score when each of its players has
+thrown.
+
+
+
+CATCH BASKET
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+_Bean bags; gas ball._
+
+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.
+
+
+
+CRISS-CROSS GOAL
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+The class is divided into two teams. Each team is divided into two
+lines, which stand facing each other, as shown in the diagram.
+
+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.
+
+Player No. 1 holds the bean bag in each team.
+
+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, and tries
+again; he continues trying until he or his opponent gets a bag in,
+which event finishes the inning.
+
+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.
+
+[Illustration: Diagram: CRISS-CROSS GOAL]
+
+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.
+
+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.
+
+Sometimes it is necessary to have umpires to watch for fouls, such as
+skipping a player in passing the bag.
+
+ 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.
+
+
+
+DESK RELAY
+
+
+_20 to 60 players._
+
+_Schoolroom._
+
+_Bean bags._
+
+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.
+
+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.
+
+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.
+
+ 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.
+
+
+
+FETCH AND CARRY
+
+
+_10 to 60 players._
+
+_Schoolroom; playground._
+
+_Bean bags._
+
+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 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.
+
+[Illustration Diagram: FETCH AND CARRY RELAY]
+
+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.
+
+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.
+
+
+
+HAND OVER HEAD BEAN BAG
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+This is a relay passing race, the different rows of pupils competing
+with each other in passing bean bags backward over the head.
+
+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 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.
+
+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.
+
+
+
+JUMP THE BEAN BAG
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+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.
+
+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.
+
+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.
+
+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.
+
+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 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.
+
+The division whose original leader first gets back to his starting
+place wins the game.
+
+ 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.
+
+
+
+PASSING RELAYS
+
+
+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:--
+
+ Bag Pile.
+ Passing Race.
+ Pass and Toss Relay (single line).
+ Pass and Toss Relay (double line).
+
+
+
+PASSING RACE
+
+
+_10 to 100 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Bean bags; dumb-bells._
+
+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.
+
+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.
+
+This makes an especially interesting game when dumb-bells are used
+instead of bean bags, as they are harder to pass.
+
+
+
+PASS AND TOSS RELAY (SINGLE LINE)
+
+
+_16 to 60 players._
+
+_Gymnasium; playground; schoolroom._
+
+_Bean bags; oat sacks._
+
+[Illustration diagram: PASS AND TOSS RELAY (Single Line)]
+
+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.
+
+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.
+
+ 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.
+
+
+
+PASS AND TOSS RELAY (DOUBLE LINE)
+
+
+_16 to 60 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Bean bags; oat sacks._
+
+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.
+
+[Illustration diagram: PASS AND TOSS RELAY (Double Line)]
+
+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:--
+
+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 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.
+
+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.
+
+The game may be made a little more definite by Number One having some
+distinguishing mark, as a handkerchief, tied on his arm.
+
+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.
+
+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.
+
+ The writer is indebted to Mr. Chesley's _Indoor and Outdoor
+ Gymnastic Games_ 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.
+
+
+
+TARGET TOSS
+
+
+_10 to 60 players._
+
+_Playground; seashore; gymnasium; schoolroom._
+
+_Bean bags; stones; shells._
+
+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 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.
+
+
+
+TEACHER AND CLASS
+
+
+_5 to 60 players._
+
+_Playground; gymnasium; class room._
+
+_Bean bags; balls._
+
+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.
+
+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."
+
+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.
+
+
+
+VAULTING RELAY
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+_Bean Bags._
+
+[Illustration diagram: VAULTING RELAY]
+
+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.
+
+ 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.
+
+
+
+BALL GAMES SUITABLE FOR BEAN BAGS
+
+ All run
+ Arch Ball
+ Ball Chase
+ Ball Puss
+ Ball Tag
+ Call Ball
+ Center Catch Ball
+ Circle Ball
+ Club Bowls
+ Center Club Bowls
+ Circle Club Bowls
+ Line Club Bowls (Single)
+ Line Club Bowls (Double)
+ Corner Spry
+ Dead Ball
+ Dodge Ball
+ Home Run
+ Line Ball
+ Over and Under Relay
+ Overtake
+ Pig in a Hole
+ Ring Call Ball
+ Roley Poley
+ Round Ball
+ Russian Hole Ball
+ Schoolroom Dodge Ball
+ Spud
+ Stride Ball
+ Toss Ball
+ Tree Ball
+ Zigzag Games
+ Circle Zigzag
+ Line Zigzag I, II, III
+ Zigzag Overhead Toss
+
+
+
+
+BALL GAMES
+
+
+
+
+BALL GAMES
+
+
+
+ALL RUN
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Hand ball; bean bag._
+
+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."
+
+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.e._ 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.
+
+
+
+ARCH BALL
+
+
+_10 to 100 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Basket ball; bean bag; oat sack; any substitute._
+
+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 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.
+
+[Illustration diagram: ARCH BALL]
+
+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.
+
+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 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.
+
+FOR THE SCHOOLROOM.--See also _Hand over head bean bag_, in which the
+entire class plays at once.
+
+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 _right_-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 _left_ of the desks and move backward one place.
+The line wins whose original leader first gets back to the front.
+
+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.
+
+
+
+ARCH GOAL BALL
+
+
+_10 to 60 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+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 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.
+
+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.
+
+
+
+BALL CHASE
+
+
+_4 to 20 players._
+
+_Playground; gymnasium._
+
+_Hand ball or substitute._
+
+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.
+
+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.
+
+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.
+
+
+
+BALL DRILL
+
+(See _Hand Ball Drill_ and _Wall Ball Drill_.)
+
+
+
+BALLOON BALL
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+_Inflated balloon._
+
+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.
+
+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.
+
+Object.--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.
+
+Fouls.--Fouls are called for the following:--
+
+Standing more than half erect.
+Leaving seat entirely.
+Raising desk (if movable).
+Striking ball with clinched hand.
+
+Score.--Each goal made counts two points. One point is also awarded to
+the opposing team for each foul.
+
+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.
+
+ 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.
+
+
+
+BALLOON GOAL
+
+
+_10 to 100 players._
+
+_Schoolroom; parlor; gymnasium._
+
+_Inflated balloon._
+
+[Illustration diagram: BALLOON GOAL]
+
+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.
+
+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.
+
+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.
+
+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.
+
+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.
+
+This game is admirable for the parlor, and may also be played in the
+gymnasium or playground.
+
+ 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.
+
+
+
+BALL PUSS
+
+
+_3 to 30 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+_Gas ball; basket ball; hand ball; bean bag._
+
+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.
+
+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.
+
+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.
+
+
+
+BALL STAND
+
+(Burley Whush)
+
+
+_5 to 20 players._
+
+_Out of doors; gymnasium._
+
+_Hand ball; tennis ball._
+
+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.
+
+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.
+
+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.
+
+
+
+BALL TAG
+
+
+_3 to 60 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Gas ball; bean bag; basket ball; hand ball._
+
+ 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.
+
+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.
+
+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.
+
+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.
+
+
+
+BASKET BALL DISTANCE THROW
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+ 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.
+
+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 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.
+
+[Illustration diagram: BASKET BALL DISTANCE THROW]
+
+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.
+
+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.
+
+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 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.
+
+
+
+BATTLE BALL
+
+
+_6 to 12 players._
+
+_Playground; gymnasium._
+
+_Basket ball; Indian clubs._
+
+ 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 cooperate 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.
+
+GROUND.--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.
+
+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.
+
+TEAMS AND OFFICIALS.--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, 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.
+
+[Illustration diagram: BATTLE BALL]
+
+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.
+
+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.
+
+OBJECTS.--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.
+
+START.--The sides toss up for the ball or choose by drawing cuts (see
+chapter on "Counting out and Choosing Sides.")
+
+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.
+
+POINTS OF PLAY.--Successful play will come both from throwing and
+bowling the ball. The best way to throw or bowl the ball 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.
+
+FOULS.--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.
+
+SCORE.--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.
+
+A ball passing between a pair of clubs scores ten.
+
+A ball passing between the legs of an opposing player scores ten.
+
+No score is made on a ball caught by the opponents.
+
+Fouls score as stated above.
+
+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.
+
+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.
+
+ This game was originated by Dr. Dudley A. Sargent.
+
+
+
+BOMBARDMENT
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+_Basket ball; Indian clubs._
+
+[Illustration diagram: BOMBARDMENT]
+
+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.
+
+GROUND.--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.
+
+PLAYERS.--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.
+
+OBJECT AND POINTS OF PLAY.--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 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.
+
+SCORE.--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.
+
+
+
+BOUNDARY BALL
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+GROUND.--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.
+
+PLAYERS.--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.
+
+OBJECT OF THE GAME.--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.
+
+For instance, party A throws the ball at party B's boundary. The
+latter, by running backward several paces, succeeds in intercepting
+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.
+
+START.--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.
+
+RULES AND POINTS OF PLAY.--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.
+
+SCORE.--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.
+
+
+
+BOUND BALL
+
+
+_10 to 30 players._
+
+_Playground; gymnasium._
+
+_Tennis ball; hand ball._
+
+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."
+
+GROUND.--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 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.
+
+PLAYERS.--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.
+
+OBJECT.--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.
+
+START.--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.
+
+RULES AND POINTS OF PLAY.--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 in the court for which it was intended, when it should still
+be considered in play.
+
+SCORE.--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:--
+
+One point is scored for (_a_) failure to strike the ball as directed
+(from above with the open palm); (_b_) failure to bound the ball
+before sending it into the opponents' ground; (_c_) failure to return
+a good serve or play.
+
+
+
+BOWL BALL
+
+(See _Center Club Bowls_, _Circle Club Bowls_, and _Line Club Bowls_.)
+
+
+
+CALL BALL
+
+(See also _Ring Call Ball_, _Ball Stand_, and _Spud_.)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Hand ball._
+
+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.
+
+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.
+
+
+
+CAPTAIN BALL
+
+
+ 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.
+
+ 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 _not absolutely necessary_ except for
+ match games.
+
+ 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.
+
+For NEW YORK CAPTAIN BALL (rules of Girls' Branch, Public Schools
+Athletic League), see _Appendix_.
+
+
+
+CAPTAIN BALL--I
+
+
+_14 players._
+
+_Basket ball; volley ball._
+
+[Illustration diagram: CAPTAIN BALL--I]
+
+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.
+
+GROUND.--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.
+
+TEAMS.--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.
+
+OBJECT OF THE GAME.--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.
+
+START.--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.
+
+RULES.--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 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.
+
+FOULS.--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.
+
+SCORE.--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.
+
+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.
+
+
+
+CAPTAIN BALL--II
+
+
+_18 to 60 players._
+
+_Playground; gymnasium._
+
+_Basket ball; volley ball._
+
+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.
+
+
+[Illustration: CAPTAIN BALL IN A HIGH SCHOOL]
+
+
+[Illustration Diagram: CAPTAIN BALL--II]
+
+GROUND.--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.
+
+TEAMS.--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).
+
+OBJECTS OF GAME.--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, 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.
+
+START.--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.
+
+RULES.--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.
+
+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.
+
+Other rules are indicated under "Fouls."
+
+FOULS.--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.
+
+One point is scored by the opponents whenever a foul is made, and the
+ball is then put in play again from the center.
+
+SCORE.--One point is scored for a team every time a baseman catches
+the ball from another baseman of the same team.
+
+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.
+
+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.
+
+
+
+CAPTAIN BALL--III
+
+
+_20 to 40 players._
+
+_Playground; gymnasium._
+
+_Basket ball; volley ball._
+
+ 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.
+
+GROUND.--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.
+
+TEAMS.--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' 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.
+
+[Illustration Diagram: CAPTAIN BALL--III]
+
+OBJECTS OF GAME.--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.
+
+START.--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 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.
+
+RULES.--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.
+
+FOULS.--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.
+
+SCORE.--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.
+
+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 _vice versa_, as
+in some other forms of this game.
+
+
+
+EMPEROR BALL
+
+(Captain Ball--IV)
+
+
+_30 to 40 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+ This game is really a form of Captain Ball, but differs from
+ any of the previous forms in the following points:--
+
+ 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.
+
+[Illustration Diagram: EMPEROR BALL]
+
+GROUND.--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.
+
+TEAMS.--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. 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.
+
+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.
+
+OBJECTS OF THE GAME.--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.
+
+START.--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.
+
+RULES.--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.
+
+FOULS.--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 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.
+
+SCORE.--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.
+
+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.
+
+The teams change sides and places for the second half, guards becoming
+basemen, and _vice versa_.
+
+
+
+PROGRESSIVE CAPTAIN BALL
+
+(Captain Ball--V)
+
+
+_20 to 60 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+ 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.
+
+ This form of the game as to grounds and rules may be played
+ without the progression if desired.
+
+[Illustration Diagram: PROGRESSIVE CAPTAIN BALL]
+
+GROUND.--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 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.
+
+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.
+
+TEAMS.--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.
+
+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.
+
+OBJECTS OF THE GAME.--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.
+
+START.--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.
+
+RULES.--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.
+
+PROGRESSION.--The distinctive feature of this game is the method of
+progression. To make this plainer, the players in the diagram are
+designated by numbers as well as by teams. Thus, "_X_" indicates all
+players on one team, and "_O_" all players on the other team, each
+player carrying a number, _X-1_, _X-2_, _X-3_, etc. The method of
+progression is as follows:--
+
+After the ball has scored a point, the two fielders, _X-13_ and
+_O-13_, move to base _A_. _O-13_, as he is now crossing to his home
+side of the field, goes inside of base _A_ as baseman, and _X-13_
+becomes his guard; the other two fielders, _X-14_ and _O-14_, go to
+base _F_, the home man, _X-14_, going inside the base, and _O-14_
+becoming his guard. It will thus be seen that the two fielders bearing
+the lower number (_13_) go to the first base, _A_, and those bearing
+the higher number (_14_) go to the base bearing the highest letter,
+_F_. At the same time that the fielders make this change, each baseman
+and his attendant guard move one base farther up; that is, baseman
+_O-1_ and guard _X-7_ move from base _A_ to base _B_; baseman _O-2_
+and his guard _X-8_ move from base _B_ to base _C_; and so on. The
+last baseman on this side, _O-5_, and his guard, _X-11_, move to the
+center or captain's base, the previous captain and his guard taking
+the place of the fielders who stood nearest base _E_. 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 _A_, _B_, _C_, _D_, and _E_
+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 _A_ (basemen _O-1_ and guard _X-7_) become
+fielders, they progress by going to base _F_, instead of back to base
+_A_. This change comes easily if the captain from the base occupied at
+first by _X-6_ always takes his place as fielder nearest base _A_; the
+fielders nearest _A_ always going to _A_, and the other fielders to
+_F_.
+
+FOULS.--(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.
+
+PENALTY FOR FOULS.--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.
+
+SCORE.--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.
+
+
+
+SCHOOLROOM CAPTAIN BALL
+
+
+_10 to 60 players._
+
+_Gas ball._
+
+[Illustration diagram: SCHOOLROOM CAPTAIN BALL
+
+ TEAM TEAM
+
+ {_B_ = Bases. {(B) = Bases.
+ I. {_C_ = Captain. II. {(C) = Captain.
+ {_X_ = Guards. {(X) = Guards.
+]
+
+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.
