COMPETITIVE STUNTS
Suitable for Sociables and Entertainers
These stunts may be used as a means of amusement at social functions.
In order to avoid calling for volunteers to come forward to participate
in the various stunts, cards may be distributed among those who are
expected to take part in the stunt program. On these cards are numbers
or letters. The one who has prepared the program has determined
beforehand how many participants he wants in each stunt. If, in the
first stunt, he desires six participants, he will have prepared six
letter A's to be distributed. If, for the second stunt, he desires two
participants, he will have prepared two letter B's. Then when he is
ready to put on his program he calls for all the individuals holding
the letter A, etc. If there are certain individuals whom he is
particularly anxious to have take part in certain stunts, he can
instruct the distributor of the letters to this effect.
Brick Relay
Have four contestants to a team and as many teams as there is space
for. Two lines are drawn upon the floor about ten yards apart. Two
members from each team line up opposite to and facing each other,
behind each line. Two brick bats are placed upon the starting line in
front of each team. At the signal to go, the first contestant on each
team stands on the two brick bats. Bending forward he grasps the front
end of each brick with his hands. Shifting his weight to one foot, he
slides the other foot forward, drawing the brick bat with it by means
of his hands. He then shifts his weight to that foot and draws the
other foot forward with the brick bat and in this way proceeds to the
far line, behind which he turns the bricks over to the second member of
his team who races back in the opposite direction by the same method of
progress. The third member takes the bricks from the second and covers
the intervening space between the lines, and when the fourth member,
following the example of his team, has crossed the starting line, the
race ends.
Chair-i-ot Race
Competitors stand on the starting line. Two chairs are given to each.
They place the chairs behind the starting line, side by side, with the
backs of the chairs forward, and stand upon the seats of the chairs. At
the signal to go they grasp the backs of the chairs with their hands
and shifting the weight from one foot to the other, slide the chairs
forward until the distance line has been crossed.
Chair Stubbing
Each contestant sits upon a chair with his legs straddling the back and
his toes on the bottom side round. Keeping his feet off the floor, he
advances the chair forward by jerking it with his body until it has
crossed the distance line.
This race can be made a relay by having four men on the team, two men
placed behind each line.
Aviation Meet
Each team is made up of two mechanicians and four aviators. The two
mechanicians hold stretched between them a piece of string upon which
have been placed two funnels of paper made in the form of cornucopias,
point to point. The first aviator on each team, at the signal to go,
blows the cornucopia across the string from one mechanician to the
other; the second blows it back across; the third blows it in the same
direction as the first and the fourth ends the race by blowing it in
the same direction that the second aviator blew it, until it touches
the hands of the mechanician.
Equal pieces of string should be used, a loop having been tied in each
end through which the mechanicians may slip their fingers for the
purpose of holding the string. Mechanicians must keep the string level
at all times.
Feather Blowing Relay
Four contestants constitute a team. A feather is placed on the starting
line and is blown by the first member of each team to the distance
line. Then the second member of the team blows it back to the starting
line and after the third contestant has completed his blow, the fourth
blows it back across the finish line.
Balloon Race
An inflated rubber balloon and a palm leaf fan must be provided for
each team. Four players constitute a team. A balloon is placed on the
starting line before each team and a fan handed to the first
competitor. At the signal to go the balloon is blown forward by means
of the fan across the distance line, blown back by the second player,
forward again by the third and back across the finish line by the
fourth. The team first succeeding wins the honors.
Lobster Race
Each competitor gets down on the starting line on all fours and at the
signal to go travels backward on all fours to the distance line and
returns.
Prune Tug of War
Prunes are tied in the middle of a piece of string, three yards long.
Opponents are placed opposite each other, each with an end of the
string in his mouth. At the signal to go they are to chew the string
towards the prune. The one first reaching the prune may eat his prize.
Whistle Race
Contestants take a deep breath and whistle. The one who can whistle
longest on one breath, wins.
Cracker Relay
Six players to a team. The players on each team sit in a row. Four
crackers are given to each player. The one on the rear of each team
starts the race by standing up and eating the crackers. When he has
eaten all four crackers and is able to whistle, his whistle is the
signal for the man next in front of him to stand up and eat his
crackers, while the first man resumes his seat. So each in turn eats
four crackers. When the last, or front man on each team is able to
whistle after devouring his crackers, the race ends.
Blindfold Obstacles
Obstacles, such as vases of flowers, china ware, chairs, etc., are
placed in four or more long rows. Each contestant is given a row and is
requested to try distances before being blindfolded. They then are all
blindfolded, placed at the starting point, and told to race down
through the line of obstacles without touching anything. In the
meantime the objects have been removed.
Candle Roll Over
Four players are chosen for each team. Two are lined up in front of the
starting line and two opposite on the distance line. One of the players
on the starting line is given a lighted candle. A mat is placed half
way between the starting and the distance lines. At the signal to start
the player holding the candle advances to the mat, executes a forward
roll on the mat, holding the candle in his hand. Should the candle go
out during the roll, he must go back to the starting line and start
over after lighting the candle. When he has succeeded in making the
roll without extinguishing the candle, he proceeds to the distance line
where he passes on the lighted candle to the second member of his
team. This one returns to the starting line, rolling on the mat as did
his predecessor. Should the candle in his hand become extinguished, he
must go back to the line from which he started, light his candle and
start over. This continues until all four men have covered the required
distance, each having rolled over without having extinguished the
candle.
Boat Race
Two players constitute a team in this race. One of the players on each
team sits upon the floor. His knees are raised so as to allow his feet
to rest flat upon the floor. The other member of the team then sits
upon his teammate's feet, facing him, and places his feet and legs in a
similar position to that of his teammate, so that each may sit upon the
other's feet. They then place their hands upon each other's shoulders.
To race in this position, Number 1, the player whose back is in the
direction to be traveled, leans well forward so that his weight is well
on his own feet. This makes it possible for his teammate, Number 2, to
slide his feet forward along the floor, carrying Number 1 backward upon
them. Number 2 then leans forward so that his weight is well on his own
feet, which allows Number 1 to draw his feet towards him and Number 2
slides forward with them. By swaying backward and forward in this way,
the two members of the team, by alternating the sliding of their feet,
progress across the floor to the distance line. Upon reaching the same,
they reverse their direction without turning around. The race ends when
they have crossed the starting line.
Necktie Race
Two players constitute a team. Each team may stand opposite each other
at different ends of the room. At the signal to go Number 1 runs
forward to Number 2, who must wear a four-in-hand necktie. Number 1
unties Number 2's necktie, takes it off his neck and reties it in a
four-in-hand knot. Number 1 then runs back to his former position with
Number 2 following him. When behind the starting line Number 2 starts
to untie Number 1's necktie, takes it from his neck, replaces it and
ties it in a four-in-hand knot. When he has accomplished this, he races
back to his original position. The first team accomplishing this, wins
the game.
Part III
OUTDOOR GAMES
CHAPTER I
OUTDOOR GAMES FOR OLDER BOYS AND YOUNG MEN
Push Cross Line
Three parallel lines are marked upon the ground about six feet apart.
The group is divided into two teams. Each team lines up behind one of
the outside lines, facing the opponents. At the signal to start, both
groups rush forward and endeavor to push their opponents back over
their own base line. Should they succeed in pushing the opponent so
that both of his feet are behind the base line, that opponent is out of
the game and retires to a position behind his own base line. At the end
of thirty seconds the team having pushed the greatest number of
opponents back across their own base line, wins.
Fortress
This game is similar to the preceding game. Three parallel lines are
made around a hollow square not less than 25 to 40 feet in dimensions.
This square is known as the fortress. A small space is marked off in
the centre of the fortress for a prison. Two captains are selected.
These two choose the members of their own teams, in turn. One team is
known as the defenders, the other as the attackers. The defending party
takes a position within the fortress and the attacking party is
scattered around the outside of the fort. Both are under the command of
their captains.
The attacking party may charge the fort as a group or may use any
tactics the captain may decide upon. He may feign an attack on one side
to draw the defenders' attention, while his principal attack may be
directed towards another point of the fortress. The methods of
engagement are as follows:
Opponents endeavor to push, pull, or carry each other across the guard
line. The defending players seek to force as many of the attacking
players in across the inside line as possible. Succeeding in this, such
players as have been drawn beyond the inside line are prisoners and
must take their place in the prison. The attacking party seeks to force
as many of the defenders beyond the outside line as possible.
Succeeding in this, all those so forced are placed in a small area,
which constitutes the prison of the attacking army. The captain should
seek to direct the strong against the strong as much as possible in
personal combat. The captains may exchange prisoners if they so desire.
The battle is won by either party making prisoners of all the
opponents, or it may be won by the besiegers, if one of their number
enters unattacked the prison within the fortress. Should the player
accomplish this, he shouts, "Hole's won," whereupon the defenders must
yield the fortress and the two armies change places, the defenders
becoming the attackers, and vice versa. If an old fence is used for one
side of the fortress, the other guard line should be drawn five feet
inside of the fence line.
The attacking captain may withdraw his forces at any time for rest or
consultation. Either captain may use a flag of truce for similar
purposes. Under such conditions they arrange for an exchange of
prisoners, etc.
Forcing the City Gates
This is an old Chinese game. Two captains are selected, who in turn
choose all the other players. The two teams are first formed in two
lines, facing each other and about ten feet apart, with the players
grasping hands. Each line represents a city gate. The captain should
arrange the players so that the weakest may be between two strong
players.
The play begins when the captain of one of the teams sends forward one
of his men. This man can make three attempts to break through the
opponent's city gate. He can do this, either by breaking the grasp of
two of the players or by dodging underneath their arms or between their
legs. Should he succeed in doing this, he takes back to reinforce his
own line the two players who are responsible for his getting through.
