PICNICS!
This chapter is headed “Picnics” but a great many of the events
included may be used to good advantage in the gymnasium, as well as
out-of-doors.
_Races._
The Horse Races.
It certainly is fun to play baseball on horseback, but it is a great
deal funnier to race on horseback, unless--your horse falls down!
Each runner sits on a horse, and at a signal from the starter the
horses start running for the goal, some fifty feet away. All the runner
has to do is to “sit tight” and, if possible, keep his horse from going
down flat, for it surely is not the horse who gets the worst of that
possible episode! They must return to the starting point, and if the
relay plan is used, touch off the next horse and his rider, who must
run the same course.
The Baby Carriage Contest.
If possible get two or three obsolete baby carriages, each carriage to
be manned by a boy and a man. The boy is the rider of course, but if it
is possible to find a man small enough to ride in the carriage without
totally demolishing it, substitute this small man for the boy, for
nothing looks funnier than a grown up man scrunched down into a baby
carriage, with his feet dangling overboard!
The race is just like any other race, to a goal and return, except that
it is harder to look at without hurting one’s self!
The Rollers.
“Whoops” under “Races” may be used at a picnic for a woman’s race.
Another race, run on the same principle, uses automobile tires as the
thing to be rolled by hand, men, of course, being contestants.
Hardboiled eggs too, make wonderful “rollers,” and should be rolled to
the goal and return by means of lead pencils or hairpins.
The Sack Race.
Just the plain old-fashioned sack race, in which contestants have both
legs in a sack and must run to the goal and return, thus impeded.
Excitement is added if the relay plan is used, whereby each runner
must, on returning to the starting point, take off his sack and give it
to the other runner of his team! When one is in a hurry that is a very
easy thing to do!
The New Era.
Men only are allowed to enter as contestants, and each is given a
lady’s skirt which he must put on and wear throughout the race. Men are
so graceful anyhow!
The Sticks.
Runners are given sawed-off broomsticks which they are to put under
their bent knees. They are to keep them there while they race, inch by
inch, to the goal and back. The course should be a short one.
The Squatters Race.
Runners bend knees, squat on heels, and with hands on hips, go to the
goal and return at a whirlwind pace--maybe! What is more, nothing is
said to them about the way they will undoubtedly feel the next morning!
One should be merciful and make this course, too, a short one.
Bang!
Each contestant is given five common paper bags. At the signal for
starting they are to blow up these bags one by one, exploding each one
as it is filled with air. The one who first blows up and explodes all
his bags gets a toy balloon.
The Water Bearers.
Each runner is given a glass which is full to the brim of water. All he
has to do is to hop on one foot to the goal and return, carrying the
water all the way! The prize offered for this race should be a generous
one!
The Greased Pole and Pig.
A picnic would hardly be a picnic unless a greased pole is counted
“among those present.” The pole is just exactly what it sounds like,
a greased pole, and at the top of it is a tiny flag which must be
captured and brought down by the victorious climber who gets a very
real prize. He deserves it!
A cousin game to that which entails climbing a greased pole, is one
which offers any and everyone the privilege of catching a greased
pig. If no fence is available a barrier is made with strips of canvas,
strong strips and high strips! The pig, which has been made as slippery
as any pig can be made, is turned loose in this inclosure and the chase
is on. The one who catches the pig keeps him--and welcome!
It might be fitting to suggest that contestants in either event be
offered the temporary use of overalls!
The Picnic Blues.
Anxious mothers have been justified in worrying when they saw Johnny
and Henry gobbling down pie in wholesale and extremely hurried fashion,
in a blueberry pie-eating contest. They know what will happen that
night at 3 a.m.! It is not the blueberries that give her anxious
moments either! Neither is it the contest. It is the heavenly blue
smeared all over the countenance of Johnny and Henry, in every place
a blueberry can find a foothold! That blue will be just as heavenly
and smear just as well when its source is a thick blue sauce made of
blueberries, and it is put into pie tins for the same contest.
The Subway.
Boys are lined up in columns, six or seven in each column, with feet
spread apart. At a signal from the leader, the last one of each column
gets down on his hands and knees and crawls through the natural
“subway” to the front. As soon as he gets there he stands up in front
of the column and calls “All set!” whereupon the last one of the column
hurries through the subway, doing the same thing when he reaches the
front. When the one who was originally the first of the column finally
gets his turn and crawls through to his original place the race is
over, and of course, all honor and glory and a prize to the team that
can first get its original leader back to his place!
