_Where an even division of running ability, or height for catching

balls, is necessary, players should be sized when lining up for either

of the above methods._

III. When players in a gymnasium or playground have already been

numbered for gymnastic purposes, the odd numbers may be directed to

one end of the playground to form one team, and the even numbers to

the opposite end for the other team.

GROUP FORMATIONS.--To get players into many small groups, a division

may often best be made from the marching formations. Players may be

brought for this purpose into columns of four or more (marching four

abreast), halted, and each file in turn directed to some particular

location in the playground.

Where time is not a consideration, or the number of players is

smaller, more deliberate methods of counting out, choosing sides,

etc., may be used, described in the chapter on "Counting out."

COUNTING-OUT; CHOOSING SIDES

COUNTING-OUT; CHOOSING SIDES AND TURNS; "WHO'S IT?"

Counting-out rhymes and other methods of choosing players for

games form one of the most interesting topics in the whole

study of children's games. Such rhymes and methods are found in

use all over the world and are prehistoric, having descended

like the great mass of children's games from the serious

practices of adults in the childhood of the race. Classic

literature has innumerable references to such customs, as where

in the _Iliad_ the heroes cast lots in the cap of Atrides

Agamemnon to know who shall go forth to battle with Hector, or

choose by similar means their places in the funeral games for

Patroclus. Many instances of the use of these practices are

recorded in Scripture, including the famous one of the casting

of lots for the seamless garment. Much collecting and

investigating have been done as to these methods, several

collections of counting-out rhymes, covering hundreds of

examples, having been made in the interests of folklore, the

history of magic, etc. Such rhymes are found in Asia, Africa,

Europe, and America, not to mention the Sandwich Islands and

other places presenting primitive conditions. The largest

collection and most thorough study published in America was

that made by Mr. H. Carrington Bolton of the Smithsonian

Institute. These rhymes unquestionably originated in old

superstitions and rites, including incantations of the old

magicians and practices of divination by lot. The doggerel of

counting-out rhymes is often traceable to old Latin formulas

used for these purposes, a fact that shows the absurdity and

artificiality of purposely manufactured rhymes.

In the majority of games it is necessary to assign various players to

their parts in some manner that shall be strictly impartial. Thus, one

player may have to be chosen to be "It"--that is, to take the

prominent, arduous, or often disadvantageous or disagreeable part; for

example, the part of "Black Tom" in the game of that name, the "blind

man" in blindfold games, etc. In many other games the players have to

determine who shall have the first turn, or the order of rotation in

which all shall play, as who shall be the first back in leapfrog, etc.

In still other games, such as Prisoners' Base, Black and White, and

many ball games, opposing sides or teams have to be chosen. Some

games have their own distinctive methods of assigning parts, but in

most cases any method may be used. A few of the most popular,

practical, and useful methods are given here. (See also _Floor

Formations_ in previous chapter.)

For very little children, the teacher or leader should choose or

assign the players for the different parts, such as who shall be the

first cat or mouse in the game of "Kitty White," or who shall go into

the center in many of the singing games. This method is often used for

parlor games in children's parties by the hostess, though many other

methods may be used. For older players, the following methods will be

found helpful.

COUNTING-OUT.--This is a very popular method among children. One

player in the group, generally self-appointed, but sometimes chosen by

popular consent, does the "counting out." He repeats a rhyme or

jingle, touching one player on the chest for each accent of the

verses. He always begins with himself and then touches the first one

on his left, and so on around the circle or group in regular order.

Any player to whom falls the last word is "out"; that is, he is

eliminated from the succeeding counting and is not to be "It,"

generally a matter for rejoicing. Such a player steps out of the group

at once. This counting is continued, the verses being repeated over

and over, until only two players are left, when the formula is again

gone over, the one to whom the last word falls being free, and the

remaining player "It." When a verse is not long enough to go around

the entire group, the player at his discretion may lengthen it by

adding "One, two, three,--out goes he!" (or she); or "O-U-T spells

out!"

