Another home-made game is described by E. H. thus:--"The game is taken

from the player's favorite ballads. In our play the eldest of the

four players, who was also the best organizer, represented the cruel

father. The youngest little girl was the fair damsel. The other two

represented the wicked lover and the faithful knight, the part of the

faithful knight being taken by the fleetest of the party to balance

the combination of the father and the wicked lover. The game begins by

the fair damsel being imprisoned in the coach-house because she

refuses to marry the wicked lover. (Of course any shed would do.) Here

she waits until her knight comes to rescue her, and they escape

together, pursued by the other two. If the lovers succeed in getting

away the story has a happy ending; but the more dramatic ending is the

tragic one, when the faithful knight is overtaken, and after killing

the cruel father and the wicked lover, himself dies of his wounds, the

fair damsel slaying herself with his sword over his dead body.

"The interest of this game is greatly increased by having retainers.

These are armies of sticks which are planted at particular corners.

There must be some mark by which your own retainers can be

distinguished from the enemy's. For instance, the faithful knight may

have peeled sticks and the others unpeeled. If, when charging round

the house, you come across a troop of the enemy's retainers, you

cannot go on until you have thrown them all down, as they are set to

guard the pass. So, if the lovers are escaping and they find their way

blocked by the father's retainers (the father and the wicked lover may

have separate sets of retainers, in which case the war is always

bitterest between the two rivals, as the father's retainers are

sometimes spared for the damsel's sake), they have to lose time by

first overcoming the retainers and that gives time to their pursuers

to come up. But if they are so far in advance that they can stop to

set up their own retainers in the place of the enemy, it serves to

give them further time to make good their escape, as the others have

to wait to overthrow the knight's sticks in their turn. In no case are

you allowed to take away your enemy's sticks. If the lovers are

overtaken, the rivals have to fight, and meanwhile the father once

more carries off and imprisons the damsel."

Counting-Out Rhymes

To decide who is to begin a game there are various counting-out

rhymes. All the players stand in a circle, surrounding the one who

counts. At each pause in the rhyme (which occurs wherever a stroke has

been placed in the versions which follow) this one touches the players

in turn until the end is reached. The player to whom the last number

comes is to begin. This is one rhyme:--

Eena-a, | deen-a, | dine-a, | dust, |

Cat'll-a, | ween-a, | wine-a, | wust, |

Spin, | spon, | must | be | done, |

Twiddlum, | twaddlum, | twenty-one. |

O- | U- | T | spells | out. |

Others:--

Intery, | mintery, | cutery | corn, |

Apple | seed | and | apple | thorn; |

Wine, | brier, | limber | lock, |

Five | geese |in | a | flock; |

Sit and sing | by a spring |

O- | U- | T | and | in | again. |

One-ery, | two-ery, |

Ziccary | zan; |

Hollowbone, | crack-a-bone, |

Ninery, | ten; |

Spittery | spot, |

Must | be | done, |

Twiddledum, | twaddledum,

Twenty-one.

Ring | around | a ring-pot, |

One spot | two spot | three spot | san |

Bob-tailed | winnie-wack | tittero | tan |

Ham | Scram |

Fortune | man |

Singum | sangum | Buck! |

Daisy Chains

The old way of making a daisy chain is to split one stalk and thread

the next through it up to the head, as in this drawing. That is for

out-of-doors. If you are using the chain for decorations indoors, it

is perhaps better to cut off the stalks and thread the heads on

cotton; but there seems to be no great need to use daisies in this way

at all.

[Illustration: DAISY CHAIN]

An ivy chain is made by passing the stalk of one leaf through the

point of another and then bending it round and putting it through the

point of its own leaf, the hole thus made being used for the stalk of

the next, and so on, as in this drawing.

[Illustration: IVY CHAIN]

Flower Show

A flower-show competition is an excellent garden game. A handkerchief

on sticks forms the tent. Underneath this is a bed of sand in which

the flowers, singly or in groups, can be fixed. Some one can easily be

persuaded to come out of the house to act as judge.