+
+The teacher or umpire tosses the ball alternately to the guards, the
+first time to team one, the second time to team two.
+
+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 _straight throw_ (not a bound) from a base
+(not a guard). The side catching the ball scores a point, and the
+umpire then tosses the ball to the guards of the opposite team, etc.
+
+The game is played in time limits, the side having the highest score
+at the end of ten or fifteen minutes winning the game.
+
+Fouls are--Holding the ball longer than five seconds.
+ Snatching the ball.
+ Knocking the ball out of an opponent's hand.
+
+In case of a foul the ball is given to the opposite team.
+
+Any number may play the game, provided the sides are even.
+
+ 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.
+
+
+
+CENTER BASE
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Hand ball; basket ball._
+
+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.
+
+This game is very popular with children.
+
+
+
+CENTER CATCH BALL
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Hand ball; basket ball; bean bag._
+
+I. Simple form for little children.
+
+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.
+
+II. Advanced form for skillful players.
+
+This differs from the preceding in the greater distance between
+players and also in the much greater range and resourcefulness of
+play.
+
+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.
+
+Any player in the circle who last touched the ball, changes places
+with the center player whenever the latter touches or catches the
+ball.
+
+
+
+CENTER CLUB BOWLS
+
+(See also _Line Club Bowls (Single)_; _Line Club Bowls (Double)_;
+_Circle Club Bowls_.)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Hand ball; bean bag._
+
+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
+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.
+
+[Illustration diagram: CENTER CLUB BOWLS]
+
+
+
+CIRCLE BALL
+
+
+_10 to 60 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+_Hand ball; basket ball; bean bag._
+
+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.
+
+Any player failing to catch the ball should sit down, the player
+winning who remains standing the longest.
+
+When all are seated, the same game may be played in a sitting
+position.
+
+For a more advanced form of this game, see Round Ball.
+
+For very little children, 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 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.
+
+
+
+CIRCLE CLUB BOWLS
+
+(See also _Line Club Bowls (Single)_; _Line Club Bowls (Double)_;
+_Center Club Bowls_.)
+
+
+_6 to 60 or more players._
+
+_Playground; gymnasium._
+
+_Basket ball; football; Indian clubs._
+
+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.
+
+[Illustration diagram: CIRCLE CLUB BOWLS]
+
+The players of one party distinguish themselves and their clubs in
+some way, as by tying a handkerchief around the arm and club.
+
+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.
+
+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.
+
+Whenever a club is dislodged, the owner of the club must set it up
+again at once; if he also has the ball, he must set up the club before
+putting the ball again into play.
+
+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.
+
+The game may also be played with two balls at once, and this is always
+desirable for as many as twenty players.
+
+
+
+CIRCLE DODGE BALL
+
+(See _Dodge Ball_.)
+
+
+[Illustration: CIRCLE STRIDE BALL]
+
+
+
+CIRCLE STRIDE BALL
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Foot ball; basket ball._
+
+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.
+
+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.
+
+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.
+
+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.
+
+
+
+CIRCLE ZIGZAG
+
+(See _Zigzag Games_.)
+
+
+
+CLUB BOWLS
+
+
+ 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:--
+
+ 1. Line Club Bowls.--(Single) (Relay formation, one club bowled
+ over.)
+
+ 2. Line Club Bowls.--(Double) (Relay formation, ball or bag
+ bowled between two clubs.)
+
+ 3. Circle Club Bowls.--(Ring formation, clubs outside of ring.)
+
+ 4. Center Club Bowls.--(Ring formation, three clubs in center.)
+
+ See also _Battle Ball_ and _Bombardment_.
+
+
+
+CORNER BALL
+
+(See also _Double Corner Ball_.)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Basket ball; volley ball._
+
+[Illustration Diagram: CORNER BALL]
+
+GROUND.--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.
+
+PLAYERS.--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.
+
+OBJECT.--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.
+
+RULES AND POINTS OF PLAY.--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 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.
+
+SCORE.--Every ball caught by a goal man scores one for the party
+throwing. The side first scoring twenty points wins the game.
+
+
+
+CORNER SPRY
+
+
+_10 to 60 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Balls; bean bags._
+
+The players are divided into four groups, one group stationed in each
+corner called North, South, East, and West.
+
+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.
+
+ 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.
+
+
+
+CRACKABOUT
+
+
+_10 to 60 players._
+
+_Playground; gymnasium._
+
+_Soft hand ball._
+
+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
+"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.
+
+
+
+CURTAIN BALL
+
+
+_10 to 100 players._
+
+_Gymnasium; playground._
+
+_Basket ball; volley ball._
+
+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.
+
+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.
+
+GROUND.--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.
+
+PLAYERS.--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 it is to stand
+at one end of the curtain on the opponents' side, where he can watch
+the opponents and keep score.
+
+RULES.--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.
+
+SCORE.--Opponents score one point whenever the ball touches the
+ground. The side wins which first scores twenty-one points.
+
+ This game was originated by Dr. Dudley A. Sargent.
+
+
+
+DEAD BALL
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+_Gas ball; bean bags._
+
+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.
+
+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.
+
+
+
+DODGEBALL
+
+
+ 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.
+
+ I. Dodgeball (informal; players not in teams).
+
+ II. Circle Dodgeball (one team forming a circle, the other team
+ standing within).
+
+ III. Double Dodgeball (two teams in a three-court field).
+
+ IV. Progressive Dodgeball (three teams in a three-court field,
+ changing courts at the end of each inning).
+
+ V. Schoolroom Dodgeball.
+
+
+
+DODGEBALL
+
+(Informal)
+
+
+_10 to 60 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+ 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.
+
+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.
+
+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 are hit by one
+throw of the ball, only the first one hit leaves the center.
+
+
+
+CIRCLE DODGEBALL
+
+
+_10 to 60 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+GROUND.--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.
+
+TEAMS.--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.
+
+OBJECT OF GAME.--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.
+
+START.--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."
+
+RULES AND POINTS OF PLAY.--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.
+
+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
+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.
+
+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.
+
+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.
+
+SCORE.--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.
+
+The team wins which at the end of the second half has the highest
+score from these two sources together.
+
+ The game as here given was developed by Mr. William A. Stecher.
+
+
+
+DOUBLE DODGEBALL
+
+
+_20 to 60 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+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
+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.
+
+The game is played in two halves of ten minutes or less each. At the
+end of the first half the teams change courts.
+
+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.
+
+ This game was devised by Mr. William A. Stecher
+
+
+
+PROGRESSIVE DODGEBALL
+
+
+_15 to 100 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+GROUND.--The ground is divided into three equal courts, each 30 x 30
+feet. The end courts may be shorter if full space be not available.
+
+[Illustration Diagram: PROGRESSIVE DODGEBALL]
+
+TEAMS.--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 at the end of each inning,
+and the formation or line-up just described is resumed at the opening
+of each inning.
+
+OBJECT OF THE GAME.--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.
+
+START.--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.
+
+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.e._ 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.e._ when
+it has not just been played by an opponent, but has stopped, rolled,
+or bounced into its own court.
+
+RULES AND POINTS OF PLAY.--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 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.
+
+[Illustration Diagram: SCORE CARD FOR PROGRESSIVE DODGEBALL WHITE
+TEAM WINS]
+
+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.
+
+A player is not out if hit by a ball that rebounds, whether from the
+floor, another player, a wall, or any other object.
+
+A player is not out if the thrower of the ball overstepped the
+boundary lines while throwing.
+
+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.
+
+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.
+
+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.
+
+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.
+
+SCORE.--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 (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.
+
+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.
+
+ This game was devised and developed by Mr. William A. Stecher.
+
+
+
+SCHOOLROOM DODGEBALL
+
+
+_10 to 60 players._
+
+_Gas Ball._
+
+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.
+
+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.
+
+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.
+
+If successive games be played, the teams change places, the inner
+players going to the circle, and _vice versa_. 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.
+
+
+
+DOUBLE CORNER BALL
+
+
+_14 to 100 players._
+
+_Gymnasium; playground._
+
+_2 basket balls._
+
+ 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.
+
+GROUND.--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.
+
+Two basket balls are needed for the game.
+
+TEAMS.--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.
+
+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.
+
+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
+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.
+
+[Illustration diagram: DOUBLE CORNER BALL]
+
+OBJECTS OF GAME.--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.
+
+Another object of the game is for the guards to prevent the corner
+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.
+
+START.--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.
+
+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.
+
+RULES AND POINTS OF PLAY.--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.
+
+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.
+
+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 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.
+
+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.
+
+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.
+
+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.
+
+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.
+
+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 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.
+
+Violation of the rules about overstepping territory constitutes a
+foul, and scores for the opposing team.
+
+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.
+
+FOULS.--The overstepping of boundaries in ways not allowed by the
+rules score one for the opponents.
+
+SCORE.--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.
+
+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.
+
+Fouls score for opponents, as stated under "Fouls."
+
+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.
+
+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.
+
+
+
+DOUBLE DODGEBALL
+
+(See _Dodgeball_)
+
+
+[Illustration: DRIVE BALL]
+
+
+
+DRIVE BALL
+
+
+_10 to 30 players._
+
+_Playground; gymnasium._
+
+_Basket ball; volley ball._
+
+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.
+
+GROUND.--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.
+
+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.
+
+[Illustration diagram: DRIVE BALL]
+
+PLAYERS.--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, each assigned a
+certain spot marked as his territory and from which he may not move
+more than two feet.
+
+OBJECT OF GAME.--The object of the game is to throw the ball into the
+opponents' goal.
+
+START.--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.
+
+RULES.--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.
+
+FOULS.--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.
+
+SCORE.--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.
+
+
+
+EMPEROR BALL (See _Captain Ball_--IV)
+
+
+
+END BALL (See _Appendix_)
+
+
+
+FIST BALL
+
+
+_6 to 30 or more players._
+
+_Playground; gymnasium; parlor._
+
+_Volley ball; basket ball; gas ball._
+
+ 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.
+
+GROUND.--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.
+
+PLAYERS.--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.
+
+OBJECT OF GAME.--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.
+
+START.--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.
+
+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.
+
+RULES AND POINTS OF PLAY.--The ball must cross into the opponents'
+court above the cord to score or be properly in play.
+
+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.
+
+Several methods of play are permissible, but the rule is invariable
+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.
+
+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.
+
+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.
+
+SCORE.--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.
+
+After each game the two sides exchange courts.
+
+FOR LARGE NUMBERS 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.
+
+FOR THE PARLOR.--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.
+
+
+
+FOOTBALL TAG
+
+
+_5 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Football._
+
+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.
+
+
+
+HAND BALL DRILL
+
+(Preliminary Ball)
+
+
+_1 to 100 players._
+
+_Playground; gymnasium._
+
+_Hand ball; bean bags._
+
+ 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.
+
+ 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.
+
+ 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.
+
+ 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.
+
+
+
+I. HAND BALL DRILL (ELEMENTARY)
+
+
+A. BOUNDING
+
+INDIVIDUAL PLAY
+
+1. Bound, and catch with both hands, palms _upward_.
+
+2. Bound, and catch with one hand (right, then left), palm _upward_.
+
+3. Bound, hit to rebound once, and catch with one hand (right, then
+left), palm _upward_.
+
+4. Bound, and catch with one hand (right, then left), the palm
+_downward_ in catching ("dog snack").
+
+5. Bound, hit to rebound twice, or more times, and catch with one hand
+(right, then left).
+
+WITH PARTNERS
+
+ (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.)
+
+1. Bound to partner, who will catch with both hands.
+
+2. Bound to partner, who will catch with one hand (right, then left),
+palm _upward_.
+
+3. Bound to partner, who will catch with one hand (right, then left),
+palm _downward_.
+
+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.
+
+
+B. TOSSING
+
+INDIVIDUAL PLAY
+
+1. Toss, and catch ball with both hands.
+
+2. Toss, and catch with one hand (right, then left), palm _upward_.
+
+3. Toss, and hit it to retoss in the air without catching (right hand,
+then left), palm _upward_.
+
+WITH PARTNERS
+
+1. Toss ball to partner, who will catch with both hands.
+
+2. Toss ball to partner, who will catch with one hand (right, then
+left), palm _upward_.
+
+3. Toss ball to partner, who will catch with one hand (right, then
+left), palm _outward_ ("dog snack").
+
+
+C. BOUNDING AGAINST WALL
+
+INDIVIDUAL PLAY
+
+1. Throw ball upward against a wall, allow it to bound once, and catch
+with both hands.
+
+2. Throw ball against wall, bound once, and catch with one hand
+(right, then left), palm _upward_.
+
+3. Throw against wall, bound once, and catch with one hand (right,
+then left), palm _downward_.
+
+4. Throw against wall and catch without bounding on the ground with
+one hand (right, then left), palm _upward_.
+
+5. Throw, and catch without bounding on ground, with one hand (right,
+then left), palm _outward_.
+
+WITH PARTNERS
+
+1. Repeat the above throws against the wall, the partner catching in
+each case as designated in the list.
+
+
+
+II. HAND BALL DRILL (ADVANCED)
+
+
+A. TOSSING
+
+INDIVIDUAL PLAY
+
+1. Toss or throw the ball straight upward as high as possible; catch
+it in one hand (right, then left), with palm _upward_.
+
+2. Toss or throw the ball straight upward as high as possible; catch
+it in one hand (right, then left), palm _outward_ ("dog snack").
+
+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 _outward_.
+
+4. Repeat this throwing with the left hand, holding out the right.
+
+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.
+
+6. Reverse, tossing from the left hand and catching with the right.
+
+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 _outward_. Repeat with the left hand and
+knee.
+
+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.
+
+
+
+HAND FOOTBALL
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+GROUND.--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.
+
+PLAYERS.--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 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.
+
+OBJECT.--The object of the game is to kick the ball over the heads of
+the opposing team.
+
+[Illustration diagram: HAND FOOTBALL]
+
+START.--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.
+
+RULES AND POINTS OF PLAY.--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.
+
+SCORE.--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.
+
+
+
+HOME RUN
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+_Gas balls or bean bags._
+
+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.
+
+ 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.
+
+
+
+LINE BALL
+
+
+_10 to 60 or more players._
+
+_Schoolroom._
+
+_Gas balls; bean bags._
+
+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. 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.
+
+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.
+
+For a more advanced form of this game, see _Home Run_.
+
+
+
+LINE CLUB BOWLS (DOUBLE)
+
+(See also _Line Club Bowls (Single)_; _Center Club Bowls_; _Circle
+Club Bowls_.)
+
+
+_2 to 60 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+_Hand ball; bean bag; Indian clubs._
+
+ 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.
+
+If there be a few players, 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.
+
+The player wins who first scores twenty-five or fifty, as may be
+determined before the game opens.
+
+Where there is a large number of players, 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.
+
+The group or team with the highest score when all have bowled wins.
+
+
+
+LINE CLUB BOWLS (SINGLE)
+
+(See also _Line Club Bowls (Double)_; _Center Club Bowls_; _Circle
+Club Bowls_.)
+
+
+_2 to 60 or more players._
+
+_Playground; gymnasium; schoolroom._
+
+_Basket ball; hand ball; bean bag; Indian club._
+
+ 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.
+
+Any kind of ball or bean bag may be used for this game. If there be
+few players, 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.
