in the Ring, the means of escape for the bear being more varied. He
can exercise considerable stratagem by appearing to break through the
bars in one place, and suddenly turning and crawling under another,
etc.
BEND AND STRETCH RELAY
_10 to 60 players._
_Schoolroom._
This game consists in a sideways passing of two bean bags and two
dumb-bells alternately. This amount of apparatus should be placed on
the floor in the outer aisle beside each player in one of the outside
rows, say that to the left of the pupils.
On the command "Go!" each player in this first row picks up a
dumb-bell, raises it overhead, and there passes it to his own right
hand, which is then extended sideways at shoulder level, where the
next player takes it. The dumb-bells are passed across the room in
this manner, each player stretching his arms high overhead, when he
passes the bell from his left to his right hand. The last player who
receives the bell places it on the floor beside him in the outer
aisle.
As soon as the first player has passed the first dumb-bell, he picks
up a bean bag by bending down to the left, then straightens upward,
passes the bag over his head to his own right hand, and then bends
deeply to the right and places the bean bag on the floor at his right
side. He immediately straightens to an erect position, when the next
player bends, takes up the bag, passes it over his head, and bends to
place it on the floor at his right side.
As soon as he has disposed of the first bean bag, the leader of each
line reaches for the second dumb-bell. This time the bell is passed
simply from hand to hand in front of the body instead of overhead.
As soon as the second bell has left his hand, the leader of each line
picks up the second bean bag, which is the last piece of apparatus to
be passed. The passing of the second bean bag is different from that
of the first. The pupils face sideways to the left, their feet resting
in the aisle, and drop the bag behind them to the floor with both
hands, at the same time bending slightly backward. The next player
bends forward, picks up the bag with both hands, and then leans
backward, with his hands stretched high overhead, and drops the bag in
his turn in the aisle behind him. The line wins whose last player
first receives the second bean bag. The player in the last line
receiving this bean bag should stand instantly and hold the bean bag
high overhead, the winning line being selected by this signal.
This game was originated by Mr. Joseph Cermak, of Chicago, and
submitted in a competition for schoolroom games conducted by
the Girls' Branch of the Public Schools Athletic League of New
York City, in 1906. This game was one that received honorable
mention, and is here published by the kind permission of the
author, and of the Girls' Branch, and of Messrs. A. G. Spalding
& Brothers, publishers of the handbook in which the game first
appeared.
BIRD CATCHER
_10 to 60 players._
_Schoolroom; playground._
Two opposite corners are marked off at one end of the ground or room,
the one to serve as a nest for the birds and the other as a cage. A
mother bird is chosen, who takes her place in the nest. Two other
players take the part of bird catchers and stand midway between nest
and cage. If played in the schoolroom, the remaining players sit in
their seats; if in a playground, they stand beyond a line at the
farther end of the ground which is called the forest. All of these
players should be named for birds, several players taking the name of
each bird. The naming of the players will be facilitated by doing it
in groups. If in the class room, each row may choose its name, after
which the players should all change places, so that all of the robins
or orioles will not fly from the same locality.
The teacher calls the name of a bird, whereupon all of the players who
bear that name run from the forest to the nest, but the bird catchers
try to intercept them. Should a bird be caught by the bird catcher, it
is put in the cage, but a bird is safe from the bird catchers if it
once reaches the nest and the mother bird. The players should be
taught to make the chase interesting by dodging in various directions,
instead of running in a simple, straight line for the nest.
The distance of the bird catchers from the nest may be determined with
a little experience, it being necessary to place a handicap upon them
to avoid the too easy capture of the birds.
BLACK AND WHITE
_10 to 100 players._
_Gymnasium; playground; parlor; schoolroom._
One player is chosen as leader, the rest being divided into two equal
parties. Each player in one party should tie a handkerchief on the
left arm to indicate that he belongs to the Whites; those in the other
division are called the Blacks. The players stand around the ground
promiscuously, the Whites and Blacks being mingled indiscriminately.
The leader is provided with a flat disk which is white on one side and
black on the other, and preferably hung on a short string to
facilitate twirling the disk. He stands on a stool at one side or end
and twirls this disk, stopping it with one side only visible to the
players. If the white side should be visible, the party known as the
Whites may tag any of their opponents who are standing upright. The
Blacks should therefore drop instantly to the floor, as in Stoop Tag.
Should the black side of the disk be shown, the party of Blacks may
tag the Whites. Any player tagged drops out of the game. The party
wins which puts out in this way all of its opponents. The leader
should keep the action of the game rapid by twirling the disk very
frequently.
This is an excellent game for keeping players alert, and may be
the source of much merriment.