Garden Shop

Shop in the garden or out-of-doors is played with various things that

resemble articles of food. Thus you can get excellent coffee from

sorrel, and capital little bundles of rhubarb can be made by taking a

rhubarb leaf and cutting the ribs into stalks. Small stones make very

good imitation potatoes, and the heads of marguerite daisies on a

plate will easily pass for poached eggs.

Flower Symbols

In this place a word might be said about some of the curious things to

be found in flowers and plants. If you cut the stalk of a brake fern

low down, in September, you find a spreading oak tree. The pansy

contains a picture of a man in a pulpit. A poppy is easily transformed

into an old woman in a red gown. The snap-dragon, when its sides are

pinched, can be made to yawn. The mallow contains a minute cheese. By

blowing the fluff on a dandelion that has run to seed you can tell

(more or less correctly) the time of day. An ear of barley will run up

your sleeve if the pointed end is laid just within it; and an apple's

seeds make exquisite little mice.

Summer Houses

If the garden has no summer-house or tent a very good one can be made

with a clothes-horse and a rug.

OUTDOOR GAMES FOR BOYS

This book is written for children who need help in amusing themselves.

It is natural that there should be some difficulty about thinking of

games for indoors, or when there is a problem of a large company to

amuse; but it is hard to imagine any healthy boy, turned loose out of

doors, who cannot take care of his own entertainment. The number of

things to do is without limit and the boy so uninventive as to be at a

loss with all outdoors before him must be in a sad way. Hence there

has been no effort made in this chapter to make an exhaustive list of

outdoor games, only those being given which are suggestive, that is,

which can be infinitely varied according to your ingenuity; which are,

so to speak, the first of a series.

Also, the rules of regular games are not given here (such as baseball,

football, hockey, etc.). There are plenty of small manuals, given away

with the outfits for these games, which print in much more detail than

would be possible here, their principles. More than that, most boys

absorb a general knowledge of these games through their pores, and

need a book only to settle some small, knotty, disputed point of

ruling.

One of the best things to have when out of doors is a ball. There is

no end to the uses one can make of it.

Ball Games

The simplest thing to do with a ball is to catch it; and the quicker

one is in learning to catch well the better baseball player one will

become. Ordinary catching in a ring is good, but the practice is

better if you try to throw the ball each time so that the player to

whom you throw it shall not need to move his feet in order to catch

it. This teaches straight throwing too. Long and high throwing and

catching, and hard throwing and catching (standing as close together

as you dare), are important. There is also dodge-catching, where you

pretend to throw to one player and really throw to another and thus

take him unawares. All these games can be varied and made more

difficult by using only one hand, right or left, for catching.

Ball Games Alone

A boy with a ball need never be very lonely. When tired of catching it

in the ordinary way he can practice throwing the ball straight into

the air until, without his moving from his place, it falls absolutely

on him each time. He can throw it up and catch it behind him, and if

he has two others (or stones will do) he can strive for the juggler's

accomplishment of keeping three things in the air at once. Every boy

should practice throwing with his left hand (or, if he is already

left-handed, with his right): a very useful accomplishment. If it is a

solid india-rubber ball and there is a blank wall, he can make it

rebound at different angles, one good way being, in throwing it, to

let it first hit the ground close to the wall's foot. He may also

pledge himself to catch it first with the right hand and then with the

left for a hundred times; or to bat it up a hundred times with a

tennis racket or a flat bit of board. An interesting game for one is

to mark out a golf course round the garden, making a little hole at

intervals of half a dozen yards or so, and see how many strokes are

needed in going round and getting into each hole on the way.

Races

All kinds of races are easy to arrange and these can be repeated from

day to day as your proficiency increases. Here are a few.

The Spanish race, sometimes called the Wheelbarrow race, is played by

forming the boys into two lines, one standing back of the other, and

the front row on their hands and knees. At a signal to begin, each boy

on the back row takes hold of the ankles of the boy is front of him

and lifts his knees off the ground. The boy in front walking on his

hands, and the boy behind trundling him along, make the greatest haste

possible. The pair who first reach the goal are the winners.

Races may be run, hopping on the right foot, or on the left, or with

both together, or with first a hop and then a jump. It is well to

appoint one of the boys umpire during these odd races, to see that

they are run fairly and none of the rules agreed upon are broken.