Two in One Race.
Boys are arranged in couples. The two forming each couple stand back to
back with arms interlocked. One of them stands facing the goal. When
all of the couples are so arranged, a signal is given and they start
running to the goal, about twenty-five feet away, and return.
Two fat boys linked together and racing in this way make a sight worth
going miles to see!
Leap Frog.
The boys are divided into two teams, each team forming a circle,
everyone down on all fours. At a signal, a designated leader in each
circle starts leapfrogging his way around the circle. When he has
leaped ever the last one he gets down again on all fours and slaps the
one in front of him who starts to leapfrog around the circle. When
he has gone all the way around, he too squats down, slaps the one in
front of him and he starts his little journey. The circle whose last
leapfrogger first reaches his former place gets the prize.
The Human Wheelbarrow.
There are two on a team in this Wheelbarrow Race but there is no
wheelbarrow. One member of the team is a boy and the other a man. The
boy is the wheelbarrow, and the man the driver. The boy gets down on
his hands and knees, the driver takes hold of his feet, and when the
signal to start comes, lifts the feet off the ground so that the boy
is walking on his hands alone.
The course, about twenty-five feet in length, should be on a grassy
plot. Let a driver’s sense of humor get the best of him, as it usually
does, and the wheelbarrow goes flat on his face!
The Penalty.
The usual three-legged race is put on with only two teams competing.
Just before they start to run, tell them that the losers will be made
to get down on all fours, the winners placed on their backs and that
they will be forced to carry the victors the full length of the course,
with all “accidental” tipping positively forbidden!
Housewives’ Race.
A large space is cleared with the onlookers forming a very close circle
around it. Contestants are all women of not less than twenty-five years
of age. A chicken is turned loose in this open space and the woman
who catches it may have it. None of the onlookers may help her beyond
seeing to it that the chicken does not get outside the circle.
You and I know that the chicken’s freedom is not in such very grave
danger!
Obstacle Race.
The course is not longer than fifty yards, and a line of obstacles is
set out for each one of the three teams, two men or boys in each team.
Runners No. 1 start the race. They are to:
1. Go through a barrel.
2. Sing up the scale.
3. Turn two somersaults.
4. Take off their shoes and put them on again.
5. Climb a designated tree.
They then hurry back to touch off No. 2 of their team, who must go
through the same performance. There is one rule that is strictly
enforced. That is that the singing must be done clearly and distinctly
and as musically as possible!
Lobster Race.
Any number of men or boys may enter as contestants. At a given signal
runners turn around, get down on all fours on the starting line, and
speed to the goal and return, going backwards and on all fours all
the way. It is remarkable, the great similarity to lobsters out for a
stroll!
Hippity-hop.
Girls are pitted against the men. The girls stand in one line and the
men in another, the first one in each line being about fifteen feet
away from a tree directly in front of that line. At a signal the first
girl and the first man start hippity-hopping, each one up to and around
his tree and back to his line, touching the hand of the next runner who
immediately starts to hippity-hop over the same course, while those who
ran first go to the end of the line. When the second runner gets back,
he touches the hand of the third one, and he too hippity-hops to the
tree and back, each one going at once to the end of the line when he
has finished. This goes on till everyone has hopped and members of the
team whose last runner first touches the first runner’s hand win the
game and a dish of ice cream.
I have never yet seen a group of girls who couldn’t out-hippity-hop any
group of men!
The Bottle Race.
Six empty bottles are necessary for this race, milk bottles, Coca-Cola
bottles, almost any kind will do, but it is preferable to have bottles
that tip easily. Contestants are divided into two lines. A rope has
been laid on the ground about twenty feet in front of these lines and
six bottles have been placed there, three for each line. At a signal,
the first one of each team runs up to the rope, picks up his three
bottles which are lying on the ground, places them upright and runs
back to touch the hands of the next runner, who starts at once for the
goal, knocks the three bottles down, and hurries back to touch off the
next runner. He in turn stands the bottles up again, while the next
runner knocks them down, and so on. If a bottle falls down the runner
must go back to stand it up again before he can touch the the next
runner. Each runner, when he has finished and has touched off the next
runner, goes to the end of the line. The side whose last runner first
touches the first runner’s hand wins the race.
Masculine Vanity Race.
