CHAPTER I

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SCHOOL, CHURCH, AND HOME GAMES

Compiled by

GEORGE O. DRAPER

Secretary for Health and Recreation

County Work Department of the

International Committee of

Young Men's Christian Associations

COMMUNITY RECREATION

Rural Edition

Association Press

New York: 347 Madison Avenue

1923

DEDICATED TO MY FATHER

HERBERT EDWARD DRAPER

_whose happy contact with the folks of the country,

through his duties as a County official, won for him

their esteem; who found recreation in the open

country, where the birds, the flowers, and all wild

life were his friends and reflected their charm in the

life he lived--simple, happy, friendly--true to

himself, his family, his neighbors, and his God._

CONTENTS

PART I. GAMES FOR SCHOOLS

CHAPTER PAGE

FOREWORD vii

I. SCHOOL ROOM GAMES for Primary Pupils 1

II. SCHOOL ROOM GAMES for Intermediate Pupils 8

III. SCHOOL ROOM GAMES for Advanced and High School Pupils 16

IV. SCHOOL YARD GAMES for Primary Pupils 24

V. SCHOOL YARD GAMES for Intermediate Pupils 27

VI. SCHOOL YARD GAMES for Advanced and High School Pupils 37

PART II. SOCIABLE GAMES FOR HOME, CHURCH, CLUBS, ETC.

I. GAMES FOR THE HOME 44

II. ICE BREAKERS FOR SOCIABLES 55

III. SOCIABLE GAMES FOR GROWN-UPS 59

IV. SOCIABLE GAMES FOR YOUNG PEOPLE 67

V. TRICK GAMES FOR SOCIABLES 73

VI. STUNT ATHLETIC MEET 83

VII. COMPETITIVE STUNTS 88

PART III. OUTDOOR GAMES

I. OUTDOOR GAMES FOR OLDER BOYS AND YOUNG MEN 94

II. OUTDOOR GAMES FOR BOYS 103

III. GAMES OF STRENGTH 110

PART IV. GAMES FOR SPECIAL OCCASIONS

I. GAMES AT DINING TABLE 113

II. A COUNTY FAIR PLAY FESTIVAL 119

III. GAMES FOR A STORY PLAY HOUR 123

IV. AN INDOOR SPORTS FAIR 127

V. RACING GAMES FOR PICNICS 132

FOREWORD

We should all be prospectors of happiness. There are those who discover

it in the solitudes of the mountains where freedom is breathed in the

air that touches the lofty peaks. Others find it in the depths of the

forest in the songs of the birds, of the brook, of the trees. Most of

us must find it in the daily walks of life where the seeking is

oft-times difficult. Nevertheless, there it is in the manufactured

glory of the city, in the voices of children, and in the hearts and

faces of men.

Happiness becomes a habit with some; with others it is a lost art. Some

radiate it; others dispel that which may exist. Happiness can be

produced by means of exercising certain emotions, by causing

experiences which allow instinctive expression; the song, the dance,

the game are examples.

All enjoyed activity may be classified as play.

Play is that which we do when free to do as we like.

Play produces happiness.

Work is the highest form of play. The great artist is playing when his

imagination finds expression on the canvas in color. If he did not love

to paint he would never have become a great artist. The engineer is

playing when he produces the great bridge; the financier when he

masterfully organizes his capital.

The imagination of the child leads him into all kinds of adventure. He

becomes the engineer on the locomotive; he becomes the leader of the

circus band; he is a great hunter of terrible beasts; an Indian, a

cowboy, and a robber. In fact, he tries his hand at all those careers

which interest him, and we call it play, or may even call it nonsense.

In fact, some think play is but nonsense.

Play is the expression, the exercising of the imagination. Should the

child be denied the privilege of play, should its visions never find

expression, should its mental adventures fail to find adequate physical

experience, a great musician, a great engineer, a great statesman, or a

master of some great art may be sacrificed.

Play is not only essential to the child, but, as Joseph Lee says, play

_is_ the child. The natural environment of the child is a play

environment; if we are to lead the child or educate the child we have

first to enter into his environment and into fellowship with him

therein, and adapt our methods to that environment. The processes of

education which have taken to themselves those things which are natural

to children will meet deserved success. The schoolroom, the Sunday

school room, or home in which a play atmosphere is experienced, small

though this experience may be, is operating on a sound basis. Play is

nature's method of education. As a kitten in chasing the leaves in the

road is playing, it is also learning to catch the bird or the mouse

essential for the maintenance of life. So the child, by nature, learns

to live by play.

Activity is life. Directed activity means directed life. The body is

but the means of activity and is developed only in accord with the

activity demands of the individual. Character is but the trend of the

activities of an individual. So the activities are more the individual

than is the flesh and bone which we see.

If we recognize that in play the child is under the tutorship of

nature, we should seek to encourage rather than discourage the process.

By directing the play we are training for life--yes, more, we are

creating life.

As play creates in the child, it re-creates in the adult. Activity is

essential to growth. Having attained physical growth, the adult does

not demand as much physical activity as does the child and as years

increase the tendency toward physical activity decreases. There is real

danger in this becoming too meager to maintain efficiency, and we

recognize more and more the necessity for vacation periods when some of

the old spirit of play or of joyful activity may be indulged in and a

re-creation process be set up. This recreation is simply reawakened

activity, making for greater abundance of life.

The spirit of play and the spirit of youth travel hand in hand. If we

allow the spirit of play to depart from our life, we lose our grip upon

life itself. Every man and woman should cultivate and vigorously

maintain a play spirit. This might be done through some hobbies, games,

or art into which they can throw themselves with abandon for periods of

time, frequent, if brief. They should thoroughly enjoy the experience.

For the wealthy, to whom all things are possible, this may be hard to

find. To those of limited means and of little free time, opportunity is

more abundant. To them joy shines forth from even the so-called

commonplace things of life.

The joy on the faces of those who are playing games, the merry

laughter, the jest, the shouting, place this type of activity on a

pinnacle among those producing happiness.

This volume has been prepared, in order that the young and old may find

greater opportunity for joyful activity, and experience the good

fellowship, the kindly feeling, the exhilaration and life resulting

from playing games, and that those fundamental agencies of

civilization, the Church, the school, and the home, may be better

equipped to serve mankind and to add to the sum of human happiness.

ACKNOWLEDGMENT

This collection of games has been selected from material sent in to the

author, by Y.M.C.A. Physical Directors, playground directors, and

school and college athletic directors, to which has been added some

original material and games that have been seen by the author in his

travels about the country.

BIBLIOGRAPHY

The author would suggest the following books on games:

GAMES FOR THE PLAYGROUND, HOME, SCHOOL AND GYMNASIUM, Jessie

Bancroft, Macmillan Co., N.Y.

GAMES FOR EVERYBODY, Hofmann, Dodge Publishing Co., N.Y.

SOCIAL GAMES AND GROUP DANCES, Elsom and Trilling, J.B. Lippincott

& Co., Philadelphia.

ICEBREAKERS, Edna Geister, The Womans Press, N.Y.

SOCIAL ACTIVITIES, Chesley, Association Press, N.Y.

PLAY, Emmett D. Angell, Little, Brown & Co., Boston.

HANDBOOK FOR PIONEERS, Association Press, N.Y.

CAMP AND OUTING ACTIVITIES, Cheley and Baker, Association Press,

N.Y.

COMMUNITY RECREATION, Draper, Association Press, N.Y.

Part I

GAMES FOR SCHOOLS

CHAPTER I

SCHOOLROOM GAMES

For Primary Pupils

Cat and Mouse

One pupil is designated to play the role of cat, another that of mouse.

The mouse can escape the cat by sitting in the seat with some other

pupil. Thereupon that pupil becomes mouse. Should the cat tag a mouse

before it sits in a seat, the mouse becomes cat and the cat becomes

mouse, and the latter must get into a seat to avoid being tagged.

Aviation Meet

Three pupils constitute a team. Two are mechanicians, one the aviator.

Each team is to have a piece of string about 25 feet long, free from

knots. A small cornucopia of paper is placed upon each string. The

mechanicians hold the ends of the string while the aviator, at the

signal to go, blows the cornucopia along the string. The string must be

held level by the mechanicians. The aviator first succeeding in doing

this, wins for his team.

Button, Button

The pupils sit or stand in a circle with their hands in front of them,

palms together. The one who has been selected to be "It" takes a

position in the center of the circle, with his hands in a similar

position. A button is held between his hands. He goes around the circle

and places his hand over those of various individuals, dropping the

button into the hands of one. He continues about the circle, still

making the motions of dropping the button in the hands of others, so as

to deceive those making up the ring. After he has taken his place in

the center of the circle, those in the ring endeavor to guess into

whose hands he has dropped the button, the one succeeding in doing this

takes the button and continues the game.

Bee

Some object is determined upon for hiding, such as a coin, a button, a

thimble, etc. A pupil is sent from the room. During his absence the

object is hidden. Upon his return the children buzz vigorously when he

is near to the object sought and very faintly when he is some distance

away. The object is located by the intensity of the buzzing.

