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.