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