+
+The player wins who first scores twenty-five or fifty, as may be
+determined before the game opens.
+
+Where there is a large number of players, 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 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.
+
+
+
+LINE ZIGZAG
+
+(See _Zigzag Games_.)
+
+
+
+MOUNT BALL
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+_Basket ball; hand ball._
+
+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.
+
+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.
+
+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.
+
+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
+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.
+
+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.
+
+ 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.
+
+
+
+NINE-COURT BASKET BALL
+
+
+_18 to 60 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+ 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.
+
+GROUND.--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 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.
+
+[Illustration diagram: NINE-COURT BASKET BALL]
+
+TEAMS.--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.
+
+The players are divided into two teams, each with a captain. The teams
+are chosen by the following method:
+
+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.
+
+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 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.
+
+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.
+
+OBJECTS OF THE GAME.--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.
+
+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.
+
+START.--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.
+
+RULES AND POINTS OF PLAY.--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 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.
+
+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.
+
+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.
+
+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.
+
+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.
+
+In playing on the ball, no player is allowed to hold the ball or 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.
+
+FOULS.--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.
+
+SCORE.--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.
+
+
+
+OVER AND UNDER RELAY
+
+
+_10 to 100 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Balls; bean bags; substitutes._
+
+ This game is a combination of Arch Ball and Stride Ball.
+
+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.
+
+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.
+
+
+
+OVERTAKE
+
+
+_20 to 60 players._
+
+_2 balls or bean bags._
+
+_Playground; gymnasium; schoolroom._
+
+OBJECTS OF GAME.--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.
+
+[Illustration diagram: OVERTAKE]
+
+FORMATION.--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.
+
+TEAMS.--Any number from twenty to sixty may play. Forty is an
+especially good number.
+
+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, 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.
+
+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.
+
+START.--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).
+
+RULES AND POINTS OF PLAY.--Players may lunge or "fall out" when
+tossing or catching, if one foot be left without the boundary.
+
+Players may stoop or jump to catch a low or high ball, but may not
+advance beyond the boundary.
+
+One or both hands may be used in tossing or catching.
+
+A dropped ball is returned to play by the referee, who tosses it to
+the captain.
+
+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.
+
+Every ball dropped scores for the opponents, as stated under "Score."
+
+An opponent may interfere, but with one hand only.
+
+FOULS.--It is a foul--
+
+_a._ To use the arms in any way to interfere with a player who does
+not hold the ball.
+
+_b._ To grasp the clothing or person of an opponent.
+
+_c._ To use both hands for interfering.
+
+_d._ To drop the ball.
+
+_e._ To send the ball afield.
+
+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.
+
+SCORE.--A ball which "overtakes" (passes) the opponents' ball scores
+five points.
+
+The ball that first makes the circuit and gets back to Number One
+player of its team, or "home," scores two points.
+
+Fouls score one point for the opponent, except when a ball goes
+afield, which scores two points for the opponents.
+
+The game is won on a score of ten points.
+
+ 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.
+
+PASS BALL RELAY
+
+_10 to 100 players.
+
+Playground; gymnasium.
+
+Basket ball._
+
+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.
+
+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 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.
+
+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.
+
+ There should be a judge of fouls for each team and two judges
+ at the finish. One foul is scored against a team for--
+
+ 1. Every player who does not touch the ball as it is passed
+ backward.
+
+ 2. Every player (except a returning player) who turns to face
+ the next one and hand the ball instead of passing it backward
+ overhead.
+
+ 3. A returning player tossing the ball to the head of the file.
+
+ 4. The head player standing forward of the starting line.
+
+ 5. A runner touching the goal as he encircles it.
+
+ 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.
+
+ Teams Order of Finishing Number of Fouls Order of Winning
+
+ A 1 3
+ B 4 2 Third place
+ C 2 2 Second place
+ D 3 0 First place
+
+ These rules are used by the Girls' Branch of the Public Schools
+ Athletic League of New York.
+
+
+
+PIG IN A HOLE
+
+
+_10 to 60 players._
+
+_Playground; seashore; gymnasium._
+
+_Basket ball._
+
+[Illustration diagram: PIG IN A HOLE]
+
+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, in which case the center hole need not be
+quite so large, though it should be somewhat larger than the ball
+used.
+
+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.
+
+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.
+
+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.
+
+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.
+
+FOR THE GYMNASIUM.--This game may be adapted to the gymnasium 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.
+
+ 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.
+
+
+
+PROGRESSIVE CAPTAIN BALL
+
+(See _Captain Ball V_.)
+
+
+
+PROGRESSIVE DODGEBALL
+
+(See _Dodgeball_.)
+
+
+
+RING CALL BALL
+
+(See also _Call Ball_.)
+
+
+_10 to 30 or more players._
+
+_Playground; gymnasium._
+
+_Hand ball; bean bag._
+
+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.
+
+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.
+
+
+
+ROLEY POLEY
+
+(Hat Ball)
+
+
+_5 to 20 players._
+
+_Playground; gymnasium._
+
+_Hand ball; bean bag._
+
+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 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.
+
+
+[Illustration: BALL GAME ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL]
+
+
+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.
+
+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.
+
+
+
+ROUND BALL
+
+
+_20 to 60 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Hand ball; basket ball._
+
+This is an advanced form of Circle Ball, there being two competing
+teams in a circle, with wide spaces between.
+
+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.
+
+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.
+
+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.
+
+
+
+RUSSIAN HOLE BALL
+
+
+_3 to 10 players._
+
+_Out of doors; seashore; snow._
+
+_Ball; bean bag; stone._
+
+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.
+
+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 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.
+
+[Illustration diagram: RUSSIAN HOLE BALL]
+
+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.
+
+ This game comes from the Russian province of Bessarabia, which
+ formerly belonged to Turkey.
+
+
+
+SCHOOLROOM DODGEBALL
+
+(See _Dodgeball_.)
+
+
+
+SCHOOLROOM VOLLEY BALL
+
+
+_10 to 60 players._
+
+_Gas ball._
+
+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 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.
+
+The players stand in the aisles, each having a required place in which
+to stand.
+
+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.
+
+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.
+
+[Illustration diagram: SCHOOLROOM VOLLEY BALL]
+
+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.
+
+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.
+
+ 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 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.
+
+
+
+SPUD
+
+
+_10 to 100 players._
+
+_Playground; gymnasium._
+
+_Any soft ball or bean bag._
+
+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.
+
+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.
+
+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.
+
+
+
+SQUARE BALL
+
+
+_8 to 32 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+GROUND.--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.
+
+PLAYERS.--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.
+
+OBJECT.--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.
+
+POINTS OF PLAY.--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.
+
+[Illustration diagram: SQUARE BALL]
+
+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 the
+fleeing runners must stand still, and the center player, who now holds
+the ball, tries to hit one of them with it.
+
+SCORE.--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.
+
+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.
+
+
+
+STOOL BALL
+
+
+_5 to 20 players._
+
+_Playground; gymnasium._
+
+_Hand ball._
+
+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.
+
+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 he
+successfully prevents the ball's hitting the stool. The player wins
+who has the highest score at the end of the playing time.
+
+ 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.
+
+
+
+STRIDE BALL
+
+(Straddle Club)
+
+
+_10 to 100 players._
+
+_Playground or gymnasium._
+
+_Any ball; indian club; bean bag._
+
+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.
+
+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.
+
+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.
+
+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.
+
+
+
+TEN TRIPS
+
+
+_6 to 21 players._
+
+_Playground._
+
+_Baseball; tennis ball._
+
+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.
+
+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.
+
+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.
+
+ This game is very popular at Williams College, where it
+ probably originated.
+
+
+[Illustration: TETHER BALL
+
+_By kind permission reprinted from Spalding's Athletic Library_
+]
+
+
+
+TETHER BALL
+
+
+_2 to 8 players._
+
+_Out of doors._
+
+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.
+
+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.
+
+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.
+
+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 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.
+
+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.
+
+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.
+
+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.
+
+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.
+
+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.
+
+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
+unwound on the pole a half turn, so as to reach the other side, it
+shall be unwound.
+
+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.
+
+
+
+THREE HOLES
+
+
+_2 to 10 or more players._
+
+_Out of doors; seashore._
+
+_Small ball._
+
+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.
+
+[Illustration diagram: THREE HOLES]
+
+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 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.
+
+
+
+TOSS BALL
+
+
+_10 to 60 players._
+
+_Schoolroom._
+
+_Gas ball; bean bag._
+
+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.
+
+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.
+
+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.
+
+
+
+TREE BALL
+
+
+_5 to 15 or more players._
+
+_Out of doors._
+
+_Football; hand ball; bean bag._
+
+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.
+
+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.
+
+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.
+
+
+
+VOLLEY BALL
+
+(See also _Schoolroom Volley Ball_.)
+
+
+_2 to 30 players._
+
+_Playground; gymnasium._
+
+_Volley ball._
+
+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.
+
+GROUND.--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.
+
+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.
+
+[Illustration diagram: VOLLEY BALL]
+
+PLAYERS.--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.
+
+OBJECT OF THE GAME.--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.
+
+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.
+
+START; RULES FOR SERVICE.--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.
+
+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 fail to land in the opponents' court, the server loses his
+second serve.
+
+In serving, the ball must be batted at least ten feet by the server
+before being touched by any other player on his side.
+
+No "dribbling" is allowed in serving.
+
+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:
+
+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.
+
+If the ball hits the net during service, it is counted a dead ball and
+loses the server one of his trials.
+
+If a served ball falls outside the opponents' court, the server loses
+his turn.
+
+The players on a side take turns in serving.
+
+RULES OF PLAY.--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).
+
+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.
+
+No dribbling is allowed at any time through the game; _i.e._ no
+keeping the ball in the air by one player hitting it quickly and
+repeatedly.
+
+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.
+
+SCORE.--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.
+
+
+
+WALL BALL DRILL
+
+(See also _Hand Ball Drill_.)
+
+
+_2 to 10 players._
+
+_Out of doors; gymnasium._
+
+_Hand ball._
+
+ 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.
+
+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.
+
+1. Throw the ball against the wall, let it bounce once, and catch it;
+repeat this three times.
+
+2. Throw, and clap hands three times before catching.
+
+3. Throw, and twirl the hands around each other before catching.
+
+4. Throw, and clap hands and touch the right shoulder.
+
+5. Throw, clap hands, and touch the left shoulder.
+
+6. Throw three times with the right hand and catch with the same hand.
+
+7. Throw three times with the left hand and catch with the same hand.
+
+8. Throw with the right hand and catch with the right with the palm
+downward (knuckles up, "dog snack" fashion).
+
+9. Throw with the left hand and catch with the left in the same manner
+as in 8.
+
+10. Throw, clap the hands, touch the right knee, and catch.
+
+11. Throw, clap the hands, touch the left knee, and catch.
+
+12. Throw the ball; clap the hands in front, behind, in front again,
+and catch the ball.
+
+13. Throw, lift the right knee, clap the hands under it, and catch.
+
+14. Throw, lift the left knee, clap the hands under, and catch.
+
+15. Throw, turn around, and catch.
+
+
+
+WAR
+
+
+_10 to 60 players._
+
+_Playground; gymnasium._
+
+_Basket ball._
+
+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. 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.
+
+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 _en route_ 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.
+
+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.
+
+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.
+
+ 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,
+ _One Hundred and Fifty Gymnastic Games_.
+
+
+
+ZIGZAG GAMES
+
+
+ These games may be played with any kind of a ball or with bean
+ bags.
+
+ 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:--
+
+ (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.
+
+ (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.
+
+ (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.
+
+ 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.
+
+ 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.
+
+
+
+CIRCLE ZIGZAG
+
+
+_12 to 60 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Basket ball; hand ball; bean bag._
+
+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
+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.
+
+[Illustration diagram: CIRCLE ZIGZAG]
+
+If desired, the Numbers One may each tie a handkerchief on one arm to
+distinguish them from the Numbers Two.
+
+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.
+
+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.
+
+
+
+LINE ZIGZAG--I
+
+
+_20 to 100 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Any ball; bean bag._
+
+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 _vis-a-vis_, so that each player is opposite a space instead of a
+player.
+
+[Illustration diagram: LINE ZIGZAG--I]
+
+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.
+
+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.
+
+
+
+LINE ZIGZAG--II
+
+
+_20 to 100 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Any ball; bean bag._
+
+[Illustration diagram: LINE ZIGZAG--II]
+
+ 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.
+
+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.
+
+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.
+
+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.
+
+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.
+
+
+
+LINE ZIGZAG--III
+
+(Double Zigzag)
+
+
+_20 to 100 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Any ball; bean bag._
+
+ This form of zigzag ball is a combination of the two previously
+ described.
+
+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.
+
+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.
+
+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 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.
+
+[Illustration diagram: LINE ZIGZAG--III]
+
+The group wins which first succeeds in getting all of its balls back
+to the head of the line.
+
+
+
+ZIGZAG OVERHEAD TOSS
+
+
+_20 to 100 players._
+
+_Playground; gymnasium; schoolroom._
+
+_Hand ball; basket ball; bean bag._
+
+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
+together, facing each other, while the Blue party will form ranks two
+and four, which will face each other and play together.
+
+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.
+
+[Illustration diagram: ZIGZAG OVERHEAD TOSS]
+
+The party wins which first gets the ball back to the starting point.
+
+With a large number of players the number of ranks may be increased
+beyond four if desired.
+
+ 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
+ (_a_) by the party whose last player at the foot of the line is
+ first to receive the last ball; or (_b_) 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.
+
+
+
+
+INDEX
+
+
+
+
+GAMES FOR ELEMENTARY SCHOOLS
+
+
+ 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.
+
+
+1A. First Year (first half), (_6-7 years old_).
+
+Playground
+
+ PAGE
+
+ Duck Dance, The 264
+ Itisket, Itasket 268
+ Jack be Nimble 114
+ Kitty White 274
+ Looby Loo 280
+ Muffin Man 282
+ Mulberry Bush 283
+ Railroad Train 164
+ Ringmaster 167
+ Round and Round went the Gallant Ship 170
+ Slap Jack 178
+ Snail 292
+ Squirrel in Trees 185
+
+Schoolroom
+
+ PAGE
+
+ Cat and Mice 59
+ Changing Seats--I 63
+ Did you ever see a Lassie? 261
+ Good Morning 99
+ Hide the Thimble 104
+ Jack be Nimble 114
+ Looby Loo 280
+ Muffin Man 282
+ Mulberry Bush 283
+ Railroad Train 164
+ Ringmaster 167
+ Slap Jack 178
+ Squirrel and Nut 184
+ Squirrel in Trees 185
+
+
+1B. First Year (second half), (_6-7 years old_).
+
+Playground
+
+ PAGE
+
+ Charley over the Water 65
+ Crossing the Brook 74
+ Did you ever see a Lassie? 261
+ Do this, Do that 75
+ Farmer in the Dell 265
+ Jacob and Rachel 115
+ Kaleidoscope 122
+ Leaves are Green 276
+ Lost Child, The 130
+ Round and Round the Village 290
+ Teacher and Class 316
+
+Schoolroom
+
+ PAGE
+
+ Circle Seat Relay 71
+ Crossing the Brook 74
+ Do this, Do that 75
+ Farmer in the Dell 265
+ Huckle, Buckle, Bean Stalk 109
+ Kaleidoscope 122
+ Lost Child, The 130
+ Round and Round the Village 290
+ Teacher and Class 316
+
+
+2A. Second Year (first half), (_7-8 years old_).
