A very good picnic game. All the players except two form a large ring,

standing in twos, one behind another. Of the two who are over, one is

the pursuer and the other the pursued; and the game is begun by the

pursued taking up his position (if he can do so before the pursuer

catches him) in front of one of the couples in the ring, thus making

three. Directly he does this he is safe, and the last player in the

little group at the back of him has to run. Whoever is caught becomes

the pursuer, while the one that caught him becomes the pursued until,

by standing in front of one of the couples, he transfers that office

to another.

Hide and Seek

"Hide and Seek," which is perhaps the best out-of-door

game without implements, needs no explanation. It is usual

to give the player who hides a start of as much time as it

takes the others to count a hundred in. Some boys, instead of

counting from one to a hundred, divide the sum into ten tens,

which are counted thus: 1, 2, 3, 1, 2, 3, 1, 2, 3, 1; 1, 2, 3, 1, 2,

3, 1, 2, 3, 1; and so on. These can be rattled through so

quickly that your 100 is done and you have started out before,

in the ordinary way, seventy would have been reached.

A customary arrangement to avoid taking the hiders too

much by surprise is for the boy who stays at the base and

counts a hundred to call out when he finishes

"Bushel of wheat! Bushel of rye!

All that aren't ready call out 'I'!"

or simply

"One! Two! Three!

Look out for me!"

I Spy

"I Spy" combines "Hide and Seek" and "Tag." One player stays in the

base, covers his eyes and counts a hundred, while the others run off

and hide. On finishing the hundred the player shouts "Coming!" and

runs out to look for the others. Directly he catches sight of one of

them (and they are not hidden so carefully as in "Hide and Seek"), he

calls out his name and the place where he has seen him; as, for

instance, "Harry! behind the summer-house!" If there is no mistake and

the name is right (it is very often wrong, in which case the player

does not move), Harry has to run out and try and catch the other

before he reaches the base.

Another way is for as many players to seek as to hide. In this case it

is agreed beforehand as to how many of the seekers must be caught by

the hiders for the game to be won. If the number is given at four and

four are caught, the same side have the privilege of hiding again; but

if only three or a smaller number, then the seekers have won and it is

they who hide next time.

Chevy, or Prisoner's Base

There is no better running game than this. You first

pick sides and then mark off the two camps and take up your

station there. The field is arranged thus:--

Place for | | Place for

A's | | B's

prisoners. | | prisoners.

------------+ +------------

---------------------------+--------------------------

|

A's Camp. | B's Camp.

|

|

The game is opened by several of the A side running out to some point

immediately in front of the two camps. When ready they call "Chevy."

As many of the B side then start out to pursue them, each calling his

particular quarry by name. The object of each A man is either to get

back before the B man who is after him can catch him, or to tempt the

B man into ground so near the A camp that he may be caught. In this

aim he is helped by the fact that directly his B pursuer called his

name and started out another A man probably called out the name of the

B man and started to cut him off. No one is allowed to be pursued by

two players at once.

If caught, the A man has to go to the place reserved for B's

prisoners. Directly he gets there he calls "Rescue"; an A man will

then call "Prisoner," and rush out to relieve him; while a B runner is

all ready to intercept this A rescuer if he can.

The game is good both for runners who can keep it up a long time and

for those who can make short, sharp dashes. The first named decoy the

enemy out in pursuit, and the others hold themselves ready to dash

across in front of the enemy's camp and cut off any one who is across

the line. The rule as to shouting the name of the man you have marked

down should be kept.

If there is more than one prisoner they stand just touching hands, in

a line which reaches as far as possible toward their own camp, so that

the distance between the first prisoner and the rescuer may be

shortened. Each new prisoner takes up his place at the back of this

line, farthest from the camp. A prisoner is rescued by being touched.

If one side is much weaker than the other a time comes when it is

nearly all taken prisoner, with none to rescue except by leaving the

camp undefended. Directly a camp is left undefended one of the enemy

steps in and "crowns" it and claims the game. More often than not,

however, a game of "Chevy" is left undecided. It does not matter in

the least, for in this game the fun is more in playing than in

winning.

French and English

For this game the ground must be divided by a path or line into two

territories--French and English. At the further side of each territory

a number of flags--handkerchiefs will do--must be placed at intervals.

