player who carries in his hand a towel knotted at one end walks outside
the circle. After walking or running a short distance, saying "Beetle
is out, don't face about," he puts the beetle in the hands of someone,
saying "Beetle move," at the same time taking his place. The one
receiving the beetle strikes the player to his right, who, trying to
avoid the beetle, runs quickly around the circle to his place. If the
one to the right is caught, he becomes the new beetle. The game
continues until all have had the beetle. Those who have had the beetle
once fold arms, thus avoiding being given the beetle a second time.
HAWK AND HEN
A file of ten or twelve players, so-called "hens," stand in line behind
each other, hands on shoulders of player in front. The first player
raises her arms shoulder high to protect those behind her. One player,
the "hawk," tries to catch one of the hens, not the first and second of
the file. The first hen must face the hawk throughout all the movements
and in order to keep out of the hawk's reach, all the other hens must
keep in line with her. A hen caught is out of the play. Both the hawk
and first hen take position at rear end of the file, the next two hens
becoming hawk and hen.
BOGEY-MAN
One player, called the Bogey-Man, stands on one goal. All the other
players stand on the goal opposite. The Bogey-man runs out and calls
"Are you afraid of the Bogey-Man?" at which the other players run
forward toward his goal, whereat the Bogey-Man tries to capture one of
the players. The one caught must follow the Bogey-Man to the opposite
goal and from here both run, with or without joining hands, to catch
the rest of the players. When all have been caught, the first player
caught becomes "Bogey-Man."
DAY AND NIGHT
The players are divided into two teams formed in two lines about three
feet apart, facing in opposite directions.
Goal
______________________________
| |
| |
|------------------------------| Day
Leader | o |
|------------------------------| Night
| |
|______________________________|
Goal
The leader has a disk painted black on one side and white on the other.
A coin may be used in place of a disk. In front of each party at a
distance of about fifteen paces is a goal. The leader throws up the
disk. If the white side is up when the disk has alighted, he calls out
"Day." The day party then rushes toward its goal and the night party
pursues, catching as many of the "Day" party as possible. These they
take back to their own goal. The captured members are now out of the
game. The sides return to their places and the disk is thrown up again.
The game is continued until all players on one of the sides are out.
BOUNDARY BALL
The players are arranged as shown in figure. The length of the space is
about thirty paces, "a--a" being the outer boundaries and "b" a center
line. The two parties stand about ten paces from the center line. A
member of the first party throws the ball. The members of the second
party catch it or stop it from rolling. The catcher then throws the
ball back to the first party and so on until either party succeeds in
passing the ball across the outer boundary line of the other party.
----------------------------------------------
| ) : b ( |
a | ) : ( | a
| ) : ( |
| ) : ( |
----------------------------------------------
FRENCH BLIND MAN'S BUFF
A player blindfolded and furnished with a wand stands in the center of
the room. The other players join hands and walk or hop around him until
he signals them to stop, by tapping the floor with his wand. He points
the wand at some one in the ring. The one at whom he points takes the
end of the wand, and holding it must answer any three questions the
blindfolded player may choose to ask. The player who answers may
disguise his voice. If the blindfolded player recognizes the voice, the
two players change places.
BULL IN THE RING
The players join hands and form a circle. One is chosen bull and
wanders about in the inside, testing the circle in an effort to get
out. If he breaks through and escapes the keepers chase him. The one
catching him in turn becomes bull.
CALL BALL
A basketball is needed for this game. The players, 10 to 30, are
numbered and form a circle, one of the players standing in the center.
The object is to catch the ball before the second bounce, when one
number has been called.
The player in the center tosses the ball high up within the circle, at
the same time calling the number of some player. The one called must
quickly run and catch the ball on the first bounce. If he catches the
ball he tosses it up and calls the number of some other player. If the
ball is not caught the first player again tosses it up. The ball may be
caught on the fly.
To vary the game, form sides, numbering the players, the odd numbers
forming one side, the even numbers the other. The odd numbers must call
on the even, and vice versa. One point is counted for every ball
caught, and the side with the highest score after twenty tosses wins.
ARCH GOAL BALL
Basketball and basket goal are necessary equipment. The players (8 to
10 on a team) are divided into seven groups and line up in a single
file in two or more lines, facing a basketball goal. Each line has a
basketball and stands behind a starting line.
A game is finished when the last man on the team has crossed the
starting line before the others have finished.
At a signal each leader passes the ball backward overhead and the next
player takes it and passes it on in the same way, and so on down 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 (the line moving backward in place
to make room for him), and he at once passes the ball backward
overhead. The last player in turn runs forward, tries for the goal, and
this is repeated until each player in line has thrown for goal.