+
+Playground
+
+ PAGE
+
+ Bird Catcher, The 52
+ Buying a Lock 58
+ Cat and Rat 60
+ Hand Ball Drill--I (Elementary) 380
+ Moon and Morning Stars 133
+ Midnight 133
+ Oats, Peas, Beans 287
+ Puss in the Circle 164
+ Ring Call Ball 399
+ Wee Bologna Man 204
+
+Schoolroom
+
+ PAGE
+
+ Automobile Race 48
+ Bird Catcher, The 52
+ Buying a Lock 58
+ Hand over Head Bean Bag 310
+ Hand Ball Drill--I (Elementary) 380
+ Oats, Peas, Beans 287
+ Wee Bologna Man 204
+
+
+2B. Second Year (second half), (_7-8 years old_).
+
+Playground
+
+ PAGE
+
+ Bean Bag Board 304
+ Center Catch Ball 355
+ Circle Ball 356
+ Drop the Handkerchief 80
+ Flowers and the Wind, The 87
+ Frog in the Middle 96
+ Hunting 267
+ Let the Feet go Tramp 276
+ Letting out the Doves 129
+ London Bridge 278
+
+Schoolroom
+
+ PAGE
+
+ Bean Bag and Basket Relay 303
+ Bean Bag Board 304
+ Changing Seats 63
+ Drop the Handkerchief 80
+ Fox and Squirrel 93
+ Letting out the Doves 129
+ London Bridge 278
+ Simon Says 235
+
+
+3A. Third Year (first half), (_8-9 years old_).
+
+Playground
+
+ PAGE
+
+ Bean Bag Circle Toss 305
+ Bean Bag Ring Throw 306
+ Center Base 354
+ Draw a Bucket of Water 263
+ Have you seen my Sheep? 102
+ Hill Dill 105
+ Hopping Relay Race 106
+ I say, "Stoop!" 113
+ Nuts in May 285
+ Puss in a Corner 163
+ Single Relay Race 175
+ Tommy Tiddler's Ground 197
+ Water Sprite 203
+
+Schoolroom
+
+ PAGE
+
+ Bean Bag Circle Toss 305
+ Bean Bag Ring Throw 306
+ Draw a Bucket of Water 263
+ Have you seen my Sheep? 102
+ Hopping Relay Race 106
+ I say, "Stoop!" 113
+ Line Ball 384
+ Puss in a Corner 163
+
+
+3B. Third Year (second half), (_8-9 years old_).
+
+Playground
+
+ PAGE
+
+ Bean Bag Box 305
+ Ball Chase 334
+ Call Ball 338
+ Chinese Chicken 68
+ Dodgeball (Informal) 363
+ Follow Chase 88
+ Follow the Leader 89
+ Fox Trail, Single Rim 95
+ Jumping Rope--I 118
+ Lame Fox and Chickens 124
+ Line Zigzag 421
+ Prisoner's Base--I 157
+ Shadow Tag 173
+ Shuttle Relay 173
+ Stoop Tag 190
+ Who goes round my Stone Wall? 206
+
+Schoolroom
+
+ PAGE
+
+ Bean Bag Box 305
+ Chinese Chicken 68
+ Flower Match 220
+ Follow the Leader 89
+ Horns 223
+ Line Zigzag 421
+ Old Man Tag 142
+ Schoolroom Tag 172
+ Tag the Wall Relay 192
+ Weathercock 204
+
+
+4A. Fourth Year (first half), (9-10 _years old_).
+
+Playground
+
+ PAGE
+
+ All-up Relay 45
+ Animal Chase 46
+ Arch Ball 321
+ Bag Pile 303
+ Corner Spry 360
+ Farmer is Coming, The 85
+ Guess Who 100
+ Home Tag 106
+ Hunt the Fox 110
+ Roley Poley 399
+ Slap Catch 178
+ Stealing Sticks 188
+ Target Toss 315
+
+Schoolroom
+
+ PAGE
+
+ All-up Relay 45
+ Arch Ball 321
+ Bag Pile 303
+ Corner Spry 360
+ Guess Who 100
+ Naughts and Crosses 229
+ Slap Catch 178
+ Target Toss 315
+ Vaulting Seats 202
+
+
+4B. Fourth Year (second half), (9-10 _years old_).
+
+Playground
+
+ PAGE
+
+ Bear in the Pit 50
+ Bunch of Ivy 57
+ Captain Ball--II or III 341-4
+ Catch of Fish 61
+ Catch the Cane 62
+ Criss-cross Goal 307
+ Cross Tag 75
+ High Windows 104
+ Hunt, The 110
+ Leapfrog Race 129
+ Numbers Change 139
+ Pass Ball Relay 395
+ Potato Race, 151 or 152
+ or Potato Shuttle Relay 154
+ Step 188
+
+Schoolroom
+
+ PAGE
+
+ Balloon Ball 325
+ Blackboard Relay 53
+ Catch the Cane 62
+ Criss-cross Goal 307
+ Home Run 384
+ Leaf by Leaf 225
+ Thimble Ring 194
+ Observation 139
+ Potato Race 151 or 152
+ Tip Tap Toe 237
+
+
+5A. Fifth Year (first half), (_10-11 years old_).
+
+Playground
+
+ PAGE
+
+ Arch Goal Ball 323
+ Basket Ball Distance Throw 329
+ Club Snatch 72
+ Drive Ball 375
+ Dumb-bell Tag 83
+ Fire on the Mountains 86
+ Fox Trail, Double Rim 93
+ Japanese Tag 116
+ Jumping Rope--II 119
+ Leader and Footer 127
+ Over and Under Relay 392
+ Stride Ball 407
+ Third Slap 195
+ Triple Change 200
+ Wall Ball Drill 416
+
+Schoolroom
+
+ PAGE
+
+ Buzz 210
+ Blackboard Relay 53
+ Dumb-bell Tag 83
+ Going to Jerusalem 98
+ Kaleidoscope 122
+ My Lady's Toilet 138
+ (_See also_ Spin the Platter)
+ Over and Under Relay 392
+ Scat 234
+ Schoolroom Dodgeball 369
+
+
+5B. Fifth Year (second half), (_10-11 years old_).
+
+Playground
+
+ PAGE
+
+ Ball Puss 327
+ Balloon Goal 326
+ Baste the Bear 49
+ Black Tom 54
+ Circle Dodgeball 364
+ Hound and Rabbit 107
+ How Many Miles to Babylon? 108
+ Kaleidoscope 122
+ Passing Race 312
+ Pebble Chase 145
+ Stone 190
+ Three Deep 196
+ (_See also_ Third Man and Last Man)
+ Wood Tag 209
+
+Schoolroom
+
+ PAGE
+
+ Ball Puss 327
+ Balloon Goal 326
+ Blackboard Relay 53
+ Cat Party 217
+ Jump the Bean Bag 311
+ Kaleidoscope 122
+ Last Man 126
+ Leaf by Leaf 225
+ Passing Race 312
+ Toss Ball 412
+
+
+6A. Sixth Year (first half), (_11-12 years old_).
+
+Playground
+
+ PAGE
+
+ Ball Stand 328
+ Body Guard 56
+ Double Dodgeball 365
+ Every Man in his Own Den 83
+ Fist Ball 376
+ Garden Scamp 97
+ Jumping Rope--III 121
+ Last Couple Out 125
+ Line Zigzag--II or III 422-3
+ Partner Tag 145
+ Prisoner's Base--II, III, or IV 158
+ Skin the Goat 176
+
+Schoolroom
+
+ PAGE
+
+ Beast, Bird, or Fish 215
+ Blackboard Relay 53
+ Catch Basket 307
+ Desk Relay 309
+ Hands Up, Hands Down 221
+ London 226
+ Recognition 233
+ Spin the Platter 183
+ (_See also_ My Lady's Toilet)
+ Vaulting Relay 317
+
+
+6B. Sixth Year (second half), (11-12 _years old_).
+
+Playground
+
+ PAGE
+
+ Barley Break 48
+ Center Club Bowls 355
+ Chickidy Hand 67
+ Curtain Ball 361
+ Progressive Dodgeball 366
+ Duck on a Rock 81
+ Football Tag 379
+ Hand Football 382
+ Indian Club Race 112
+ Jumping Relay Race 117
+ Jump the Shot 122
+ Old Woman from the Wood 143
+ (_See also_ Trades)
+ Red Lion 165
+ Round Ball 401
+ Sun Dial 190
+ Stake Guard 186
+
+Schoolroom
+
+ PAGE
+
+ Blackboard Relay Race 53
+ Schoolroom Dodgeball 369
+ Find the Ring 220
+ Jumping Relay Race 117
+ Old Woman from the Wood 143
+ (_See also_ Trades)
+ Round Ball 401
+ Zoo 242
+
+
+7A. Seventh Year (first half), (12-13 _years old_).
+
+Playground
+
+ PAGE
+
+ Black and White 52
+ Bombardment 334
+ Fence Tag 85
+ Keep Moving 270
+ Oyster Shell 143
+ Poison 148
+ Rolling Target 169
+ Saddle the Nag 171
+ Slipper Slap 179
+ Third Man 194
+
+Schoolroom
+
+ PAGE
+
+ "B" Game 213
+ Blackboard Relay 53
+ Black and White 52
+ Keep Moving 270
+ Last Man 126
+ Nimble Squirrel 230
+ Slipper Slap 179
+
+
+7B. Seventh Year (second half), (_12-13 years old_).
+
+Playground
+
+ PAGE
+
+ Corner Ball 359
+ Dumb Crambo 219
+ Emperor Ball 346
+ Forcing the City Gates 89
+ Fox and Geese 92
+ Hand Ball Drill--II 381
+ Line Club Bowls, Double 385
+ Mount Ball 387
+ Odd Man's Cap 140
+ Pass and Toss Relay (Single Line) 313
+ Pinch-o 146
+ Volley Ball 413
+ Wand Tug of War 203
+ Whip Tag 205
+ Zigzag Overhead Toss 424
+
+Schoolroom
+
+ PAGE
+
+ Bend and Stretch Relay 50
+ Dead Ball 362
+ Dumb Crambo 219
+ Line Club Bowls, Double 385
+ Literary Lore 225
+ Schoolroom Volley Ball 402
+ Up, Jenkins! 239
+
+
+8A. Eighth Year (first half), (_13-14 years old_).
+
+Playground
+
+ PAGE
+
+ All Run 321
+ Battle Ball 331
+ Catch and Pull Tug of War 60
+ Chinese Chicken 68
+ Circle Race 69
+ Circle Relay 70
+ Line Zigzag--III 423
+ Maze Tag 131
+ Nine-court Basket Ball 388
+ Overtake 393
+ Poison Snake 149
+ Round Ball 401
+ Square Ball 404
+ War 417
+
+Schoolroom
+
+ PAGE
+
+ Blackboard Relay 53
+ Cross Questions 219
+ Hen Roost 223
+ Minister's Cat, The 227
+ Overtake 393
+ Schoolroom Captain Ball 353
+ Sketches 236
+
+
+8B. Eighth Year (second half), (_13-14 years old_).
+
+Playground
+
+ PAGE
+
+ Bound Ball 336
+ Boundary Ball 335
+ Chinese Wall 68
+ Circle Club Bowls 357
+ Circle Zigzag 419
+ Double Relay Race 76
+ Japanese Crab Race 115
+ Line Club Bowls, Single 386
+ Master of the Ring 131
+ Pass and Toss Relay (Double Line) 314
+ Pig in a Hole 397
+ Stool Ball 406
+ Tossing Wands 198
+ Wand Race 202
+
+Schoolroom
+
+ PAGE
+
+ Author's Initials 213
+ Blackboard Relay Race 53
+ Crambo 218
+ Double Relay Race 76
+ Line Club Bowls, Single 386
+ Prince of Paris 232
+ Wand Race 202
+
+
+
+
+GAMES FOR HIGH SCHOOLS
+
+(_15-19 years of age_)
+
+
+ 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.
+
+
+MISCELLANEOUS ACTIVE GAMES
+
+ PAGE
+
+ All-up Relay 45
+
+ Bull in the Ring 56
+ Bung the Bucket 57
+
+ Catch and Pull Tug of War 60
+ Circle Race 69
+ Circle Relay 70
+ Club Snatch 72
+ Contests for Two
+ (chapter on "Feats and Forfeits") 245
+
+ Double Relay Race 76
+ Duck on a Rock 81
+ Dumb-bell Tag 83
+
+ Every Man in his Own Den 83
+
+ Follow the Leader 89
+ Forcing the City Gates 89
+ Fortress 90
+ Fox and Geese 92
+ Fox Trail, Double Rim 93
+
+ Hang Tag 101
+ Home Tag 106
+ Hound and Rabbit 107
+
+ Indian Club Race 112
+
+ Japanese Tag 116
+ Japanese Crab Race 115
+ Jumping Rope--I 118
+ Jumping Rope--II 119
+ Jumping Rope--III 121
+ Jumping Relay Race 117
+ Jump the Shot 122
+
+ Last Couple Out 125
+ Leader and Footer 127
+ Leapfrog Race 129
+ (_See_ list of Leapfrog Games
+ in Alphabetical Index.)
+
+ Master of the Ring 131
+ Maze Tag 131
+
+ Odd Man's Cap 140
+ Oyster Shell 143
+
+ Partner Tag 145
+ Pebble Chase 145
+ Pinch-o 146
+ Poison 148
+ Potato Shuttle Relay 154
+ Prisoner's Base--II, III, IV, V 158-161
+
+ Saddle the Nag 171
+ Shuttle Relay 173
+ Single Relay Race 175
+ Skin the Goat 176
+ Slipper Slap 179
+ Stake Guard 186
+ Stealing Sticks 188
+
+ Three Deep 196
+ (_See also_ Third Man.)
+ Tossing Wands 198
+ Tree Party 199
+ Triple Change 200
+
+ Wand Race 202
+ Whip Tag 205
+ Wood Tag 209
+
+Ball Games
+
+ PAGE
+
+ All Run 321
+
+ Ball Chase 324
+ Balloon Ball 325
+ Ball Puss 327
+ Ball Stand 328
+ Basket Ball Distance Throw 329
+ Battle Ball 331
+ Bombardment 334
+ Bound Ball 336
+ Boundary Ball 335
+
+ Call Ball 338
+ Captain Ball--I 339
+ Captain Ball--II 341
+ Captain Ball--III 344
+ Center Club Bowls 355
+ Circle Club Bowls 357
+ Corner Ball 359
+ Curtain Ball 361
+
+ Dodgeball 363
+ Double Corner Ball 370
+ Drive Ball 375
+
+ Emperor Ball 346
+
+ Fist Ball 376
+ Football Tag 379
+
+ Hand Football 382
+ Hand Ball Drill--II 381
+
+ Line Club Bowls (Single) 386
+ Line Club Bowls (Double) 385
+
+ Mount Ball 387
+
+ Nine-court Basket Ball 388
+
+ Over and Under Relay 392
+
+ Progressive Dodgeball 366
+ Pig in a Hole 397
+ Progressive Captain Ball 349
+
+ Round Ball 401
+
+ Square Ball 404
+ Stool Ball 406
+ Stride Ball 407
+
+ Ten Trips 408
+ Tether Ball 409
+
+ Volley Ball 413
+
+ Wall Ball Drill 416
+ War 417
+
+ Zigzag Overhead Toss 424
+ (_See also_ Circle Zigzag, Line
+ Zigzag--II, III.)