Should he fail, he enlists his efforts with those of his opponents by
joining their line. The game is won when one team has succeeded in
taking over all of the opponents.
Hare and Hound
This is an old game which is always popular. Two or three players are
designated as hares. Each is given a large bag filled with paper torn
into small bits. The hares are allowed a few minutes' start ahead of
the rest of the players, who are known as hounds. The hounds follow the
hares by means of the torn bits of paper scattered on the ground, in an
effort to overtake them.
When the hares have used up all of their paper they hide their three
bags near the end of the trail and race back from that point to the
place from which the run started. When the hounds have discovered the
bags, they also race back to the starting place. The game is won by the
first player reaching said place.
Human Targets
An old flour or salt bag stuffed with straw or cloth may be used for
this game. One player is selected to be the target. The others endeavor
to hit the target by throwing the bag. The target may run or dodge in
any way he desires, but the one who holds the bag cannot advance
towards him in making his throw. If he is not near enough to hit the
target, he can throw the bag to some other player who is nearer. When
the target has been hit, the leader selects some one else to act as
target.
Sling the Sack
Either a good sized sack well stuffed with rags or straw, or a small
cloth sack filled with sand, may be used for this game. The game can be
played on a level stretch of road or in a good sized field. The group
is divided into two equal teams. A starting line is marked near the
center of the playing space. A player from each team takes a position
behind this starting line and in turn, with his left foot on the
starting line and with his shoulders at right angles to it, slings the
sack with his right arm straight at the elbow, over his head as far as
possible. A left-handed player may reverse this position. The spot
where the sack hits the ground is marked. The player from the opposing
team stands in the same position at the starting line, as did the first
player, and makes his throw in the same direction, and his throw is
marked. These two throws are made in order to measure what constitutes
a good throw of the sack. A line is drawn parallel to the starting line
at the point where the farther of the two preliminary throws landed.
The starting line and this other line are now known as goal lines. A
centre line is drawn parallel to the goal lines and half way between
them. A coin is flipped up between the two captains for the choice of
goals.
The captain who wins the toss can choose either the first throw or the
goal he desires to have. When this is determined, each team scatters
about on the territory in the vicinity of its own goal line, and the
captain of the team which has the first throw designates which player
on his team he desires to sling the sack first. This player (team A)
must take a position with his advanced foot on the goal line and sling
the sack with a straight arm over his head towards the opponent's goal
line. The opponents (team B) endeavor to catch the sack before it
touches the ground. Succeeding, the one catching the sack advances
three paces and from that position slings the sack over his head
towards team A's goal line. Team A players endeavor to catch the sack
and if successful, that player succeeding advances three paces towards
team B's goal line and slings the sack as before. Should any member of
the team fail to catch the sack when it is thrown into their territory,
the player first touching the sack in an effort to catch it, or the
player nearest to where the sack lands, must make the sling from the
point behind where the sack is picked up from the ground. The players
may move anywhere about in their territory. The captain should endeavor
to place them in a position so as to cover as much space as possible.
Side boundaries can be used if desired, in which case the team supposed
to receive the sack which gets out of bounds may advance three paces
whether the sack is caught or not, from the point in line with where it
first hits the ground.
A score is made each time the one member of a team catches the sack
with both his feet on the opponent's side of the centre line. In making
the catch, should he step back with one or both feet on or across the
centre line, or be driven back by the impetus of the sack, it shall not
constitute a point. After each point is made, goals are changed, the
losing team puts the ball into play. The team having the largest score
at the end of thirty minutes wins.
Game of Goose
A good sized level field should be used for this game. Two gander
poles, five feet high, are erected, one at each end of the field, each
having two forks at the top, opposite each other. Stout tree crotches
may be used. The goose is made from a stout cloth bag, such as a ham
cover, stuffed, leaving the ends which can be easily grasped. Midway
between the gander poles a large circle is marked upon the ground, its
size being determined by the number playing. Mark a circle six feet in
diameter around each gander pole to designate the safety limit.
The group is divided into two equal teams. These two teams are arranged
with their men placed alternately around the circle in the centre of
the field. The gander man stands in the centre of the circle with the
goose in his hand. At a given signal he swings around and tosses the
goose in the air to be received in the arms of some lucky player, who
immediately dashes off with it towards his goal. The opponent players
endeavor to intercept him and get the goose away from him. When the man
carrying the goose is in danger of losing it, he tosses it to some one
on his own side, if he can, and the player catching it runs towards his
goal. If the second player cannot succeed in making his goal or gander
post, he tosses it on to some other member on his team. The player who
succeeds in getting both feet inside of the safety circle around the
gander pole must not be molested, unless he lets the goose fall to the
ground in his attempt to hang it in one of the crotches of the gander
pole, in which case he or his team mates may recover it or any one of
the opposing team may seize the bird and dash away with it towards his
own pole. There must be no scrimmage over the possession of the bird,
for as soon as an opponent gets hold of the goose, the player holding
the latter must let go his hold. One must not trip an opponent or
interfere by body, arm, or leg contact without forfeiting one "honk."
Three honks count one goose (or goal) for the opposite side.
Clock Games
The group forms a large circle. If it be a large group, the circle is
counted off into 6's or 8's, if small into 4's. If they be counted into
6's each group of six constitutes a team. Number 1 in each case is to
act as captain. If it be desired to elect captains, the man elected
takes Number 1's place in the group. The captain wears a sash or some
other distinguishing mark. In this formation a number of competitive
races can be used.
Illustration--The group numbers sixty individuals. It is counted off
into 6's. That means that we have ten teams of six men each making up
the circle and ready to compete. The leader takes a position in the
centre of the circle. The following five games may be played with the
teams arranged in clock formation:
Walking Race
See clock games above.
At the signal to go, the number 6 man steps out of his place in the
circle and walks to the right around the circle, until he gets back to
the point in the circle he left, and tags off the Number 5 man on his
team, and this man walks around the circle. This means that all the
Number 5 men from all the different teams are walking around the
outside of the circle in a race, at the same time. Numbers 4, 3, and 2
follow in turn after 5. Number 2, after completing the circle, tags off
Number 1, the captain of the team, wearing a sash. The captain walks
about the circle until he gets to the hole in the circle which he left,
enters through the hole, bringing his sash to the leader, who stands in
the centre of the ring. The first sash to reach the leader decides the
winner of the race.
A running race can be substituted for the walking race and various
modifications used, such as backward walking, hopping, frog leap, etc.
Chariot Race
See clock games above.
Similar to the preceding walking race, except that instead of running
around the ring singly, the competitors go in pairs, as follows:
At the signal to go Number 6 locks his left arm in the right arm of
Number 5, and the two of them so linked together proceed around the
circle. Having completed the circle, Number 6 takes his original
place, while Number 5 links arms with Number 4 and the two travel
around the circle. Then 4 links with 3, 3 with 2, and the race ends
when 2 and 1 have completed the distance around the circle and have
brought their sash to the leader in the centre.
Flathead Race
See clock games above.
Similar to the preceding. A small block of wood or flat stone is given
to Number 6 on each team. At the signal to go he places the block on
the head of Number 5 and follows Number 5, who walks around the ring.
Number 5 must keep his hands upon his hips. Should the block of wood
fall from the head of Number 5, he must stand still until it has been
replaced by Number 6. The two continue walking around the circle until
they reach the point which they left. Then Number 6 takes his place in
the circle and Number 5 takes the block from his own head and places it
on the head of Number 4, and follows 4 around the ring to replace the
block should it fall off. The race ends when Number 1, followed by
Number 2, has completed the distance around the circle, still balancing
the block of wood on his head, and presents himself to the leader in
the centre.
Spin Around Race
See clock games above.
Similar to the preceding race, except that each captain takes a
position about four feet outside of the circle near his own team. At
the signal to go, Number 6 steps out of his position in the circle and
runs to his own captain, linking his right arm in the right arm of the
captain, who spins him around twice. He then runs around the circle and
returns to his original place in the circle, and tags off 5, who
repeats the performance of 6. When 2 has completed his round of the
circle, he tags off his captain. The captain must run, without spinning
around, clear around the circle on the outside, and enter through the
point of the circle he originally held, and tag the leader in the
middle.
Leap Frog Race
See clock games above.
Similar to the preceding. In this race, Number 2 will take the place of
the captain outside of the ring. At the signal to go, Number 6 leaves
the ring and proceeds around the circle, leaping with frog leaps over
the backs of the Number 2 men from each team. Returning to his original
position, he tags off Number 5. Number 1's turn will come after that of
Number 3, and when Number 1 has completed the circle, leaping over the
backs of all Number 2 men, he tags off the Number 2 of his own team.
The latter runs about the circle once, enters the circle at the point
where he originally stood and tags the leader in the centre.
Riding the Snail
A group is divided into two equal teams. These two teams line up in
parallel lines about six feet apart, back to back. A safety line is
drawn at each end of the field about twenty-five yards from where the
teams line up. One team is designated as the "head" team; the other as
the "tail" team. The leader tosses a coin. If the coin falls with head
up, he calls "heads." Thereupon tails run across their safety line
while heads endeavor to tag them before they succeed. Succeeding in
doing this the man tagged has to carry the tagger upon his back to the
original place of line-up and the coin is again flipped. Should it fall
with tail up, tails chase heads to the safety line at the other end of
the playing space.
CHAPTER II
OUTDOOR GAMES FOR BOYS
Treasure Hunt
This game is a very adaptable one and can be run in a great number of
different ways. It can be as simple or as complex as any leader may
desire.
A mysterious letter may be read to the group or a letter in code posted
where the group can see it. The contents of this letter will direct any
one to a place where he will find detailed information as to the exact
location of a buried treasure. By following instructions or working out
the code, a boy will discover a second letter in hiding, or a time
limit may be allowed to find letter number 3. At the end of that time
the information contained in the second letter may be given to the
entire group, so that all may hunt for letter number 3. This method
keeps everybody in the game. As many letters may be hidden as desired,
using the treasure as the last. This game can be used to teach
observation, trailing and tracking. Letters using identification of
trees, flowers, marks on trees, birds' nests, etc., may be used. Map
and chart reading make the game more difficult. Letters may be written
in Morse and Continental codes, or easy codes may be made.
