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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.