The players are then divided into the two nations, and the game

consists in each side trying to get the flags from the other side, to

guard its own, and to catch the enemy when he is off his own ground.

Once a player sets foot upon the enemy's territory he must go on, but

he cannot be caught if he has a flag in his hands. If he is caught he

becomes a prisoner (as in Chevy), and is only released by being

touched by one of his own party. A player cannot redeem a prisoner and

take a flag at the same time. The game ends when all the flags of one

side have been taken.

Black Man

This is rather rough. A line is drawn at each end of the playing place

and one player is told off to stand between these lines. The object of

the others is to run across, from base to base, without being caught

by him: being caught meaning not merely being touched, as in "It," but

being really held and stopped. Each one that is caught has to stay in

the middle to help catch the others, until no one is left to run

across at all.

The player in the middle calls out to the crowd of players, "What'll

you do when the black man comes?" and they answer,

"Run right through

And never mind you."

This is the signal to begin each rush across from one line to the

other.

Stagarino

"Stagarino" is similar to "Black Man," except that all

the players who are caught, and whose business it is to catch

the others, join hands. Those that run across have therefore

to avoid them or to try and break through the wall of arms.

Red Rover

"Red Rover" is also similar to "Black Man," except that

instead of all running at the same time, the "Rover" calls

out:--

"Red Rover! Red Rover!

Let (mentioning name) come over!"

at which the one named has to run from one base to the other.

If he is caught, he must assist the "Rover" in catching the

others.

Hop, Step, and Jump

This is a change from ordinary racing. The competitors,

instead of running against each other, see which can cover the

most distance in a hop, a step, and a jump, or, say, three hops,

three steps, and three jumps. It needs an umpire to watch

very carefully that the step begins exactly where the hop left

off and the jump where the step finished.

Follow-My-Leader

This needs no explaining. It is nearly always good fun for a while,

and particularly so if the leader has original ideas.

OUT FOR A WALK

On country walks, where there is much to see, one should not be in

need of ways to make the time seem shorter. And new walks in the town,

or walks where there are interesting shop-windows, are not dull. But

the same walks again and again can be very tiring; and it is to help

these that the methods which follow have been collected.

A good walking pastime for two is for one to drive the other. Hoops

are a great help (see p. 169) and so are dolls' perambulators. But on

many walks nothing of this kind is allowed, and one has to fall back

on conversation. Telling stories in turns, or making up stories about

passers-by, is useful, but it is not every one that is able to do

this.

Roadside Whist

In the Channel Islands visitors riding about in large wagonettes pass

the time by playing a game called "Roadside Whist." The people on the

left seat of the carriage take the right side of the road, and those

on the right seat take the left. The conductor teaches them the rules

at the beginning of the drive. In our case it is better perhaps to

make them for ourselves, to suit our own particular country. Let us

suppose that--

If you see

A baby in arms you score 1

A baby in a perambulator " 3

A white horse " 5

A ladder against a house " 2

A woman in a white apron " 1

A butcher's cart " 1

A street gate " 2

A postman " 5

Then there should be a few things for which marks have

to be taken off. Let us suppose that--

If you see

A pug dog you lose 2

A piebald horse " 4

An open gate " 2

A flock of sheep " 3

A soldier " 10

No matter what the score is, whichever side sees a cat on

a window-ledge wins the game.

Counting Dogs

In a town there are other varieties of roadside whist for

two players or sides. Counting dogs is one. In this game

one takes all the streets leading from the left, the other all

from the right.

Guessing Horses' Tails

A good game (writes E. R.) while out for a walk is "when you see a

horse coming, guess what color his tail is before he can reach you,

and then, whoever guesses right, the horse belongs to him."

Shop-Windows

Except in very dull streets shop-windows can be always entertaining.