A good book on trees or flowers, a small ax, or any useful article may
be the hidden treasure.
Hide and Seek
One boy is chosen to be "IT." He blinds his eyes while the others hide.
He counts 100 by 5's, then says, "Ready or not, you must be caught." He
then endeavors to find the hidden players. Succeeding he must tag the
goal and call the name of the player observed. Should he, in seeking a
player, pass the spot where one is hidden, that player can race in to
the goal and say, "In free." The one who is "It," however, can tag that
player or the goal. When all the players have been discovered, the one
first discovered or caught by "It" must blind his eyes for the next
game. One who succeeds in getting "In free" is not subject to being
"It" in the next hide.
Look Out for the Bear
All of the players hide their eyes, except one, who is the Bear. He
hides. When sufficient time has been given for him to find a hiding
place, the others seek him. When a player finds the bear he calls out,
"Look out for the bear." Thereupon all of the players race back to the
home base. The bear endeavors to tag as many of the players before they
can reach the home base, as he can. All of the players tagged become
bears and hide in the next round of the game, which is the same as the
first. All of the bears try to tag as many as possible before they
return to the home base. The game continues until the last seeker is
caught. He has the privilege of being the bear for the next game.
Still-a-Feet
This is a simple tag game. The player selected to be "It" starts the
game by saying, "One, two, three, Still-a-feet, One, two, three,
Still-a-feet, One, two, three, Still-a-feet, One, two, three; no more
moving of the feet, feet, feet." While "It" is saying this, the players
can endeavor to get as far away from him as they desire, but when he
has completed the statement, they cannot move their feet. Should he see
one of the players moving his feet, he may chase that player until
captured. Thereupon, that player helps him chase any of the others. A
player cannot be tagged until one of the "Its" has seen a movement of
his feet. The first player caught is "It" for the next game. "It" does
not need to chase the first player whose feet he sees moving unless he
so desires. He may chase any one of the players whose feet he has seen
move.
Hang Tag
This is a good game to play around a barn or in a grove where there are
low limbs. A player is selected to be "It." He may tag any player who
is not hanging with feet clear of the ground. The player tagged
immediately becomes "It" and may tag back the one who tagged him after
that individual has taken five steps.
Fox in Hole
Any number of players may participate in this game. The playing area
should not be too large. A four foot circle is marked upon the ground
as a base. One player is selected to be the Fox. While the fox is on
the base he may stand on two feet, but when he leaves the base to catch
any of the other players he must hop on one foot. Should a player
become tagged, he becomes the fox, and the other players may slap him
on the back until he is safe on the base. Should the fox put the other
foot down, he must return to the base, and every player may slap him on
the back until he succeeds in doing this, but no player can block his
path to the base.
Fence Tag
This is a simple active game which can be played where there is a low
fence or bar, over which the players may easily climb or vault. A
player is selected to be "It". He takes his place on the opposite side
of the fence from the other players and must climb or vault over and
endeavor to tag someone who fails to get over the fence in time. "It"
cannot tag anyone whose feet are off the ground, in an effort to get
over the fence. Neither can he tag anyone who is standing on the other
side of the fence from him. This is a very active game, as it keeps the
players leaping back and forth over the fence in an effort to avoid
being tagged. A player tagged immediately becomes "It". He cannot tag
back the one who tagged him, until after that one has a fair chance to
get on the other side of the fence.
Body Guard
A small space is marked off at one end of the ground as a base or goal.
One player is chosen to be the chief, an important personage requiring
two body guards. The game starts with these three players in the goal
and the balance of the players at large. The three come forth, and the
two players who act as body guards clasp each other by the hand, and
preceding the chief as a shield, endeavor to prevent the other players
at large from tagging the chief. The chief himself may avoid being
tagged by moving around the guards. Whenever a guard succeeds in
tagging a player, the chief and his guards return home, whereupon the
player tagged changes places with the man who tagged him. Any player
succeeding in tagging the chief becomes the chief.
Sardines
One of the players in the group hides, while the other players seek to
find him. Should a player succeed, he endeavors to get into the hiding
place unobserved by the others and hides with the first player. As the
game continues, and other players succeed in finding the hiding place,
the number of hiding players continues to increase until they are
packed in like sardines, hence the name. It is difficult for them,
crowded together, in this way, to keep from disclosing the hiding place
to the remaining players. The game continues until the last player has
discovered the hiding place. The first one to make the discovery hides
in the next round.
This is a good game to be played around a farm house where there are a
number of hiding places, or in the woods where there are trees,
boulders and ravines.
Shinny
This is a good game for boys and girls. It has furnished amusement for
many generations of children. Each player must secure a stick about
2-1/2 feet long. An alder stick with a small bend at one end furnishes
an ideal implement for this game. An old baseball or where this is not
procurable, a tin can or a block of wood, may be used. The players are
divided into two teams. Two stones, placed about five feet apart at
each end of the playing space, serve as goals. The playing space should
be about 30 to 50 yards in length. A level stretch of road can be used,
or an open field. The game starts by each team taking a position
anywhere in the half of the field nearest the goal they are defending.
The ball is placed in the centre of the playing space. Two opposing
players, known as centres, take a position on opposite sides of the
ball, within a distance of two feet of it, with the end of their clubs
on the ground. The process of putting the ball into play is called
"facing off". In facing off, the two centres raise their clubs from the
ground and hit them together above the ball. They do this three times
and after hitting them above the ball for the third time, they are
allowed to hit at the ball, endeavoring to knock it towards their own
players or towards the opponent's goal. The game is now on and each
player endeavors to knock the ball, by means of his club, towards and
through the opponent's goal. Swinging the club higher than the shoulder
is barred. Should the ball be knocked outside of the playing space, it
is brought back in and faced off by any two opposing players at a point
well within the playing space, opposite to where it went out of bounds.
A goal counts one point and after each goal the ball is faced off in
the centre. Goals should be changed in the middle of the game, so that
no team may have an advantage over the other because of location of
goals.
One Step Off and All the Way Across
Two goal lines about fifteen yards apart are marked upon the playing
space. This game can be played on the road, using the opposite curb
stones as goal lines. A player is selected to be "It" and takes his
place between the goal lines. He starts the game by saying, "One step
off and all the way across". Thereupon, all the players who may be
behind either goal line, upon stepping over the goal line, must run
across the space between the goal lines towards the opposite goal. "It"
endeavors to tag the players as they run between the goal lines. Each
player tagged, helps "It" in tagging the others. After the game starts
the players may run back and forth between the goal lines at will. The
game continues until all the players are tagged. The first player
tagged becomes "It" for the next game.
Wheel Away
This game is similar to the preceding game except the players must be
behind the same goal line, and the one who is "It" says, "Wheel away",
which is the signal for all of the players to run across the space to
the other goal. Those tagged by "It" in their effort to do this, help
him to tag the other players. All of the players are expected to run
immediately upon hearing "Wheel away". Otherwise "It" may cross the
goal line and tag them. The one first "It" is the one to say "Wheel
away" each time, until all of the players have been caught. The one
first caught is "It" for the next game.
Bombardment
This is a game enjoyed by boys. It is necessary to have half a dozen
soft yarn balls or indoor baseballs or bean bags for this game. A large
number of players can participate. A playing space is marked off on the
ground with a line drawn through the centre. The group is divided into
two equal teams. The teams take positions on opposite sides of the
center line. The balls are divided equally between the two teams. At
the signal to start the balls are thrown at such opponents as may hold
one of the balls. The players may move around in their playing space,
but are not allowed to step over the centre line. Any player can
recover a ball, but so long as he holds the ball in his hands, he is
the target for the fire of the opponents. Each time a player, holding a
ball, is hit by an opponent, he drops out of the game. The team first
retiring all of the opponents wins.
Bombardment No. 2
This game is similar to the preceding, except that each player must
secure a stick not over two feet long, which can be stuck loosely into
the ground in a vertical position. A 2×4 block of wood, about 8 inches
long, with a flat end which can be balanced upon the ground, can be
used in place of the stick if desired. Each player sticks his stick up
near the back end of his playing space. They must be at least three
feet distant from any boundary line and from each other. Each player
takes a position in front of his stick. The object of the game is to
knock over the opponents' sticks. Should a player knock over his own
stick accidentally, or that of any player on his side, it counts as
though it were knocked over by the opponent. When a player's stick is
knocked over, that player is dead and takes his stick and leaves the
game. The side first succeeding in knocking over all of their
opponents' sticks wins the game. The players are not allowed to step
over the centre line.
CHAPTER III
GAMES OF STRENGTH
Taking the Heights
This is a good rough and tumble game for boys. A bank, a low platform,
a pile of dirt or some elevated position is necessary. The object of
the game is for the players to strive to get upon the bank and maintain
their position thereupon to the exclusion of all other players.
Hitting, kicking, or the grasping of clothing is barred.
Wrestle Tug of War
Opponents are so arranged on opposite sides of a line marked upon the
ground that those of equal size and strength are facing each other.
Each player puts his right hand on the back of his opponent's neck and
his left hand on his opponent's right elbow. Each tries to pull the
other over the mark. At the end of the pull, the side having the most
players on its side of the line wins the game.
Referee's Hold
Opponents take the same position as in the preceding event, but instead
of attempting to pull across the line, each endeavors to make the other
move one or both feet. The best two out of three are used to determine
the winner.
Finger Wrestling
Opponents are arranged as in the preceding game on opposite sides of a
line. Holding their hands well above their heads, opposing players
grasp each other's hands, interlacing fingers, and each endeavors to
bend the opponent's wrist backward. Succeeding in this, the vanquished
drop out of the game.