Hide in Sight

In this game all of the pupils except one are sent from the room. The

one left in the room hides a coin, or some similar object, somewhere in

plain sight. It must be visible without having to move any object. When

hidden, the rest of the pupils are called back and start the search.

When a pupil finds the coin, after attempting to mislead the others by

continuing his search in different quarters, he returns to his seat

without disclosing its whereabouts. As it is found by others, the group

of seekers will gradually diminish until there is but one left. When he

finds it, the coin is again hidden by the one first finding it.

Colors

A certain color is determined upon. Each pupil in turn must name some

object which is of that color. Failing to do this he goes to the foot

of the line, provided some one beyond him can think of any object of

that color. If no more objects can be thought of, a new color is

selected.

I See Red

One pupil is given the privilege of thinking of some object in the

room, of which he discloses the color to the rest of the pupils. For

example, if he sees a red apple he says, "I see red." Thereupon the

other pupils endeaver to guess what red object in the room is thought

of. The one succeeding, next selects the object to be guessed.

Hide the Clock

This is a good quiet game for the schoolroom. A loud ticking clock is

necessary for the game. All of the pupils are sent from the room. One

of their number is selected to hide the clock. The others, upon coming

back, try to locate it by its ticking. The one succeeding has the

privilege of next hiding the clock.

Poison Seat

The children all endeavor to shift seats at the clapping of the hands

of the teacher. Have one less seat than pupils, so that one may be left

without a seat. This can be arranged by placing a book on one seat and

calling this "Poison Seat." The child sitting on this seat is

"poisoned" and out of the game. Add a book to a seat after each change,

so as to eliminate one player each time. The one left after all have

been eliminated, wins the game. Should the teacher clap her hands twice

in succession, that is the signal for all of the pupils to return to

their own seats.

Aisle Hunt

Some object--a coin will do--is selected to be hidden. The children of

one of the aisles leave the room, the others determine upon a hiding

place and hide the coin in plain sight. Those out of the room are

called back and look for the hidden object. As soon as it is found, the

first one finding it goes to his seat and calls, "First." He is not to

call until he is actually in his seat. The second one to find it

returns to his seat and calls, "Second," and so on until it has been

found by all in the aisle. If there are six aisles in the room, the

occupants of the first six seats in the aisle seeking the hidden object

determine which aisle leaves the room next. For illustration,--if the

pupil in the second seat is the first one to find the object, then the

second aisle of the room will be the one to leave the room for the next

hunt. Likewise if the pupil of the third seat is the first to find the

object, the third aisle will be the one which next has the privilege of

enjoying the hunt. If there are more pupils in the aisle than there are

aisles in the room, the pupils in the last seats do not count.

New Orleans

The pupils of the room are divided into two groups. One side decides

upon some action it will represent, such as sawing wood, washing

clothes, etc., and thereupon represents the action. The other group has

five chances to guess what the first group is trying to represent.

Failing to do this, they must forfeit one of their players to the

second group and the same side again represents an action.

When a group presents an action to the others, the following dialogue

takes place:

First Group: Here we come.

Second Group: Where from?

First Group: New Orleans.

Second Group: What's your trade?

First Group: Lemonade.

Second Group: How is it made?

The first group then represents the action.

Birds Fly

This is an attention game. The teacher stands before the class and

instructs them that if she mentions some bird or object which flies and

raises her arms sideward, imitating the flapping of the wings of a

bird, the pupils are to follow her example. But if she mentions some

animal or some object which does not fly, she may raise her arms

sideward and upward, imitating the flying position, but the pupils are

not to follow her example. If they are caught doing so, they must take

their seats. For example,--the teacher says, "Owls fly". Thereupon she

and all the children raise their arms sideward and upward. She says,

"Bats fly" and raises her arms. She next says, "Lions fly" and raises

her arms, thereupon the pupils are supposed to keep their arms at their

sides.

Music Rush

A march is played on the piano and the children march from their seats

in single file around the room. As soon as the music stops, all rush to

get into their seats. The last one in, must remain in his seat during

the second trial. If there is no piano in the room, drumming on the top

of a desk will do as well.

Change Seat Relay

The teacher claps her hands. This is the signal for all to shift one

seat back. The one in the rear seat runs forward and sits in the front

seat. The first aisle to become properly seated wins one point. Again

the hands are clapped and the pupils shift one seat back, and the one

then at the rear runs forward and takes the front seat and so the game

continues until all have run forward from the back seat to the front.

The aisle scoring the largest number of points wins.

Charlie over the Water

This is an old game and is always popular. The children form a ring,

joining hands. One is selected to be "It" and takes his place in the

center. Those in the ring then dance around, singing,

"Charlie, over the water,

Charlie, over the sea,

Charlie, catch a blackbird,

But can't catch me."

Having completed these lines, they all assume a stooping position

before "Charlie," who is "It," can tag them. If he succeeds in tagging

one, that one takes his place in the circle and the game continues.

Tap Relay

The pupils of each aisle constitute a team. All bend their heads

forward, placing their faces in the palms of their hands on the top of

the desk. At the signal to go, given by the teacher, the one in the

last seat in each aisle sits up, claps his hands and taps the back of

the one in front of him, which is the signal for the one in front to

sit up, clap, and tap the one next in front of him, and so the tap is

passed until it reaches the one in the front seat of the aisle, who,

upon being tapped, stands up, clapping his hands above his head. The

first to stand and clap hands above head wins the race.

Rat-a-tat Race

Similar to the preceding race with the exception that upon the signal

to go the one in the back seat knocks with the knuckles of his right

hand on the top of the desk a "rat-tat, rat-tat-tat," as in a drum

beat, and then taps with the knuckles the back of the one next in front

of him, who repeats the performance, tapping off the one in front, and

so on. The race ends when the individual in the front seat of an aisle

taps the "rat-tat, rat-tat-tat" and stands up.

Bowing Race

A book is handed to the pupil in the last seat of each aisle. At the

signal to go the pupils holding the book step into the aisle at the

right hand side of their desks, holding the books on the tops of their

heads with both hands, and make a bow. Then returning to their seats,

hit the book on the top of the desk and pass it on to the next one in

front, who repeats the performance, as does every one else in the

aisle. The one in the front seat of the aisle finishes the race by

bowing with the book upon his head, then running forward, and placing

the book upon the teacher's desk.

Spin Around Race

A boy is selected from each aisle to take his place at least six feet

in front of the aisle. Upon the signal to go, the last boy in each

aisle runs forward to the right of his desk and links his left arm in

the right arm of the boy standing in front of his aisle, and in this

position spins around twice, returning to his seat, and tagging off the

boy next in front of him, who repeats the performance. The last boy in

the aisle to spin around ends the race when he has returned to a

sitting position in his seat.

CHAPTER II

SCHOOLROOM GAMES

For Intermediate Pupils

Initial Tag

A pupil who is "It" is sent to the board. He writes thereupon the

initial of some other pupil in the room. That pupil is to try to tag

"It" before he can return to his seat. If successful, he becomes "It"

and continues the game by writing some one else's initial on the board.

Magic Music

One pupil is sent from the room. Thereupon the remaining pupils hide

some object agreed upon. The pupil sent from the room is recalled. The

teacher or one of the pupils plays the piano loudly when the seeker

approaches the hidden article and softly when some distance from it.

The seeker determines the location by the volume of the music.

Hunt the Rattler

All of the players in the room are blindfolded, except one, who is

given a tin can in which is placed a loose pebble. He is known as the

"rattler." The blindfolded players attempt to locate and tag the

rattler by the rattle. The one successful takes the place of the

rattler.

Sticker

The pupils stand in a circle in the center of which is "It"

blindfolded, holding in his hand a blunt stick about 12 or 15 inches

long. Those in the circle dance around two or three times, so that the

blindfolded player may not know their position. At the command "Stand,"

given by the one blindfolded, all must stand still. Thereupon, by

feeling with his stick, "It" tries to discern an individual in the

ring. "It" is forbidden to use his hands, in trying to discover who the

individual is. If he succeeds in guessing, the individual guessed must

take his place. Otherwise he proceeds to some other individual in the

circle whom he tries to identify.

Name Race

The pupils of each aisle constitute a team. A slip is handed to the one

in the first seat in each row. At the signal to go, he writes his full

name thereupon and passes it immediately to the one next behind him,

who writes his name and passes it on. When the one in the last seat in

the row has added his name to the slip, he rushes forward and places

the slip upon the teacher's desk. The aisle first succeeding in

accomplishing this task, wins.

Frogs in Sea

One pupil sits in tailor fashion in the center of the playing space.

The others try to tease him by approaching as closely as they dare,

calling him "Frog in the sea, Can't catch me." If the frog succeeds in

tagging any of the other players, that player must take his place. The

frog is not allowed to change from his sitting position in his effort

to tag the other players.