It is interesting to suppose you have so much money--say five

dollars--to spend, or, if you like, an unlimited sum, and choose what

you would buy as you pass each shop, E. H. writes:--"One little girl

used to suppose that she was the eldest of a large family whom she had

to provide for, and was always on the lookout for things in the shops

that would do for her younger brothers and sisters. For instance, if

she decided that the family must have new winter clothes, she would

first make up her mind how much she could afford and then price the

things in the shop-windows. Sometimes she would set her heart on a

particular cloak for the baby, but could not pretend to buy it till

she had seen whether it would leave her enough money for the other

children. If she could get all the children dressed fairly nicely for

the sum at her disposal she had all the satisfaction of a successful

day's shopping. Sometimes the clothes she wanted were too dear, and

then she had to decide what was most necessary, what she could make at

home, and so on."

Making Sentences

It is rather exciting for each player to take a side of the road where

there are shops and see which can first complete a given sentence or

word from the initial letters of the shopkeepers' names, Christian or

surname. In fixing upon a sentence it is well to be careful not to

have unusual letters, such as Q, or U, or J in it. If this is too

difficult all the letters in the shopkeepers' names may be taken, or

those in every other name.

Collecting Jones's

In Mrs. Meynell's book, _The Children_, one little girl on her walks

collected Jones's--that is, shops with the name of Jones over them. If

any one else cared for this amusement there would be no need to stick

to Jones.

The Love Alphabet

In this game you go through the alphabet, applying adjectives to your

love. "I love my love with an A because he [or she] is so admirable";

"I love my love with a B because she is so beautiful," and so on,

keeping to each letter as long as possible. On pages 88 and 89 will be

found more difficult varieties, less suitable, perhaps, to be played

when walking.

The Cat Alphabet

Another alphabet game requires adjectives to be put before the word

cat. You begin with A. "An artful cat," one player may say; and the

next, "An avaricious cat." Perhaps "An awful cat," "An adhesive cat,"

"An arrogant cat," and "An attractive cat," will follow. A is kept up

until no one can think of any more; or--if you play in that way--until

no one can think of any more while ten is being counted. Then B: "A

bushy cat," "A bruised cat," "A bellicose cat," "A bumptious cat," and

so on.

Spelling

In this game the players each contribute a letter toward the spelling

of a word, their object being never to be the one to complete it, but

to force the next player to do so. Thus (with four players) the first

player may say "p," and the next, thinking of "prim," may say "r," and

the next, also thinking of "prim," may say "i." But the fourth player,

running his thoughts quickly over possible words beginning with "pri,"

may light upon "prism" and say "s." This saves her, but puts the first

player in danger, which is only averted by her thinking of "prison"

and saying "o," in which case the next one is bound to be the loser.

The Grand Mogul

A favorite old game which can be played as well on a walk as indoors

is "The Grand Mogul." "The Grand Mogul does not like E's," says one

player; "what will you give him for dinner?" Each player answers in

turn, but none of the dishes named must contain the letter E, or the

player either stands out, or (indoors) pays a forfeit. Thus, the

answers to the question may be "apricots," "mutton," or "soup," but

not "apples," "beef," or "porridge." On a walk the letter E might be

persevered with until every one failed, and then the other vowels

might be tried.

Buz

This is a counting game in which, whenever the number 7 comes, or a

multiple of 7, such as 14, 21, 28, 35, or a number with 7 in it, such

as 17, 27, 37, the player whose turn it is must say "Buz." Otherwise,

out-of-doors, he loses a round or two, or, indoors, he must pay a

forfeit. When 70 comes you say "Buz" in the ordinary way, but for 71,

72, 73, 74, 75, 76, 78, and 79 you say "Buz 1," "Buz 2," and so on.

For 77 you say "Buz Buz."

Rhyming Lights

In this game one player thinks of a word and gives the others a rhyme

to it. Thus, she may think of "coal," and she would then say, "I've

thought of a word that rhymes to pole." The others have to guess what

the word is, yet not bluntly, as, "Is it mole?" but like this: "Is it

a little animal that burrows?" "No," says the first player (who thus

has a little guessing to do herself), "No, it is not mole." "Is it a

small loaf of bread?" "No, it is not roll." "Is it something you eat

bread and milk from?" "No, it is not bowl." "Is it something you

burn?" "Yes, it is coal." The player who thought of "coal" then finds

a word for the others to guess.