Two points are scored for each team making the goal, one point may be
given for finishing first. The team having the highest score wins.
Sometimes the game is played with a time limit. In this case each
player throws until he succeeds in getting the ball into the basket.
The team wins whose last man finished first.
CHICKEN AND FOX
Two players are chosen--one to be the mother hen and the other to be
the fox, who is after a chicken for his meal. The other players are in
the brood--each one of them grasps the one in front of him, beginning
with the largest, and placing themselves in line behind their mother.
As the fox appears the hen says, "What do you want, Fox?" The fox
replies, "I want a chicken." The hen in turn says, "Where will you get
it?" The fox then replies "Out of your flock." The fox then runs to the
right and left trying to pass the mother and get one of the chickens.
The one caught becomes fox and the hen takes her place at the end of
the line. The second in line in turn becomes mother hen.
Seventh Grade
CHANGING PLACES
All players but one stand in a circle of about seven yards or more in
diameter facing inward. The odd player stands in the middle. Each
player is given a number which he retains all through the game. The
teacher calls out two numbers (but not, of course, that of the player
in the middle) and the players so numbered must change places in the
circle. While they are doing so the odd player must try to get into one
of the vacant places first, and if he is successful the ousted player
becomes the odd man in the center.
STEAL THE HANDKERCHIEF
Players form in two lines facing each other and about eight yards
apart. Each line is numbered so that there are corresponding numbers on
each side. The leader then takes a rag, places it midway between the
two lines. He then calls a number, and the players on each side having
that number will rush forward and attempt to steal the handkerchief.
The one succeeding scores one point for his side. The players return
and the game continues; the side scoring highest wins.
ON THE BANK--IN THE POND
Players form in a single file. An imaginary line to the left of the
column designated as the Bank and an imaginary line to the right of the
column designated as the Pond. These lines are about three feet apart.
Teacher facing column calls out "On the Bank," the players jumping onto
the Bank. He then calls out, "In the Pond," the players jumping into
the Pond. At each command the teacher moves his hand to the opposite
line from which players are located. In order to keep players "on their
toes," teacher calls "In the Pond" when the men are in the Pond and at
the same time moves his hand in the direction of the Bank. Those who
jump across or remain behind when the command is given to do otherwise
are out of the game.
MAZE
All the players except two stand in parallel ranks, one behind the
other. The distance between each player and each rank is that of
"double arms' length," so that whichever direction the ranks may face
with arms extended horizontally a line of players with finger tips
touching will be formed. The ranks should be drawn up so as to form a
square as nearly as possible. The chaser has to pursue the runner up
and down the lines until he catches him, neither being permitted to
pass under the outstretched arms. The teacher makes sudden changes in
the lines by calling "right turn" or "left turn," on which all turn in
the required direction, still keeping the arms outstretched. These
sudden changes alter the direction of the paths down which the two
players may run. The interest depends greatly upon the judgment of the
leader in giving the commands "right (or left) turn." They should be
given frequently--and sharply, and often just at the moment when the
chaser is about to catch the runner. The game continues until runner is
caught, or a time reached when a new chaser and runner are chosen.
The game may be played with hands on hips instead of arms outstretched.
BOMBARDMENT
Playground or gymnasium suitable place for this game. Basketball and
Indian clubs are necessary equipment. Number of players 10 to 40. The
ground is divided into two equal fields by a line across the center. At
the rear of each field a row of Indian clubs 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, a second row should be
placed in front of the first so that each club stands opposite a space
in the preceding row of clubs.
The players are divided into two teams, from five to twenty in each
team. The players stand behind their clubs and the dividing line in any
scattered formation. Several balls should be put in play if a large
number are playing.
The object is to knock down the opponents' clubs. Each player acts 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, knocking the clubs down from the rear. No player is permitted
to cross the center line. The game is most interesting when several
balls are in play at once. For each club overturned the side which
knocked it down scores one. Every club overturned by a player on his
own side spoils one for the opponents. The game is played in time
limits of from one to twenty minutes, the side winning which has the
highest score at the end of that time.
JAPANESE TAG
The players are scattered within a limited playing area. This game is
played like ordinary tag except that "it" must place one hand on the
spot where he was tagged and hold it there while trying to tag another
man. Any player running outside of the playing area automatically
becomes "it".
HOOK ARM TAG
Players paired in circular formation, inside arms hooked at elbows,
outside hands on hips. Two players stand in the center, one is "it,"
the other is chased by "it". The chased player runs about the circle
either inside or out and may hook the elbow of any player. The player
he catches holds fast to him and a third player is then the one to be
chased. If he tags a player chased, before he can hook an arm, the
latter must chase "it" or someone set free by "it," and the game
continues.
