CHAPTER V.

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!

It is to laugh · 第 5 / 6 章