From many verses the following, without which no collection could well

make its appearance, are chosen as typical for the purpose:--

"Onery, twoery tickery tee,

Hanibal, Crackible, turnablee.

Whing, whang, muskadan,

Striddledum, straddledum, twenty-one!"

The following counting-out rhyme is famous in literary annals as

having been taught to Sir Walter Scott before his open fire by that

dainty little maiden, Marjorie Fleming:--

"Wonery, twoery, tickery seven;

Alibi, crackaby, ten and eleven;

Pin, pan, muskydan;

Tweedle-um, twoddle-um,

Twenty-wan; eeerie, ourie, owrie,

You, are, out!"

The following are old and popular forms:--

"Enna, mena, mina, mo,

Catch a nigger by the toe;

If he hollers, let him go,

Enna, mena, mina, mo!"

"Monkey, monkey, bottle of beer;

How many monkeys are there here?

One, two, three, out goes he (or she!)"

"Aina, maina, mona, mike,

Bassalona, bona, strike;

Hare, ware, frown, hack;

Halico, balico, wee, wo, wy, whack!"

"Little fishes in a brook,

Father caught them with his hook.

Mother fried them in a pan,

Father ate them like a man."

HOLDERS.--A favorite method of choosing players, especially with boys,

is that called "holders" or "hand holders." When a group of boys

decides to play a game, one suddenly shouts, "Picker up!" picks up a

pebble and hands it to another boy. The one who picks it up is called

the stone picker, and is "out" to start with; that is, he does not

have to take part in the guessing of hands which follows.

Mr. Beard, who has recorded from observation this method of

choosing players, gives an additional point which the writer

has not happened upon. He says that the first player has

scarcely shouted "Picker up!" before another cries

"Wipe-'er-off!" and a third, "Stone holder!" "Picker-up hands

the stone to Wipe-'er-off. Picker-up is then free. Wipe-'er-off

makes a great show of wiping the stone off on his trouser leg,

and hands it to Stone-holder. Wipe-'er-off is then free, and

Stone-holder puts his hands behind him," etc. This preliminary

of handing the stone is often omitted, especially where a large

group is to play, as the first holder of the stone has in a

large group a good chance to go "out" as the guessing proceeds.

The person who holds the stone (a coin, button, or any small object

may be used) places his hands behind his back so that the other

players may not know in which hand he disposes the stone and then

holds his closed fists out in front of him, with the backs of the

hands (knuckles) upward. The first player on his left steps forward

and touches the hand in which he thinks there is no stone. The holder

opens that hand; if the guess has been correct, the guesser is "out"

and the holder must go through the same performance with the next

guesser. Should the one who guesses touch the hand which holds the

stone instead of the empty hand, then he must become holder, taking

the stone and going through the same play with it, the holder from

whom he took it being "out." In other words, the object of the

guessing is to choose the hand which is empty, a successful guess

putting the guesser out, a wrong guess making him the next holder and

putting the preceding holder out.

DRAWING CUTS.--In this method of choosing players, a blade of grass or

hay or a slip of paper is provided for each player in the group. These

should all be cut of approximately the same length, with the exception

of one which should be quite short. One player, the holder, holds

these in a bunch in one hand, first getting even all of the ends that

are to show. The other ends are concealed in the hand, so that it is

impossible, by looking at the extended ends, to tell which is the

short piece. Each player in the group then draws one of the slips or

pieces, the one who gets the short piece being "It."

If desired, the slips may be put in a hat or box, the players drawing

without looking in. This method is quite suitable for parlor games,

where it is much used.