+
+
+
+
+GAMES FOR PLAYGROUNDS, GYMNASIUMS, AND LARGE NUMBERS
+
+
+ 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.
+
+ 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.
+
+
+MISCELLANEOUS ACTIVE GAMES
+
+ For
+ Large
+ Numbers Page
+
+ All-up Relay 60+ 45
+ Animal Blind Man's Buff 30+ 46
+ Animal Chase 30+ 46
+ Arrow Chase 47
+
+ Barley Break 48
+ Baste the Bear 30+ 49
+ Bear in the Pit 30+ 50
+ Bird Catcher 60 52
+ Black and White 100 52
+ Black Tom 30+ 54
+ Blind Bell 100 55
+ Blind Man's Buff 30+ 55
+ Body Guard 30+ 56
+ Bull in the Ring 30+ 56
+ Bunch of Ivy 60+ 57
+ Bung the Bucket 30 57
+ Buying a Lock 30+ 58
+
+ Cat and Rat 30+ 60
+ Catch and Pull Tug of
+ War 100 60
+ Catch of Fish 30+ 61
+ Catch the Cane 30+ 62
+ Cavalry Drill 100 62
+ Centipede 63
+ Charley over the Water 30+ 65
+ Chickadee-dee 65
+ Chicken Market 66
+ Chickidy Hand 30+ 67
+ Chinese Chicken 30+ 68
+ Chinese Wall 60+ 68
+ Circle Race 30+ 69
+ Circle Relay 60+ 70
+ Clam Shell Combat 30 71
+ Club Snatch 60 72
+ Cock Stride 74
+ Cross Tag 30+ 75
+ Crossing the Brook 60+ 74
+
+ Do this, Do that 60+ 75
+ Double Relay Races 100 76
+ Drop the Handkerchief 30+ 80
+ Duck on a Rock 30+ 81
+ Dumb-bell Tag 30+ 83
+
+ Every Man in his Own Den 30+ 83
+ Exchange 30+ 84
+
+ Farmer is coming, The 30+ 85
+ Fence Tag 30+ 85
+ Fire on the Mountains 30+ 86
+ Flowers and the Wind, The 30+ 87
+ Follow Chase 30+ 88
+ Follow the Leader 60+ 89
+ Forcing the City Gates 30+ 89
+ Fortress 100 90
+ Fox and Geese 30+ 92
+ Fox Trail, Double Rim 30+ 93
+ Fox Trail, Single Rim 95
+ French Tag 60+ 96
+ Frog in the Middle 30+ 96
+
+ Garden Scamp 30+ 97
+ Going to Jerusalem 60+ 98
+ Good Morning 60+ 99
+ Guess Who 30+ 100
+ Gypsy 101
+
+ Hang Tag 100 101
+ Have you seen my Sheep? 30+ 102
+ Hide and Seek 103
+ Hide the Thimble 60 104
+ High Windows 30+ 104
+ Hill Dill 30+ 105
+ Hip 30+ 105
+ Home Tag 60+ 106
+ Hopping Relay Race 100 106
+ Hound and Rabbit 60+ 107
+ How Many Miles to Babylon? 100 108
+ Huckle, Buckle, Bean Stalk 60 109
+ Hunt, The 30+ 110
+ Hunt the Fox 60+ 110
+ Hunt the Slipper 30+ 111
+
+ Indian Club Race 100 112
+ I say, "Stoop!" 60+ 113
+ I Spy 30+ 113
+
+ Jack be Nimble 60+ 114
+ Jacob and Rachel 30+ 115
+ Japanese Crab Race 60+ 115
+ Japanese Tag 60+ 116
+ Johnny Ride a Pony 60 116
+ Jumping Relay Race 60+ 117
+ Jumping Rope--I (small single rope) 100 118
+ Jumping Rope--II (one large rope) 100 119
+ Jumping Rope--III (two large ropes) 100 121
+ Jumping Rope--IV (large and small ropes) 121
+ Jump the Shot 60+ 122
+
+ Kaleidoscope 30+ 122
+
+ Lady of the Land 123
+ Lame Fox and Chickens 30+ 124
+ Last Couple Out 30+ 125
+ Leader and Footer 60+ 127
+ Leapfrog 100 127
+ Leapfrog Race 100+ 129
+ Letting out the Doves 30+ 129
+ Lost Child, The 30+ 130
+
+ Master of the Ring 30+ 131
+ Maze Tag 100 131
+ Menagerie 60+ 132
+ Midnight 30+ 133
+ Moon and Morning Stars 30+ 133
+ Mother, may I go out to Play? 134
+ Mother, Mother, the Pot boils Over 135
+ My Lady's Toilet 30+ 138
+
+ Numbers Change 30+ 139
+
+ Odd Man's Cap 30+ 140
+ Old Buzzard 30+ 141
+ Old Woman from the Wood 60+ 143
+ Oyster Shell 100 143
+
+ Par 30+ 144
+ Partner Tag 100 145
+ Pebble Chase 30+ 145
+ Pinch-o 30+ 146
+ Pitch Pebble 147
+ Poison 30+ 148
+ Poison Snake 30+ 149
+ Pom Pom Pullaway 30+ 149
+ Potato Race 100 151-2
+ Potato Shuttle Relay 100 154
+ Potato Spoon Race 60 155
+ Prisoner's Base 30+ 157-161
+ Prisoner's Base--I 30+ 157
+ Prisoner's Base--II 30+ 158
+ Prisoner's Base--III 30+ 159
+ Prisoner's Base--IV 30+ 161
+ Prisoner's Base--V 30+ 161
+ Puss in a Corner 30+ 163
+ Puss in the Circle 30+ 164
+
+ Railroad Train 100 164
+ Red Lion 30+ 165
+ Relay Races 60-100
+ All-up Relay 45
+ Circle Relay 70
+ Double Relay 76
+ Potato Races 151-155
+ Shuttle Relay 100 173
+ Single Relay 175
+ Ring-a-lievio 30+ 166
+ Ringmaster 60+ 167
+ Robbers and Soldiers 100 168
+ Rolling Target 30 169
+ Round and Round went the Gallant Ship 30+ 170
+ Run, Sheep, Run 30+ 170
+
+ Saddle the Nag 30+ 171
+ Sardines 30+ 172
+ Seeking for Gold 234
+ Shadow Tag 60+ 173
+ Shuttle Relay 100 173
+ Single Relay Race 100 175
+ Skin the Goat 176
+ Skyte the Bob 177
+ Slap Catch 30+ 178
+ Slap Jack 30+ 179
+ Slipper Slap 30+ 179
+ Smuggling the Geg 30+ 180
+ Spanish Fly 30+ 182
+ Spans 183
+ Spin the Platter 30+ 183
+ Spooning 30 184
+ Squirrel in Trees 100 185
+ Stage Coach 60+ 185
+ Stake Guard 30+ 186
+ Stealing Sticks 30+ 188
+ Step 30+ 188
+ Still Pond, No More Moving 30+ 189
+ Stone 30+ 190
+ Stoop Tag 60+ 190
+ Sun Dial 190
+
+ Tag Games 60+ 191
+ Ten Steps 30+ 193
+ Thimble Ring 30+ 194
+ Third Man 100 194
+ Third Slap 30+ 195
+ Three Deep 60 196
+ Tommy Tiddler's Ground 30+ 197
+ Tossing Wands 60+ 198
+ Trades 60+ 199
+ Tree Party 60 199
+ Triple Change 60+ 200
+ Tug of War (_See_ Catch
+ and Pull Tug of War and Wand
+ Tug of War, also _Contests
+ for Two_, under "Feats and
+ Forfeits.")
+
+ Under the Cuckoo's Nest 30 201
+
+ Wand Race 30+ 202
+ Wand Tug of War 100 203
+ Water Sprite 30+ 203
+ Wee Bologna Man, The 60+ 204
+ Whip Tag 30+ 205
+ Who goes round my Stone Wall? 30+ 206
+ Wolf 30+ 208
+ Wood Tag 30+ 209
+
+
+Quiet Games
+
+ _See_ Section on Quiet Games 213
+
+
+SINGING GAMES
+
+ Large
+ Numbers Page
+
+ Did you ever see a Lassie? 60+ 261
+ Draw a Bucket of Water 60+ 263
+ Duck Dance, The 30+ 264
+
+ Farmer in the Dell 30+ 265
+
+ Hunting 60+ 267
+
+ Itisket, Itasket 30+ 268
+
+ Keep Moving 60+ 270
+ King of France 60+ 273
+ Kitty White 30+ 274
+
+ Leaves are Green 60+ 276
+ Let the Feet go Tramp 60+ 276
+ London Bridge 30+ 278
+ Looby Loo 60+ 280
+
+ Muffin Man 30+ 282
+ Mulberry Bush 60+ 283
+
+ Nuts in May 60+ 285
+
+ Oats, Peas, Beans 60 287
+
+ Round and Round the Village 30+ 290
+
+ Snail 60+ 292
+
+
+
+BEAN BAG GAMES
+
+ Large
+ Numbers Page
+
+ Bag Pile 100 303
+ Bean Bag Board 30+ 304
+ Bean Bag Box 305
+ Bean Bag Circle Toss 30+ 305
+ Bean Bag Ring Throw 60+ 306
+
+ Criss-cross Goal 60+ 307
+
+ Passing Race 100 312
+ Pass and Toss Relay (Single Line) 60 313
+ Pass and Toss Relay (Double Line) 314
+
+ Target Toss 60 315
+ Teacher and Class 60 316
+
+
+GAMES FOR EITHER BALLS OR BEAN BAGS
+
+ Large
+ Numbers Page
+
+ All Run 30+ 321
+ Arch Ball 100 321
+ Arch Goal Ball 60 323
+
+ Call Ball 30+ 338
+ Center Catch Ball 30+ 355
+ Circle Ball 60+ 356
+ Club Bowls 60+ 359
+ Center Club Bowls 355
+ Line Club Bowls (Single) 386
+ Line Club Bowls (Double) 385
+ Corner Spry 60+ 360
+
+ Dodgeball 60+ 363
+
+ Over and Under Relay 100 392
+ Overtake 60 393
+
+ Ring Call Ball 30+ 399
+ Round Ball 60+ 401
+
+ Zigzag Games 100 419
+ Circle Zigzag 419
+ Line Zigzag--I 421
+ Line Zigzag--II 422
+ Line Zigzag--III 423
+ Zigzag Overhead Toss 424
+
+
+BALL GAMES
+
+ Large
+ Numbers Page
+
+ All Run 30+ 321
+ Arch Ball 100 321
+ Arch Goal Ball 100 323
+
+ Ball Chase 324
+ Balloon Ball 325
+ Balloon Goal 100 326
+ Ball Puss 30+ 327
+ Ball Stand 328
+ Ball Tag 329
+ Basket Ball Distance Throw 329
+ Battle Ball 331
+ Bombardment 100 334
+ Boundary Ball 100 335
+ Bound Ball 30+ 336
+
+ Call Ball 30+ 338
+ Captain Ball--I 339
+ Captain Ball--II 60 341
+ Captain Ball--III 30+ 344
+ (_See_ Emperor Ball,
+ Progressive Captain Ball.)
+ Center Base 30+ 354
+ Center Catch Ball 30+ 355
+ Center Club Bowls 30+ 355
+ Circle Ball 60+ 356
+ Circle Club Bowls 60+ 357
+ Circle Dodgeball 60 364
+ Circle Stride Ball 30+ 358
+ Circle Zigzag (_see_ Zigzag.) 419
+ Corner Ball 30+ 359
+ Corner Spry 60 360
+ Crackabout 60 360
+ Curtain Ball 100 361
+
+ Dodgeball 60+ 363
+ Double Corner Ball 100 370
+ Double Dodgeball 60 365
+ Drive Ball 30+ 375
+
+ Emperor Ball 30+ 346
+
+ Fist Ball 30+ 376
+ Football Tag 30+ 379
+
+ Hand Ball Drill--I (Elementary) 100 380
+ Hand Ball Drill--II (Advanced) 100 381
+ Hand Football 30+ 382
+
+ Line Ball 60 384
+ Line Club Bowls (Double) 60+ 385
+ Line Club Bowls (Single) 60+ 386
+ Line Zigzag 421-423
+
+ Mount Ball 100 387
+
+ Nine-court Basket Ball 60 388
+
+ Over and Under Relay 100 392
+ Overtake 60+ 393
+
+ Pass Ball Relay 100 395
+ Pig in a Hole 60+ 397
+ Progressive Captain Ball 100 349
+ Progressive Dodgeball 366
+
+ Ring Call Ball 30+ 399
+ Roley Poley 399
+ Round Ball 60+ 401
+ Russian Hole Ball 401
+
+ Spud 100 404
+ Square Ball 30+ 404
+ Stool Ball 406
+ Stride Ball 100 407
+
+ Tether Ball 409
+ Three Holes 411
+ Toss Ball 60 412
+ Tree Ball 413
+
+ Volley Ball 30 413
+
+ Wall Ball Drill 416
+ War 60+ 417
+
+ Zigzag Games 419
+ Circle Zigzag 60 419
+ Line Zigzag--I 100 421
+ Line Zigzag--II 100 422
+ Line Zigzag--III 100 423
+ Zigzag Overhead Toss 100 424
+
+
+
+
+GAMES FOR BOYS' AND GIRLS' SUMMER CAMPS
+
+
+ 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.