Corner Spry

The pupils in the room are divided into four equal teams. Each team is

assigned to a different corner. A leader stands in front of each team

with a bean bag, cap, or ball. At the signal to start the leader tosses

to and receives from each member of his team in turn the bean bag.

Having received the bag from the last one in his line, he takes his

place at the foot of the line, and the one at the head of the line

becomes leader and proceeds to toss the ball to each member as did the

preceding leader. The group, in which all have served as leaders and

which successfully completes the game first, wins.

Flag Race

The pupils of each aisle constitute a team. Flags are given to the

pupils in each front seat. On the signal to go, each pupil holding a

flag steps out on the right hand side of the seat, runs around the

front of his own aisle, back on the left hand side, around the rear

seat, returning to his own seat up the right hand aisle, and hands the

flag on to the one next behind him, who continues the race. When all

the pupils in the aisle have circled their row of seats with the flag,

the last one, instead of returning to his seat, runs forward and holds

the flag above his head in front of his aisle. The one first succeeding

in reaching the front, wins the race.

In this race it is often better to run two aisles at a time and thus

avoid the possibility of pupils bumping into each other in their

attempt to race through the aisles. In this way the various winners can

race against each other, making an interesting contest.

Seat Vaulting Tag

A pupil is selected to be "It." He attempts to tag any other pupil in

the same aisle in which he stands. The pupils avoid being tagged by

vaulting over the seats. No one is allowed to run around either end.

"It" cannot reach across the desk in his effort to tag another. He must

be in the same aisle or tag as one is vaulting a seat. A pupil becomes

"It" as soon as tagged.

Jerusalem, Jericho, Jemima

This is a simple game of attention. The three words in the title are

near enough alike to require close attention on the part of the pupil

to distinguish between them and to act accordingly. Have the pupils

turn in their seats facing the aisle. If the teacher says "Jerusalem",

the pupils stand. If she says, "Jericho", they raise their arms

momentarily forward and upward. If she says, "Jemima", they sit down.

Any child making a mistake sits in her seat and faces to the front.

Compass

An attention game. The pupils stand in the aisle beside their seats. In

starting the game, the teacher asks them to face to the north, then to

the south, then to the east, and to the west, so that they have the

directions fixed in their minds. She then proceeds to tell a story or

to make statements such as the following, "I came from the north." At

the mention of the word "north" all the pupils must turn and face

towards the north. "But since I have arrived in the south,"--at the

mention of the word "south" they all turn and face the south, etc. If

the teacher should say "wind," the pupils imitate the whistling of the

wind; if "whirlwind" is mentioned, all must spin about on their heels a

complete turn. Failing to do any of the required turns, the pupil takes

his seat.

Geography

The pupils of each aisle constitute a team. Those in the front seats

are Number 1, those next behind them, Number 2, and so on back. The

teacher calls some number. The pupils having that number race to the

board and write thereupon the name of some river, returning to their

seats. The first one back wins one point for his team. The game

continues until all the numbers have been called, the team having the

most points wins.

Spelling Words

Have the pupils in aisle 1 face those in aisle 2, those in aisle 3 face

4, those in aisle 5 face 6. Appoint a captain for each aisle. The

captain of one team starts spelling a word containing more than three

letters. The captain of the team facing his, adds the second letter,

not knowing what word the captain of the other team had in mind. The

second man of the first team adds a third letter; the second man of the

second team adds a fourth, each team trying to avoid completing the

word. The team completing the word loses one point to the other team.

For example, the first man of team A says "g," the first man of team B

says "o," thinking of "gold." The second man on team A says "o,"

thinking of "goose." The second man on team B can only think of "good"

and contributes "d," ending the word. Team A thereupon scores a point.

The third man of team A continues the game by starting another word.

When the ends of the aisles are reached the word, if uncompleted, is

passed to the head of the line and continued.

If there are four aisles in the room, there will be two groups playing

at the same time; six aisles, three groups; eight aisles, four groups.

The captains of opposing teams keep a record of the score.

Rhymes

This game stimulates quick thinking. Some one is selected by the

teacher to start the game, and thereupon gives some word to which the

first pupil in the aisle must give a rhyming word before the former can

count ten. Failing to do this, the leader continues and gives a word to

the second one in the aisle. The rhyming words are to be given before

the leader has completed his count of ten. Then the one succeeding in

giving the word replaces the leader.

Clapping Song

A pupil is selected by the teacher to clap the rhythm of some familiar

air. The rest of the children in the room endeavor to guess the song

clapped. The pupil succeeding in doing this is given an opportunity to

clap another song.

Indian Trail

A pupil is blindfolded and placed in the front of the room. Other

pupils, one or two at a time, are given the opportunity to stealthily

approach the one blindfolded, in an endeavor to take some object, from

before his feet, such as a flower pot and saucer, or a tin can with a

loose pebble in it, without being detected by the one blindfolded. If a

pupil succeeds in taking back the object to his seat without having

been heard, he wins a point for his aisle. Where two pupils are sent

forward at the same time, two similar objects must be placed at the

foot of the one blindfolded. The aisle scoring the largest number of

points in this way wins the game.

Number Relay

The pupils of each aisle constitute a team. They are numbered,

beginning with the one in the first seat. The teacher describes some

mathematical problem she desires done and calls certain numbers. All

the pupils having those numbers rush to the board and compute the

problem. The first back to his seat wins a point for his team, the

aisle gaining the largest number of points wins the game.

Multiplication Race

The pupils of each aisle constitute a team. The teacher decides on a

multiplication table which is to be placed upon the board. A piece of

chalk is handed to the first pupil in each aisle. At the signal to go

Number 1 goes to the board and writes the first example in the

multiplication table thereupon. Returning to his seat, he hands the

chalk to the one next behind him, who puts the next step in the

multiplication table on the board, and so the race continues until the

one in the last seat has returned to his seat, after adding his part to

the table. The one first back to his seat wins for his aisle.

History Race

Similar to the preceding, with the exception that the pupils are

requested to write upon the board the name of some historical

personage or some historical event, date, etc.

Poem Race

The pupils having learned some poem may use it in a game in the

following way:

The pupils of each aisle constitute a team. At the signal to go the

last pupil in each aisle stands up and recites the first line of the

poem, returns to his seat and taps the one next in front of him, who

stands up and repeats the second line of the poem, sits down and taps

off the third pupil, who repeats the third line, and so the game

continues. If the poem has not been completed after the one in the

front seat has said his line, he taps the one next behind him, and that

one is supposed to give the next line and so on back. The aisle first

completing a poem wins the race.

If the poem be a very small one, words of the poem instead of lines may

be used. If it be a long one, verses instead of lines may be used.

Last Man

This is a good active game thoroughly enjoyed by the children. The

teacher selects one pupil to be "It," and another to be chased. The one

chased can stand at the rear of any aisle and say, "Last man."

Thereupon the front pupil in that aisle is subject to being tagged by

"It" and leaves his seat. All the other pupils in that aisle advance

one seat and the first man chased sits down in the last seat in the

aisle. "It" tries to tag the man who left the front seat before he can

go to the rear of any of the aisles. Should he succeed in doing so, he

can immediately be tagged back if he does not hurry to the rear of some

aisle and say "Last man."

(Caution: Should any child appear fatigued when "It," substitute

another child in his place).

Change Seats

This is a good relaxation game. The teacher says, "Change seats left."

Thereupon all the pupils shift to the seats to their left. The children

who are in the last aisle on the left must run around the room and

occupy the vacant seats on the right hand side. Should the teacher say,

"Change seats right," the reverse of the proceeding is necessary. The

teacher can also say, "Change seats front," or "Change seats rear," and

the pupils are expected to obey the commands. Those left without seats

must run to the other end of the room and take any seat found vacant

there.

Relay Run Around

The pupils of each aisle constitute a team. The pupil in the last seat

in each row, upon the signal to go, steps out in the right hand aisle,

runs forward around the front of his row of seats, back on the left

hand side, circling the rear seat, and sits down, touching off the next

pupil in front of him, who repeats the performance. The aisle first

accomplishing the run, wins.

CHAPTER III

SCHOOLROOM GAMES

For Advanced and High School Pupils

Geography

The group is divided into two equal teams. A leader is chosen for each.

The leader of Team A begins the game by giving the name of a country

beginning with the letter "A" (Austria). The leader of Team B gives

another country beginning with "A". The second member of Team A,

another; the second member of Team B, another; until one of the teams

cannot think of any more countries beginning with "A". That team last

thinking of a country wins one point. The other members of the team can

help their team mate, whose turn it is, by suggesting other countries.

The member of the team failing to name a country beginning with "A",

starts with the letter "B" and the game continues, until one team has

won ten points. The names of rivers, mountains, states, cities, etc.,

can be substituted for the names of countries.

Seeing and Remembering

Fifteen or twenty articles are placed upon a table under a sheet, in

front of the pupils. The sheet is removed for a space of 10 seconds and

the pupils are given a good chance to study the articles on the table.