One Leg Tug of War
Opponents are arranged as in the preceding game on opposite sides of a
line. They turn their backs towards each other and standing upon their
right foot, raise their left leg to the rear and hook the foot in that
of the opponent. Each endeavors to pull his opponent across the line in
this position.
Hog Tie
Two players of equal strength are each given a piece of quarter-inch
rope or a strap. Each endeavors to tie together the other's ankles.
Cumberland Wrestling
Players face each other and take a waist hold, arms around opponent's
waist, and stand close up. At the signal to "go" each player tries to
lift his opponent off his feet. No throwing is allowed. Three tries are
permitted.
Greco-Roman Wrestling
Opponents face each other and may take any legitimate wrestling hold in
their effort to secure a fall from the other. Should any part of the
body other than the feet touch the ground, it constitutes a fall.
Shoulder and Arm Push
Opponents face each other with a line marked upon the ground between
them and place their right hand on the other's left shoulder and their
left hand on the opponent's upper right arm. In this position they
endeavor to push the opponent back from the centre line, so as to get
on the opponent's side of the line.
A modification of the preceding may be made by allowing the use of but
one hand--the right placed against the opponent's chest, with the left
held behind the back.
Squatting Tug
Opposing players sit upon the ground facing each other, with the soles
of their feet flat against each other's. They then bend forward without
bending the knees any more than necessary and grasp the opponent's
hand. In this position they endeavor to lift the opponent from the
sitting position on the ground.
Neck Tug of War
Opponents interlace their fingers behind each other's necks and
endeavor in this position to pull the other across a center line.
Hand Tug of War
Opponents grasp each other's hands and each endeavors to pull the other
across a center line.
Cane Wrestling
Opponents are given a stick, like a broomstick, which is grasped with
both hands. Each endeavors to break the grasp of the other upon the
stick.
Part IV
GAMES FOR SPECIAL OCCASIONS
CHAPTER I
GAMES AT THE DINING TABLE
Banquet Games
Oysterette Race
Those sitting on one side of the table constitute team "A", those
opposite them, team "B". The two captains should be sitting opposite
each other. At one end of the table place a dish containing ten to
twenty oysterette crackers, in front of the men on the opposite end of
each line from the captain, and an empty dish in front of every other
man. The opponents having the dish of crackers in front of them are
given a spoon, and at the signal to "go" they pass the crackers by
means of the spoon from their dish to that of the next on their team.
When the last cracker has been transferred, the spoon is handed to the
next man on the team, who repeats the performance of the first. (Dishes
cannot be moved from their original position). The team first
succeeding in getting the crackers to the dish of the captain wins.
Passing the Drink
Teams are arranged as in No. 1. A glass of water is given to the man at
one end of the table. The glass should be filled to the brim. With the
signal to "go" it is passed to the far end of the table and
immediately returned. The glass which returns first to the one who
started the passing determines the winner, provided that the glass has
as much or more water in it at the finish than the opponents' glass. If
the winning team has less water in it, the result is a tie game.
Rat-a-Tat-Tat
Teams arranged as in previous games. A plate or glass must be placed in
front of each contestant. Two spoons are handed to contestants at the
head of each line. At the signal to "go" the opponents beat on the
plate rat-tat-rat-tat-tat, as a drum beats. He then passes it on to the
next. Rat-tat-rat-tat-tat is passed on to the far end of the line and
back. When the one who started the race has beaten his last
rat-tat-rat-tat-tat, he stands up holding both spoons above his head.
Earth, Air, Fire and Water
Teams are arranged as in previous games. A member of team "A" is given
an object, which can be conveniently passed or tossed across the table.
The game starts by his passing the object to any member of the opposing
team. In passing the object, he says one of the four words: "Earth,
air, fire or water." If the word "earth" is used, he must name some
animal; if the word "air" is used, the one receiving the object must
name some bird; if the word "water" is used, he must name some fish,
and keep quiet if the word "fire" is used. If the word used requires an
answer, the one to whom the object is passed must give the name before
the one who has passed the object can count ten. Failing to do this,
one point is scored by team "A". The one on team "B" to whom the object
was passed, passes same back to any member of team "A" and says any of
the four words.
Note.--If the word "Air" is used, the opponent must name some bird,
such as robin, thrush, etc. If "water" is used, shad, salmon, etc. If
"earth" is used, lion, cow, etc.
Around the Chair
The teams are arranged as in previous games. The opponents at the head
of the line are handed an orange. At the signal to "go" they must stand
up, push their chair back from the table and run around the chair
twice, return to the table, sit down and pass the orange to the next
one in line, who repeats the performance of the first. The race ends
when the last one in the line has circled the chair twice, sat down and
held the orange above his head.
Jenkins Up
Divide the company into two sides. One division sits around the table
on one side, the other on the opposite side. The members of the
division "A" put their hands under the table and a small coin, dime or
quarter, is passed from one to the other. When division "B" thinks they
have had enough time, the captain calls out, "Jenkins up!" and the
players of "A" hold up their closed hands; and when "Jenkins down!" is
called, they must place their open hands, palm down, on the table. The
players of "B" must guess under which palm the coin is. Every player
may guess, but only the captain is to be obeyed when he orders an
opponent to lift a hand. If a player can succeed in finding the
whereabouts of the coin by causing an opponent to raise his hand, it is
legitimate. The object is to have the hand containing the coin remain
on the table last. Every hand left with the palm on the table when the
hand hiding the coin is lifted, counts a point for the team holding the
coin. The teams alternate the guessing.
Malaga Grapes
One who knows the game takes a spoon in his right hand, then taking it
in his left hand, he passes it to the one sitting at his left, saying,
"Malaga grapes are very fine grapes, the best to be had in the market".
He tells his neighbor to do the same. The spoon is thus passed from
one to the other, each telling the same grape story. If anyone passes
the spoon with the right hand, which is the natural thing to do, a
forfeit can be claimed. The trick must not be told until it has gone
around a table once or twice.
Table Football
An egg is blown and the shell used as the football. Two captains are
selected, each choosing his side. Teams take places on the opposite
sides of the table and endeavor to blow the egg shell over a goal line
which is made two inches from and parallel to their opponents' side of
the table. After each goal the egg is placed in the centre of the table
and the blowing begins with the sound of a whistle. No player can leave
his place, and the "football" must be moved entirely by blowing. If the
table be long, more than one egg may be used.
Spearing Peanuts
A number of peanuts are placed in the centre of the table. Each guest
is armed with a hat pin. A few of the peanuts have black spots marked
upon their end. These peanuts count 5 points. All other peanuts count 1
point. The player succeeding in scoring the highest number wins. The
pin must be stuck into the shell. Showing the nut is not allowed.
String Winding Race
Those seated at one side of the table compete against those on the
opposite side. A ball of string is given to the two players sitting
opposite each other at one end of the table. At the signal to go the
two players maintaining their hold on the loose end of the string pass
the ball to the players next to them. Each player must hold the string
in one hand and pass the ball on, unwinding it, as it progresses to the
next player. When the ball has reached the last player he immediately
starts rewinding the ball. When he has wound up his share, he passes it
back to the next, who continues the winding. By the time the ball has
returned to the player at the head of the table, it must be entirely
wound. The team first succeeding in accomplishing this, wins the race.
The string must be wound upon the ball and not snarled.
Name Writing Race
The teams are arranged on opposite sides of the table. A long slip of
paper and a pencil are handed to two players sitting opposite at the
head of the table. At the signal to "go" the two players holding the
paper write their last names upon it and pass the slip on to the next
player on their side. The second player on each team must write the
first name of the preceding player in its proper place on the slip and
write his own last name directly under that of the preceding player and
then pass the slip on to the third player, and so it continues until it
reaches the last player. He follows the example of the other players,
leaving space for his first name. The slips are then passed back to the
head of the table where the first name of the last man must be written
down by the player at the head of the table. When this is done they
stand and hold the paper above their heads. The team first succeeding
in this wins. Each player must give to the player next following him
his first name. The last player on each team will have to shout his
name, so that the one at the head of the table may be able to fill it
in before ending the race.
Candle and Plate Race
The teams are arranged on opposite sides of a table. The two players at
the head of the table are given a plate and a candle and a box of
safety matches. At the signal to "go" the candle is placed on its end
on the plate and lighted by the first player. The candle is then
balanced upon the plate, as it is passed to the next player, who
receives the plate endeavoring to maintain the balance of the candle.
Should the candle fall over, the player in whose hand the plate rests
must place the plate down upon the table, again stand the candle on its
end and pass it on to the next player. Should the flame on the candle
become extinguished, the player, in whose possession it is, must place
the plate down upon the table, and using the box of safety matches
which is on the plate, relight the candle. In this way the candle is
passed to the far end of the table and back. The team first succeeding
in accomplishing this task wins.
This can be made more difficult by requiring each player to keep one
hand in his lap during the passing, balancing and lighting of the
candle. In lighting, the next neighbor on the team may hold the box of
matches while his teammate strikes the match necessary to relight the
candle.
CHAPTER II
A COUNTY FAIR PLAY FESTIVAL
Play programs with everybody in the games, old and young, large and
small, are replacing the fakers and chance-men in some of our County
Fairs. Instead of a lot of disgusted individuals with empty purses
winding their way on the long home trail we want to hear the laughter
of the family group, still exhilarated as a result of a pleasant
afternoon spent in happy, healthful recreation.
Everybody loves to play but few will admit it. In fact a great many do
not realize that it is true. In order to get everybody in the game, it
may be necessary to use unusual methods. A heterogeneous group can be
led into the play program unconsciously if the leader uses the proper
approach; and before old Deacon Hasbrook knows it, he and his good
wife, neither of whom have played in nigh on to thirty-five years, will
be laughing and frisking about with the rest in a way that you would
have said impossible if you had known this sedate dignitary for the
past twenty-five years.