TOSS-UP.--The toss-up is a very simple and popular method of choosing

players. It consists in tossing a coin in the air and allowing it to

land on the ground, to see which side will fall uppermost, each player

having previously chosen a side, or, in other words, taken his chance

on that side landing upward. Generally a coin is used, but a stone

will do as a substitute, one side being marked. Shells may also be

used, the throw to be determined by the light or dark side or the

convex or concave side falling upward. The method of tossing is the

same for any of these articles. One player tosses the coin in the air,

the players having chosen "heads" or "tails"; the side of the coin

having the date on it is called "heads," the other side "tails." The

side wins which falls uppermost. If a coin or shell does not lie flat

on the ground, but rests edgewise, the toss does not count. When this

method is used by a group of players, each player is considered out

who makes a lucky guess. Any player who guesses the wrong side takes

the next turn for tossing the coin. Sometimes it is required that the

choice (of heads or tails) shall be made while the coin is in the air,

probably to avoid any juggling on the part of the tosser.

RACING; LAST OVER; ETC.--A popular method of determining who shall be

"It" for a game is for the players to race to a certain point, the

last one to reach it being "It." Or one of a group of players deciding

on a game may say "Last over the fence!" when all climb or vault over

a fence, the last one over being "It." In the gymnasium this method is

sometimes used when the players are grouped in the center of the

floor. Upon hearing the shout "Last over!" they all scatter and jump

over any available piece of apparatus, bars, horse, etc., the last one

to vault being "It."

The Wabanaki Indians use an interesting method, combining counting-out

and racing. The players being gathered in a group, each player puts

out two fingers, resting them on the ground, a stone, or any

convenient place. A counting-out rhyme is then used, one finger being

touched for each accent. A finger is doubled under whenever a verse

ends on it, until only three fingers are left. The owners, whether

they be two or three players, immediately start on a run, the counter

chasing them. The one caught is "It."

Some games have each their own distinctive method of choosing players,

as in Duck on a Rock. These methods are described with the games

wherever they have been obtainable.

CHOOSING SIDES.--For many games the players are divided into two

opposing groups or teams. When there is no special leader or captain

for each group, some of the above methods of counting-out or choosing

are used for assigning players to one side or the other. In most

games, however, where there are opposing groups, a captain or leader

is first selected. This part sometimes goes to the person who first

shouts for it, but it is more usual for the players to choose

captains, as special qualities are generally needed in persons in that

position, and even young children are glad to place themselves under

strong leadership. Captains or leaders, however, may be chosen by any

of the previously mentioned methods, or they may be selected by a

teacher or leader.

Two captains or leaders having been chosen, each chooses his own

players, the choice being made alternately one at a time, the first

captain selected generally having first choice. A good captain will

select his players for the playing qualities needed in the particular

game to be played. These qualities will vary in different games, and

different players may be chosen for excellence in one particular

direction, such as swift running, agile dodging, boldness in giving

dares and taking risks; in ball games, skill in catching or throwing,

or other forms of play; and in all games, the ability to "play fair,"

and to coöperate generously and with good temper. A player may be

unskillful, and yet very valuable as a general helper if he possesses

the qualities for coöperation. The unpopular player is nearly always a

selfish person, one who disregards rules or tries to win unfairly.

Aside from the general contempt engendered by such qualities, a player

having them is undesirable because he gets his side into disputes or

runs a greater risk of increasing the opponent's score with fouls.

MISCELLANEOUS ACTIVE GAMES

[Illustration: ALL-UP RELAY RACE]

MISCELLANEOUS ACTIVE GAMES

ALL UP RELAY

_10 to 60 or more players._

_Playground; gymnasium; schoolroom._

The players are divided into two or more groups of like numbers which

compete against each other. The different groups line up in single

file behind a starting line drawn on the ground. Directly in front of

each team, at the opposite end of the running space (which should be

from twenty to fifty feet long), are drawn two circles, each three

feet in diameter, and placed side by side, with rims touching. In one

of the circles of each pair three Indian clubs are placed.

On a signal, number one of each file runs forward and with one hand

only, changes the clubs from one circle to the other. Each club must

be made to stand, and none must touch the outline of the circle. As

soon as each player finishes this, he runs back to his file, touches

the next player on the hand, and passes off, back of the line. The

second player should be waiting for this "touch-off" with toe on the

starting line and hand outstretched.