Contestants run the length of the course, about fifty feet, take off
their caps, shoes, coats, and ties, put them on the ground, run to the
starting point, back to their clothes, put them on, and then race back
to the starting line. The one who arrives first, fully clothed, gets a
little vanity mirror as a reward!
Cradle Roll.
It is always possible to get certain wholesome hard candies wrapped in
bright colored papers, preferably red. All Cradle Rollers are gathered
into a small open space and it is left to their mothers to tell them
that real, honest-to-goodness candy will be tossed up in the air and
that they are to scramble for it, and that the one who gets the most
will get a big red balloon! It is perfectly all right for mothers to
accompany the scramblers as long as the children themselves pick up the
candy.
Kindergartners.
At a signal each youthful contestant is to run over to the balloon man
to get a balloon. As each one is given his balloon he begins blowing it
up and the one who blows the biggest balloon in the shortest time gets
a bag of peanuts.
You know what happens to fat Jimmy Pond! He blows like a north wind,
determined that his balloon shall be the largest. It is--for one
second, and then it pops!
Niagara Falls.
Two in each team, one of them provided with a glass of water, the
glass full to the brim, and balanced on his head. At a signal from
the leader, No. 1 of each team, with the water on his head, walks as
rapidly as he dares to the goal, about fifteen feet away, and returns
to give the glass to No. 2 of his team who does the same thing, trying
of course to be the first one to return to the starting point.
His glass however must still be at least half full of water if he hopes
to win the prize. _Some_ water spills. We hope for that! But no one is
allowed to spill more than half of it without going back for a fresh
supply. Anyone who drops a glass and spills all his water, goes back to
the starting point, is loaned a towel, given another glassful of water,
and is started out again on his perilous journey!
Wheelbarrow Race.
Four on each team, two drivers and two passengers. Wheelbarrows are
all set at the starting point with passengers No. 1 sitting in them
and drivers No. 1 all ready to go. At the signal they are off to the
goal and return, the drivers dumping their passengers without ceremony,
and turning their wheelbarrows over to drivers No. 2, who hustle their
passengers into the wheelbarrows and repeat the performance. It is
always surprising to note how many men have forgotten how to propel a
wheelbarrow, and even more surprising to see how few people can ride in
one easily and comfortably!
NOTE.--Many of the events under “Races” may be used as Picnic Races.
_Picnic Games._
Couple Baseball.
There are eighteen on a team, nine men and nine boys. The diamond is
very small, not more than eighteen feet across, and preferably very
grassy. The game is played exactly like Indoor Baseball except that
every player is riding a “horse.” The boys are the riders and the men
the horses. Horses are down on all fours with riders astride their
backs.
The pitcher, who is perched on his horse, begins pitching and the boy
up to bat, who is sitting with difficulty on a fat horse, makes a hit
out toward center field. Immediately his horse starts for first base,
while center field on his horse goes on a mad chase after the ball.
No player is allowed to leave his horse voluntarily. There are times,
however, when it is involuntary. For some unknown reason, horses
hurrying from one base to another or chasing a ball, find humor in
the situation and a prone position for both rider and horse is the
inevitable result!
Out!
This game must be played within an inclosure. If no rope is available,
certain trees may be pointed out as forming the boundary line and
anyone going outside the boundaries is out. The game is a great deal
of fun when the players number from twenty to forty, and four or five
balls are used. The balls should be either very soft Indoor baseballs
which have been considerably battered, or the larger Playground ball.
The leader tosses these balls into the center, which is the signal for
the game to begin. Those nearest the balls pick them up and throw them
at someone. If the people at whom the balls are thrown catch them, all
is well, but if they do not, and are hit by the ball, they are out, and
must go outside the boundaries. The game continues in this way until
all but one have been hit. You can be sure he has had to be pretty
agile!
Sad experience will prompt any leader to issue the warning that no one
is allowed to aim above the shoulder, and in any case, no swift balls
are allowed.
It makes for real humor when Mr. Black sees Miss Carnes aiming a ball
at him and he either dodges or catches it, and is crowing in triumph,
when along comes a well aimed ball from the rear and hits him smack
between the shoulders, and he is out!
Duck on the Rock.