The Grand March
Here is one way that it can be done. While the band is playing a lively
march at one end of the field which is to be used for the games, have
the leaders, who have been previously instructed, get all of the folks
lined up in couples around the field for a grand march. A couple
trained for the occasion leads the march when everybody is in line,
marching about the circumference of the field. The leaders start their
fancy marching. At one end they turn and march down the center of the
field to the far end where the couples separate, the ladies going to
the left and the gentlemen to the right. They reunite at the other end
of the field. The march continues with numerous variations such as
change of formation from double to formation of fours, marching
diagonally across the field, crossing at the middle, etc. The march
should end with the group arranged in couples around the circumference
of the field with the ladies nearest the center. Have both groups face
the center and have the ladies take one step forward and the men take
one step backward.
The Games for All
One American flag on a short stick is handed to the leaders of both
lines, that is, the leading lady and the leading gentleman, and at the
signal to start the flags are passed about the circle (over the head),
the ladies competing against the gentlemen to see which can pass the
flag from hand to hand all the way around the circle in the quickest
time. The race ends when the flag returns to the leader, who waves the
same above his head, indicating the close of the race.
If the group is less than 100 in number, the following game can be
played:
A ball of string is handed to the leader of each team. Upon the signal
to start, the leaders, holding the end of the string, pass the ball to
the next one on the team, who passes it to his neighbor, unrolling it
as it goes, and so on from hand to hand, each one on the team keeping
hold of the string with his right hand. There should be string enough
in the ball to reach all the way round the circle. The ball diminishes
as it is passed along. When the ball reaches the last one in the circle
he starts rewinding the string upon the ball, passes it back to the
next one, who winds on the slack, and so the ball is passed, each one
winding until the ball returns to the captain. Each team will try to
get the ball properly wound back into the captain's hands first. No one
can leave his regular position in the line during the race. If the ball
has been properly wound, it will be possible to throw the same
twenty-five feet to the judges, who take a position within the circle
and about this distance in front of the captain. The first one to get
the ball into the hands of the judge, by means of this throw, wins the
race.
In the next race five or six flags of the Allies are passed about the
circle in the same way. The flags are stuck in the ground in front of
the leaders. Upon the signal to start, the leaders pick up the first
flag and start it on its way, then immediately pick up the second and
start it about the circle and so on until all of the flags are in
motion. The American flag should be passed last. When all of the flags
have been returned to the leaders they run to the center of the ring.
The first one to stick the American flag up in the receptacle there
placed to receive it wins the race. (Careful instruction should be
given that the flags in being passed about the circle must be handed
from one individual to the next so that every individual passes the
flag. Throwing is not allowed.)
See chapter on Racing Games for picnic for other suggestions.
Following these passing games the group can be broken up into smaller
circles, each under the direction of a leader who has been previously
instructed in the type of game he is to give to his group. The
activities of the smaller groups are to be arranged according to the
age of the participants.
In dividing a group into smaller groups according to age, the leader
should first have all children under twelve years of age step forward.
These should be placed in the charge of group leaders. Next all the
boys and girls from twelve to eighteen should be asked to step forward
and next all those young men and women who can participate in active
games. When this last group has been called forward, those remaining
will form the fourth group.
It is difficult for one leader to handle more than fifteen individuals.
If any of the groups contain more than this number, they should be
subdivided, with a leader placed in charge of each subdivision. Try as
far as possible to have the two sexes equally divided in each group.
The games should be carefully selected in advance and the various
leaders should have been trained for their task. No active play program
for large groups should be planned for a longer period than one hour
and then frequent rest periods allowed for adults.
Games which will be found adaptable for the various groups contained in
this volume are suggested below:
For the children under twelve--Schoolyard Games for Primary and
Intermediate Pupils.
For those from twelve to eighteen--Schoolyard Games for Advanced
Pupils.
For the young men and women--Outdoor Games for the Older Boys and
Young Men.
For the middle-aged--a selection of games from chapter on "Games
for Picnics, and Social Games for Adults".
CHAPTER III
GAMES FOR A STORY PLAY HOUR
The Story--"Paul Revere"
Following the reading of Longfellow's poem the listeners are given the
opportunity to give expression to their imagination in the following
games,--
"The Red Coats"
Divide the group into two equal teams. One team is called the farmers,
the other the red coats. A goal is marked off on the ground in the form
of a hollow square large enough to contain all the members of one of
the teams.
All of the red coats take a position inside of the goal with eyes
closed while the farmers hide. After sufficient time has been given to
the farmers to hide, the red coats are released and each seeks to
discover a farmer. Upon being discovered the hiding farmer must remain
in his hiding place until tagged by the red coat then they both race
back to the goal. The first one to cross the goal line becomes a farmer
and the other a red coat in the next hiding. After returning to the
goal both farmer and red coat must remain therein until all of the
farmers have been discovered. If the last red coats find it difficult
to locate the hiding farmers they can call to their assistance such
other red coats as they may need, in which case the red coat first
discovering the farmer points him out to that red coat who enlisted his
help, thereupon said red coat tags the farmer and races with him to the
goal.
After all of the farmers have been discovered those who are to be
farmers in the next round hide and the game goes on as before.
In case two red coats discover the same farmer the one first tagging
him shall count and shall race with him for the goal. In case the red
coat discovers more than one farmer he may choose the one he wishes to
tag, but he is not to disclose the other to another red coat.
"Yankee Doodle Tag"
The group is divided into two equal teams. Two lines are marked upon
the playing space parallel to each other and about 20 yards apart.
These lines should be long enough to allow all of the expected number
of players to form line upon, shoulder to shoulder. Each team lines up
on a goal line facing in the same direction, Team A facing the center
of the playing space, Team B facing away from the center.
Team A marches forward whistling "Yankee Doodle" maintaining a straight
line until a leader who takes a position near the center of one side of
the playing space raises a hand above his head. This is a signal for
team A to stop whistling, break ranks and run back to their goal line.
Team B, whose backs are toward the advancing column, upon hearing the
whistling stops, turns about and chases after team A, trying to tag as
many of them as possible before they get back to their goal line. Every
member of team A who is tagged becomes a member of team B.
Team B next marches forward whistling as did A, while A waits on their
goal line until the whistling stops, thereupon they turn about and
chase B. The game continues in this way. At the end the team having the
most players is declared the winner.
Note--the leader giving the signal for the whistling to stop should
take a position where the signal cannot be seen by the team waiting to
chase the whistlers.
"Paul Revere Race"
The group is divided into teams of from 8 to 15 each. These teams are
placed on the field in parallel columns of file with a distance of 10
feet between each team. The players on each team are then arranged in
the line at a distance of from 10 to 20 feet apart. The lightest member
of each team is selected as the rider for that team and takes his
position behind the player at the back end of his line.
At the signal to start he leaps upon the back of the last man who
carries him forward to the next man of his team in front of him in the
line, and the rider must change from the back of the first steed to the
back of the second without touching the ground. The second steed
carries him to the third, and he is passed on from steed to steed until
he reaches the last steed at the end of the column who carries him
across a finish line. The first Paul Revere to cross the line wins the
game for his team.
"The Midnight Ride"--Quiet Games
Two teams of equal numbers are chosen and arranged in two lines facing
each other. If the game is played in-doors place the teams on opposite
sides of the room. A pad of paper and a pencil is given to the two
players at the head of each line. The leader then reads a number of
lines from Longfellow's poem "The Midnight Ride of Paul Revere",
requesting that all of the players endeavor to remember as much of the
poem as possible. When a sufficient number of lines have been read the
player at the head of each team, at a signal to start, writes the first
word of the poem on the sheet and passes it along to the next player in
line who writes the second word. And so it is passed until it reaches
the end of the line. If a player does not remember the right word he
writes his surname in place of the word and passes it on to the next
player who either fills in the proper word or writes in the surname.
The team which passes the pad to the other end of the line first wins,
provided that every one has either written a word from the poem or a
name thereupon, and scores 5 points. The team having the fewest names
written into the poem also scores 5 points (an error counts the same as
a name). In case of a tie, the score race is repeated.
MODIFICATION.--Read several verses and require the paper to be passed
up the lines and back as many times as are necessary to write down all
of the verses read, using the same method used in the other race. The
team first getting all of the verses written, wins. Those who cannot
add the right word to the verse must write their surname in every time
the paper passes them. Forfeits can be required from them whose names
appear above a certain number of times on a sheet. If the group is very
large increase the number of teams.
The above games are supposed to be played after the reading of
Longfellow's poem--"The Midnight Ride of Paul Revere".
CHAPTER IV
AN INDOOR SPORTS FAIR
They are still talking about the Indoors Sports Fair that the Welfare
League of Ashton gave last spring, and ranking it as the best thing the
town ever did to raise money for their united welfare funds.
When the doors were opened on the first night it was not surprising to
see a crowd all ready to push in and enjoy the sports prepared for
them. No admission was charged, but each sport, exhibit and event had
its price plainly marked in black on a bright blue sign at the
entrance.
That first evening it seemed as if the golf course was patronized as
freely as any of the sports. It took up one large corner of the hall,
where a miniature nine-hole course had been laid out on dark blue
denim. The "holes" were marked out with rings of white paint, and there
were a few hazards of sandbags and a very low brick wall. For the most
part it was a putting game, a putter being handed to the player after
he had paid his admission to the "caddie" at the turnstile gate.