After the sheet has again covered the articles, each pupil is requested

to write as many of the articles as can be remembered, on a sheet of

paper. The one remembering the largest number wins.

Definitions

The teacher selects some word from the dictionary, which is written

upon the blackboard. Each pupil then writes the definition of that word

on a slip of paper. After this is done, the teacher compares the

definition with that in the dictionary. The one giving the definition

nearest like that in the dictionary wins, and gives the next word to be

defined.

Jumbled Words

The pupils of each aisle constitute a team. Each pupil in the aisle is

given a number. The one in each front seat is Number 1, the one behind

him Number 2, and so on back. The teacher has prepared a different

sentence for each aisle with just as many words in it as there are

pupils in the aisle. One of these slips is handed to Number 1 of each

team. Number 1 takes the first word of the sentence as his word, Number

2 the second, Number 3 the third, and so on. When the last one in the

aisle has learned the last word in the sentence, the slips are returned

to the teacher. Competition can be added to this phase of the game by

seeing which aisle can return the slip to the teacher first.

When the slips have all been turned in, the teacher calls any number.

Thereupon the pupils in each aisle having that number, go to the

blackboard and write distinctly their word from the sentence. For

example, the teacher calls Number 3. Number 3 of aisle 1 had the word

"money"; Number 3 of aisle 2 "can," etc.

Next the teacher calls Number 5. All the Number 5's go to the

blackboard and write their words directly after those written by their

previous team mate. When all the numbers have been called there is a

jumbled sentence on the board for each aisle. The pupils of the various

aisles then try to guess what the sentences of the other aisles are.

Each one guessed, counts 5 points.

Descriptive Adjectives

An historical personage is selected, such as Columbus, George

Washington, etc. The first pupil called upon must describe the subject

with a descriptive adjective beginning with "A". The second, third, and

fourth, etc., adding to this description by using adjectives beginning

with the letter "A". This continues until the adjectives beginning with

the letter "A" have been exhausted. Then the letter "B" is used and the

game continues. It is well to change the subject after every fourth or

fifth letter. This is a good game for adding to the vocabulary of the

pupil. A little fun can be had by using, instead of an historical

subject, one of the pupils of the room for description.

Store

The pupils of each aisle constitute a team. The one in the front seat

in each aisle is Number 1, the one behind him, Number 2, etc.

The teacher has a number of cards upon each of which appears a letter

of the alphabet. The teacher holds up one of these letters so that it

can be distinctly seen by the pupils. Number 1 of each aisle must name

some article sold in a grocery store, beginning with the letter held up

by the teacher. (For example,--the teacher holds up the letter "F";

Number 1 of the second aisle calls, "Flour"). The pupil first naming an

article of that letter is given the card containing the letter. The

next card held up, the number 2's of each team are to name the article,

and likewise the winner to be awarded the card. The aisle having the

most cards at the end of the game wins.

The letters can be written on the blackboard if the cards are not

available for the game and points awarded to each winner. The game can

also be used with birds, animals, and other subjects in place of

articles sold in a store. This is a good game to stimulate quick

thinking.

Distinguishing Sounds

This game is good training for the ear. Various noises, such as the

shaking of a pebble in a tin can, in a wooden box, in a pasteboard box,

in a large envelope; knocking on wood, on tin, on coin (as silver

dollar), on stone, on brass, on lead,--are made. The pupils are allowed

to guess just what the noise is caused by.

Laugh

This is a good relaxing game and one in which the practice of self

control is a factor. An open handkerchief is tossed into the air. While

it is in the air the pupils are to laugh as heartily as they can, but

the instant the handkerchief touches the floor, all laughing is to

stop.

Guessing Dimensions

The ability to measure with the eye is well worth cultivating. Each

pupil is to guess the distance between various points indicated on the

blackboard, the height of a door, the width and the height of a school

desk, the height of the schoolroom, the thickness of a book, etc. Each

of the guesses is written on a slip of paper. The pupil with the best

guesses wins.

Mysterious Articles

An article is concealed under a cloth on the table. Each pupil is given

an opportunity to feel the article through the cloth and guess what it

is, educating the sense of touch.

Distinguishing by Smell

Various articles invisible to the eye, with distinctive odors, such as

vinegar, rose, mustard, vanilla, ginger, clove, tea, coffee, chocolate,

soap, etc., are placed before the pupil. The one able to distinguish

the largest number of articles by the smell, wins the game.

Art Gallery

Pictures of a number of famous paintings by the masters are placed on

exhibition. The pupil guessing the largest number of masters and

titles, of the various pictures, wins.

Drawing Animals

The teacher whispers in the ear of each pupil the name of some animal,

whereupon the pupil proceeds to draw that animal, each pupil being

given the name of a different animal. Drawings are made and put on

exhibition. All try to guess as many as possible of the animals

represented in the drawings. The drawing securing the largest number of

correct guesses wins for the artist.

Historical Pictures

A long sheet of paper is given to each pupil, with instructions to draw

thereupon a picture representing some historical event. After

completing the drawing, each paper is passed about the room. Each pupil

writes underneath the picture what he thinks the picture represents.

His subject is folded under, so that the next pupil to receive the

picture cannot see what his guess has been. At the end of the game, the

picture having the largest number of correct guesses wins.

Train of Thoughts

A word is suggested by the teacher. This is written at the top of a

sheet of paper by each pupil. The pupil then writes beneath that word

various thoughts that are suggested to him by the word. For instance,

the word suggested by the teacher is "aeroplane". Pupil A has suggested

to him by the word "aeroplane", humming. He writes that on his list.

Humming suggests bees. Bees suggest honey; honey, clover, clover

summer, summer swimming hole, etc. When all of the pupils have written

fifteen or twenty thoughts which have suggested themselves to them,

each is called upon to read his train of thoughts to the rest of the

class.

Bowknot Relay

The pupils of each aisle constitute a team. A piece of string is given

to each pupil in the front seat. At a signal to start each pupil with

the string runs forward and ties it in a bowknot on some article placed

in front of each aisle. After tying the bow, he returns to his seat and

touches the one in the seat next behind him. Thereupon the second

member of the team runs, unties the bowknot, returns with the string;

and hands it to the third, who runs forward, and ties it in a bowknot,

as did the first, and returning touches off the fourth, etc. The aisle

in which each pupil has accomplished the required task first, wins the

race.

Cooking Race

This is a good game for the class in domestic science. The pupils of

each aisle constitute a team. A piece of chalk is handed to the one in

each front seat. At the signal to go, the chalk is passed back until it

reaches the one in the last seat in the row. Every one in the aisle

must have handled the chalk in passing it back. Upon receiving it, the

last one in the row runs forward to the board and writes thereupon an

ingredient necessary in the making of cake. Returning, the chalk is

handed to the one in the front seat and again passed back until it gets

to the one in the next to the last seat, who rushes to the board and

writes another ingredient necessary in cake making. And so the race

continues. When the last pupil at the board, namely the one from the

front seat, has written upon the board and returned to her seat, the

race is ended. The race is won by the aisle first completing this task.

Spelling Game

The group, if numbering 40 or more pupils, is divided into two teams.

The contestants of each team are given a different letter of the

alphabet. The teacher gives a word. Thereupon the pupils in both teams

whose letter occurs in the word named, run one to the front and one to

the rear of the room, as assigned by the teacher, and take their places

in the order in which their letter occurs in the word. When the pupils

have taken their proper position, they call out the letters they

represent, spelling the word. The group first accomplishing this, wins

one point for their team. If the letter occurs twice in the same word,

that pupil representing that letter takes his place where the letter

first occurs in the word and shifts to the second position, so as to

help complete the word.

If the group be too small for two alphabets the game can be played by

having but one and seeing which of the various words given is formed in

the quickest time by the single group.

Grammar Race

The pupils of each aisle constitute a team. A piece of chalk is given

to the one in each front seat. At the signal to go, the one with the

chalk rushes to the board and writes the first word of a sentence on

the board and returns to his seat, passing the chalk on to the second

one, who writes the second word for a sentence. The third writes the

third, and so on until a complete sentence has been written upon the

board. The one in the last seat must complete the sentence and return

to his seat, ending the race.

Twenty-five points is awarded the team finishing first; twenty-five

points to each team with correct spelling; twenty-five points for the

team with the best writing; twenty-five points for the best composition

of the sentence.

Schoolroom Tag

A three foot circle is made with a piece of chalk in the front of the

room. Each pupil in the room is given a different number. The teacher

selects one to be "It," who must stand at least ten feet from the

circle and be touching a side wall. "It" calls a number. The pupil

whose number is called tries to run through the circle in the front of

the room and get back to his seat without being tagged by "It". The one

who is "It" must run through the circle before he can tag the one whose

number he called. If the pupil is tagged he becomes "It".

Directions

An attention game. Taking for granted that the pupils have a general

knowledge of the directions of various towns or cities in their state

or the surrounding states, the following game can be played.