Each of the players, of whom there are from twelve to fifteen, provides
himself with a small rock. Players stand in a line about twenty feet
back of the duck, the rock belonging to “It.” This duck is placed on
a large flat stone. When they are all ready, the signal to throw is
given. They take turns throwing at the duck, each one trying to knock
it off. No one succeeds however. This means that they must take a stand
near their own rocks, and whenever they see the opportunity, snatch up
their rocks and run home, home being the line from which they threw. If
“It” is able to tag someone who has his rock in his hand, that person
becomes the new “It” and his rock becomes the duck.
Immediately they begin throwing at the duck again, and while the first
four fail to knock it off and are obliged to stand next to their rocks
until they see a chance to run home, the fifth thrower is successful
in knocking off the duck, and all those waiting to run home snatch up
their rocks and run, for “It” cannot tag anyone while the duck is off
the rock, and they may all go home in safety. As soon as he gets his
duck back on again, however, he may tag anyone who is touching his
rock, or running home with it in his hand.
One rule of this game invariably brings about the funniest and most
awkward situations! If a person once touches his rock, thinking he sees
a chance to run home, and “It” turns around unexpectedly, thereby
making the safe run home a doubtful thing, the player is not allowed
to drop his rock but must pick it up and run for all he is worth, even
though his chances of getting past “It” are as nothing!
Triple Dodge Ball.
For a group of men and boys at a picnic, there is no game any livelier
or more exciting than Triple Dodge Ball. It is played just like the
more familiar “Dodge Ball” except that three balls instead of one are
used. A large circle is made, players numbering from twenty to sixty.
They count off by twos, numbering “1,” “2,” “1,” “2,” all around the
circle. All the 1’s go into the center while the 2’s make a rather
large circle around them. Three soft basketballs are distributed among
the 2’s and at a signal from the leader they start to throw the balls
at those in the center, no one being allowed to aim higher than the
knees. Anyone who is hit must leave the center and join the circle made
by the 2’s. When all of the 1’s have been hit they change places with
the 2’s, the 2’s going into the center and the 1’s making the circle.
When all of the 2’s have been hit, the last 1 and the last 2 to leave
the circle are called back into the center to decide which of the two
sides is the more agile in dodging the ball. A very large circle is
made to give them plenty of room. Of course all of the 1’s will make
every effort to hit the No. 2 who is in the center and the 2’s will
hardly be remiss when it comes to aiming at the No. 1 who is dodging
them!
One rule must be enforced. No player is allowed to leave his place in
the circle to throw the ball. It is such a temptation to take just a
few steps inside the circle to get a better aim!
Family Hide and Go Seek.
A limited area must be defined on the picnic ground. The one who is
hiding cannot go outside that area. Only one of a group goes out to
hide. After giving him some three or four minutes in which to hide,
the rest of the group go after him. They must go out singly, not even
two people being allowed to hunt together. The reason for this is soon
apparent. As soon as a hunter finds the one who is hiding, instead of
setting up an alarm, he hides with him. The next one does the same, and
so on, until they have all found the one who was hiding. The last one
to find him is given the title “Booby!”
The one who first found the hider is the one who will go out to hide
the next time.
Backward Tug of War.
The only difference between this and the ordinary tug of war is that
all pullers must face away from the center, the two opposing teams
having their backs to each other! You can imagine what that does to the
losing side that starts to slip!
Two Deep.
This is played just like the old-fashioned “Three Deep” except that
it is only two deep. Guests stand in a single circle, with “It” and
the one who is being chased on the outside. The one who is chased runs
around the circle and suddenly cuts inside and stands in front of some
other player with his back to him. This player is the runner then and
he must fly to get away from “It,” who is close on his heels. When he
too gets inside and stands with his back to some other player he is
safe, but the one in front of whom he stands is the next runner. If
he gets caught he becomes “It” and the former “It” gets to safety by
standing in front of some unfortunate friend of his.
Follow the Leader.
Anyone who wishes may join the line of march and drop out at any time
it is getting too difficult for him, but no one is allowed to rejoin a
line after once having dropped out to rest. The leader does the usual
stunts of “Follow the Leader.” These stunts may include:
1. A short dog-trot.
2. A hippity-hop.
3. Walking on all fours.
4. Walking backwards.
5. Running on tiptoes.
6. Climbing a designated tree.
7. Going through a barrel.
8. Hopping on one foot.
9. Jumping a creek.
10. Turning a somersault.
One-Legged Pom Pom Pull Away.