A sack race is fun. Each boy is tied into a gunny sack and shuffles

his way to the goal. A substitute for this is the three-legged race,

run by two boys. They stand side by side, and the right leg of one is

tied to the left leg of the other and so with three legs between them

they must somehow get to the goal.

Hands and knees races, backward races (run with your back to the

goal), races with burdens on your back, or balancing a pole across

your hand or on the tip of your finger--there is no limit to the ones

you can invent.

But the best ones, after all, are the plain old trials of speed. There

is no more fun than a good running race, and a walking race is next to

it. Bicycle races are apt to be dangerous and a course that is very

wide should always be selected.

Quoits

Quoits is a game not played as much as it should be by American boys.

It is easy to arrange, for although there is an outfit sold in the

toy shops, a home-made one is just as good. It consists of a

collection of horseshoes and a stake driven in the ground--certainly

not a difficult apparatus to assemble. The stake should not project

more than an inch above the ground and the players, according to the

grown-up rules, should stand about fifteen yards away from the stake

(which is usually called "the hub"). But for boys the distance from

the hub can be determined by your skill. You may increase it as you

improve with practice. Every player has a certain number of quoits

(horseshoes) and standing at a fixed distance from the hub he tries to

pitch them so that they will go as near as possible to the hub. Some

very good players can cast a quoit so that it falls about the hub.

This is called a "ringer" and counts ten, but it is a rare shot. Every

one pitches his quoits and then all go to the hub and reckon up the

score. The one whose quoits lie nearest to the hub counts one point

for each quoit, but each quoit entitled to count must be nearer the

hub than any of the opponents' quoits. This continues until the score

is complete. People usually play for eleven. This game can be played

with flat stones instead of horseshoes and with any rules that you

choose to make.

Duck on a Rock

Duck on a Rock is a variation of Quoits which is excellent fun. One of

the players, chosen by counting out, puts a stone (called in this game

the "duck") about as big as his fist, on the top of a smooth rock and

stands near it. All the other players have similar "ducks" and try to

dislodge the one on the rock by throwing their stones, or ducks at it.

As soon as each has thrown his duck he tries to watch his chance to

run up to it and carry it back before the player standing by the rock

can touch him. When some one knocks off the duck from the rock the

"it" (the player by the rock) must put it back before he can tag any

of the players. This is therefore, of course, the great time for a

rush of all the players to recover their ducks and get back to their

own territory before the "it" can tag them. If any player is touched

by the "it" while attempting to rescue his duck he must become "it"

and put his duck on the rock.

Bowling

Bowling is the best of sports but this usually needs too much

apparatus for the average boy to have. Nine pins, however, can be

arranged in a rough sort of a way, by setting up sticks and bowling at

them with round apples. Your own ingenuity will devise ways to use the

materials you find about you.

Hop-Scotch

Hop-scotch is a great favorite which scarcely needs a description,

although there are various ways of marking the boards. The game is

played by any number of persons, each of whom kicks a small stone from

one part to another of the diagram by hopping about on one foot. The

diagram is drawn on a smooth piece of ground with a pointed stick or

on a pavement with a bit of chalk. The most usual figure is given

here.

To begin, a player puts a pebble or bit of wood into the place marked

1, and then, hopping into it with his right foot, he kicks the counter

outside the diagram. Then hopping out himself, he kicks it (with the

foot on which he is hopping) into the part marked 2. He hops through 1

to 2, kicks the counter out again, and follows it out. This continues

until he has kicked the counter in and out of every space in the

diagram, without stepping on a line, or so casting the counter that

it rests on a line. If this occurs he is put back a space, and it is

the turn of the next player. Each one plays until he has made a fault,

and when it is his turn again, he takes up the game where he left off.

The one who first gets through the required figures is the winner.

[Illustration]

There is literally no end to the variations of this game, either in

the diagram used or in the rules. Sometimes when people become very

skilful they play it backward, and sometimes at the end the player is

required to place the pebble on his toe and kick it in the air,

catching it in his hand.