+
+
+
+ACTIVE GAMES
+
+ PAGE
+
+ All-up Relay 45
+ Animal Blind Man's Buff 46
+ Animal Chase 46
+ Arrow Chase 47
+
+ Barley Break 48
+ Baste the Bear 49
+ Bear in the Pit 50
+ Bird Catcher, The 52
+ Black and White 52
+ Black Tom 54
+ Blind Bell 55
+ Blind Man's Buff 55
+ Body Guard 56
+ Bull in the Ring 56
+ Bunch of Ivy 57
+ Bung the Bucket 57
+ Buying a Lock 58
+
+ Cat and Rat 60
+ Catch and Pull Tug of War 60
+ Catch of Fish 61
+ Catch the Cane 62
+ Centipede 63
+ Chickadee-dee 65
+ Chicken Market 66
+ Chickidy Hand 67
+ Chinese Chicken 68
+ Chinese Wall 68
+ Circle Race 69
+ Circle Relay 70
+ Club Snatch 72
+ Cock Stride 74
+ Cross Tag 75
+
+ Drop the Handkerchief 80
+ Duck on a Rock 81
+ Dumb-bell Tag 83
+
+ Every Man in his Own Den 83
+ Exchange 84
+
+ Farmer is Coming, The 85
+ Fence Tag 85
+ Fire on the Mountains 86
+ Flowers and the Wind 87
+ Follow Chase 88
+ Follow the Leader 89
+ Forcing the City Gates 89
+ Fortress 90
+ Fox and Geese 92
+ Fox Trail, Double Rim 93
+ Fox Trail, Single Rim 95
+
+ Garden Scamp 97
+ Going to Jerusalem 98
+ Guess Who 100
+ Gypsy 101
+
+ Hang Tag 101
+ Have you seen my Sheep? 102
+ High Windows 104
+ Hill Dill 105
+ Hip 105
+ Hopping Relay Race 106
+ How Many Miles to Babylon? 108
+ Huckle, Buckle, Bean Stalk 109
+ Hunt, The 110
+ Hunt the Fox 110
+ Hunt the Slipper 111
+
+ I say, "Stoop!" 113
+ I Spy 113
+
+ Jacob and Rachel 115
+ Japanese Crab Race 115
+ Japanese Tag 116
+ Jumping Relay Race 117
+ Jumping Rope--I 118
+ Jumping Rope--II 119
+ Jumping Rope--III 121
+ Jumping Rope--IV 121
+ Jump the Shot 122
+
+ Kaleidoscope 122
+
+ Lady of the Land 123
+ Lame Fox and Chickens 124
+ Last Couple Out 125
+ Leader and Footer 127
+ Leapfrog Race 129
+ Letting out the Doves 129
+ Lost Child, The 130
+
+ Master of the Ring 131
+ Maze Tag 131
+ Menagerie 132
+ Midnight 133
+ Mother, may I go out to Play? 134
+ Mother, Mother, the Pot boils Over 135
+ My Lady's Toilet 138
+
+ Odd Man's Cap 140
+ Old Buzzard 141
+ Old Woman from the Wood 143
+ Oyster Shell 143
+
+ Partner Tag 145
+ Pebble Chase 145
+ Pinch-o 146
+ Pitch Pebble 147
+ Poison 148
+ Pom Pom Pullaway 149
+ Potato Race 151
+ Potato Shuttle Relay 154
+ Potato Spoon Race 155
+ Prisoner's Base--I-V 157-161
+ Puss in a Corner 163
+ Puss in the Circle 164
+
+ Railroad Train 164
+ Red Lion 165
+ Ring-a-lievio 166
+ Ringmaster 167
+ Robbers and Soldiers 168
+ Rolling Target 169
+ Run, Sheep, Run! 170
+
+ Saddle the Nag 171
+ Sardines 172
+ Seeking for Gold 234
+ Shadow Tag 173
+ Shuttle Relay Race 173
+ Single Relay Race 175
+ Skin the Goat 176
+ Skyte the Bob 177
+ Slap Catch 178
+ Slap Jack 178
+ Slipper Slap 179
+ Smuggling the Geg 180
+ Spin the Platter 183
+ Spooning 184
+ Stage Coach 185
+ Stake Guard 186
+ Stealing Sticks 188
+ Step 188
+ Still Pond, No More Moving! 189
+ Stone 190
+ Stoop Tag 190
+ Sun Dial 190
+
+ Tag 191-2
+ Ten Steps 193
+ Thimble Ring 194
+ Third Man 194
+ Third Slap 195
+ Three Deep 196
+ Tommy Tiddler's Ground 197
+ Trades 199
+ Triple Change 200
+
+ Under the Cuckoo's Nest 201
+ Wand Race 202
+ Water Sprite 203
+ Wee Bologna Man, The 204
+ Whip Tag 205
+ Who goes round my Stone Wall? 206
+ Wolf 208
+ Wood Tag 209
+
+
+SINGING GAMES
+
+ PAGE
+
+ Did you ever see a Lassie? 261
+ Draw a Bucket of Water 263
+ Duck Dance, The 264
+
+ Farmer in the Dell 265
+
+ Hunting 267
+
+ Itisket, Itasket 268
+
+ Keep Moving 270
+ Kitty White 274
+
+ Leaves are Green 276
+ London Bridge 278
+ Looby Loo 280
+
+ Muffin Man 282
+ Mulberry Bush 283
+
+ Nuts in May 285
+
+ Oats, Peas, Beans 287
+
+ Round and Round the Village 290
+
+ Snail 292
+
+
+
+QUIET GAMES
+
+ PAGE
+
+ "B" Game, The 213
+ Bargain Counter 214
+ Beast, Bird, or Fish 215
+ Buzz 216
+
+ Cat Party 217
+ Crambo 218
+ Cross Questions 219
+
+ Dumb Crambo 219
+
+ Find the Ring 220
+ Flower Match 220
+
+ Grass Blade 221
+
+ Hen Roost 223
+ Horns 223
+
+ Initials 224
+
+ Leaf by Leaf 225
+ Literary Lore 225
+ London 226
+
+ Minister's Cat, The 227
+ Music Box 228
+ My Lady's Lap Dog 228
+
+ Naughts and Crosses 229
+
+ Observation 139
+
+ Penny Wise 230
+ Planting a Garden 231
+ Poor Pussy 150
+ Prince of Paris 232
+
+ Scat 234
+ Seeking for Gold 234
+ Simon Says 235
+ Spans 183
+
+ Tip Tap Toe 237
+
+ Up, Jenkins! 239
+
+ What is my Thought Like? 240
+ Woodland Lovers 241
+
+ Zoo 242
+
+
+BEAN BAG GAMES
+
+ PAGE
+
+ Bag Pile 303
+ Bean Bag Board 304
+ Bean Bag Box 305
+ Bean Bag Circle Toss 305
+ Bean Bag Ring Throw 306
+
+ Criss-cross Goal 307
+
+ Target Toss 315
+ Teacher and Class 316
+
+
+GAMES FOR EITHER BALLS OR BEAN BAGS
+
+ PAGE
+
+ All Run 321
+ Arch Ball 321
+
+ Call Ball 338
+ Center Catch Ball 355
+ Circle Ball 356
+ Club Bowls 359
+ Center Club Bowls 355
+ Line Club Bowls (Double) 385
+ Line Club Bowls (Single) 386
+
+ Dodgeball 363
+
+ Over and Under Relay 392
+
+ Ring Call Ball 399
+ Round Ball 401
+
+ Zigzag Games 419
+ Line Zigzag--I 421
+ Line Zigzag--II 422
+ Line Zigzag--III 423
+ Zigzag Overhead Toss 424
+ Circle Zigzag 419
+
+
+BALL GAMES
+
+ PAGE
+
+ All Run 321
+ Arch Ball 321
+ Arch Goal Ball 323
+
+ Ball Chase 324
+ Balloon Goal 326
+ Ball Puss 327
+ Ball Stand 328
+ Basket Ball Distance Throw 329
+ Battle Ball 331
+ Bombardment 334
+ Boundary Ball 335
+ Bound Ball 336
+
+ Call Ball 338
+ Captain Ball--I 339
+ Captain Ball--II 341
+ Captain Ball--III 344
+ (_See_ Emperor Ball,
+ Progressive Captain Ball,
+ and Schoolroom Captain Ball.)
+ Center Base 354
+ Center Catch Ball 355
+ Center Club Bowls 355
+ Circle Ball 356
+ Circle Club Bowls 357
+ Corner Ball 359
+ Curtain Ball 361
+
+ Dead Ball 362
+ Dodgeball 363
+ Double Corner Ball 370
+ Drive Ball 375
+
+ Emperor Ball 346
+
+ Fist Ball 376
+ Football Tag 379
+
+ Hand Ball Drill--I (Elementary) 380
+ Hand Ball Drill--II 381
+ Hand Football 382
+
+ Line Ball 384
+ Line Club Bowls (Double) 385
+ Line Club Bowls (Single) 386
+ Line Zigzag 421-423
+
+ Mount Ball 387
+
+ Nine-court Basket Ball 388
+
+ Over and Under Relay 392
+
+ Pass Ball Relay 395
+ Pig in a Hole 397
+ Progressive Captain Ball 349
+
+ Ring Call Ball 399
+ Roley Poley 399
+ Round Ball 401
+ Russian Hole Ball 401
+
+ Square Ball 404
+ Stool Ball 406
+ Stride Ball 407
+
+ Ten Trips 408
+ Tether Ball 409
+ Three Holes 411
+ Toss Ball 412
+ Tree Ball 413
+
+ Volley Ball 413
+
+ Wall Ball Drill 416
+ War 417
+
+ Zigzag Overhead Toss 424
+ (_See also_ Circle Zigzag.)
+
+
+
+
+HOUSE-PARTY AND COUNTRY-CLUB GAMES
+
+
+ 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.
+
+
+
+ACTIVE GAMES
+
+
+ PAGE
+
+ Animal Blind Man's Buff 46
+ Arrow Chase 47
+
+ Balloon Goal 326
+ Barley Break 48
+ Baste the Bear 49
+ Black and White 52
+ Blind Bell 55
+ Blind Man's Buff 55
+ Body Guard 56
+
+ Catch of Fish 61
+ Chickidy Hand 67
+ Circle Race 69
+ Club Snatch 72
+ Curtain Ball 361
+
+ Dodgeball 363
+ Duck on a Rock 81
+ Dumb-bell Tag 83
+
+ Every Man in his Own Den 83
+ Exchange 84
+
+ Follow the Leader 89
+ Fox and Geese 92
+ Fox Trail 93-95
+
+ Going to Jerusalem 98
+
+ Have you seen my Sheep? 102
+ Hide the Thimble 104
+ Hill Dill 105
+ Hound and Rabbit 107
+ Hunt, The 110
+ Hunt the Fox 110
+
+ I Spy 113
+
+ Jacob and Rachel 115
+ Japanese Tag 116
+
+ Keep Moving 270
+
+ Last Couple Out 125
+
+ Maze Tag 131
+ Menagerie 132
+ My Lady's Toilet 138
+
+ Odd Man's Cap 140
+ Old Woman from the Wood 143
+
+ Partner Tag 145
+ Pebble Chase 145
+ Pinch-o 146
+ Pitch Pebble 147
+ Poison 148
+ Poor Pussy 150
+ Potato Shuttle Relay 154
+ Potato Spoon Race 155
+ Prisoner's Base--I-V 157-161
+ Puss in a Corner 163
+
+ Ring-a-lievio 166
+ Rolling Target 169
+ Run, Sheep, Run! 170
+ Russian Hole Ball 401
+
+ Sardines 172
+ Single Relay Race 175
+ Slap Catch 178
+ Slipper Slap 179
+ Snow Dart 181
+ Snow Snake 182
+ Spin the Platter 183
+ (_See also_ My Lady's Toilet.)
+ Stage Coach 185
+ Stake Guard 186
+ Stealing Sticks 188
+ Still Pond, No More Moving 189
+ Sun Dial 190
+
+ Tag 190-192
+ Tether Ball 409
+ Thimble Ring 194
+ Third Man 194
+ Three Deep 196
+ Trades 199
+ Tree Party 199
+ Triple Change 200
+
+ Wee Bologna Man 204
+ Who goes round my Stone Wall? 206
+ Wood Tag 209
+
+
+
+QUIET GAMES
+
+ PAGE
+
+ Author's Initials 213
+
+ "B" Game, The 213
+ Bargain Counter 214
+ Beast, Bird, or Fish 215
+ Buzz 216
+
+ Cake Sale 216
+ Cat Party 217
+ Crambo 218
+ Cross Questions 219
+
+ Dumb Crambo 219
+
+ Find the Ring 220
+ Flower Match 220
+
+ Grass Blade 221
+
+ Hen Roost 223
+ Horns 223
+
+ Initials 224
+
+ Leaf by Leaf 225
+ Literary Lore 225
+ London 226
+
+ Minister's Cat, The 227
+ Music Box 228
+ My Lady's Lap Dog 228
+
+ Naughts and Crosses 229
+
+ Penny Wise 230
+ Planting a Garden 231
+ Prince of Paris 232
+
+ Recognition 233
+
+ Scat 234
+ Seeking for Gold 234
+ Shakespearean Romance, A 235
+ Simon Says 235
+ Sketches 236
+
+ Tidbits Farmer 237
+ Tip Tap Toe 237
+
+ Up, Jenkins! 239
+
+ What is my Thought Like? 240
+ Woodland Lovers, The 241
+
+ Zoo, The 242
+
+
+
+
+GAMES FOR CHILDREN'S PARTIES
+
+
+ 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.
+
+
+
+ACTIVE GAMES
+
+ PAGE
+
+ All-up Relay 45
+ Animal Blind Man's Buff 46
+ Animal Chase 46
+
+ Barley Break 48
+ Baste the Bear 49
+ Bird Catcher, The 52
+ Black and White 52
+ Blind Man's Buff 55
+ Blind Bell 55
+ Body Guard 56
+ Bunch of Ivy 57
+
+ Cat and Rat 60
+ Catch the Cane 62
+ Catch of Fish 61
+ Charley over the Water 65
+ Club Snatch 72
+ Crossing the Brook 74
+
+ Do This, Do That 75
+ Drop the Handkerchief 80
+ Dumb-bell Tag 83
+
+ Exchange 84
+
+ Farmer is Coming, The 85
+ Flowers and the Wind, The 87
+ Follow Chase 88
+ Follow the Leader 89
+ Fox and Geese 92
+ Fox and Squirrel 93
+
+ Garden Scamp 97
+ Going to Jerusalem 98
+ Good Morning 99
+ Guess Who 100
+ Gypsy, The 101
+
+ Have you seen my Sheep? 102
+ Hide and Seek 103
+ Hide the Thimble 104
+ High Windows 104
+ Hopping Relay Race 106
+ Hound and Rabbit 107
+ How Many Miles to Babylon? 108
+ Huckle, Buckle, Bean Stalk 109
+ Hunt the Slipper 111
+
+ I Spy 113
+ I say, "Stoop!" 113
+
+ Jack be Nimble 114
+ Jacob and Rachel 115
+ Japanese Tag 116
+
+ Kaleidoscope 122
+
+ Lady of the Land 123
+ Lame Fox and Chickens 124
+ Last Couple Out 125
+ Letting Out the Doves 129
+ Lost Child, The 130
+
+ Maze Tag 131
+ Menagerie 132
+ Midnight 133
+ Mother, may I go out to Play? 134
+ Mother, Mother, the Pot boils Over 135
+ My Lady's Toilet 138
+
+ Numbers Change 139
+
+ Observation 139
+ Odd Man's Cap 140
+ Old Buzzard 141
+ Old Woman from the Wood 143
+
+ Partner Tag 145
+ Pebble Chase 145
+ Pinch-o 146
+ Potato Shuttle Relay 154
+ Potato Spoon Race 155
+ Puss in the Circle 164
+ Puss in a Corner 163
+
+ Railroad Train 164
+ Ring Master 167
+
+ Sardines 172
+ Slap Catch 178
+ Slap Jack 178
+ Slipper Slap 179
+ Spin the Platter 183
+ Squirrel in Trees 185
+ Step 188
+ Still Pond, No More Moving 189
+ Stoop Tag 190
+ Sun Dial 190
+
+ Thimble Ring 194
+ Three Deep 196
+ Trades 199
+ Tree Party 199
+
+ Wee Bologna Man, The 204
+ What is my Thought Like? 240
+ Who goes round my Stone Wall? 206
+ Wood Tag 209
+
+
+
+QUIET GAMES
+
+ PAGE
+
+ "B" Game, The 213
+ Beast, Bird, and Fish 215
+ Buzz 216
+
+ Cross Questions 219
+
+ Dumb Crambo 219
+
+ Find the Ring 220
+ Flower Match 220
+
+ Grass Blade 221
+
+ Hen Roost 223
+ Horns 223
+
+ Keep Moving 270
+
+ Leaf by Leaf 225
+ Literary Lore 225
+ London 226
+
+ Minister's Cat, The 227
+ Music Box 228
+ My Lady's Lap Dog 228
+
+ Naughts and Crosses 229
+
+ Penny Wise 230
+ Planting a Garden 231
+ Poor Pussy 150
+ Prince of Paris 232
+
+ Simon Says 235
+
+ Tip, Tap, Toe 237
+
+ Up, Jenkins! 239
+
+ What is my Thought Like? 240
+
+ Zoo, The 242
+
+
+SINGING GAMES
+
+ PAGE
+
+ Did you ever see a Lassie? 261
+ Draw a Bucket of Water 263
+ Duck Dance, The 264
+
+ Farmer in the Dell 265
+
+ Hunting 267
+
+ Itisket, Itasket 268
+
+ Kitty White 274
+
+ Leaves are Green 276
+ London Bridge 278
+ Looby Loo 280
+
+ Muffin Man 282
+ Mulberry Bush 283
+
+ Nuts in May 285
+
+ Oats, Peas, Beans 287
+
+ Round and Round the Village 290
+
+ Snail 292
+
+
+BEAN BAG GAMES
+
+ PAGE
+
+ Bag Pile 303
+ Bean Bag Board 304
+ Bean Bag Box 305
+ Bean Bag Circle Toss 305
+ Bean Bag Ring Throw 306
+
+ Target Toss 315
+ Teacher and Class 316
+
+ Zigzag Games 419
+
+
+BALL GAMES
+
+ PAGE
+
+ Balloon Ball 325
+ Balloon Goal 326
+
+ Call Ball 338
+ Center Catch Ball 355
+ Circle Ball 356
+
+ Ring Call Ball 399
+
+ Round Ball 401
+
+ Zigzag Games 419
+
+
+GAMES FOR EITHER BALLS OR BEAN BAGS
+
+ PAGE
+
+ All Run 321
+ Arch Ball 321
+
+ Call Ball 338
+ Center Catch Ball 355
+ Circle Ball 356
+ Club Bowls 359
+ Corner Spry 360
+
+ Dodgeball 363
+
+ Over and Under Relay 392
+ Overtake 393
+
+ Ring Call Ball 399
+ Round Ball 401
+
+ Zigzag Games 419
+
+
+
+
+SEASHORE GAMES
+
+
+ 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.