This second player, on receiving the touch-off, runs forward to the

circles and changes the clubs from the second ring back to the first,

observing the same rules of procedure. Each player, in turn does this,

the file winning whose last player is first to dash over the starting

line on his return.

This is a very popular game for athletic contests, especially

for younger girls. When used in this way, an especially careful

observation should be kept for fouls by official judges. One

foul is scored against a team for (_a_) each time a runner

starts over the line without the "touch-off"; (_b_) each time

both hands are in play at once in changing the clubs; (_c_)

each club that is not replaced after falling; (_d_) each club

that is left standing anywhere but within the circle for which

it was intended. When played thus, according to strict athletic

rules, the teams win in the order of finishing plus the

smallest score on fouls. Thus, if team A finishes first with

six fouls, team B finishes second with four fouls, and team C

finishes third with no fouls, team C wins, being given first

place, team B second place, and team A third place.

Teams Order of Finishing Number of Fouls Order of Winning

A 1 6 3

B 2 4 2

C 3 0 1

ANIMAL BLIND MAN'S BUFF

_10 to 30 or more players._

_Parlor; gymnasium; playground._

One player is blindfolded and stands in the center of a circle with a

wand, stick, or cane in his hand. The other players dance around him

in circle until he taps three times on the floor with his cane, when

they must stand still. The blind man thereupon points his cane at some

player, who must take the opposite end of the cane in his hand. The

blind man then commands him to make a noise like some animal, such as

a cat, dog, cow, sheep, lion, donkey, duck, parrot. From this the

blind man tries to guess the name of the player. If the guess be

correct, they change places. If wrong, the game is repeated with the

same blind man.

The players should try to disguise their natural tones as much as

possible when imitating the animals, and much sport may be had through

the imitation. Players may also disguise their height, to deceive the

blind man, by bending their knees to seem shorter or rising on toes to

seem taller.

Where there are thirty or more players, two blind men should be placed

in the center.

There is much sport in this game for either children or adults

or both together. The author has known it to be the occasion

for great merriment under all three circumstances.

ANIMAL CHASE

_10 to 30 or more players._

_Playground; gymnasium._

Two pens are marked off in distant corners of the playground. One

player, called the chaser, stands at one side of one of these pens.

The other players stand within the pen that is nearest the chaser. All

of the players in the pen are named for different animals, there being

several players of each kind. Thus there may be a considerable number

each of bears, deer, foxes, etc. The chaser calls the name of any

animal he chooses as a signal for the players to run. For instance, he

may call "Bears!" whereupon all of the players who represent bears

must run across to the other pen, the chaser trying to catch them.

Any player caught before reaching the opposite pen changes places with

the chaser.

The particular point of difference between this and some other

similar chasing games is that the chaser may not know just

which of the players in the pen will start out in response to

the name of the animal that he calls.

ARROW CHASE

_8 to 16 players._

_Out of doors._

This game is especially adapted to surroundings where a very devious

chase may be given, with many opportunities for the runners to go out

of sight, double back on their course, etc., as in a village.

The players are divided into two parties. One of these parties, each

member having a piece of chalk, starts out on a run over any route

chosen by their leader. Every ten feet the runners must chalk a small

arrow somewhere along their path, the object of the hunting party

being to overtake these runners, discovering their course by the

arrows. No attempt is made to get back to a goal, as in many other

games of chase.

The hunting party at the starting place counts two thousand to give

the runners a full start, and then pursues them. The runners will use

all possible finesse in making it difficult to find their arrows,

although it is a rule of the game that the arrow must be in plain

sight, though not necessarily from the point of view of the course

taken. It may be marked on the farther side of a post, stone, etc., or

at a considerable height, or near the ground, but never under a ledge

or where it might not be seen plainly by any one standing in front of

it.

The runners will naturally take a course that will eventually bring

them back to the starting point, the chasers, however, trying to

overtake them before they can accomplish this.