This is played just like the old “Pom Pom Pull Away” except that all
players and “It” are compelled to hop on one foot. Players line up on
the “home” line, with “It” facing them in an open space some thirty
feet in width. At the signal all players must leave home and hop on one
foot to the opposite side of the open space. “It” chases them, he too
being allowed only one foot. Anyone he tags while in the open space
must come to the center with him and help him catch the others.
The Rooster Fight.
The group is divided into two even sides, each person having an
opponent assigned him. At the signal each one starts “fighting” his
opponent in the following way: The right hand is put on the hip, and
hopping on the right foot, the rooster tries to bump his enemy in
such a way that he is compelled to put down his left foot to keep his
balance. If he does do that he is out of the game.
When the issue has been decided between all opponents, all the winners
are called out, and they are again paired off with opponents. This
is repeated until there are only two left to compete for the bumper
championship. The one who wins gets a toy rooster.
The Target.
Some thirty to forty men players form two long lines facing each
other not more than five feet apart. The one who by the process of
“counting out” is chosen to be the first target, is to walk through
these lines while the players punish him in various ways! Of course no
one is allowed to touch his head or to really strike hard, but many
very successful “taps” are possible! However, it is not as one-sided
as it might appear. If the target is successful in being able to turn
around quickly enough to actually see someone hit him, that someone
immediately becomes the new target, and he too must walk up and down
the line with head bent until he is able to catch someone in the very
act of hitting him.
Poison Ball.
Small circles are formed with not more than fifteen players to a
circle, one of the players being in the center. Someone in each circle
is given an Indoor baseball and at the starting signal throws it across
the circle to another player. If the one in the center catches the ball
while it is going through the air the one who threw it becomes “It,”
and takes the place in the center. Moreover, if “It” can touch the ball
while it is still in some player’s hand, that player becomes “It.”
The one object of the game is to get the ball out of one’s hands before
“It” can touch it.
Picnic Stagecoach.
A grassy plot is essential for this boys’ game. It is played very much
like “Stagecoach,” in that each player, all of them seated on chairs,
is given a part to represent. One may be a wheel, another the brake,
another the door, etc., etc. The leader, who is on all fours, tells
the story of an eventful ride on the stagecoach and as he calls out
the name of the different parts they line up behind him on all fours.
Finally all parts are assembled and the stagecoach moves off on its
journey around the grassy plot. Suddenly an awful accident occurs and
with an awful “Bang!” the whole thing falls apart, and all parts must
hurry back to their chairs still on all fours.
It must be remembered that the leader was on all fours at the beginning
of the game and had no chair. Therefore there will be someone who will
be left without a chair. That person is the next story teller and tells
the tale of what happened to the stagecoach, all the players having in
the meanwhile changed parts with each other.
_Tag Games._
Sing Tag.
This is one of the funniest tag games that ever left a person
breathless from laughing. “It” is chasing some great big fellow and
this big fellow cannot run another step, so to save himself from being
caught he starts to sing at the top of his lungs and--he is safe! The
minute “It” starts to go away, he may stop singing but that is the only
way any player can be safe, to loudly sing some song no other player is
singing!
Cripple Tag.
“It” must clasp his hands behind him and tag with his shoulder only.
Three in One.
Three players are “It” and must run with arms linked. To catch anyone
they must encircle him. The one whom they catch hooks on to the right
end of their line and the one on the left end is no longer “It” but
goes free. The next one who is caught does the same thing, links arms
with the right end of the “It” line and the one on the left end is
free. That will make your “Its” change constantly.
If you think it an easy matter to get away from three “Its” just try it!
Ouch!
“It” runs around trying to tag someone in some spot that is remote from
a runner’s hand.
He finally tags Jimmy right between the shoulders. Jimmy becomes “It”
and must run around with his left hand on the place on which he was
tagged, between the shoulders. But Jim gets his revenge because in just
about no time he tags Harry on the heel and Harry has to be “It” with
his hand on his heel. “It” must always keep his left hand on the place
he was tagged. If there are any fat guests present tag them on the toe,
and watch them run around with their hands on their toes!
Ankle Tag.
A limited space is advisable with not more than thirty men or boys as
contestants. Let trees make a boundary line. No one is allowed to go
outside that line. “It” is chasing Mr. Jones, who, wishing to save
himself, looks for the nearest ankle as a safety spot. It belongs to
Billy Sprowls. Mr. Jones clutches that ankle, thereby making both
himself and Billy safe. Jack Knight has Billy’s other ankle and he too
is safe. “It” looks for another victim who perhaps makes a noble effort
to get an ankle but just as he is about to lay hold on it, the owner
of the ankle flees, leaving him in the clutches of the enemy. If he is
tagged he becomes “It.” A whistle is blown every time a new “It” is
installed, to avoid confusion.