The Apprentice

The "Apprentice" is an old game for two or any number. One says, "I

apprenticed my son to a [mentioning a tradesman or craftsman], and the

first thing be sold [or made] was a [mentioning, by its initial only,

something peculiar to the trade or craft]." The player who first

guesses what the initial stands for then makes a similar remark. Thus,

one player may say, "I apprenticed my son to a blacksmith, and the

first thing he made was a D. K." (Door Knocker). Another, "I

apprenticed my son to a grocer, and the first thing he sold was S. S."

(Soft Soap). Another, "I apprenticed my son to a gardener, and the

first thing he grew was a C. B." (Canterbury Bell). Another, "I

apprenticed my son to a firework manufacturer, and the first thing he

made was a G. R." (Golden Rain).

Towns and Products

This is a somewhat similar game bearing on geography. Suppose there

are three players. One chooses a well-known place, say Boston, and

begins, "I know a place where they sell boots," or whatever it may be

beginning with B. The next player then knows what letter the place

begins with and at once starts thinking of what place it is likely to

be. Perhaps she settles on Birmingham, in which case she would say, to

indicate that the second letter of the word was "I," "I know a place

where they sell isinglass" (or icicles, or inglenooks). "No," says the

first player, and the third therefore has to try. Perhaps she decides

that the place is Brighton, in which case she will say, "I know a

place where they sell rockets" (or rump-steak or raisins). "No," says

the first player again, and then it being her turn she gives them

another light on the right word by saying, "I know a place where they

sell oranges" (or oil, or ocarinas), and so on, until the place is

spelled through.

Other Games

Other games suitable to be played when walking are "P's and Q's" (p.

89), "Suggestions" (p. 91), "Clumps" (p. 93), "How, When, and Where"

(p. 95), "Coffee-Pot" (p. 95), "Throwing Light" (p. 96), and "Animal,

Vegetable, and Mineral" (p. 96).

Hoops

Iron hoops are the best, but it is a matter of taste whether a stick

or a hook is used for them. If the stick is a stout one you get rid of

the skidding noise made by the hook, and there is more satisfaction in

beating a thing along than in, as it were, pushing it. It should be

every one's aim to make the hoop do as much as possible with as little

treatment as possible. After a very fast run it is equally interesting

to see how slowly a hoop can be made to travel. To make it keep as

straight a course as may be is very absorbing. Bought hoops can be

strong, but to get exactly what one wants it is necessary to go to a

blacksmith. A hoop standing as high as its owner, through which he can

run to and fro as it rolls, is a possession which only a blacksmith or

working-ironmonger can supply.

Two in Hoop Games

Hoop games are few in number, and, with the exception of "Posting,"

not very exciting. With a large hoop and a small hoop two players can

learn to time the pace of a hoop very exactly and then bowl the little

one through the big one as it rolls.

There is also a game called "Turnpikes," in which several players and

one hoop take part. The turnpikes, of which there are as many as the

players, less the one who begins with the hoop, are two stones an inch

or so apart, through which the hoop has to be bowled without touching,

the faster the better. If it touches, or misses, the player who has

been bowling it gives the hoop to the turnpike holder, who then tries

his fortune with it, keeping it until he fails at any of the stones.

Hoop Posting

A very good hoop game for several players is "Posting." The idea is

that a distance is to be covered (as in the old posting days) as

quickly as possible by relays of riders, and the first thing to do is

to station four posts at various points along the route. Then, when

they are ready, each with hoop-stick or hook, the player with the hoop

starts and bowls it as fast as he can to the first post. Immediately

it reaches him that post takes it on, without stopping the hoop for an

instant, to the next, while the first one takes the place left by him;

and so on, as often round the ring as you like. When there is a

time-keeper and you post against time it is even better fun. The

advantage of standing in a large circle is that the hoop need never be

checked; but if the circle is impossible, you can go up and down a

long line, with checks only at each end.

IN THE TRAIN

Or

DURING A WAIT AT A RAILWAY STATION

A long journey in a train--say from New York to Chicago--can, even if

you have a window seat, be very tiring; but without a window it is

sometimes almost unendurable. The hints which follow are mostly

adapted for two players, but one or two will be found useful if you

are alone with no one to play with.

The Value of a Map

A map of the country which the train passes through is an interesting

thing to have on a long journey. It tells you the names of the hills

and villages you see from the windows and you can very likely fix the

exact moment that you cross from one county or state into another.