AUTOMOBILE RACE

_20 to 30 players at once._

_Schoolroom._

This schoolroom game is played with most of the class sitting, being a

relay race between alternate rows. The first child in each alternate

row, at a signal from the teacher, leaves his seat on the right side,

runs forward around his seat and then to the rear, completely

encircling his row of seats, until his own is again reached. As soon

as he is seated, the child next behind him encircles the row of seats,

starting to the front on the right side and running to the rear on the

left side. This continues until the last child has encircled the row

and regained his seat. The row wins whose last player is first seated.

The remaining alternate rows then play, and lastly the two winning

rows may compete for the championship.

The interest may be increased by calling the race an international

one, the teacher providing small flags of different nations, or the

children may cut and paint these of paper. The first child in each row

chooses the country he will represent by the selection of a flag at

the beginning of the game. This he places on the rear desk, and it is

held aloft by the last player when he regains his seat, indicating

that his country has come in first, second, etc., in the automobile

race.

BARLEY BREAK

_6 to 18 players._

_Playground; gymnasium._

A long, narrow strip of ground is needed for this game, divided into

three spaces measuring from ten to fifty feet square. The central one

of these three spaces is called the barley field. In each of the three

stands a couple of players (or more, as hereinafter described). The

couple in the center is obliged to link arms; therefore the center

place is the most difficult and considered disadvantageous. The

couples in the other spaces advance, singly or together, into the

barley field, trampling the barley by dancing around the field as much

as they can without being caught. These couples need not link arms.

When one of these is caught, he must remain inactive in the barley

field until his partner is also caught. The couple owning the barley

field may not step beyond its limits, nor may the couple being sought

take refuge in the field opposite to their own. When the two are

caught, they become warders of the barley field, changing places with

the previous couple, and any others who have been caught return to

their own fields. The game is made interesting by not confining the

effort to catching two members of the same couple in succession. Both

couples in the adjoining fields should venture far into the barley,

taunting the couple who have linked arms by calling "Barley break!"

These, in turn, will assist their object by making feints at catching

one player and turning suddenly in the opposite direction for another.

The number of players may be increased by putting three couples in the

center (barley field) and two or three couples at each end.

This game is centuries old and used to be played at harvest

time around the stacks in the cornfields.

BASTE THE BEAR

_10 to 30 or more players._

_Playground; gymnasium; parlor._

One player is chosen to be bear, and sits in the center on a stool.

The bear chooses a second player to be his keeper. The keeper stands

by the bear, each of them holding an end of a short rope about two

feet in length and knotted at either end to give a firm hold. The rest

of the players stand around in a circle inclosing these two. The

object of the players is to tag (baste or buffet) the bear, without

themselves being tagged by the bear or his keeper. The players may

only attack the bear when the keeper calls "My bear is free!" Should a

player strike at the bear before the keeper says this, they change

places, the striker becomes bear, the former bear becomes the keeper,

and the keeper returns to the ring. The keeper does his best to

protect his bear by dodging around him on all sides to prevent the

attacks of the players who dodge in from the circle to hit him.

Should the keeper or bear tag any player, the same exchange is made;

that is, the player tagged becomes bear, the former bear the keeper,

and the keeper returns to the ring.

Should a rope not be conveniently at hand, the game may be played in

any of the three following ways: (1) by the bear and his keeper

clasping hands; (2) a circle may be drawn around the bear beyond which

the keeper may not go; (3) the keeper may be subjected to the general

rule of not going more than two steps away from the bear in any

direction.

Where there are more than thirty players, two or more rings should be

formed, each having its own bear and keeper.

This is an old game, popular in many countries. It contains

excellent sport, with opportunity for daring, narrow escapes,

and much laughter.

BEAR IN THE PIT

_10 to 30 players._

_Playground; gymnasium._

A bear pit is formed by the players joining hands in a circle with one

in the center as the bear. The bear tries to get out by breaking apart

the bars (clasped hands), or by going over or under these barriers.

Should he escape, all of the other players give chase, the one

catching him becoming bear.

Games for the Playground, Home, School and Gymnasium · 第 3 / 33 段