+
+ PAGE
+
+ All Run 321
+ Arch Ball 321
+
+ Ball Chase 324
+ Bean Bag Ring Throw 306
+ Beast, Bird, or Fish 215
+ Bird Catcher, The 52
+ Boundary Ball 335
+ Buying a Lock 58
+ Buzz 216
+
+ Catch and Pull Tug of War 60
+ Center Catch Ball 355
+ Centipede 63
+ Chinese Chicken 68
+ Circle Ball 356
+ Clam Shell Combat 71
+ Club Snatch 72
+ Cross Questions 219
+
+ Did you ever see a Lassie? 261
+ Dodgeball 363
+ Draw a Bucket of Water 263
+ Duck Dance, The 264
+ Duck on a Rock 81
+ Dumb Crambo 219
+
+ Farmer in the Dell 265
+ Find the Ring 220
+ Flower Match 220
+ Follow the Leader 89
+ Fox Trail, Double Rim 93
+ Fox Trail, Single Rim 95
+
+ Grass Blade 221
+
+ Hen Roost 223
+ Horns 223
+ Hunting 267
+ Hunt the Slipper 111
+
+ Itisket, Itasket 268
+
+ Keep Moving 270
+ Kitty White 274
+
+ Lady of the Land 123
+ Leader and Footer 127
+ Leapfrog Race 129
+ Leaves are Green 276
+ London 226
+ London Bridge 278
+ Looby Loo 280
+
+ Maze Tag 131
+ Minister's Cat, The 227
+ Mother, may I go out to Play? 134
+ Mother, Mother, the Pot boils Over 135
+ Muffin Man 282
+ Mulberry Bush 283
+ Music Box 228
+ My Lady's Lap Dog 228
+
+ Naughts and Crosses 229
+
+ Oats, Peas, Beans 287
+ Odd Man's Cap 140
+ Over and Under Relay 392
+ Oyster Shell 143
+
+ Partner Tag 145
+ Pass Ball Relay 395
+ Pebble Chase 145
+ Pig in a Hole 397
+ Pinch-o 146
+ Pitch Pebble 147
+ Poison 148
+ Potato Shuttle Relay 154
+ Prince of Paris 232
+ Prisoner's Base--II, III, IV, V 158-161
+ Progressive Captain Ball 349
+
+ Ring Call Ball 399
+ Ringmaster 167
+
+ Roley Poley 399
+ Rolling Target 169
+ Round and Round the Village 290
+ Russian Hole Ball 401
+
+ Saddle the Nag 171
+ Scat 234
+ Seeking for Gold 234
+ Shadow Tag 173
+ Shuttle Relay 173
+ Simon Says 235
+ Single Relay Race 175
+ Skin the Goat 176
+ Skyte the Bob 177
+ Slap Catch 178
+ Slap Jack 178
+ Slipper Slap 179
+ Snail 292
+ Spooning 184
+ Square Ball 404
+ Squirrel in Trees 185
+ Stage Coach 185
+ Stake Guard 186
+ Stealing Sticks 188
+ Step 188
+ Stone 190
+ Stoop Tag 190
+ Stride Ball 407
+ Sun Dial 190
+
+ Tag 191
+ Target Toss 315
+ Teach: How to teach Games 27
+ Teacher and Class 316
+ Teacher of Games (To the) 26
+ Tether Ball 409
+ Third Man 194
+ Three Deep 196
+ Three Holes 411
+ Tommy Tiddler's Ground 197
+ Trades 199
+
+ War 417
+ Whip Tag 205
+ Who goes round my Stone Wall? 206
+
+ Zigzag Overhead Toss 424
+
+
+
+
+ALPHABETICAL INDEX
+
+
+Ages, Games for Different, 12-16
+ Index for, 427
+
+All Run, 321
+
+All up Relay, 45
+
+Animal Blind Man's Buff, 46
+
+Animal Chase, 46
+
+Arch Ball, 321
+
+Arch Goal Ball, 323
+
+Arrow Chase, 47
+
+Author's Initials, 213
+
+Automobile Race, 48
+
+
+"B" Game, 213
+
+Babylon (_see_ How Many Miles)
+
+Bag Pile, 303
+
+Ball Chase, 324
+
+Ball Drill (_see_ Hand Ball Drill and Wall Ball Drill)
+
+Ball Games, 319
+
+Balloon Ball, 325
+
+Balloon Goal, 326
+
+Balloon Specifications, 297
+
+Ball Puss, 327
+
+Ball Stand, 328
+
+Ball Tag, 329
+
+Bargain Counter, The, 214
+
+Barley Break, 48
+
+Basket Ball Distance Throw, 329
+
+Baste the Bear, 49
+
+Battle Ball, 331
+
+Bean Bag and Basket Relay, 303
+
+Bean Bag Board, 304
+
+Bean Bag Box, 305
+
+Bean Bag Circle Toss, 305
+
+Bean Bag Games, 303
+
+Bean Bag or Ball, Games for Both, 318
+
+Bean Bag Ring Throw, 306
+
+Bean Bag Specifications, 297
+
+Bear in the Pit, 50
+
+Beast, Bird, or Fish, 215
+
+Beetle goes Round (_see_ Whip Tag)
+
+Bend and Stretch Relay, 50
+
+Bird Catcher, The, 52
+
+Black and White, 52
+
+Blackboard Relay, 53
+
+Black Tom, 54
+
+Blind Bell, 55
+
+Blind Man's Buff, 55
+
+Blind Man's Buff, French (_see_ Exchange)
+
+Body Guard, 56
+
+Bombardment, 334
+
+Boundary Ball, 335
+
+Bound Ball, 336
+
+Bowl Ball (_see_ Center Club Bowls, Circle Club Bowls, and Line Club Bowls)
+
+Bull in the Ring, 56
+
+Bunch of Ivy, 57
+
+Bung the Bucket, 57
+
+Buying a Lock, 58
+
+Buzz, 216
+
+
+Cake Sale, 216
+
+Call Ball, 338
+
+Captain Ball, 338
+
+ Captain Ball--I, 339
+ Captain Ball--II, 341
+ Captain Ball--III, 344
+ Captain Ball--IV (_see_ Emperor Ball)
+ Captain Ball--V (_see_ Progressive Captain Ball)
+
+Cat and Mice, 59
+
+Cat and Rat, 60
+
+Cat Party, 217
+
+Catch and Pull Tug of War, 60
+
+Catch Basket, 307
+
+Catch of Fish, 61
+
+Catch the Cane, 62
+
+Cavalry Drill, 62
+
+Center Base, 354
+
+Center Catch Ball, 355
+
+Center Club Bowls, 355
+
+Centipede, 63
+
+Changing Seats, 63
+
+Charley over the Water, 65
+
+Chickadee-dee, 65
+
+Chicken Market, 66
+
+Chickidy Hand, 67
+
+Chinese Chicken, 68
+
+Chinese Wall, 68
+
+Choosing Sides, 41
+
+Circle Ball, 356
+
+Circle Club Bowls, 357
+
+Circle Dodgeball, 364
+
+Circle Race, 69
+
+Circle Relay, 70
+
+Circle Seat Relay, 71
+
+Circle Stride Ball, 358
+
+Circle Zigzag, 419
+
+Clam Shell Combat, 71
+
+Club Bowls, 359
+
+ Center Club Bowls, 355
+ Circle Club Bowls, 357
+ Line Club Bowls (Double), 385
+ Line Club Bowls (Single), 386
+
+Club Snatch, 72
+
+Cock Stride, 74
+
+Contests for Two, 245
+
+Corner Ball, 359
+
+Corner Spry, 360
+
+Correlation with School Subjects:
+
+ _Arithmetic:_
+ Blackboard Relay, 53
+ Buzz, 216
+ Cross Questions, 219
+ Nimble Squirrel, 230
+ _English:_
+ Author's Initials, 213
+ "B" Game, 213
+ Blackboard Relay, 53
+ Cat Party, 217
+ Crambo, 218
+ Cross Questions, 219
+ Kaleidoscope, 122
+ Literary Lore, 225
+ Minister's Cat, The, 227
+ Recognition, 233
+ Shakespearean Romance, 235
+ Sketches, 236
+ _Geography:_
+ Blackboard Relay, 53
+ Cross Questions, 219
+ Kaleidoscope, 122
+ Weathercock, 204
+ _History:_
+ Blackboard Relay, 53
+ Cross Questions, 219
+ Kaleidoscope, 122
+ Recognition, 233
+ Sketches, 236
+ _Nature:_
+ Beast, Bird, or Fish, 215
+ Bird Catcher, 52
+ Cross Questions, 219
+ Flower Match, 220
+ Flowers and the Wind, 87
+ Horns, 223
+ Kaleidoscope, 122
+ Leaf by Leaf, 225
+ Observation, 139
+ Tree Party, 199
+ Woodland Lovers, 241
+
+Counting-Out, 35
+
+Crackabout, 360
+
+Crambo, 218
+
+Criss-cross Goal, 307
+
+Cross Questions, 219
+
+Cross Tag, 75
+
+Crossing the Brook, 74
+
+Curtain Ball, 361
+
+Cuts (Drawing Cuts), 40
+
+
+Dead Ball, 361
+
+Desk Relay, 309
+
+Did you ever see a Lassie?, 261
+
+Dodgeball (Informal), 363
+
+ Circle Dodgeball, 364
+ Double Dodgeball, 365
+ Progressive Dodgeball, 366
+ Schoolroom Dodgeball, 369
+
+Do this, Do that, 75
+
+Double Corner Ball, 370
+
+Double Dodgeball, 365
+
+Double Relay Races, 76
+
+ (_See also_ Shuttle Relay)
+
+Draw a Bucket of Water, 263
+
+Drawing Cuts, 40
+
+Drill Ball (_see_ Hand Ball Drill and Wall Ball Drill)
+
+Drive Ball, 375
+
+Drop the Handkerchief, 80
+
+Duck Dance, The, 264
+
+Duck on a Rock, 81
+
+Dumb-bell Tag, 83
+
+Dumb Crambo, 219
+
+
+Emperor Ball, 346
+
+Every Man in his Own Den, 83
+
+Exchange, 84
+
+
+Faba Gaba (_see_ Bean Bag Board)
+
+Farmer in the Dell, The, 265
+
+Farmer is Coming, The, 85
+
+Feats and Forfeits, 243
+
+Fence Tag, 85
+
+Fetch and Carry Relay, 309
+
+Find the Ring, 220
+
+Fire on the Mountains, 86
+
+Fist Ball, 376
+
+Floor Formations, 32
+
+Flower Match, 220
+
+Flowers and the Wind, The, 87
+
+Football Tag, 379
+
+Follow Chase, 88
+
+Follow the Leader, 89
+
+Forcing the City Gates, 89
+
+Forfeits, 245, 254
+
+Formations, 32
+
+Fortress, 90
+
+Fox and Geese, 92
+
+ (_See also_ Naughts and Crosses and Fox Trail)
+
+Fox and Squirrel, 93
+
+Fox Trail, Double Rim, 93
+
+Fox Trail, Single Rim, 95
+
+French Blind Man's Buff (_see_ Exchange)
+
+French Tag, 96
+
+Frog in the Middle, 96
+
+
+Games for Various Conditions (_see_ Indexes)
+
+Garden Scamp, 97
+
+Going to Jerusalem, 98
+
+Good Morning, 99
+
+Grass Blade, 221
+
+Guess Who, 100
+
+Gypsy, 101
+
+
+Hand Ball Drill, 379
+
+ Hand Ball Drill--I (Elementary), 380
+ Hand Ball Drill--II (Advanced), 381
+ (_See also_ Wall Ball Drill)
+
+Hand over Head Bean Bag, 310
+
+Hand Football, 382
+
+Hands Up, Hands Down, 221
+
+Hang Tag, 101
+
+Hat Ball (_see_ Roley Poley)
+
+Have you seen my Sheep?, 102
+
+Hen Roost, 223
+
+Here we go Round (_see_ Mulberry Bush)
+
+Herr Slap Jack (_see_ Slap Jack)
+
+Hide and Seek, 103
+
+Hide-and-Seek Games:
+
+ Hide and Seek, 103
+ I Spy, 113
+ Ring-a-lievio, 166
+ Run, Sheep, Run!, 170
+ Sardines, 172
+ Smuggling the Geg, 180
+ Ten Steps, 193
+ Yards Off, 210
+
+Hide the Thimble, 104
+
+High Windows, 104
+
+Hill Dill, 105
+
+Hip, 105
+
+Holders, 39
+
+Home Run, 384
+
+Home Tag, 106
+
+Hopping Relay Race, 106
+
+Horns, 223
+
+Hound and Rabbit, 107
+
+How Many Miles to Babylon?, 108
+
+How to teach Games, 27
+
+Huckle, Buckle, Bean Stalk, 109
+
+Hunt, The, 110
+
+Hunt the Fox, 110
+
+Hunt the Ring (_see_ Find the Ring)
+
+Hunt the Slipper, 111
+
+Hunting, 267
+
+
+Indexes:
+
+ Boys' and Girls' Summer Camps, 440
+ Children's Parties, 446
+ Country Clubs, 444
+ Elementary Schools, 427
+ Gymnasiums, 435
+ High Schools, 433
+ House Parties, 444
+ Large Numbers, 435
+ Playgrounds, 435
+ Schools:
+ Elementary, 427
+ High, 433
+ Seashore, 449
+
+Indian Club Race, 112
+
+Initials, 224
+
+Introduction, 1
+
+I say, "Stoop!", 113
+
+I Spy!, 113
+
+Itisket, Itasket, 268
+
+
+Jack be Nimble, 114
+
+Jacob and Rachel, 115
+
+Japanese Crab Race, 115
+
+Japanese Tag, 116
+
+Johnny ride a Pony, 116
+
+Jumping Relay Race, 117
+
+Jumping Rope, 117
+
+ Jumping Rope--I, small single rope, 118
+ Jumping Rope--II, one large rope, 119
+ Jumping Rope--III, two large ropes, 121
+ Jumping Rope--IV, large and small ropes, 121
+
+Jump the Bean Bag, 311
+
+Jump the Shot, 122
+
+
+Kaleidoscope, 122
+
+Keep Moving, 270
+
+King of France, The, 273
+
+Kitty White, 274
+
+
+Lady of the Land, 123
+
+Lame Fox and Chickens, 124
+
+Last Couple Out, 125
+
+Last Man, 126
+
+Last Pair Pass (_see_ Last Couple Out)
+
+Leader and Footer, 127
+
+Leaf by Leaf, 225
+
+Leapfrog, 127
+
+Leapfrog Games, 127
+
+ I. With one back:
+ Leader and Footer, 127
+ Leapfrog, 128
+ Leapfrog Race, 129
+ Par, 144
+ Spanish Fly, 182
+ II. With two or more backs:
+ Bung the Bucket, 57
+ Cavalry Drill, 62
+ Johnny ride a Pony, 116
+ Saddle the Nag, 171
+ Skin the Goat, 176
+
+Leapfrog Race, 129
+
+Leaves are Green, 276
+
+Let the Feet go Tramp, 276
+
+Letting out the Doves, 129
+
+Line Ball, 384
+
+Line Club Bowls (Double), 385
+
+Line Club Bowls (Single), 386
+
+Line Tag (_see_ Maze Tag)
+
+Line Zigzag--I, 421
+
+Line Zigzag--II, 422
+
+Line Zigzag--III, 423
+
+Literary Lore, 225
+
+London, 226
+
+London Bridge, 278
+
+Looby Loo, 280
+
+Lost Child, 130
+
+
+Management of Playgrounds, 26
+
+Marking Grounds, 301
+
+Master of the Ring, 131
+
+Maze Tag, 131
+
+Menagerie, 132
+
+Midnight, 133
+
+Minister's Cat, The, 227
+
+Miscellaneous Active Games, 43
+
+Moon and Morning Stars, 133
+
+Mother, may I go out to Play?, 134
+
+Mother, Mother, the Pot boils Over, 135
