In sending the ball across the net, players should aim for an

unprotected part of the opponents' court or try in other ways to place

them at a disadvantage. The service changes to opposite side when the

serving side:

1. Allows the ball to touch the floor.

2. Knocks it out of bounds.

3. Fails to return it to the opponents.

4. The ball hits the net during the service.

5. A served ball falls outside the opponents' court.

6. A player on the serving side touches the net at any time.

Score. The game consists of twenty-one points--only the serving side

scores.

One point is scored when:

1. A good serve is unreturned.

2. Any time when the opponents fail to return the ball which is in

play.

3. When the receiving side touches the net.

(Should the serving side fail to return a ball to the opponents' court,

they are put out. The serve passes to the opponents and no score is

made.)

Scoring on Fouls.

1. Touching the net by a player on the receiving side allows the

serving side one point.

2. A ball sent under the net counts one for the opposing side.

3. If the ball strikes any object outside the court and bounds

back, although it is still in play, it counts one for the opposing

side. A ball sent out of bounds in returning a service scores one

point for the opposing team. One point is scored by the opponents

whenever a player catches the ball or holds it for even an instant.

Group Games for Adults

CHARIOT RELAY

Players line up at one end of the room. Count off by threes. Each group

joins hands, and on the command "Go!" they run to the other end of the

hall and return without letting go of hands. The first group back wins.

HURDLE RACE

Place several objects at different distances. Contestants race, jumping

over them.

SONG CONTEST

Song contestants are supplied with pencil and paper. Standing on one

foot, each writes two lines of a patriotic song. One finishing first

wins.

Contestants are supplied with paper and crayon, and asked to draw a

picture representing some popular song. The one whose drawing is the

best representation wins the prize.

LAUGHING RELAY

Line up players in twos. Partners face and march backwards four steps.

Leaders draw for first chance. One side named Blues, other Reds. If

"Blues" have first chance, they try for the space of thirty seconds to

make the "Reds" laugh. All "Reds" found laughing are recruited to the

other side. Three turns constitute a game. The side having most

recruits at the finish wins.

TELEGRAMS

Give each player a pencil and paper. Ask each to write the name of the

city (town or state) in which he was born. Then ask each to separate

the letters in the name of his birthplace and, using each letter as the

initial of a word, to compose a telegram. Some interesting combinations

are the result.

WHIRLWIND

This is an old English game. Arrange as many chairs as there are

players in a circle. All the players but one are seated. This odd

player takes his position in the center of the circle. His object is to

take the vacant chair, but this the others prevent by hastily moving up

(to right or left, as the movements of the person standing indicate) so

as to fill the empty seat whenever the standing player approaches it.

In this manner, the vacancy is kept at the point farthest from him, and

unless he is agile, the player cannot capture it.

THE LAUGHING GAME

Players form a circle. The first player starts with the word "ha," the

second says "ha, ha," the third "ha, ha, ha," and so on, each one in

turn adding one more ha than has been made by his neighbor. In each

case, the ha ha's must be made without laughing, which is almost an

impossibility. Before the circuit has been completed the entire circle

is in peals of laughter. Each one guilty of laughing drops out of the

game. The one remaining longest without laughing wins.

GAME OF OPPOSITE

Players stand in a circle. An extra player stands in the center,

holding in his hands as many pieces of tape as there are players in the

circle. The tape (or ribbons) are of two colors, red and blue. The

opposite ends of each tape are held in the hands of a player. When the

leader says "Reds let go," "Blues, hold on," the blues will let go,

always doing just the opposite of the command given to be obeyed.

Commands should be given rapidly and in military tone. When word for

"all to hold on" is given the entire circle lets go, and so on.

MUSICAL CIRCLE

All players sit in a circle. One in the centre is the leader. To each

one is assigned some musical instrument, which he must play. The leader

waves his baton, but from time to time he will quickly begin to

pantomime the instrument of someone in the circle. For instance, he

plays the cornet, and as soon as he does this, the one to whom the

cornet was assigned immediately sits back with folded hands until the

leader goes back to his baton. Should a player fail to remark that the

leader has taken his instrument he is subject to forfeit.

MEMORY TEST

A tray piled high with all sorts of objects, as diverse as possible in

character is brought into the room. The players are given one minute in

which to take a rapid survey of same. At the end of that period the

tray is taken away and the players, with pencil and paper (previously

supplied them) write down the names of as many of the articles as they

can remember. The one whose list is largest and most correct is the

winner.

FINDING A PARTNER

An odd number of players participate. At a signal (preferably a musical

accompaniment), the players, fly or skip promiscuously about the room.

When the music stops each player attempts to stand back to back with a

partner. The one left without a partner, as the game proceeds, tries to

be successful the next time.

NOSE AND TOE TAG

This game is played like ordinary tag, with the exception that no one

can be tagged who has his right hand on his toes and left hand on his

nose.

SPIRITS MOVE

A leader and his accomplice are required in this game. The one

illustrating the game leaves the room. His accomplice passes among the

players and stopping before one of the number and with hands

outstretched says, "Spirits Move." The leader from without replies "Let

them move." Again the accomplice passes among the number and steps in

front of another player, saying, as before, with hands outstretched,

"Spirits Move." Again the reply from his accomplice, "Let them move."