Perhaps “It” thinks that some people are playing safe too long at a
stretch, so he may call out “Fruit basket!” and everyone must change
his position.
The rules are very simple. They are as follows:
1. Anyone grasping an ankle is safe. So is the owner of the ankle. Any
number of people may grasp the same ankle.
2. Anyone not touching an ankle who is tagged, is “It.”
3. A whistle is blown every time a new “It” is put in.
4. A call of “Fruit basket!” makes it necessary for everyone to change
his position.
One of the funniest phases of the game is the inevitable situation in
which Mr. Jaeck, fat and forty and funny, makes a flying leap for an
ankle, only to have the ankle pass on! You know where it leaves that
Mr. Jaeck!
Tail Tag.
All players are arranged in columns, four in each column, the one in
front with arms stretched out, while the others have their hands on
the shoulders of the one in front of them. At a signal the last one in
each group steps out to the front and faces his column. He is “It,” and
it is his business to catch the tail, the last one of the column. The
column, however, does everything possible to prevent his tagging the
tail. The one in front with his arms stretched out widely, leads the
defense and the rest of the team just hangs on blindly. The leader must
keep his arms stiff while “It” tries every possible means of dodging
around those arms in his effort to tag the tail. If he succeeds, the
tail becomes “It,” while the former “It” goes to the head of the line,
and the chase to tag the new tail is on.
In their frantic protection of their tail, someone of a column may fall
down. Tell them all beforehand that that offense is forgivable only if
they will jump up at once, whether they can or not!
Backward Tag.
Ralph is “It” and is chasing Bob. Bob wants to save himself so he jumps
behind Fred and stands with his back against Fred’s back, which makes
both Bob and Fred safe. Ralph immediately goes out to catch Billy,
but Billy too, flies to find a neighbor with whom he can stand back
to back, for anyone who stands with his back against that of another
player is safe. But finally Ralph catches Don before he can get to
another boy’s back and Don is “It.”
It is true that as long as a boy stands back to back with another boy,
they are both safe, but if “It” thinks they are playing safe too much
he just calls out “Fruit Basket” and every boy has to move away from
his safety spot and run to find another.
All Fours.
“It” is chasing Walter, and Walter cannot run another step so he flops
down on all fours and he is safe. No runner who is on all fours can be
tagged but to see to it that he is not so comfortable that he will stay
there for the rest of the game, he is not allowed to sit down as he
always wants to, but must stay on all fours as long as he wants to play
safe.
Kamerad!
To be safe, a boy lies down on his back with arms and legs stretched up
in the air. You can be sure that he will not stay there very long, so
your game will be a lively one!
Forehead Tag.
To be safe from being tagged, a boy must have his forehead on the
ground. There is never any trouble in Forehead Tag of boys playing safe
too long!
Horse Tag.
Three boys make a horse, the head, the body, and the tail. The player
who is being chased by “It” hooks on to the tail of a horse and calls
out loudly “Gallop!” whereupon the head, who really is no longer the
head, becomes the runner and must get away before “It” catches him.
If he is caught he becomes “It” and the former “It” runs to safety by
hooking on a horse’s tail.
Sometimes the head doesn’t hear the call “Gallop” when a runner hooks
on to his tail, but he is not excused, for it is up to each head to
watch his tail and avoid a runner who wants to hook on if possible.
This makes the game far more exciting, for all the horses are dodging
the runner who is dodging “It” and wants to catch on to a tail and be
safe!
Hop Tag.
All players and “It” must use only one foot in moving around. When they
are standing still and resting they may have both feet on the ground,
but as soon as they start to move they must use only one foot.
Circle Tag.
Players form a large circle with enough room between each runner so
that no one of them can be touched by the one behind him. At the
starting signal they begin a slow dog-trot which at a call from the
leader develops into a run.
Finally they are given the word “Go” which means that each one may run
as fast as he can, and if possible tag the one in front of him, which
puts him out of the race.
The circle gets smaller and smaller until finally there are only two
runners chasing each other in a circle. It looks exactly like a dog
chasing his own tail!