CHAPTER IV

SOCIABLE GAMES FOR YOUNG PEOPLE

What Animal?

The leader whispers the name of a different animal or object to each

individual. When called upon each must try to represent the noise or

action of the animal or object. The rest of the group guess what is

represented and write the same on a slip of paper. The one guessing the

most wins.

Rhyming Verbs

Half of the group leaves the room while the others decide upon a verb.

The group which left the room is then called back and tries to guess

the verb from the clues which are given by those who determined the

verb. These clues are given in the form of sentences containing words

rhyming with the verb. Should the group which is to guess think they

have found the right verb, they retire from the room without stating it

and returning act out the verb. If they have been successful in

guessing the verb, then the other group is given an opportunity to

guess a verb in the same manner.

Fruit Basket

The group is seated in a circle and counted off in 4's. The number 1's

are given the name of oranges, number 2's lemons, number 3's bananas,

number 4's apples. One of the individuals is selected to be "It". He

takes his place in the centre of the group and one chair is taken out

of the circle, leaving one less chair than there are players. "It"

then calls the name of two fruits, for example, oranges and lemons.

Thereupon all of the oranges must exchange places with all of the

lemons and "It" endeavors to capture one of the seats. Succeeding, the

one left without a seat is "It" and calls two other kinds of fruit.

These two must change places and "It" endeavors to capture a seat.

Should "It" say "Fruit basket", instead of naming two fruits, all must

change seats.

Exchange

The group is arranged in seats around the room. "It" takes a place in

the centre. All of the players are given a different number. "It" is

blindfolded. The game is started by "It" calling two numbers. Thereupon

the numbers called must change seats. "It" tries to either tag one of

the players seeking to change seats or occupy one of the vacant seats,

in which case the one without a chair becomes "It".

Barnyard Chorus

Each player in the group is given some barnyard noise to represent. The

leader takes his place in the centre of the room. If he holds up his

left hand, all is quiet; if he holds up his right hand, they all

imitate their various noises in concert. Should one of the players make

a noise while the leader is holding up his left hand, that player must

stand up before his chair and imitate the noise he has been given to

imitate, until some member of the group can guess what the noise is

supposed to represent.

Donkey Solo

This is a good game to follow immediately after the Barnyard Chorus.

The leader announces that he is to whisper to each member of the group

the name of some animal that is to be imitated by that member in chorus

with the others. He then goes about and whispers in the ear of every

member of the group that he is to keep perfectly quiet, excepting to

one individual to whom he suggests that he is to imitate the braying of

a donkey. He then takes his position in the centre of the group and

instructs the players to give as much volume to their imitation as

possible. He gives the signal to start. Naturally, all are quiet except

the poor donkey who brays his solo, to the amusement of the other

members of the group.

Shifting Seats

The group is seated in a circle. There is one more chair than there are

players. One individual is selected to be "It" and takes his place in

the centre of the room. "It" gives the command to shift right.

Thereupon, the one at the left of the vacant chair moves into the

vacant chair, leaving his own chair vacant. The one at the left of his

chair, moves into that, each one trying to get into the vacant chair to

the right before "It" can succeed in touching him. "It" can give the

command "Shift left" at any time, which means that they must move into

the vacant chair to the left. Should "It" succeed in sitting in an

empty chair, the one who should have occupied that chair becomes "It".

Guess the Sound

The group is arranged in a circle. The one selected to be "It" is

blindfolded and takes a position in the centre of the circle. After the

blindfolded player has been spun around a few times so that he does not

know his location, he is given a wand or short stick. He holds this

stick out in front of one member of the group. That member must grasp

the end of the stick. Then "It" names some animal which the player on

the other end of the stick must imitate by some sound. Thereupon, the

blindfolded player tries to guess who has hold of the other end of the

stick. Succeeding, the player guessed is blindfolded.

Rapid Transit

The players form in a circle. To each is given some article to be

passed. These articles should vary in size anywhere from a peanut to a

flat iron. The game starts by the leader commanding them to pass to the

right. He then passes his article on to his right hand neighbor and

receives in turn from his left hand neighbor the article coming to him.

The passing continues until the leader gives the command "Change". Then

the articles are passed in the opposite direction. Should a player drop

one of the articles to be passed or should any one of the players have

in his possession more than two articles at one time, that individual

drops out of the game, taking one article with him. The game continues

until but one is left in the circle. The passing can be complicated, if

so desired, by having one or two of the articles passed in the opposite

direction.

Feather Tag

The group sits in a circle in the centre of the room, holding a large

sheet stretched tightly between them. A fluffy feather is placed in the

centre of the sheet. One of the group who is "It" endeavors by running

about, to catch the feather. Those sitting around the edge of the sheet

keep the feather from "It" by blowing it beyond "It's" reach. Should

"It" capture the feather, the one sitting at the edge of the sheet

nearest to the feather becomes "It".

Birds

All the players sit in a circle. Each is given the name of a bird. The

keeper takes a position in the centre of the room and begins to tell a

story about birds. When a bird's name is mentioned, that bird must

stand up and turn around once in front of his chair. Failing to do

this, he must pay a forfeit. When the keeper utters the word "migrate"

in his story, all of the birds must change seats and he tries to get

one of the seats. Succeeding, the one left without a seat, continues

the bird story. Otherwise the first keeper continues his story.

Simple Simon's Silly Smile

The group is arranged in chairs around the room. The one who is

selected to be "It" goes from one to another asking questions. All

questions must be answered by "Simple Simon's Silly Smile", without

laughing. Should the one questioned laugh, he must take the place of

the one who is "It".

Wink

Chairs are arranged around the room in a circle, with the boys standing

behind each chair. There should be one more chair than there are girls

in the group. The boy standing behind the empty chair winks at one of

the girls who endeavors to get to the vacant chair before the boy in

whose chair she is sitting can tag her. If she succeeds, the boy behind

the chair last vacated continues the game by winking at another girl.

Hush

The group sits in a circle in a room which is semi-dark. The leader

goes around inside of the circle and slips a button in the hands of one

of the players. He does this after making an offer to do it to several

others, so as to disguise where he finally deposits the button. All

then have a turn to guess in whose hands the button lies. The one who

guesses right becomes the leader, and the leader becomes a ghost. The

game then continues as before. The ghost asks questions of any of the

players, and they are not supposed to answer any question asked them

except by the leader. Should they do so, they also become ghosts. As

the ghosts multiply the game becomes more difficult. The game continues

until but two are left of the circle.

Jack's Alive

The group sits in a circle in the room. A lighted splinter is handed to

one of the group in the circle. It is then passed around the circle,

still lighted. Should the flame become extinguished, the one in whose

hand the splinter rests at that time must pay a forfeit. The forfeit

sometimes demanded is that a mustache be made on the upper lip of that

individual with the charred end of the splinter.

In passing the splinter the player must say Jack's Alive; failing to do

this the splinter is returned to him and should it become extinguished

before he can say this, it counts against him.

Going to Jerusalem

The chairs are arranged in a circle in the center of the room, with the

seats away from the center. There should be one less chair than there

are participants in the game. The participants form a line around the

outside of the chairs and march forward around the chairs, while the

piano, phonograph, or some other musical instrument is being played.

The instant the music stops each player tries to sit in a chair. The

one failing to get a chair drops out of the game. A chair is taken from

the circle and the group starts marching again with the music. When the

music stops they seek chairs as before, the one failing to secure one

dropping out. A chair is taken out of the circle after each scramble

and so the group diminishes until all are eliminated except one, who is

crowned King of Jerusalem. If the group be large more than one chair

can be eliminated at a time.

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