+
+Mount Ball, 387
+
+Muffin Man, 282
+
+Mulberry Bush, 283
+
+Music Box, 228
+
+My Lady's Lap Dog, 228
+
+My Lady's Toilet, 138
+
+
+Naughts and Crosses, 229
+
+Nimble Squirrel, 230
+
+Nine-court Basket Ball, 388
+
+Numbers Change, 139
+
+ (_See also_ Exchange)
+
+Nuts in May, 285
+
+
+Oat Sack Games, 303
+
+Oats, Peas, Beans, 287
+
+Observation, 139
+
+Odd Man's Cap, 140
+
+Old Buzzard, 141
+
+Old Man Tag, 142
+
+Old Woman from the Wood, 143
+
+Over and Under Relay, 392
+
+Overhead Toss (Zigzag), 424
+
+Overtake, 393
+
+Oyster Shell, 143
+
+
+Par, 144
+
+Partner Tag, 145
+
+Pass Ball Relay, 395
+
+Pass and Toss Relay (Double Line), 314
+
+Pass and Toss Relay (Single Line), 313
+
+Passing Race, 312
+
+Pebble Chase, 145
+
+Pencil and Paper Games:
+
+ Author's Initials, 213
+ "B" game, 213
+ Bargain Counter, 214
+ Cake Sale, 216
+ Cat Party, 217
+ Crambo, 218
+ Initials, 224
+ Leaf by Leaf, 225
+ Literary Lore, 225
+ London, 226
+ Music Box, 228
+ Naughts and Crosses, 229
+ Penny Wise, 230
+ Planting a Garden, 231
+ Recognition, 233
+ Shakespearean Romance, 235
+ Sketches, 236
+ Tidbits Farmer, 237
+ Tip, Tap, Toe, 237
+ Woodland Lovers, 241
+
+Penny Wise, 230
+
+Pig in a Hole, 397
+
+Pinch-o, 146
+
+Pitch Pebble, 147
+
+Planting a Garden, 231
+
+Playgrounds, Management of, 26
+
+Playing Values of Games, 8-29
+
+Poison, 148
+
+Poison Snake, 149
+
+Pom Pom Pullaway, 149
+
+Poor Pussy, 150
+
+Potato Races, 151
+
+ Potato Race--I (individual competition), 151
+ Potato Race--II (team competition), 152
+ Potato Shuttle Relay, 154
+ Potato Spoon Race, 155
+
+Preliminary Ball Drill (_see_ Hand Ball Drill and Wall Ball Drill)
+
+Prince of Paris, 232
+
+Prisoner's Base, 156
+
+ Prisoner's Base--I, 157
+ Prisoner's Base--II, 158
+ Prisoner's Base--III, 159
+ Prisoner's Base--IV, 161
+ Prisoner's Base--V, 161
+
+Prize Schoolroom Game (_see_ Balloon Goal)
+
+Progressive Captain Ball, 349
+
+Progressive Dodgeball, 366
+
+Puss in a Corner, 163
+
+Puss in the Circle, 164
+
+
+Quiet Games, 211
+
+
+Railroad Train, 164
+
+Recognition, 233
+
+Red Lion, 165
+
+Relay Races:
+
+ All-up Relay, 45
+ Bag Pile, 303
+ Circle Relay, 70
+ Double Relay, 76
+ Fetch and Carry Relay, 309
+ Over and Under Relay, 392
+ Pass Ball, 395
+ Passing Race
+ Pass and Toss Relay (Double Line), 314
+ Pass and Toss Relay (Single Line), 313
+ Passing Race, 312
+ Passing Relays with Bean Bags, 312
+ Potato Races, 151-155
+ Shuttle Relay, 173
+ Single Relay, 175
+ Tag the Wall Relay, 192
+
+Ring-a-lievio, 166
+
+Ring Call Ball, 399
+
+Ringmaster, 167
+
+Robbers and Soldiers, 168
+
+Roley Poley, 399
+
+Rolling Target, 169
+
+Round and Round the Village, 290
+
+Round and Round went the Gallant Ship, 170
+
+Round Ball, 401
+
+Run, Sheep, Run!, 170
+
+Russian Hole Ball, 401
+
+
+Saddle the Nag, 171
+
+Sardines, 172
+
+Scat, 234
+
+Schoolroom Captain Ball, 353
+
+Schoolroom Dodgeball, 369
+
+Schoolroom Tag, 172
+
+Schoolroom Volley Ball, 402
+
+Seeking for Gold, 234
+
+Shadow Tag, 173
+
+Shakespearean Romance, A, 235
+
+Shuttle Relay, 173
+
+Siege, 174
+
+Simon Says, 235
+
+Singing Games, 259
+
+Single Relay Race, 175
+
+Sketches, 236
+
+Skin the Goat, 176
+
+Skipaway (_see_ Slap Jack)
+
+Skyte the Bob, 177
+
+Slap Catch, 178
+
+Slap Jack, 178
+
+Sling Shot (_see_ Jump the Shot)
+
+Slipper Slap, 179
+
+Smuggling the Geg, 180
+
+Snail, 292
+
+Snow Games:
+
+ Fox Trail, Double Rim, 93
+ Fox Trail, Single Rim, 95
+ Snow Dart, 181
+ Snow Snake, 182
+
+Spanish Fly, 182
+
+Spans, 183
+
+Spin the Platter, 183
+
+ (_See also_ My Lady's Toilet)
+
+Spooning, 184
+
+Spud, 404
+
+Square Ball, 404
+
+Squat Tag (_see_ Stoop Tag)
+
+Squirrel and Nut, 184
+
+Squirrel in Trees, 185
+
+Stage Coach, 185
+
+Stake Guard, 186
+
+Stealing Sticks, 188
+
+Step, 188
+
+Still Pond, No More Moving, 189
+
+Stone, 190
+
+Stool Ball, 406
+
+Stoop Tag, 190
+
+Straddle Club (_see_ Stride Ball)
+
+Stride Ball, 407
+
+Sun Dial, 190
+
+
+Tag, 191-192
+
+Tag Games:
+
+ Cross Tag, 75
+ Fence Tag, 85
+ French Tag, 96
+ Hang Tag, 101
+ Home Tag, 106
+ Japanese Tag, 116
+ Maze Tag, 131
+ Old Man Tag, 142
+ Partner Tag, 145
+ Schoolroom Tag, 172
+ Shadow Tag, 173
+ Stoop (or Squat) Tag, 190
+ Tag, 192
+ Tag the Wall Relay, 192
+ Whip Tag, 205
+
+Tag the Wall Relay, 192
+
+Target Toss, 315
+
+Teach, How to teach Games, 27
+
+Teacher and Class, 316
+
+Ten Steps, 193
+
+Ten Trips, 408
+
+Tether Ball, 409
+
+Thimble Ring, 194
+
+Third Man, 194
+
+ (_See also_ Three Deep and Last Man)
+
+Third Slap, 195
+
+Three Deep, 196
+
+Three Holes, 411
+
+Tidbits Farmer, 237
+
+Tip, Tap, Toe, 237
+
+To the Teacher of Games, 26
+
+Tommy Tiddler's Ground, 197
+
+Toss Ball, 412
+
+Toss-up, 40
+
+Tossing Wands, 198
+
+Trades, 199
+
+Tree Ball, 413
+
+Tree Party, 199
+
+Triple Change, 200
+
+Tugs of War
+
+ (_see_ Catch and Pull Tug of War and Wand Tug of War;
+ _also Contests for Two_, under "Feats and Forfeits")
+
+
+Under the Cuckoo's Nest, 201
+
+Up, Jenkins!, 239
+
+ (For the schoolroom, _see_ Hands Up, Hands Down)
+
+
+Vaulting Relay, 317
+
+Vaulting Seats, 202
+
+Volley Ball, 413
+
+ (_See also_ Schoolroom Volley Ball)
+
+
+Wall Ball Drill, 416
+
+Wand Race, 202
+
+Wand Tug of War, 203
+
+War, 417
+
+Water Sprite, 203
+
+Weathercock, 204
+
+Wee Bologna Man, The, 204
+
+What is my Thought Like?, 240
+
+Whip Tag, 205
+
+Who goes round my Stone Wall?, 206
+
+Widower (_see_ Last Couple Out)
+
+Wink, 207
+
+Wolf, 208
+
+Woodland Lovers, 241
+
+Wood Tag, 209
+
+Wrestling (_see Contests for Two_ under "Feats and Forfeits")
+
+
+Yards Off, 210
+
+
+Zigzag Games, 419
+
+ Circle Zigzag, 419
+ Line Zigzag--I, 421
+ Line Zigzag--II, 422
+ Line Zigzag--III, 423
+ Zigzag Overhead Toss, 424
+
+Zoo, The, 242
+
+
+
+
+APPENDIX
+
+
+
+END BALL
+
+
+ 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.
+
+ 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.
+
+ 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.
+
+ No competition for girls is allowed between public schools in
+ New York City. All competition is confined to the clubs of a
+ given school.
+
+BALL.--The ball used in all match games shall be Spalding's Official
+Basket Ball.
+
+THE GROUND.--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.
+
+For all match games clubs should agree on the dimensions of the field,
+and all preliminary practice should be on the same sized field.
+
+PLAYERS.--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.
+
+OBJECT OF THE GAME.--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.
+
+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.
+
+START.--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.
+
+When a goal is made the ball shall remain in play.
+
+SCORE.--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.
+
+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.
+
+The team shall win which has the highest score at the end of the
+second half.
+
+FOULS.--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.
+
+It shall be a foul to carry the ball; _i.e._, to take more than one
+step with it.
+
+It shall be a foul to touch the ball while it is in the hands of
+another player.
+
+It shall be a foul to hold or push another player.
+
+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.
+
+ADDITIONAL RULES.--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.
+
+[Illustration diagram: (The ground for End Ball.)]
+
+
+
+NEW YORK CAPTAIN BALL
+
+ 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.
+
+ No inter-school competition is allowed for girls in the public
+ schools of New York City; all competition is between clubs in a
+ school.
+
+BALL.--The ball to be used in all match games shall be Spalding's
+Official Basket Ball.
+
+GROUNDS.--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.
+
+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.
+
+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.
+
+PLAYERS.--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.
+
+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.
+
+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 _vice versa_. For
+match games a club shall be represented by a picked team.
+
+OFFICERS.--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.
+
+The referee may be assisted by an umpire and inspectors, if desired;
+but for other than match games this is not necessary.
+
+OBJECT OF THE GAME.--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."
+
+The object of the guards is to intercept the passage of the ball and
+send it back to their own basemen for similar play.
+
+RULES.--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.
+
+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.
+
+Guards may not enter the neutral strip except when called there in
+rotation, as explained under "Start" to put the ball in play.
+
+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.
+
+START.--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.
+
+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.
+
+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.
+
+SCORE.--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.
+
+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.
+
+Under all other circumstances, one point only shall be scored whenever
+the captain catches the ball from a baseman of his team.
+
+No score shall be made on a catch by a baseman or captain from a
+guard.
+
+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.
+
+The ball shall cease to score:
+
+ (1) After being caught by the captain; (_i.e._, the captain's
+ catch scores, but no throw made by him scores if caught).
+
+ (2) When it gets to the hands of a baseman who has previously
+ had it in the same play; (_i.e._, this catch does not score).
+
+ (3) When it gets to the hands of an opponent.
+
+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.
+
+FOULS.--It shall be a foul: to carry the ball (_i.e._, to take more
+than one step with it).
+
+To hold it longer than time enough to turn around quickly, or three
+seconds.
+
+To touch the ball in any way while it is in the hands of any other
+player.
+
+To touch or trip an opponent.
+
+For guards to step into the neutral strip or the opponents' territory.
+
+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.
+
+One point shall be scored for the opponents whenever a foul is
+committed, and the ball is then put newly in play.
+
+[Illustration diagram: GROUND PLAN FOR NEW YORK CAPTAIN BALL]
+
+
+ Printed in the United States of America.
+
+
+
+
+
+End of the Project Gutenberg EBook of Games for the Playground, Home, School
+and Gymnasium, by Jessie H. Bancroft
+
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