They say the boys had the time of their lives at the baseball diamond,
and some of their fathers too, to judge from the receipts. Back on a
large piece of canvas Bill Simons had "dashed in" with cold water
paints a baseball diamond, with trees in the background and bleachers
on each side, all in a queer perspective which didn't hurt the game
any. In the curtain Bill had cut holes just a little larger than a
baseball, so that throwing the ball through these holes was not any
bush-league business. On the diamond he had marked under the holes,
First Base, Second Base, Third Base, and Home Run at the plate. Back
of the plate were two holes quite close together, one marked Strike and
the other Ball. Two holes in the outfield and two "over the fence" were
also arranged in pairs to make pitching difficult. Regular baseballs
were sold, four shots for a nickel. The ruling of the game was simple:
Three strikes out, four balls a chance to try first base, or one of the
"over the fence" holes for a home run; after first base, second and
third had to be hit successively before a home run could be scored, and
to make it harder there was a "grounder" hole near third base which put
one out of the game; balls which merely struck the curtain were counted
as fouls, four fouls being out. Back of the curtain Bill had hung an
old mattress against which the balls bounded to the floor. This was
covered with a black cloth to make the holes in the diamond visible.
Seeing the Old Home Town
Down the line next to the baseball diamond came the bowling alley,
where everyone who was not a fan or a golf fiend was taking a hand at
the sport. This alley was laid on a long board table, and the game
played with tenpins and small wooden balls. Six balls for a nickel they
sold here, and because the sport needed something to speed it up a bit
they linked it with the food table next door. The best cooks in town
presided over this. You paid your money for your tenpin balls, and
proceeded to run up a score by counting the numbers on the pins you
knocked down; the pins were set far apart to make it difficult. Then
you took your score to the food table, where certain numbers of points
brought you a glass of jelly, a can of mince-meat, a box of cookies, or
a jar of mayonnaise. That bowling alley certainly did appeal to the
women!
And if there was ever a more successful grab bag for the children than
the quoits game, the Ashton Welfare Committee wants to hear about it.
They called it a Good Luck booth for it had a horseshoe-shaped opening
with a row of numbered pegs across the back. The kiddies bought the
quoits, little wooden horseshoes cut from cigar-box wood, and tossed
them over a peg. The number of the peg corresponded to a numbered tag
which was handed out to be redeemed at the parcel-post window near the
aërial mail plane.
This aviator, by the way, was an official of the Cupid Airline, so he
advertised on his aëroplane, which was painted on a large curtain with
a hole cut out where the seat would be, and the wheel of an electric
fan poked through at the front and set going for a propeller. His mail
bag hung over the side of the car inside of which he stood in aviation
uniform, and for ten cents you could get your fortune in a small white
envelope out of the mail bag if you were a man, or in a pink envelope
if you were a girl.
But say, for a real scream, you had to take a sight-seeing trip in the
auto! It was worth twice the toll. Dottie Earle had charge of it, and
she made one of the funniest guides you ever heard. "This way, ladies
and gentlemen," she would shout through her megaphone; "get your
tickets for a tour of the city in the most magnificently equipped
sight-seeing autos that ever ran on three wheels and one cylinder! Only
twenty-five cents, two bits a ride! See the birthplace of Ashton's
mayor, the history of Ashton's past, its chief industries," and so on.
When her tourists assembled in front of her machine, which was a real
car, at least the front half of one, an old relic which the garage had
just about decided to scrap, its latter half hidden behind a dark
curtain, Dottie led them back of the curtain where the sights of Ashton
were hidden. In another black curtain were a series of holes not any
larger than a quarter, and behind each was one of the sights, a cradle,
a picture of the town dump, a scrubbing brush and a large pen-knife for
the sights already mentioned. For the Home Team she had a snapshot of
the Warren twins, for the competitor of the Herald, a telephone, and so
on with eight other "hits" on town topics and characters. So many
guffaws and squeals of laughter came from behind the curtain that they
had to call in a "traffic cop" to keep the crowd outside quiet.
The "traffic cops," by the way, were boy scouts. They had dark blue
costumes of cheap drill, trimmed with white braid, and wore white
cotton gloves and shiny badges. They really did have power invested in
them by the committee to preserve order and keep the crowds moving. At
one point they were allowed to stand with a semaphore and hold up the
crowd, not allowing anyone to pass who could not show a certain number
of tags from the various booths. This tag system was to insure that all
would play fair, for there was so much fun just watching other folks
spend money that the tightwads might never have taken their hands out
of their pockets or opened their purses.
A Racket Around the Candy Booth
Mrs. Peterson, who sells the best bread in town, had charge of the cake
archery. You bought arrows for this, three for ten cents, but you could
not shoot until a dollar's worth of arrows had been sold. Then you took
your turn at the bow and arrow. The arrow which hit nearest the
bull's-eye got the cake, of course, and it was some cake, if it
happened to be one of Abbie Southerland's angel foods.
The Girls' Club had drawn the candy table for their share of the fair,
and a pretty booth they made of it, using all the tennis nets they
could beg, borrow or steal to drape it with and putting up all the
candy in ten-cent packages wrapped in white waxed paper to look like
tennis balls. Someone got funny and asked why there was such a racket
around the candy booth!
The fair lasted three days. What with changing the attractions, keeping
fresh food on the refreshment tables, making special attractions for
children in the afternoons after school by offering prizes for sports
events like sack races, obstacle races, and so on, getting up interest
in golf tournaments and baseball series, the place was kept packed
from three in the afternoon until midnight.
In The Ladies' Home Journal, Jan., 1921. Published with the permission
of the author, Claire Wallis, and The Ladies' Home Journal.
CHAPTER V
RACING GAMES FOR PICNICS
In these games participants are divided into a number of equal teams.
Each team is lined up in single file behind a base line. A distance
line parallel to the base line and about ten yards from it is indicated
on the field.
Egg and Spoon Race
A basket of eggs, apples, potatoes or stones is placed in front of each
team and a spoon given to the first member of each team. Empty baskets
are placed on the distance line opposite the position of each team. At
the signal to go the first player on each team, keeping the left hand
behind the back, takes one egg from the basket by means of the spoon
and carries it on the spoon to the basket from the distance line.
Returning to the base line the spoon is handed to the second member of
the team who repeats the performance of the first. The game continues
until the last player on each team, after carrying the egg forward,
returns across the base line. The team first succeeding wins.
Should a player drop an egg, he must gather up as much of the egg as
possible and carry it to the far basket and there deposit it before
returning with the spoon to the next member of his team.
Pea Shelling Race
A basket containing peas and an empty dish are placed on the distance
line opposite each team. There should be at least six peas contained in
each basket for every player on the team. At the signal to go the
first player on each team runs forward, shells his peas into the dish
and lays the six empty pods in a straight line behind the dish.
Accomplishing this, he returns and tags off the next player on the team
who repeats the performance of the first. The team first succeeding in
shelling all of the peas and having each player's pods lined up in a
straight line, wins.
Needle Threading Race
An individual holding a needle and a short piece of thread is on the
distance line opposite each team. At the signal to go, the first player
on each team runs forward, takes the needle and thread, threads the
needle, hands it back to the individual and returns and tags off the
next player on the team. The individual holding the needle unthreads
it, ready for the next player to repeat the performance of the first.
When the last player crosses the starting line after threading the
needle the race ends.
Button Sewing
As many buttons as there are players on each team are placed on the
distance line opposite each team, a strip of cloth, a needle, and as
many short lengths of thread as there are players. At the signal to go,
the first member of each team runs forward, threads the needle with one
of the pieces of thread, sews a button on the strip of cloth, using up
all of the thread in his piece. He leaves the needle stuck in the cloth
at the distance line and returns and tags off the next player, who
repeats the performance of the first, as do all other team members.
Rope Skipping Relay
A piece of rope is necessary for each team. At the signal to go, the
first member of each team skips rope forward to the distance line. From
the distance line he runs back and hands the rope to the next one on
the team, who repeats the performance of the first. Each player must
skip the rope at least six times in each direction. The last member of
the team, after skipping the rope forward to the distance line, returns
across the base line, ending the event.
Rope Skipping Contest
A piece of rope is needed for each team. At the signal to go, the first
individual skips rope ten times, in place, hands the rope back to the
next individual who skips ten times, and so the rope is passed on until
it gets to the last one in the line, who skips twenty times and passes
the rope back to the one next in front of him in the line. The rope is
passed until it gets to the first member of the team, each one skipping
ten times upon receiving it. When the one in the front of the line has
skipped ten times, he ends the race by running forward across the
distance line.
Dizzy Izzy
A cane or stick is given to the first player on each team. Upon the
signal to go he places the end of the stick upon the ground, holding
the stick in a vertical position, and places the centre of his forehead
on the upper end of the stick. In this position, he circles around the
stick three times and then runs forward to the distance line and
returns, handing the stick to the next player on his team behind the
base line. The second player places his forehead upon the stick and
repeats the performance of the first, as does every other player on the
team. The last man ends the race by crossing the base line.
Caterpillar Race
The players on each team sit upon the ground in single file, with the
head of each team behind the base line. The knees are bent so that the
feet are near the hips. Each player reaches back with his two hands and
grasps the ankles of the player next behind him. At the signal to go,
the entire column moves forward, endeavoring to keep from breaking the
column by any one losing his grip on the ankles of the next member of
the team, behind. The caterpillar creeps forward across the distance
line and returns. When the rear end of the column crosses the base
line, the race is completed, provided the column is unbroken.
Potato Race
Two peach baskets and two potatoes, stones or blocks of wood for each
contestant are needed for each team. One basket is placed before each
team on the base line and one directly opposite on the distance line.
The potatoes are placed in the basket on the base line. The first
player takes a position on the right hand side of the basket behind the
base line, with a potato in his hand. At the signal to start, he runs
around the basket on the distance line, dropping his potato therein. He
returns, running around the basket on the base line, picks up the
second potato, which he carries and drops into the far basket, as he
circles it. He then returns and tags off the next player on the team,
who, after being tagged, picks up the first potato and carries it to
the far basket, returning for his second. Each player in turn carries
two potatoes, one at a time. Both baskets must be circled in carrying
the potatoes forward. The player is not allowed to touch the basket in
running around it. If his potato fails to go into the basket, he must
pick it up and put it in before he goes for his second potato or
touches off the next runner. The last player on each team ends the race
by crossing the base line after having properly deposited his two
potatoes in the far basket.