All are requested to stand in the aisle beside their seats. The teacher

then proceeds to make statements or tell some story, mentioning the

names of various cities and towns. At the mention of these the pupils

face in the direction in which said cities or towns are located.

Failing to turn correctly when a city is mentioned the pupil is

required to take his seat.

CHAPTER IV

SCHOOLYARD GAMES

For Primary Pupils

Chase the Rabbit

The group kneels in a circle with their hands on each other's

shoulders. The one selected to be rabbit runs around the circle and

tags some individual. Thereupon that individual must get upon his feet

and run to the left around the circle. The rabbit runs to the right

around the circle. The rabbit must tag the one who is running around in

the opposite direction, and then both endeavor to get back to the hole

left in the circle. The one failing to do this becomes the rabbit for

the next play.

Steps

One of the group is selected to be "It". He stands with his back to the

group and counts five, at the end of which he turns rapidly around. If

he sees any of the group moving, that one seen must go back to the

starting line. While the one "It" is counting, it is the object of the

group to progress toward him as rapidly as possible.

Statues

This game is similar to the game "Steps," above described, excepting

that the players standing behind "It" assume the poses of statues. "It"

upon turning around endeavors to detect some movement on the part of

the statues, in which case that player takes the place of "It".

Progression

The players stand behind a line. Each in turn must cover the space

between said line and another line twenty yards distant by a manner of

progress different from that used by any of the previous players. For

example, the first one called upon to cover the intervening space

between the lines walks, the second one runs, the third hops, the

fourth crawls, the fifth walks backward, etc., and so on until all of

the players have reached the far line. This game taxes the ingenuity of

the last players to be called upon, as they have to initiate new

methods of progress.

Squirrel in Trees

Players stand in groups of three--two facing one another with hands

joined to form hollow trees, and the third within the tree hollow to

represent the squirrel. There is also one odd squirrel outside the

tree. The teacher or leader claps her hands, when all squirrels must

run for other trees, and the odd squirrel tries to secure a tree, the

one left out being the odd squirrel the next time. Players' positions

may be reversed frequently to give all an equal chance to be squirrels.

Shadow Tag

This game is similar to ordinary tag, with the exception that "It"

endeavors to touch or step on the shadow of one of the players.

Succeeding in doing this, that player becomes "It".

Handkerchief Tag

A player is selected to be "It". A knotted handkerchief is given to the

rest of the players. "It" can only tag the player holding the

handkerchief in his hands. The players endeavor to get rid of the

handkerchief by throwing it from one to another. Should the

handkerchief fall upon the ground, there is no one for "It" to tag

until it has been picked up by one of the players.

Puss in Corner

The players are distributed about the playing area, and given goals,

such as trees, fence and building corners, etc. One player is selected

to be "It". The other players endeavor to change places. "It" can

either tag one of the players who is off his corner, on goal, or step

into the goal vacated by one of the players. In the first case, the

player tagged becomes "It"; in the second, the player left without a

goal becomes "It".

Back to Back

This is a tag game in which "It" may tag anyone who is not back to back

with one other player.

Peggy in Ring

A blindfolded player takes his place in the center of the group which

has joined hands, forming a ring. The ring begins to dance around in a

circle until "Peggy", who is blindfolded in the centre, pounds three

times with a stick upon the ground or floor. This is the signal for

everyone to stand still. "Peggy" then holds out the stick to some one

in the circle. The one nearest to it must grasp the end. "Peggy" then

asks the one at the other end three questions. The questions may be

answered by grunts or groans and "Peggy" endeavors to guess who is thus

answering the questions. Succeeding, the one questioned takes "Peggy's"

place in the center of the circle and the game proceeds.

CHAPTER V

SCHOOLYARD GAMES

For Intermediate Pupils

Link Race

The group is divided into two teams, and a leader appointed for each. A

large square is marked upon the ground and the opposing teams line up

upon opposite sides of the square behind their leader, each locking his

arms about the waist of the man in front of him. At a signal to go both

groups endeavor to tag the rear end of the group in front of them by

running about the square, keeping on the lines. Should a group succeed

in tagging the rear of the line in front, but it is found that their

own line is broken through the effort, it does not count. But the

broken line can be tagged by the rear of the line and it will count. So

it is up to that part of the line which has broken loose at the rear to

catch up with the rest of its team.

Maze Tag

All but two of the players stand in parallel lines or ranks, one behind

the other, with ample space between each player and each two ranks. All

the players in each rank clasp hands in a long line. This will leave

aisles between the ranks and through these a runner and chaser make

their way.

The sport of the game consists in sudden changes in the direction of

the aisles, brought about by one player who is chosen as leader. He

stands aside, giving the commands, "Right face!" or "Left face!" at his

discretion. When one of these commands is heard, all of the players

standing in the ranks drop hands, face in the direction indicated and

quickly clasp hands with the players who are then their neighbors on

the right and left. This brings about a change of direction in the

aisles and therefore necessitates a change of direction in the course

of the two who are running.

[Illustration: _Maze Tag_]

The success of the game depends largely upon the judgment of the leader

in giving the commands, "Right (or left) face!" These should be given

quickly and repeatedly, the leader often choosing a moment when the

pursuer seems just about to touch his victim, when the sudden

obstruction put in his way by the change in the position of the ranks

makes necessary a sudden change of direction on his part. The play

continues until the chaser catches his victim, or until the time limit

has expired. In either case two new players are then chosen from the

ranks to take the places of the first runners.

It is a foul to break through the ranks or to tag across the clasped

hands.

Turtle Tag

One player is selected to be "It" and chases the rest. In order to

avoid being tagged, a player may lie upon his back with both feet and

hands off the ground.

Roly Poly

This game must be played in groups, not larger than 12. Holes are dug

in the ground with the heels of the shoe. These holes are placed about

6 inches apart in a line. They should be about 3 inches in diameter and

at least one inch deep. A line is drawn 6 feet from the first hole. The

one who is "It" must stand behind this line and roll a soft ball so

that it will drop into one of the holes. If he misses, he continues to

roll until he succeeds. If he succeeds, the one, into whose hole the

ball rolls, runs forward, picks it up and endeavors to hit any other

player from the position in which he picked up the ball. The rest may

run in their effort to get away. Should he miss, a goose egg--(a small

stone)--is placed in his hole. Should he succeed in hitting a player, a

goose egg is placed in the hole of that player. The one to whom is

awarded the goose egg is the next to roll the ball from the dead line

in the endeavor to get it into a hole. Any player getting three goose

eggs has to run the gauntlet, which is the name given to running

between two lines of players while they slap at his back. The faster he

runs the lighter the slaps. No player is allowed to hit from the front.

Antony Over

A group is divided into two teams, A and B. The game is played around a

small building, such as a small school house or wood shed, around

which there is free running space. To team A is given a soft ball, such

as a tennis or yarn ball. The ball is thrown over the building to team

B. If it is caught by one of the players of team B, the whole team

slips around the building, all going in the same direction, and trying

to hit with the ball some one on team A before they can get around to

the opposite side of the building. Team A tries to escape being hit by

dodging and running around the building to the opposite side. If a

player is hit, he goes to B side. The teams keep their new places and B

throws the ball over to A. If the ball is not caught, it is thrown back

and forth over the building until caught. The team which first hits all

of its opponents wins, or a time limit may be agreed upon and the team

having the greatest number of players at the end of that time, wins.

Snake and Bird

Two lines are drawn in the schoolyard about fifty feet apart. The group

is divided into two teams. The one team links hands and takes a

position between the two lines, and the leader calls, "Birds run". The

other team, which is lined up behind one of the lines, endeavors to run

across the space between the two lines without being caught by the

snake, which endeavors to circle around as many of the second team as

it can. A record is kept of the number of boys caught. Then the other

team becomes snake and endeavors to coil around as many of the

opponents, when they attempt to cross the space between the lines, as

possible.

In and Out

The group grasp hands, forming a circle. Two individuals are selected,

one to be "It", and the other to be chased. These two are placed on

opposite sides of the circle. Then "It" endeavors to tag the other. The

one chased may go in and out under the hands of those forming the

circle, cut through or run around the circle and "It" has to follow

the same course in the pursuit. When "It" succeeds in tagging his

partner, two other players take their places.

Fox and Rabbit

The group link hands and form a circle. Two players are selected, one

to be "It" and the other to be chased, as in the preceding game. In

this game, however, it is not necessary that the fox follow the same

course the rabbit pursues, in his endeavor to tag him, but both can go

in and out of the circle at will. The players in the circle endeavor to

assist the rabbit and impede the fox in his chase, as much as possible.

When the fox has caught the rabbit, two other players are selected to

take their places.

Chicken Market

One player is selected to be a buyer, another to be the market man. The

rest of the players are to be chickens. They stoop down in a row,

clasping their hands under their knees. The buyer inquires of the

market man, "Have you chickens for sale?" The market man says, "Yes,

plenty of them". Thereupon the buyer goes along the line and examines

the chickens. He finds one too tough, one too fat, etc., until at last

he comes to one which suits his fancy, and he so informs the market

man. He takes one arm and the market man takes the other and between

them they swing the chicken back and forth. If the chicken maintains

the grasp of its hands beneath its knees, it is accepted by the buyer

and is led off to the home of the buyer, marked upon the ground. The

game continues until all the chickens are sold.

