CHAPTER VII

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

School, Church, and Home Games · 第 7 / 7 章