He proceeds in this manner until finally he takes his stand before

another one of the group saying "Spirits Move and Rest Upon." The

leader from without completes the sentence by adding the name of the

person over whose head the hands are extended.

The trick is simply this: The one over whose head the accomplice's

hands rest is the one who spoke last before the leader retired from the

room.

HANDS OVER HEAD

A leader and his accomplice are necessary to this mystifying game. The

leader leaves the room while his accomplice passes around among the

players, occasionally stopping in front of one of them, and with hands

extending over the player's head says. "Hands Over Head." The leader

answers from without "Hands Over Head." He continues around the circle

in like manner until finally he stops in front of a player and with

hands extended says "Hands Over Head and Rest Upon" whereupon the

leader answers "Hands Over Head and Rest upon (John Smith)" naming the

person over whom the hands are extended.

The trick: The accomplice places his hands over the head of the person

before whom he has been standing at the time the leader withdraws from

the room.

BOTTLES

Any number of couples may compete in this game. Arrange two files of

Indian clubs, large bottles or ten pins, five in a file, at a distance

of four feet apart with an aisle of six feet between files. Each couple

is comprised of a man and woman. The man is blindfolded and to his

wrists are attached streamers or reins about three feet long. The

woman, at a given signal guides her partner by means of these reins on

and around each bottle in the first file, returning in like manner by

the second file.

The team succeeding in making the circuit without overturning any of

the bottles wins.

In no way is the driver permitted to suggest direction except by

driving with the reins.

RELAY SPELLING RACE

This game is particularly interesting if the men and women of the party

compete. For each team a pronouncer is chosen who takes his place

directly to the right of the blackboard immediately in front of his

team, who are standing in file formation, and at a distance of about

fifteen feet from the blackboard.

Each pronouncer is supplied with a list of words previously agreed upon

between themselves, and consisting of words commonly used but

frequently misspelled, as necessary, parallel, embarrass, harass, etc.

At a given signal the first contestant leaves his place in the file,

runs to the board and as the pronouncer announces the first word to

him, proceeds to write it on the board, quickly, but legibly, turns and

runs to the end of the file, tagging as he does so the second player in

his file. The second contestant in turn, runs to the board, writes the

word pronounced to him and in like manner returns to the end of the

file, tagging as he does so the third contestant. No contestant except

the first leaves his place until tagged by the returning contestant.

With ten contestants to a file, count finishing first as equal to two

misspelled words at first, later to one misspelled word. The side

finishing first is thereafter entitled to consider 2 (or 1) misspelled

words as correctly spelled in the final count.

SUGGESTION FOR CONDUCTING PLAY LEADERS' TRAINING CLASS

MELVIN W. SHEPPARD

Community Service, Inc., One Madison Avenue, New York, N.Y.

THE PURPOSE

The purpose of play leaders' training classes is to develop volunteer

leaders who will carry on recreational program in various schools,

churches and industrial plants, and later on who will organize play

groups on vacant lots in home vicinities. This will lead to

neighborhood activity. As the schools progress those leaders who

display more initiative than the others should be noted as a desirable

source from which paid recreational leaders may be drawn by the city

recreational commission and other agencies.

PROCEDURE

Before starting the class, confer with superintendents of schools,

churches, and industrial leaders, and send to all institutions in the

city, which are likely to be interested, invitations to send delegates

to the proposed class. After organization of the class there should be

some classification of its members so that the most efficient work may

be done.

It is desirable in nearly every case that there be separate classes for

white leaders and colored leaders in order that there may be the utmost

freedom of expression and the least hindrance to the enthusiastic

participation in the games.

THE COURSE

Experience shows that ten lessons of one hour's duration each will be

sufficient in which to present a total of thirty games with such

directions and general suggestions as will enable the leaders to take

the games taught back to their organizations.

During the first few lessons, the time should be taken up entirely with

the teaching of games and toward the end of the course train all

students to act as leaders in turn. This brings out initiative and

enables the instructor to prepare tentative lists of the most efficient

leaders. Towards the end of the course, the students should do

practically all of the game-leading. By dividing them into groups, each

under a leader, the instructor can increase his own efficiency and help

more specifically the individual members of the class.

RECOGNITION FOR ATTENDANCE

If the instructor deems it advisable, a certificate of attendance

testifying to the interest shown by the student may be presented at the

end of the course. It should, however, be made plain that this

certificate does not indicate that the student is an expert playground

director. An expert playground director is one who not only can direct

the games on the playground, but also by his influence makes the

playground an asset to the neighborhood instead of a liability.

Unless a book on games is provided as a guide to the course, each

student should receive at each lesson a mimeographed copy of the

direction for the games taught at that class, to become a part of his

permanent equipment.

Neighborhood organizations, particularly rural schools and vacant lots,

can be put in shape for playgrounds through simple and cheap athletic

equipment such as volley balls and net, basket balls, quoits,

playground balls and bats, medicine balls, which can be purchased at a

very reasonable price and will answer all purposes until more elaborate

equipment can be obtained.

End of Project Gutenberg's Games and Play for School Morale, by Various

Games and Play for School Morale A Course of Graded Games for School and Community Recreation · 第 3 / 3 段