Chickidy Hand

The player who is selected to be "It" interlocks the fingers of his

hands and holds them against a post, which is known as the goal. The

other players fold their hands in the same way and place them against

the post. To start the game, "It" counts ten, whereupon the players

leave the goal and "It" endeavors to tag one of them. The hands must be

kept folded until tagged. The one tagged joins hands with "It" and

continues with him in an effort to tag others. The players endeavor to

keep from being tagged by the line and try to break through the line.

Succeeding in this, the individual towards the head of the line, next

to the break, drops out of the game. Those in the line cannot tag a

player who has rushed in and succeeded in breaking the line until the

line reforms.

Pass Ball

The group form a circle and are counted off in 2's. The Number 1's are

given a ball or some other object easily tossed, at one side of the

circle and the Number 2's a like object on the other side of the

circle. Then 1 competes against 2 in an endeavor, by passing the object

around the circle, to have it overtake that passed by the other team.

When the object passed by one team has overtaken and passed that of the

other, it counts one point and the game starts over, with the objects

on opposite sides of the circle.

Poison

The group forms a circle, linking hands. In the center of the circle is

placed on end a short log about a foot long. (A tall bottle may be used

in place of the log). By it is lying a soft playground baseball or a

yarn ball. The circle begins to rotate around the log, the object being

to keep from knocking the club over, on the one hand, but to force some

one else in the circle to knock it over. The instant it falls, the

circle dissolves and all the players except the one who knocks over the

club run, while he picks up the ball and throws it at the running

players. If he succeeds in hitting some one, the one hit is out of the

game. If he fails, he is out. So the game continues until but two

players are left.

Fox Trail

[Illustration]

A large circle is drawn upon the ground. This should measure from 30 to

40 feet in radius. Another circle is drawn within this first circle and

should have a radius 10 feet less than the first. Eight or 10 spokes

are drawn from the center to the circumference. Where these spokes

intercept the outer circle a small circle is drawn. These small circles

are known as "dens". A player is placed in each one of these dens.

Another player is known as the hunter and stands at the hub of the

wheel. The players in the dens are known as foxes. There is to be one

more fox than den. This odd fox can stand anywhere else on the rim,

where he tries to get a den whenever he can. The object of the game is

that the foxes run from den to den without being caught by the hunter.

The method of running, however, is restricted. Both foxes and hunter

are obliged to keep to the trails running only on the lines of the

diagram. It is considered poor play to run from den to den on the outer

rim, as there is practically no risk in this. Foxes may run in any

direction on the trail, on the spokes or on either of the rims. They

may not turn back, however, when they have started on a given trail,

until they have run across to the intersection of another line. If the

hunter succeeds in tagging a fox, the two exchange places, the fox

becoming the hunter. This is a good game to play in the snow marking

the trails in the snow.

Weavers Race

A group forms a circle which is counted off by 2's. The Number 1's in

the circle constitute team A, and the Number 2's team B. Two captains

stand side by side in the circle. Each holds a small stick. At a signal

to go both start racing in opposite directions around the circle, going

to the rear of the first player, to the front of the second, to the

rear of the third, etc., weaving their way in and out. When they meet

at the further side of the circle they must join hands and spin around

once in the circle before continuing to weave their way back and forth

from the point in the circle from which they left. Thereupon number 1

of A team tags the next player on his team in the direction in which he

ran. Number 1 of B team tags the next one on his team who starts in the

direction in which the first ran. The race continues until everyone in

the team has completed his run around the circle in the required way.

Circle Chase

The group forms a circle and counts off by 4's. The leader takes his

place in the center of the circle. He calls any number from 1 to 4, and

all of the men holding that number step back and run around the outside

of the circle to the right, endeavoring to tag the man who is running

just ahead of him. The leader blows a whistle, which is the signal for

the men to return to their original places in the circle, with the

exception of those who have been tagged out. The latter are supposed to

take a position within the circle. The leader next calls another number

and they proceed as did the first. As the game continues, the circle

grows smaller. The individual wins who succeeds in tagging out all

those of his number.

Reuben and Rachel

The group forms a circle, joining hands. One of the players is

blindfolded and placed in the center of the circle. All the rest in the

ring dance around him until he points at some one. That one enters the

circle and the blind man calls out, "Rachel". The other must answer,

"Here, Reuben", and move about in the circle so as to escape being

tagged by Reuben. Every time Reuben calls out, "Rachel", she must

reply, "Here, Reuben", and so it goes on until she is caught. Reuben

must guess who she is and if he guesses correctly Rachel is blindfolded

and the game goes on as before. If not, the same individual continues

as Reuben and he points out a new Rachel to come into the circle.

Channel Tag

The group forms a circle, faces to the right and assumes a stride

position. The one selected to be "It" takes his place in the center of

the circle. The others pass a ball or bean bag either backward or

forward between their legs. The one in the center tries to capture the

ball or bag. If he succeeds, the one last touching it must take his

place in the center of the circle. Every one must touch the ball or bag

when it passes by them, either forward or backward.

Soak 'em

A sock stuffed with straw is used in this game. A circle is drawn upon

the ground. The group is divided into two teams. One team takes its

place in the center of the circle, the other lines up around the

circumference. Those on the outside of the ring endeavor, without

stepping over the line, to throw and hit those within. Succeeding, the

one hit must lie upon the ground within the ring. The others endeavor

to avoid being hit by dodging here and there. When all of the first

team in the ring have been hit, they take their position outside of the

ring and throw at their opponents. The team succeeding in hitting all

of the opponents in the _quickest_ time, wins.

The Dummy

One of the group, known as the "dummy", must take a position 30 feet in

front of a line and stands with his back to the rest of the group. A

soft ball is thrown at him and he endeavors to guess who hit him. If he

succeeds, that one must take his place.

Oriental Tag

Similar to ordinary tag, except that the one "It" cannot tag any one

who has his forehead to the ground.

Ball Tag

The one who is "It" is armed with a soft ball. He attempts to tag

another by means of hitting him with the ball. The one who is hit

becomes "It".

Couple Tag

Similar to ordinary tag, except that the group is arranged in couples.

Couples must lock arms. The couple which is "It" endeavors to tag some

other couple. If either of the men making up the "It" couple succeeds

in tagging either man of another couple, that group is "It".

CHAPTER VI

SCHOOLYARD GAMES

For Advanced and High School Pupils

Dresden Tag

The group forms a circle with at least three feet space between each

individual in the circle. One individual is selected to be "It",

another to be chased. Those in the circle are to place their hands upon

their knees and assume a stooping position, as for leap frog. "It"

endeavors to tag the individual he is to chase before said individual

can leap over the back of any one forming the circle. Should he leap

over the back of some one, the one over whose back he jumped is then

subject to being tagged by "It". Should "It" tag the one chased, then

"It" must leap over some one's back to escape from being tagged. After

leaping over a back, the individual who made the leap takes the

position of the one who left that place in the circle.

Fox and Geese

One player is chosen to be fox, another to be gander. The remaining

players all stand in single file behind the gander, each with his hands

upon the shoulders of the one next in front. The gander tries to

protect his flock of geese from being caught by the fox and to do this

stretches out his arms and dodges around in any way he sees fit to

circumvent the efforts of the fox. Only the last goose in the line may

be tagged, unless the line be very long, then the last five or ten

players may be tagged, as decided beforehand. It will be seen that the

geese all may co-operate with the gander by doubling and redoubling

their line to prevent the fox from tagging the last goose. Should the

fox tag the last goose or one of the last five or ten, if that be

permissible, that goose becomes fox and the fox becomes gander.

Plug the Hole

The players form in a circle with their legs in a stride position,

their toes touching those of the next player. The one who is "It" takes

his place in the centre of the circle. A partner to "It" takes his

place on the outside of the circle. "It" is given a salt bag stuffed

with saw dust or an old basketball cover stuffed with rags or some

similar object. "It" endeavors to throw the stuffed bag between the

legs of any of the players making up the circle. The players in the

circle must keep their hands upon their knees until they see the bag

coming towards them. They can then intercept it with their hands but

are not allowed to move their feet. Should "It" succeed in throwing the

bag between the legs of any player, his partner on the outside may

capture it and endeavor to throw it back into the circle by the same

method by which it came out, while the one between whose legs the bag

was thrown takes "It's" place. Should "It's" partner on the outside

succeed in throwing the ball into the circle between the legs of any

player, that player takes the partner's place on the outside.