CROSSING NO MAN'S LAND
Formation--In single line.
A parallel line is drawn about fifty feet in front and the player being
"it" stands between this line and the players. At a signal, players
change to the opposite line. "It" tries to catch as many runners as
possible. Players so caught must help "it" catch the others. After such
charge those uncaught assemble themselves and try to charge back to
previous base. Players charge and re-charge until all have been caught.
OBJECT RELAY RACE
Players stand in files, an equal number in each file. Opposite and at
about fifteen and twenty yards respectively from the front player of
each file, two circles (about eight inches in diameter) are marked on
the ground, one straight behind the other. In the nearest of each of
the circles an object (stone, stick, club) is placed. At the command
"Go" the first player of each file races to the first circle, seizes
the object and places it in the second circle, five yards off. He then
races back and touches the outstretched hand of the next player in his
row. The latter then races to the object and in the same way places it
back in the near circle, and so alternately until each player of the
row has had his turn. The last player, having deposited the object in
the circle, races back to the line which the front players were
originally "toeing". The first row to finish wins. Each player after
touching the outstretched hand of the "next to run" places himself at
the rear of his row, which keeps moving forward so that the next to run
is always "toeing" the original line.
PASS AND TOSS RELAY
This game is suitable for playground, gymnasium or classroom. Equipment
necessary is Bean Bag or ball. Number of players preferably 8 to 10 on
a team. The players stand in two or more even ranks, facing sideways
and numbered consecutively. The players at either end step two paces
forward of the ranks, to the points marked 1 and 10 respectively, as
they are to be in a position to catch the ball tossed by some other
player.
+-------------------------------------+
| O------ O |
| 2 3 4 5 6 7 8 9 |
+-------------------------------------+
No. 1 of each team tries to return to his original position first.
Player No. 1 has a bean bag (or ball) and at a signal for starting runs
toward the rear and as he runs tosses the bag to No. 10. The line
immediately moves forward one place, No. 2 stepping into the place
vacated by No. 1. Upon catching the bag, No. 10 takes his place in line
with the rank, and passes the bag to his next neighbor, No. 9. The bag
is then passed rapidly up the line until it is received by No. 3, who
tosses it to No. 2. No. 2 in 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 case will be No. 1. The line again moves up--No. 3
now stepping out to the place marked 1. The play is continued until No.
1 is back in his original position. The rank getting the bag around to
No. 1 first after he returns to his original position wins the game.
No. 1 should hold the bag up at arm's length as soon as he gets its as
a signal that his rank has completed its play.
DOWN AND UP
Players form in column of files.
All spread legs. First player in the column passes some object (stick,
stone, hat, eraser, bean bag) back between legs to the next player, who
passes it on. When the last player in the column has received it he
yells "Down" and runs forward astraddle the other players to the head
of the column. The other players quickly rise and the object is passed
back between the legs until all have carried it forward.
ZIG ZAG RELAY
Players form in columns of files.
Place four bean bags four feet apart at a distance of ten feet in front
of each column in direction of depth. At a signal the first player in
each column runs to the right of the first bag, passes it and then runs
to the left of the second, to the right of the third, to the left of
the fourth and around it and then zig-zags back. When he reaches the
starting line, he touches off a second player who, in turn, proceeds to
duplicate the first player's performance. Column finishing first
scores.
Eighth Grade
CROWS AND CRANES
Players form in two lines, back to back and at about one yard interval.
One line is designated "Crows" and the other "Cranes." If the leader
calls out "Cranes," the Cranes will rush forward about thirty feet
across a safety line, and the line designated as Crows will turn around
and attempt to tag his opposing player before he has crossed the
distance to the safety line. If the leader calls "Crows," the Crows
will rush forward to their safety zone. Those who are tagged must go
over to the other side. The team having the largest number of players
at the expiration of a given time wins. The game can be made more
intensive by the leader if he drawls out the "r" in either Crows or
Cranes.
JUMPING CIRCLE
Players form a circle about 30 feet in diameter. One player in center
holds a light rope about fifteen feet long with a soft weight on one
end. The player in the center swings the rope around so that players in
the circle have to jump it. Player failing to jump the rope has a point
counted against him or he may be made to withdraw from the game.
HINDU TAG
The players are scattered in a limited playing area, about fifty feet
square. One player is "it". He chases players about and may tag anyone
who is in "safe" position (on both knees, forehead on ground). Players
ought not to remain in one place, but must move about. Any player
tagged is "it". Players should not go out of playing area. Anyone doing
so is automatically "it".