Strength Tests

Various trials of strength are good for boys out of doors, provided

rules are fixed and adhered to. Cane-spreeing is good sport, but

should only be tried by boys pretty well matched in size and

strength. A cane (or broom-stick) about three feet long is held by two

boys facing each other, each with a hand on each end of the cane, the

respective right hands being outside the lefts, that is, nearest to

the end. Then one tries to get the cane away from the other. It sounds

simple, but there are a great variety of strategic tricks to be

learned by practice. No struggle should last more than two minutes by

the watch, when the boys should stop and get breath. The feet are not

used, but it is quite allowable to use your body, if you get down on

the ground in a sort of wrestling.

Hare and Hounds

Hare and Hounds can be played either in the country or the city and is

fine fun, although it should be begun with a short run. In the

excitement of the chase boys are apt to forget, and over-strain

themselves. The "hares" are two players who have a bag of small paper

pieces which they scatter after them from time to time as they run.

They are given a start of five or ten minutes and then all the others,

who are the "hounds," start after them, tracing their course by the

bits of paper. In the city the hares take a piece of chalk and mark an

arrow on the wall thus ----> showing in which direction they have

gone. Good stout shoes should be worn to run in, or you will blister

your feet.

Dog-Stick

A game for city pavements or for smooth country roads has so many

names that it is difficult to say which is its right one, but a common

one is "dog-stick." It is played something like hockey, the aim being

to get a ball or counter over your opponent's goal line. The ball in

this case is not a ball but a piece of wood which you can make

yourself, of an odd shape. It is like a flattened ball with a tail to

it. With a club or stick you strike the tail so that the ball springs

up in the air and then before it falls you strike it with your club

toward your enemy's goal line. The players are divided into sides who

try to defend their goal lines and to send back the ball to the other

side. Make your own rules as experience teaches you is fair.

Other Games

The endless variations of leap-frog should not be forgotten in

devising outdoor games: and tournaments of long or broad jumping and

high jumping are good. Stilts and the games to be arranged with them

are also another great resource. And the seasons bring, as regularly

as flowers and snow, the round of tops, and kites and marbles. Of

these last a very summary account is given here as most boys and

regions have their own rules.

Marbles

The first thing to learn in "Marbles" is the way that the marble

should be held. Of course one can have very good games by bowling the

marble, as if it were a ball, or holding it between the thumb-nail and

the second joint of the first finger and shooting it with the thumb

from there; but these ways are wrong. The correct way is to hold it

between the tip of the forefinger and the first joint of the thumb.

Marbles are divided into "taws," or well-made strong marbles with

which you shoot, and "clays," or the ordinary cheap colored marbles at

which you aim and with which you pay your losses.

Ring Taw

Two or three boys with marbles could never have difficulty in hitting

on a game to play with them, but the best regular game for several

players is "Ring Taw." A chalk ring is made on as level a piece of

ground as there is, and each player puts a clay on it at regular

distances from each other. A line from which to shoot during the first

round is then drawn two yards or so from the ring, and the game begins

by the player who has won the right of leading off (a real advantage)

knuckling down on the line and shooting at one of the marbles in the

ring. If a player knocks a marble out of the ring, that marble is his

and he has the right to shoot again from the place where his taw comes

to a stand; but if in knocking a marble out of the ring his taw

remains in it (or if his taw remains in it under any condition

whatever), he has to put all the marbles he has won into the ring, in

addition to one for a fine, and take up his taw and play no more till

the next game. There is one exception to this rule: If only one marble

is left in the ring, and if, in knocking it out, a player's taw

remains in the ring, he does not suffer, because the game is then

over. The other two rules are these: If a player succeeds in hitting

the taw of another the owner of that taw not only must leave the game

but hand over any marbles he has won. (In no case are taws parted

with.) Also, if it happens that only two players are left, and one of

these has his taw hit, that ends the game, for the player who hit it

not only has the marble of the taw's owner but all the marbles left in

the ring too.

"Ring Taw" can be played by as few as two players; but in this case

they must each put several marbles in the ring.

To decide which player is to begin, it is customary for them all to

aim at the ring from the knuckling-down line, and whichever one places

his taw nearest to the middle of the ring has the right to lead.

Other Games

Other garden games for boys will be found in the Picnic section. We

might mention also "Steps" (p. 4), "Tug of War" (p. 38), and "Potato

Races" (p. 40).