Partner Swat Tag

Form a circle in pairs, partners linking arms together. Two stuffed

clubs (made by stuffing stockings with waste or rags), are placed in

the hands of one of the couples selected to be "It". This couple runs

about the circle and hands the clubs to another set of partners in the

circle. Thereupon the others, receiving the clubs, chase the couple at

their right around the circle, beating them with the clubs until they

have reached their original place in the circle. The couple holding the

clubs then go around the circle and hand the clubs to another couple,

who proceed to chase the others at their right and so the game

continues.

Freight Train Tag

The boys are divided into groups of three's. Each three line up, one

behind the other, with their arms locked around the waist of the man in

front. The first man in the group is the engine, and the last man the

caboose. One man is selected to be "It", another to be chased. In order

to avoid being tagged by "It", the man chased endeavors to hitch on the

rear of a freight train by locking his arms around the caboose.

Thereupon the engine, or the man at the front of the train, is subject

to being tagged by "It" until he can hitch on to some other train.

Those individuals making up a train endeavor to keep any one from

hitching on to their caboose. "It", having tagged another, is subject

to being tagged back immediately, provided he has not hitched on the

rear of some train.

Roll Ball

The players form in a circle, grasping the hands of their neighbors.

The one selected to be "It" takes his place in the center and is given

a basketball or a stuffed sack, which he endeavors to kick outside of

the ring. The players in the circle endeavor to prevent same by

interfering with their legs. Should "It" succeed in kicking the ball

outside the circle, the player between whose legs it went or to whose

right it went, must take "It's" place.

Take Away

The group is divided into two teams. One team is given a ball or some

other object which can be easily caught. The object of the game is to

keep the ball away from the opponents as long as possible. Should the

opponents capture the ball, they in turn endeavor to pass it among

themselves, keeping it away from the other team.

Red, White and Blue

Two lines are marked upon the ground, about fifteen feet apart. The

group is divided into three equal teams; one team is known as the red,

the other the blue, and the third the white. The blue team takes its

position between the two lines, with the red team beyond one line and

the white beyond the other. A ball or some other soft object easily

thrown is given to the red team. Any member of that team may try to hit

a member of the blue team, with the ball, without stepping over the

line. Should he succeed, it counts one point for the red. Should he

miss and the ball go across to where the white team is stationed, any

member of the white team endeavors to hit one of the blue and scores a

point if successful. Should the ball fail to return to either the red

or the white team, a member of either of those teams may run into the

blue territory to recover it, but must return or toss the ball back to

his team beyond the line before it is again in play. The playing time

of the game is divided into thirds. The reds change places with the

blues in the second third, and the whites with the reds in the last

third. Only the team between the lines is subject to being thrown at.

The team having the most hits to its record at the end of the game,

wins.

Pin Ball

This game is played with the same rules as basketball, except that in

place of the baskets a 6 foot circle is drawn in the center of each end

of the playing space, and in the center of each circle a short flat end

log about 14 inches long and 3 inches in diameter stands upon its end.

Seven players constitute a team. A pin guard is placed within each

circle, with the pin and he is the only one that is allowed to step

inside the circle. The object of the game is to knock down the

opponent's pin by hitting it with the ball. It is a foul to carry the

ball or to hold an opponent. Where basketball rules are known to the

players, use the same rules for this game. In case of a foul, a 15 foot

line measured from the pin in the circle is used as a free throw line.

In a free throw the guard is not allowed to interfere with the ball

hitting the pin. A stuffed sack can be used in place of a ball in this

game.

Kick Ball

An inflated ball about the size of a basketball is best for this game,

but a bean bag can be used. The group is divided into two teams. One

team is at the bat and the other in the field, arranged as in regular

baseball with the exception that there is a short stop on both sides of

the pitcher. The home base is marked upon the ground in form of a

rectangle 4 feet long and 3 feet wide. The ball is tossed with an

underhand toss, so that it passes over the base not higher than the

level of the knee of the batter. Three strikes and four balls are

allowed, as in baseball. Three men out retire a side. The principal

difference is that the batter kicks the ball and may be put out by

being hit with the ball when running between bases.

Hand Baseball

This game is like regular baseball, with the exception that a tennis

ball or soft rubber ball is used for a ball and the hand is used for a

bat. The pitcher throws the ball so that it bounds just in front of the

batter. If on the bound it passes over the home plate above the knees

and below the shoulders of the batter, it constitutes a strike. The

home plate is marked upon the ground and is 2 feet square. The batter

hits the ball with the open palm of his hand and runs bases, as in

regular baseball. Four balls and 3 strikes count as in regular games.

Last Couple Out

This is an old Swedish game and one which can still be played and

thoroughly enjoyed. The players are arranged in double file. One player

is selected to be "It" and takes a position about 10 feet in front of

the file, with his back to it. He calls, "Last couple out". Thereupon

the last two in the double file run forward, one on either side of the

line and endeavor to join hands in front of "It", without being tagged.

"It" cannot look behind or start to chase until the last couple are on

a line with him. The couple are allowed to circle as far out from the

double line as they wish in their endeavor to avoid "It", and may join

hands in any position, so long as they are in front of "It's" original

position. Should "It" tag one of them before they have had an

opportunity of joining hands, the one tagged becomes "It", and the one

who was "It" unites with the extra player at the head of the double

column. Otherwise "It" remains "It".

Spanish Fly

This is an old leap frog game. One player is chosen to be "down". The

others follow the leader in taking frog leaps over the back of the one

downed. At the first leap the leader says, "Spanish fly". All the

others must repeat those words upon taking their leap. At his second

leap, the leader says, "Handlings", and squeezes his fingers into the

back of "Down". The others must do as he did. The leader next says,

"Knucklings" and doubles his knuckles up on the back of "Down" in

leaping over. The next command is "Spurrings", and the leader hits

"Down" with the heel of his right foot in making the leap. The next

command is "Dump the apple cart", and the leader grasps the clothes of

the boy in going over and endeavors to pull him forward. The next is

"Hats on deck", and the leader places his hat on the back of the boy as

he passes over him. The next boy after the leader places his hat upon

that of the leader and so on until all of the boys have their hats on

the back. The next command is "Hats off deck", and the last boy to

place his hat upon the back is the first to leap over, endeavoring to

pick his hat off without knocking any of the others off. Should any of

those following the leader fail in accomplishing the trick they are

supposed to do, they become "Down" and the boy who was downed becomes

the leader.

Tony Says

This is a good game to follow formal gymnastic exercises, maintaining

the same formation. The players are lined up in open order upon the

playing space. The leader asks for a number of exercises for the arms

and legs. The players execute these upon command provided the words

"Tony says" precede the command. For example, Tony says "Attention";

Tony says "Raise arms to side horizontal"; Tony says "Arms down." If

the leader fails to say "Tony says" before the command, the players are

not to execute the command. Should a player execute the command at the

time when he is not supposed to, he is required to run to a given point

behind the leader and return to his original place. This is required of

every player making a mistake.

Part II

SOCIABLE GAMES FOR THE HOME, CHURCH, CLUB, ETC.

CHAPTER I

GAMES FOR THE HOME

These games have been selected for the use of small family groups. In

many of them parents and children will find an opportunity for

entertainment during the long winter evenings in the home.

Twenty Questions

This is a quiet, entertaining and instructive game. One member of the

family is given the privilege of thinking of some specific object

anywhere in the universe. The others endeavor to guess what that object

is and are only allowed to ask twenty questions in doing so. The one

who thinks of the object to be guessed, only answers the questions

asked by yes or no. It is exceptional when the object is not guessed,

no matter how difficult it may be, before the twenty questions have

been asked. Example,--the King of Belgium is selected by the player.

The first question asked by another player is, "Is it in the animal

kingdom?" This question is answered by "Yes".

Second question: "Is it in a menagerie?"

Answer: "No."

Third question: "Is it a man?"

Answer: "Yes."

Fourth question: "Is it an historical character?"

Answer: "Yes."

Fifth question: "Is he an American?"

Answer: "No."

And so the questions and answers continue. Any one has the privilege of

asking a question at any time. The one who is thinking of the subject

keeps a record of the number of questions asked. If any one has guessed

within twenty questions, he has the opportunity of thinking of the new

object to be guessed.

You Know Me

One of the group is given the privilege of starting the game by

assuming he is some well known character, and makes the statement, "I

am the man who invented the lightning rod". The others of the group

endeavor to guess who he is. The one first guessing Benjamin Franklin

is given the opportunity of continuing the game by assuming he is some

other prominent character.

Come-She-Come

One member of the group is given the opportunity to select some object

in plain sight in the room, to be guessed by the others. That

individual says, "Come she come". Another individual says, "What does

she come by?" The first individual answers, "By the letter----", and

gives the first letter of the name of the object he has selected to be

guessed. The others thereupon endeavor to guess what that object is.

The one succeeding determines the next object to be guessed.

Hide the Thimble

All of the group leave the room, except one, who hides somewhere about

the room a thimble. The others are then called back and endeavor to

find it. If the thimble is hidden in a very difficult place, the one

who hid it can inform the searchers if they are "warm" or "cold";

"warm" indicating that they are near, "cold" that they are not seeking

in the right place.