SWAT TO THE RIGHT
Any number of players may participate. Players form a circle, hands
behind back, facing in, eyes closed. One player carrying a swatter
(belt, knotted towel, etc.), runs around outside of circle and places
swatter in someone's hand. The player receiving it immediately hits the
player to the right. The player who is being hit, runs around the
circle until he is back to his starting position. The player with the
swatter follows the runner and swats him until he is back in position.
The player with the swatter runs on and places it in the hands of some
other player.
SQUAT TAG
The players are scattered within a limited playing area. One player is
"it". He can touch anyone who is not in a full squat position. The
player touched becomes "it" and chases about after some other player.
Players who for fear of being made "it" remain in the squat position
should be pushed over. The squat position consists of knees full bent
with hands on hips.
TEN STEPS
One player who is "it" blinds his eyes and counts ten while all the
other players run for hiding places. As soon as the one who is "it"
says "ten," the players must stand motionless wherever they may 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 "blinder"
repeats this five times, and any player not entirely out of sight the
fifth time the blinder turns must change places with him, while the
original "it" becomes a spectator.
After counting "ten" and turning to look for moving players five times,
the hunter counts one hundred to give players chance to reach their
final hiding places and the game continues as in regular I Spy.
HANG TAG
One player is chosen chaser or "it" and changes places with anyone whom
he can tag. Players may escape being tagged by hanging from anything
overhead which will enable them to lift their feet from the floor.
Played out of doors, players will naturally save themselves by catching
hold of the branches of trees. If played in a gymnasium or playground
pieces of apparatus may be used for the same purpose. Players are also
considered safe if instead of hanging by their hands, they throw
themselves across some obstacle such as a fence, which enables them to
lift their feet from the ground. No two players may hang from the same
piece of apparatus. The last one taking possession may keep his
position, the one before him being obliged to find another place. This
keeps the players constantly on the move and the game becomes more
interesting.
CLUB SNATCH
A goal is marked off across each end of the playground. An Indian club
is placed midway between the goals. A starting base is marked on each
goal line in line with the club. The players are divided into two equal
teams, 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 side 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 the runner
each time.
INDIAN CLUB WRESTLE
Players come up in files not more than eight in a file. Each file forms
a circle. In the middle of each circle four Indian clubs are placed. At
the signal "go" each circle joins hands and pulls. When the umpire sees
that any player in any circle has knocked down a club he calls "Out
One." That player withdraws from the game. All stop playing and wait
for the signal "go" and the play is repeated. When any one of the
circles has been reduced to one player, the game ends, the circle
scoring that has the largest number of players left.
PASS ROUND
Players are in circle formation about four feet apart. They number off,
odds forming one team and evens the other. A ball, eraser or some
object is given each team on opposite side of the circle. At a signal
the teams pass the object to the right to members of the same team
only. Each player must catch the object in his turn. The team which
passes its object so that it catches up with the opponent's wins. Any
player dropping object must regain it himself and pass it on fairly.
HUMAN TUG OF WAR
Players form in columns of files facing each other. Players stand close
together, arms placed about the waist of the player in front (grasping
the left wrist with the right hand is the strongest grip). Leading
player of each team grasps the opponent about neck or shoulders, team
breaking first or having one or more players pulled over the line after
thirty seconds is the leader.
VOLLEY BALL
Ten to thirty players may play at one time on playground or gymnasium.
Equipment consists of volley ball and tennis net.
For large teams this game is best played on a ground measuring fifty
feet in length and twenty-five in width. A tennis net or a net two feet
wide is stretched across the center of the ground from side to side,
extending one or two feet beyond the boundary on either side. The upper
edge should be from six feet and one-half to seven feet and one-half
above the ground. The players are evenly divided into two teams. They
scatter over their respective courts without special arrangement. A
captain is chosen for each side. An umpire is desirable.
Each team tries to keep the ball in lively play toward its opponents'
court, as each team 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 a selected member of either
team, who should stand at the rear of his court with one foot on the
rear boundary line behind the line. From this position the ball is
tossed upward lightly from one hand and batted with the open palm of
the other hand over the net and into the opponents' court. The server
has two trials. A served ball may be assisted on its course by any
other player on the server's side using one or both hands (open palm),
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.
Should the ball then fail to land on 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. If a return ball hits a player on the server's side and bounces
into the opponents' court, it is considered no play. The players on a
side take turns in serving. A ball which bounds back into the court
after striking any other object except the floor or ceiling is still in
play.