Apple Race*
A strawberry basket full of small apples is handed to the first member
of each team. At the signal to go the basket full of apples is passed
back over the heads of the players until it reaches the last player in
the column. The last player, upon receiving the basket full of apples,
runs forward on the right hand side of his line to the distance line,
where an empty basket has been placed. He pours the apples from his
full basket into the empty basket, leaving the basket which is now
empty on the distance line. He returns with the full basket to the
front of the column and starts passing the basket full of apples back
over his head. When it reaches the individual who is then at the rear
of the column, he runs forward, repeating the performance of the first.
The race ends when the last man on the team to run returns across the
base line after having changed the apples on the distance line.
Apple Race No. 2*
A basket full of apples and an empty basket are placed upon the
distance line opposite each team. At the signal to go the first man on
the team runs forward, empties the apples from the full basket into the
empty basket. Should he spill any, he must pick them up. All of the
apples must be in the basket before he leaves them. He leaves the empty
and full baskets on the distance line and returns, tags off the next
member on his team and takes his place at the rear of the line. When
all members of the team have done this and the last member crosses the
base line, the race ends.
Apple Race No. 3*
Peach baskets containing an equal number of apples (fifteen makes a
good number) are placed at the front of each team. An empty basket is
placed at the rear of the column. At the signal to go the first man on
the team picks the apples out of the full basket, one at a time and
passes them to the rear as rapidly as possible. Every man in the line
must receive and pass back every apple. The last man in the column
deposits the apples in the empty basket as rapidly as he receives them.
When the last apple has been passed back, the man in front of the
column passes back the empty basket. When the empty basket reaches the
last man in the column, he picks up the full basket, places the empty
one in its place and runs to the front of the column with the full
basket, places it in front of him on the ground and starts passing the
apples back, one at a time, as before. The race continues until the
last man on the team runs forward and places his full basket of apples
on the distance line in front of his team.
Judges should count the apples to see that there are as many in the
basket as the team started with, before rendering a decision as to the
winner of the race.
Apple Race No. 4*
A peach basket is placed opposite each team and ten feet beyond the
distance line. The first member of each team is handed a good sized
apple. At the signal to go he runs forward to the distance line, and
standing behind the same, endeavors to toss the apple into the basket.
Failing to do this, he may run forward and recover the apple, but must
return to the distance line in his endeavor to toss the apple into the
basket. When he has succeeded in tossing the apple into the basket, he
picks the apple out of the basket and runs back, handing it to the next
member on the team, who does the same as he did. The race continues
until the last member of the team has properly tossed the apple into
the basket, recovered it and has run across the base line.
* Stones may be used in place of apples in these races.
Apple Toss
A basket containing four apples is placed on the ground in front of
each team. An empty basket is placed on the distance line opposite each
team. The first player on each team takes a position beside the empty
basket on the distance line. At the signal to go the second player on
the team, who stands by the basket containing the apples, picks up the
apples, one at a time, and tosses them to the first player who stands
on the distance line. The first player, upon catching the apples, drops
them into the empty basket until he has received all four. He then
carries the full basket back and places it on the ground in front of
his team, while the player who tossed the apples to him runs forward to
the distance line with the empty basket. The third player on the team
then picks up the apples, one at a time, and tosses them to the second
player, who is now beside the empty basket on the distance line, while
the first player takes his position at the rear of the line.
The race continues in this way until it becomes the turn of the first
player to toss the apples forward. After having tossed the four apples,
he picks up his empty basket and runs with it across the distance line,
ending the race.
No player can have more than one apple in his hand at a time and the
player tossing the apples forward must stand behind the base line and
cannot pick up the basket to run forward with it until he has gotten
rid of the fourth apple.
Roll Over Relay
At the signal to go, the first player on each team runs towards the
distance line. Somewhere between the base line and the distance line,
he must take a forward roll upon the ground. He then runs across the
distance line and back, tagging off the next player, who repeats his
performance.
Spin Around Relay
One member of each team takes a position on the distance line, opposite
to and facing his team. At the signal to go the first man on each team
runs forward, locks his right arm in the right arm of the man on the
distance line and in this position spins twice around, using the man on
the distance line as a pivot. Completing his second spin, he remains on
the distance line while the man who was there returns and tags off the
next member of his team, who repeats the performance. The race ends
when the last man to spin around the pivot crosses the base line.
This race can be modified by having two or even three individuals
distributed at equal distances between the base and the distance line
to spin around, instead of one.
Chair Relay
A chair is placed on the distance line opposite each team, with the
back of the chair towards the team. Boxes may be used instead of chairs
in this race. At the signal to go the first player on each team runs
forward, sits in the chair, lifting both feet clear of the ground, then
running around the chair, returns and tags off the next player, who
does the same.
Where folding chairs are available, the chair can be folded and left
upon the ground on the distance line. Then each contestant is required
to open the chair, sit upon it, then fold it, lay it upon the ground
and return to tag off the next player.
Chair Passing Race
A box can be used instead of a chair in this event. All of the players
are asked to face to the right. A chair is given to the man at the
right hand end of the line to sit upon. All of the others remain
standing. At the signal to go, he picks up the chair, and passes it to
his left hand neighbor who receives it and passes it on to his left
hand neighbor and so the chair is passed until it gets to the player at
the left end of the line. He, upon receiving it, places it upon the
ground and sits upon it, lifting both feet from the ground. Then,
picking up the chair, he runs to the rear of his line until he gets to
the other end. There again he sits upon the chair, raising both feet
from the ground, and then starts passing it to the left. So when every
man in the line has run to the right with the chair in turn, the last
man ends the race when he sits upon it at the right hand end of the
line.
Chair Sitting Race
A box can be used for this event instead of a chair. If a chair is
used, it is well to have a very sturdy one. This race starts with the
players in the same position as in the preceding race, the player on
the right hand end of the line sitting upon the chair. At the signal to
go, he picks up the chair, passing it in front of him to the neighbor
on his left, who, after sitting upon the chair and lifting both feet
from the ground, passes it in front of him to the next player to the
left and so the chair is passed towards the left hand end of the line,
each player in turn sitting upon it and then passing it in front of him
to the next player on the left. The race ends when the man on the far
left end of the line sits upon the chair with his feet off the ground.
Squash Race
One crook-neck summer squash, a short stick, a piece of twine and a
strawberry basket are needed for each team in this race. The strawberry
basket, containing the squash with its neck projecting over the edge,
is placed on the distance line. A slip noose is made in one end of the
twine. The other end is tied to the end of the stick. This fish pole
arrangement of twine and stick is handed to the first man on each team.
At the signal to go he runs forward to the distance line and proceeds
to fish for the squash in the basket by slipping the noose of string
over its neck. He is not allowed to touch the string or squash with his
hand in his effort to do this. He must use his stick as a fish pole.
When he has succeeded in capturing the squash, he picks up the basket
and carries the squash swinging from the end of his fish pole to the
next player on his team. The second player, upon receiving the squash,
the fish pole, and the basket, runs forward, slipping the noose off the
squash. He places the squash in the basket on the distance line and
proceeds to fish for it as did the preceding player. Each player does
this in turn.
Poison Club
Small logs of stove length, flat on one end, are lined up between the
base and distance lines in front of each team. There should be at least
five of these for each team and they should not be placed more than
three feet apart, set on their flat end in a straight line.
At the signal to go the first member of each team hops forward across
the distance line, hopping to the right of the first club, to the left
of the second, to the right of the third and so on in and out until he
has cleared all the clubs. He then completes the distance, hopping to
the distance line. From there he may run back and tag off the next
member on his team. Should he knock over any of the clubs, he must stop
and set it up without touching more than one foot to the ground, before
he can proceed to the next club. The race ends when the last individual
runs across the base line.
Club Change
Two small circles are drawn on the base line opposite each team. Three
short logs similar to those in the preceding game are balanced on end
in the right hand circle opposite each team. At the signal to go the
first player runs forward, picks up the logs, one at a time, and
changes them to the empty circle. When he has changed all three logs,
he can then return and tag off the next player on his team. The second
player runs forward and proceeds to change the three logs back to their
original circle. So each player changes the three logs from the full to
the empty circle. When the last player, after having accomplished this,
crosses the base line, the race ends.
Fan and Bag Race
A small paper bag well inflated with air, and a palm leaf fan are given
to the first player on each team. The bag is placed on the base line in
front of the team. At the signal to go, the first player proceeds to
blow the bag forward by means of the fan, until it has crossed the
distance line. He then picks up the bag, returns, places it on the base
line in front of the next player to whom he hands the fan. The second
player repeats the performance. The race ends when the last player
blows the bag across the distance line.
Quadruped Race
The first two players on each team stand back to back behind the base
line, with the first player facing the distance line. The two lock arms
behind them. At the signal to go the first player bends forward,
lifting the second player so that his feet are clear of the ground and
carries him forward on his back in this position. When he has crossed
the distance line, he lowers the player upon his back, without changing
their relative position and that player, upon getting his feet upon the
ground, bends forward, lifting the first player upon his back, and runs
back with him in this position across the base line.
When the first couple has crossed the base line, the second couple on
each team proceeds with the race, copying the first.
Centipede Race
The players of each team lock their arms around the waist of the player
next in front of them and race in this compact position across the
distance line, turning around without breaking their formation, and end
the race when the last man on the team crosses the base line.
Blind Chariot Race
Several teams can be used in this race. The distance line is pointed
out before blindfolding each team. Each team is made up of two horses
and a driver. All three are blindfolded, facing in the same direction.