Railway Competitions

Two persons can have good competitions. They can agree beforehand that

the game is to go to whichever of them sees the more horses, or cows,

or sheep, or men driving, or bicyclists, or rabbits, between two given

points, say one station and the next. It is not necessary to be at

different windows; in fact a new kind of excitement comes in if both

are at the same window or at windows on the same side, because then in

addition to seeing the things there is the fun of not letting the

other think you have seen them.

Railway Whist

This is a kind of "Roadside Whist," the rules for which will be found

on page 163. As has been said there, most players will prefer to draw

up their own scoring table; but the following things and figures may

be found useful as a foundation:--

If you see--

A church it counts 3

A field with sheep " 3

A field with cows " 2

A field with horses " 4

A field with rabbits " 3

A man " 1

A woman " 2

A stile " 4

An open gate " 5

A shut gate " 2

An ordinary dog " 2

A sheep dog " 6

A horse and cart " 5

A hay-wagon " 2

A pond " 4

If you see--

A waving handkerchief you lose 6

A hay-stack " 1

A red barn " 5

A grocer's wagon " 1

Children on a gate " 10

Whichever side first sees a black sheep wins, no matter what the score

is. Otherwise the scorer of the greatest number of marks is the

winner. In "Railway Whist" it is necessary for the players to be on

different sides of the train.

Station Observation

A variety of "Observation" (see page 104) can be played on journeys.

While the train is stopping at a station every one looks out of the

window and notices as many things as possible. When the train starts

again each writes as many of these things as he can remember, and the

one with the best list wins.

Games With a Watch

If you have a watch it is rather interesting to guess the exact time

at which the train will reach the next station. The one who guesses

nearest becomes the holder of the watch until the next guess is

decided. Other things can be done with a watch, particularly if it has

a second hand. Guessing the length of a minute is rather interesting,

or timing the speed of the train by noting how long it takes to go

between the telegraph-poles at the side of the line.

Hot-Hand

This is a primitive game, capital for cold weather, for it is well

named. It is played by two people, one of whom spreads out his hands

flat, palms up. The other puts his, palms down, within about three

inches of the other's, and tries to strike them a smart blow. If the

first player can withdraw his hands quickly enough so that they are

not touched it is his turn to try and strike. As long as the player

whose hands are palms down can strike the other's hands he can go on.

This is an excellent game for cultivating quickness. The player whose

hands are to be struck will find that he can succeed better in

escaping the other's blows, if he watches his eyes rather than his

hands.

This can be arranged among many players as a sort of tournament,

trying out the players by couples until finally the two best

contestants are left to struggle for the championship. This is a good

game to play while getting your breath after skating--or at any time

out of doors when you are obliged to be quiet, and there is danger of

getting chilled.

Pencils and Paper

It is well to take a pencil and paper when you go on a long journey.

If the train rocks a good deal it is interesting to see which can

write a sentence most clearly. There is a way of balancing oneself on

the edge of the seat and holding the paper on one's knees which makes

for steadiness. It is never too shaky for "Noughts and Crosses."

Noughts and Crosses or Tit-tat-toe

"Noughts and Crosses" is playable anywhere; all that is needed is a

piece of paper--a newspaper will do--and a pencil. The framework is

first made. Thus:--

| |

| |

| |

-----+-----+-----

| |

| |

| |

-----+-----+-----

| |

| |

| |

One player chooses crosses and the other noughts, and the one who is

to begin puts his mark--say, a cross--in one of the nine squares. The

other puts a nought in another of the squares, and so it goes on until

either three noughts or three crosses are in a straight line in any

direction. Thus, this is the end of a game in which noughts played

first and crosses won:

| |

X | |

| |

-----+-----+-----

| |

X | O | O

| |

-----+-----+-----

| |

X | | O

| |

But it often happens that the game is drawn, as in this example, in

which noughts played first:--

| |

X | O |

| |

-----+-----+-----

| |

O | O | X

| |

-----+-----+-----

| |

X | X | O

| |

A blank book for "Noughts and Crosses," with the framework all ready,

can now be obtained. It has places for the names of the players, and

the date.

Paper French and English

What Shall We Do Now?: Five Hundred Games and Pastimes · 第 8 / 20 段