Tit Tat Too

A diagram similar to the illustration (Fig. 1) is drawn on a sheet of

paper. Two players only can participate. The first player marks a cross

in any of the spaces between the lines; the next player makes a circle

in any other space. The object of the game is to have one of the

players succeed in placing three of his marks in a straight line,

vertically, horizontally, or diagonally, upon the diagram. If neither

succeeds, a new diagram is drawn and the game continues. The player

making the crosses has won the game in (Fig. 2) as he has three crosses

in a line.

[Illustration:

| | X | O |

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

| | | X | O

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

| | | | X

FIG. 1. FIG. 2.

]

Last Match

Three piles of matches are placed upon the table. Each pile can contain

anywhere from ten to twenty matches. The object of the game is to make

your opponent pick up the last match, two players playing. Playing

proceeds by each player taking up from any one pile as many matches as

he wishes. He may take all in the pile if he so desires. Each takes

matches in turn, endeavoring to make it so that the opponent has to

take the last match left on the board.

Your House, My House

A piece of string about three feet long is tied to the end of a slender

stick of about the same length. A slip knot is tied in the end of the

string. A loop about two inches in diameter is made with the slip knot

on the top of the table. All of the players excepting the one holding

the stick then place the point of their index fingers on the table

within the loop. The one holding the stick, as a fish pole says, "Your

house" or "My house". If he says "My house", he jerks the stick

endeavoring to capture the forefinger of any of the players. He does

not jerk the stick when he says "Your house". He endeavors to fool the

others by saying abruptly, "Your house", several times before saying

"My house" and pulling the string. The player avoiding being caught

next takes the stick.

Catechism of States

Q.--Which is the best State for fresh pork?

A.--New ham, sure.

Q.--Which is the best for an early summer hotel?

A.--May inn.

Q.--In which should surgeons dwell?

A.--Connect-a-cut.

Q.--In which should laundrymen prosper?

A.--Washing done.

Q.--In which do impudent people dwell?

A.--Can sass.

Q.--Which is the best for deer-hunting?

A.--Collar a doe.

Q.--Which is the best for locksmiths?

A.--New brass key.

Q.--In which would you look for a morning attire?

A.--Day coat, eh!

Q.--In which is one likely to fail in getting a drink?

A.--Miss-a-sip.

Q.--In which can you find a red letter?

A.--Florid A.

Q.--In which does the hustle make one sick?

A.--Ill o' noise.

Q.--In which is one likely to use his farming implements?

A.--I'd a hoe.

Q.--In which can one acquire an estate by marriage?

A.--Mary land.

Q.--In which is one letter of the alphabet taller than the others?

A.--O higher.

Q.--In which are bodies of land surrounded by water given a ride?

A.--Rhode Island.

Q.--Which is called to your mind by holding two $5 bills?

A.--Tenn I see.

Q.--Which would a woman rather have if she can't get a new sealskin

sack?

A.--New Jersey.

Q.--Which does the farmer's wife mention when she asks you to partake

of apple sauce?

A.--Take sass.--_Capper's Weekly (Topeka)._

Step by Step

A bean bag or soft ball is needed for this game. All of the group

excepting one who is selected to be leader sit on the bottom step of

the stairs. The leader tosses the ball to the one at the right end of

the line and receives it back. He tosses it to the second and third.

Should any of the players miss catching the ball, all the other players

move up one step, except the one missing; he remains on the first step.

The leader then continues passing until all have been served; he then

starts again at right of line. He passes the ball last to the one on

the lower steps. Should any of the players on any step miss the ball,

all the other players advance one step. The ones who advance from the

lower step take a position at the right of the one who missed the ball

on the step above. Should the leader miss the ball at any time, the one

at the right on the highest step takes his place. The game continues

until the top of the stairs is reached by one or more players. If more

than one player reaches the top step then the progress continues down

the stairs, a step for each miss by any of the players. When one player

holds the most advanced step alone, the game starts over with that

player as leader.

Spin the Platter

All of the players in the room are given a number. A tin plate is spun

in the centre of the room by one of the players who calls some number.

The one whose number is called endeavors to catch the plate before it

has stopped spinning. If successful, he calls another number after

again spinning the platter. Should the player fail to catch the platter

before it has stopped spinning, a forfeit is demanded. All the players

having forfeits are demanded to pay their forfeits by performing some

stunt suggested by one of the group selected to determine the penalty.

Board and Nail Puzzle

[Illustration:

. . .

. . .

. . . . . . . . .

. . . . o . . . .

. . . . . . . . .

. . .

. . .

]

A rectangular board 2 inches broad and 3 inches long has holes bored

into it in the design herewith illustrated. Nails are stuck loosely in

all of these holes, excepting the centre one. The puzzle is to jump all

of the nails off the board so that only one nail is left, and that in

the centre-hole on the board. The nails are jumped off in the same

manner that men are jumped in the game of checkers. Jumping is allowed

either forward, backward, or sideward, but not diagonally.

Spinning for 20

A wooden top is made by sawing off the end of a large spool and

sticking a match or small stick through the hole in the centre. Four

concentric circles are drawn upon a sheet of paper which should be

about twelve inches square. Inside of the smallest circle, which should

have a diameter of 2 inches, the number 20 is placed. The next circle

outside of this one, having a diameter 2 inches greater, should be

numbered 15, the next circle numbered 10, and the next 5.

The players spin the top in turn. Should it cease spinning so that the

point of the pin lies within the centre circle, a score of 20 is made.

Should it fall outside of the last circle, no score is made. The player

first gaining 100 points wins the game.

Red Triangle Ring Toss

[Illustration]

A triangle is drawn upon a board and nails are driven in, as indicated

in the accompanying diagram. Six rubber Mason jar rings are used. The

triangle is hung on the wall at a height equal to the height of the

shoulders of the intended players. The players stand from ten to

fifteen feet distant from the triangle and attempt to toss the rings

over the projecting nails. Each nail is numbered according to the

diagram. Each player tosses six rings at a turn. Any number of players

can play. The player first securing a total of 25 points wins the game.

Floor Baseball

(_Game invented by T.A. Coates_)

A diagram is marked with chalk on the floor, as per accompanying

diagram. Round wooden disks six inches in diameter, one inch thick at

the centre tapering to a quarter of an inch at the circumference, in

the form of a discus, are used. Rubber quoits may be used instead of

disks, if available.

A player "up to bat" slides disks from a line thirty feet away from the

baseball diamond until he has four balls, three strikes, or has earned

one or more bases. If the disk, upon being slid forward, lies so that

any part of it lies over any line, it constitutes one ball for the

batter. If it should lie in the space marked "Strike", it constitutes a

strike and the batter has one ball and one strike. The next slide, the

disk lies in the space marked "1". This means that he places his disk

on first base and the next player on his side comes to bat. The second

player continues sliding the disks until he has made a base or is put

out. Should he make a base, the player of the first disk is advanced

one base. Should he make more than one base hit, the player on the base

advances as many bases as the batter has made. The side continues at

bat until three men are out. Thereupon, the other team comes to bat.

Should the disk land in "Sacrifice", base hit, home run, or should the

one at bat gain first by four balls, the man or men on base or bases

advance. Any man or men reaching home constitutes a run for that team.

Should the disk land three times within the space marked "Strike"

during the time at bat, the batsman is declared "out".

[Illustration: Floor Baseball]

Two players can play this game as well as nine, each taking as many

slides of the disk as is necessary to reach a base or get out. Then the

other player does the same until the team has three out.

Blocks or stones can indicate the position of players on bases if only

one disk is used in the game.

Chic-a-dee

This is a good game to be played in the loft of a barn. One player is

blindfolded and sits on the floor with legs folded under him, Chinese

fashion. The other players creep up and say "Chic-a-dee" as near his

ear as possible. He tries to hit said player before he can get beyond

his reach, using a salt bag stuffed with leaves, or some type of padded

stick. Should he succeed, the one he hits is blindfolded and the game

continues.

Captain Kidd's Gold

This is a good game in which all the members of a family may find

pleasure. It develops one's power of observation and memory. A small

coin is hidden somewhere about the yard or in the woods, wherever the

game may be played, by one of the players. All of the other players

must be either blindfolded or placed in a position where they cannot

see the player who is hiding the coin.

The player having hidden the coin returns to the group and describes

just how they are to find same. For illustration:--he gives the

following description of the course to follow. "Walk twenty paces in a

direct line towards the apple tree at the far end of the garden. There

you will find a small stone upon a larger one. Under the small stone

you will find an arrow scratched upon the larger one. Follow the

directions of this arrow fifteen paces. Then turn sharply to the left,

go ten paces, and underneath a stone will be found Captain Kidd's

Gold." The players may ask him to repeat the directions once. After

repeating, however, they must follow the direction without further

questioning. The one successful in finding the coin next hides the

same.

This game can be made simple enough for small children to enjoy or

difficult enough to prove a problem for adults.

School, Church, and Home Games · 第 1 / 7 章