The horses' inside arms are locked together. The driver takes hold of
the outside arms. Each team is turned around three times and at a
signal, race to the goal.
Hoop Race
A wooden hoop is placed on the distance line opposite each team. At the
signal to go the first player rushes forward and picks up the hoop and
passes it down over his head, body, and legs, steps out of it, while it
is lying on the ground. He then steps back into it, and lifts it up,
passing it over his entire body, legs, trunk and head. When he has
lifted it over his head, he places it on the distance line and runs
back to tag off the next player, who repeats the performance of the
first as do all the others in turn.
Rainy Day Race
The players on the team are grouped in pairs. Each team is given an
umbrella, two raincoats, one pair of gloves and one pair of rubbers.
This equipment is placed in a pile upon the ground in front of each
team. At the signal to go the first couple on each team go to the pile
of clothes; one puts on one glove, one the other; they do the same with
the rubbers; each puts on a raincoat and opening the umbrella link arms
and run to the distance line and back removing the rubbers, gloves,
coat and closing the umbrella. They then tag off the next couple who
repeat the performance of the first. This continues until the last
couple crosses the base line ending the race.
INDEX
GAMES FOR SCHOOLS
SCHOOLROOM GAMES
_For Primary Pupils_
Aisle Hunt 3
Aviation Meet 1
Birds Fly 4
Bee 2
Bowing Race 6
Button, Button 1
Cat and Mouse 1
Change Seat Relay 5
Charlie Over the Water 5
Colors 2
Hide in Sight 2
Hide the Clock 3
I See Red 3
Music Rush 5
New Orleans 4
Poison Seat 3
Rat-a-tat Race 6
Spin Around Race 7
Tap Relay 6
_For Intermediate Pupils_
Compass 11
Corner Spry 9
Change Seats 14
Clapping Song 12
Flag Race 10
Frogs in Sea 9
Geography 11
History Race 13
Hunt the Rattler 8
Indian Trail 12
Initial Tag 8
Jerusalem, Jericho, Jemima 10
Last Man 14
Magic Music 8
Multiplication Race 13
Name Race 9
Number Relay 13
Poem Race 14
Relay Run Around 15
Rhymes 12
Seat Vaulting Tag 10
Spelling Words 11
Sticker 8
_For Advanced and High School Pupils_
Art Gallery 19
Bowknot Relay 20
Cooking Race 21
Definitions 16
Descriptive Adjectives 17
Directions 23
Distinguishing by Smell 19
Distinguishing Sounds 18
Drawing Animals 20
Geography 16
Grammar Race 22
Guessing Dimensions 19
Historical Pictures 20
Jumbled Words 17
Laugh 19
Mysterious Articles 19
Schoolroom Tag 22
Seeing and Remembering 16
Spelling Game 21
Store 18
Train of Thoughts 20
SCHOOLYARD GAMES
_For Primary Pupils_
Back to Back 26
Chase the Rabbit 24
Handkerchief Tag 25
Peggy in Ring 26
Progression 25
Puss in Corner 26
Shadow Tag 25
Squirrel in Trees 25
Statues 24
Steps 24
_For Intermediate Pupils_
Antony Over 29
Ball Tag 36
Channel Tag 35
Chicken Market 31
Chickidy Hand 31
Circle Chase 34
Couple Tag 36
Fox and Rabbit 31
Fox Trail 33
In and Out 30
Link Race 27
Maze Tag 27
Oriental Tag 36
Pass Ball 32
Poison 32
Reuben and Rachel 35
Roly Poly 29
Snake and Bird 30
Soak 'Em 35
The Dummy 36
Turtle Tag 29
Weavers Race 34
_For Advanced and High School Pupils_
Dresden Tag 37
Fox and Geese 37
Freight Train Tag 39
Hand Baseball 41
Kick Ball 41
Last Couple Out 41
Partner Swat Tag 38
Pin Ball 40
Plug the Hole 38
Red, White and Blue 39
Roll Ball 39
Spanish Fly 42
Take Away 39
Tony Says 43
SOCIABLE GAMES FOR THE HOME, CHURCH, ETC.
_For the Home:_
Board and Nail Puzzle 49
Captain Kidd's Gold 53
Catechism of States 47
Chic-a-dee 53
Come-She-Come 45
Floor Baseball 51
Hide the Thimble 45
Last Match 46
Red Triangle Ring Toss 50
Spinning for 20 49
Spin the Platter 48
Step by Step 48
Tit Tat Too 45
Twenty Questions 44
You Know Me 45
Your House, My House 46
ICE BREAKERS FOR SOCIABLES:
Bean Penalty 57
Bird Hunt 55
Matching Advertisements 56
Matching Proverbs 56
Mixing March 56
Musical Medley 57
My Month 55
Poison Circle 55
Puzzled Words 57
Shoe Hunt 56
Trip Around the World 57
SOCIAL GAMES FOR GROWN-UPS
Analogues 63
Biographic Cartoons 59
Charades 64
Ghost 64
Gossiping 63
Illustrated Songs 59
Knight of the Cracker 65
Match Boxing 66
Muddled Words 60
Poor Pussy 62
Rooster 62
Smiles 59
Tea Pot 60
Trades 61
Who Are They? 61
Who Is It? 61
SOCIABLE GAMES FOR YOUNG PEOPLE
Barnyard Chorus 68
Birds 70
Donkey Solo 68
Exchange 68
Feather Tag 70
Fruit Basket 67
Going to Jerusalem 72
Guess the Sound 69
Hush 71
Jack's Alive 71
Rapid Transit 69
Rhyming Verbs 67
Shifting Seats 69
Simple Simon's Silly Smile 71
What Animal? 67
Wink 71
TRICK GAMES FOR SOCIABLES
Aeroplane Ride 80
Blind Blow 77
Boots Without Shoes 76
Clairvoyant 75
Coin and Card Snap 77
Divesting 82
Egg Smash 81
Hay Stack 76
Hindoo Blind Reading 73
Knights of the Sacred Whistle 75
Magic Answers 74
Mental Telepathy 73
Musical Notes 81
Newspaper Touch 76
Number Trick 78
Penny Wise 78
Pigs in Pen 78
Reading Temples 80
Scissors Crossed 75
Siam Club 82
The Paper Artist 74
Tricks with Matches 77
STUNT ATHLETIC MEET
Bawl Game 83
Chair Tilting 85
Discus Throw 85
Duel Tug of War 84
Elimination Race 87
Hammer Throw 86
Head Toss 84
Javelin Throw 86
Light Weight Race 86
Long Glum 86
Lucky 84
One Mile Run 86
Peanut Relay 83
Peanut Throw 84
Ring the Bell 85
Running Broad Grin 86
Shot Put 84
Standing Broad Jump 83
Standing High Jump 83
Turtle Race 86
Twenty Yard Dash 86
COMPETITIVE STUNTS
Aviation Meet 89
Balloon Race 90
Blindfold Obstacles 91
Boat Race 92
Brick Relay 88
Candle Roll Over 91
Chair Stubbing 89
Chair-i-ot Race 89
Cracker Relay 91
Feather Blowing Relay 90
Lobster Race 90
Necktie Race 92
Prune Tag of War 90
Whistle Race 91
OUTDOOR GAMES
FOR OLDER BOYS AND YOUNG MEN
Chariot Race 100
Clock Games 99
Flathead Race 101
Forcing the City Gates 95
Fortress 94
Game of Goose 98
Hare and Hound 96
Human Targets 96
Leap Frog Race 102
Push Cross Line 94
Riding the Snail 102
Sling the Sack 97
Spin Around Race 101
Walking Race 100
FOR BOYS
Body Guard 106
Bombardment 108
Bombardment No. 2 109
Fence Tag 105
Fox in Hole 105
Hang Tag 105
Hide and Seek 103
Look Out for the Bear 104
One Step Off and All the Way Across 108
Sardines 106
Shinny 107
Still-a-Feet 104
Treasure Hunt 103
Wheel Away 108
GAMES OF STRENGTH
Cane Wrestling 112
Cumberland Wrestling 111
Finger Wrestling 110
Greco-Roman Wrestling 111
Hand Tug of War 112
Hog Tie 111
Neck Tug of War 112
One Leg Tug of War 111
Referee's Hold 110
Shoulder and Arm Push 111
Squatting Tug 112
Taking the Heights 110
Wrestle Tug of War 110
GAMES FOR SPECIAL OCCASIONS
AT THE DINING TABLE
Around the Chair 115
Candle and Plate Race 117
Earth, Air, Fire and Water 114
Jenkins Up 115
Malaga Grapes 115
Name Writing Race 117
Oysterette Race 113
Passing the Drink 113
Rat-a-tat-tat 114
Spearing Peanuts 116
String Winding Race 116
Table Football 116
A COUNTY FAIR PLAY FESTIVAL
The Games for All 120
The Grand March 119
GAMES FOR A STORY PLAY HOUR
Paul Revere Race 125
The Midnight Ride 125
The Red Coats 123
Yankee Doodle Tag 124
AN INDOOR SPORTS FAIR
A Racket Around the Candy Booth 130
Seeing the Old Home Town 128
RACING GAMES FOR PICNICS
Apple Race 135
Apple Race No. 2 136
Apple Race No. 3 136
Apple Race No. 4 137
Apple Toss 137
Blind Chariot Race 142
Button Sewing 133
Caterpillar Race 134
Centipede Race 142
Chair Passing Race 139
Chair Relay 139
Chair Sitting Race 140
Club Change 141
Dizzy Izzy 134
Egg and Spoon Race 132
Fan and Bag Race 142
Hoop Race 143
Needle Threading Race 133
Pea Shelling Race 132
Poison Club 141
Potato Race 135
Quadruped Race 142
Rainy Day Race 143
Roll Over Relay 138
Rope Skipping Contest 134
Rope Skipping Relay 133
Spin Around Relay 138
Squash Race 140