PICNIC GAMES

A picnic may be either a complicated affair which has occupied you all

the day before, or the most impromptu expedition which you arrange on

the spur of the minute; and the last kind are often more fun. Any

place out of doors will answer for a picnic, but if possible it should

be near water. Anything will answer for a picnic lunch, but it is

pleasant, if older people are with you, if you are allowed to have

fires to do some outdoor cooking. This is always easier than it sounds

and adds infinitely to the fun of the lunch. Bacon is one of the

easiest things to cook outdoors, all that is needed being a forked

stick which you can cut for yourselves. The strip of bacon is

impaled on the forks and toasted over the fire, each person cooking

his own slice and eating it on bread. Or with two larger forked sticks

a steak can be deliciously broiled for the whole company, or chops can

be cooked. It is the easiest and most delightful task to arrange a

sort of cooking-hole of stones over which the coffee pot may be set

and potatoes may be boiled over another similar hole. You will find

that it is far better to have a number of very tiny little fires

entirely separated from each other, than one big bonfire which is

almost sure to grow unmanageable. It will be seen that it is far

easier to take a big piece of bacon (to be sliced after reaching the

picnic grounds) a loaf or two of bread and raw potatoes than to spend

hours in making sandwiches and packing cake. Beside the things cooked

out of doors always taste so much better. Great care should be taken

to put out every spark of fire before going home, and to leave no

scraps of paper, or egg-shells lying about. These should be burned or

buried.

It, Touch Last, or Tag

For a short time "It" is a good warming game. It is the simplest of

all games. The "It" runs after the others until he touches one. The

one touched then becomes "It."

Touchwood

The name explains the game, which is played as "It" is played, except

that you can be caught only when you are not touching wood. It is a

good game where there are trees. It is, of course, not fair to carry a

piece of wood.

Cross Tag

This is the ordinary "Tag," save that if, while the "It" is chasing

one player, another runs across the trail between him and the pursued,

the "It" has to abandon the player he was at first after and give

chase to the one who has crossed.

A good variety of tag is "French Tag." The first one caught must join

hands with the "It," the next one with him, etc., and so on in a long

line all running together. Any one can catch an opponent, but the

original "It" must touch him before he can take his place in the line.

The Little Dog

The players form a ring, leaving one outside, who passes round it

singing, "I have a little dog and he won't bite you," and as he does

so, touching each player in turn with a knotted pocket-handkerchief.

"And he won't bite you," "And he won't bite you," he calls to one

after the other, and then suddenly changes this to "But he will bite

_you_." The player touched when this is said has to run after the

toucher with all his might. When caught they change places.

Hunt the Squirrel

All the players except one join a ring. This one, with a knotted

handkerchief in his hand, walks round the outside of the ring for a

while, and then, dropping the handkerchief behind one of the players,

runs off crying--

Hunt the squirrel through the wood.

Now I've lost him--now I've found him!

Hunt the squirrel through the wood.

The player behind whom the handkerchief was dropped must

catch the squirrel before he can take up the empty place in

the ring left by the pursuer. It is more fun if, in dropping

the handkerchief, it can be done without the player discovering

it for a little while.

The way in which old-fashioned country children play

this game (called usually "Drop the handkerchief"), is a little

different. As the one with the handkerchief walks around

and around the outside of the ring all join in singing,

"A tisket! A tasket!

A green and yellow basket!

I sent a letter to my love

And now I find I've lost it.

I've lost it! I've lost it!

And where do you think I found it?

Up in the sky, ever so high

With angels gathered 'round it."

As the words "I've lost it!" are repeated, the player outside

must drop the handkerchief, but no one must look behind

him until the verse is ended. Then the one who finds the

handkerchief behind him must try to catch the first one, who

in turn tries to slip into the empty place.

Gaps

The players form a ring: all except one, who is "It." This

one runs round the ring and touches one of the players in the

circle. They both set off running immediately in opposite

directions, the object of each being to get first to the gap

made in the circle by the player who was touched. The one

who gets to the gap first remains in the circle, while the other

becomes "It."

Twos and Threes, or Terza

What Shall We Do Now?: Five Hundred Games and Pastimes · 第 7 / 20 段