BLACKBOARD RELAY
_10 to 60 players._
_Schoolroom._
As here explained, this game is adapted to grammar (sentence
construction, and punctuation). It may be made to correlate
with almost any school subject, as explained.
The class is seated with an even number of pupils in each row. A piece
of crayon is given to the last players in each row, all of whom at a
given signal run forward and write on the blackboard at the front of
the room a word suitable to begin a sentence. Upon finishing the word
each player returns at once to his seat, handing the crayon as he does
so to the player next in front of him. This second player at once runs
forward and writes one word after the first one, to which it must bear
a suitable relation. In this way each player in the row adds to the
sentence being written by his own row, the last player being required
to write a word that shall complete the sentence, and to add
punctuation marks.
The points scored are 25 for speed (the first row to finish scoring
the maximum, and the others proportionately in the order of
finishing), 25 for spelling, 25 for writing, and 25 for grammatical
construction, capitals, and punctuation. The row wins which scores the
highest number of points.
The following modes of correlation are suggested for this
game:--
Arithmetic.--Each relay of pupils writes and solves on the
blackboard a problem dictated by the teacher just before the
signal to leave their seats. The line wins which has the
largest number of problems correct. Multiplication tables may
also be written, one step for each pupil.
English grammar or punctuation, as explained previously;
spelling, the teacher announcing the word for each relay as
they leave their seats; authors, each pupil to write the name
of an author belonging to a certain period or country; each
pupil to write the name of some poem, play, story, essay, or
book by an author whose name is given at the outset of the
game; or the names of characters from a given literary work or
author; or the next line or passage from a memorized selection.
Geography.--The names of mountain ranges, rivers, capital
cities, boundaries, products.
History.--The names (related to a given period if desired) of
famous men--statesmen, military men, writers, artists,
musicians; of battles, discoveries, etc.
BLACK TOM
_10 to 30 or more players._
_Playground; gymnasium._
Two parallel lines are drawn on the ground with a space of from thirty
to fifty feet between them. All of the players except one stand beyond
one of these lines. In the middle territory between the lines the one
player who is chosen to be It takes his place, and cries "Black Tom!
Black Tom! Black Tom!" repeating the words three times as here given;
whereupon the other players must all rush across to the opposite line,
being chased by the center player, who catches any that he may. Any
one so caught joins him thereafter in chasing the others.
The particular characteristic of this game lies in the fact that the
center player, instead of saying "Black Tom," may trick or tantalize
the runners by crying out "Yellow Tom," or "Blue Tom," or "Red Tom,"
or anything else that he chooses. Any player who starts to run upon
such a false alarm is considered captive and must join the players in
the center. This is also true for any player who starts before the
third repetition of "Black Tom."
Another way of giving a false alarm is for any one of the center
players except the original It to give the signal for running. Any
runner starting in response to such a signal from any of the chasers,
except the original It, thereby becomes captive and must join the
players in the center.
The first one to be caught is center player, or It, for the next game.
The game as here given is played in Brooklyn, N.Y. The same
game is played in the South under the title of "Ham, ham,
chicken, ham, bacon!" the word "bacon" being the signal for the
run, any player starting without hearing it having to join the
center players.
BLIND BELL
_5 to 100 players._
_Parlor; gymnasium; playground._
All the players but one are blindfolded and scatter promiscuously. The
one who is not blindfolded carries a bell loosely in one hand, so that
it will ring with every step. If desired, this bell may be hung around
the neck on a string or ribbon. The blindfolded players try to catch
the one with the bell, who will have to use considerable alertness to
keep out of the way. Whoever catches the bellman changes places with
him.
Where there are over twenty players, there should be two or
more bellmen. This is a capital game for an indoor party.
BLIND MAN'S BUFF
_10 to 30 or more players._
_Parlor; gymnasium; playground._
One player is chosen to be blindfolded and stands in the center. The
other players join hands and circle around him until the blind man
claps his hands three times, whereupon the circle stops moving and the
blind man points toward the circle. The player at whom he points must
at once step into the circle, and the blind man tries to catch him,
and when caught must guess who the player is. If the guess be correct,
they change places. If not correct, or if the blind man has pointed at
an empty space instead of at a player, the circle continues and the
game is repeated. The player who is called into the circle will
naturally try, by noiseless stepping, dodging, etc., to give the blind
man some difficulty in catching him, but when once caught must submit
without struggle to examination for identification.
This is one of the oldest recorded games and is found in
practically all countries. The ancient Greeks called it "Brazen
Fly."
BODY GUARD
_10 to 30 or more players._
_Playground; gymnasium._
A small space is marked off at one end of the ground as a "home" or
goal. One player is chosen to be the Panjandrum, an important
personage requiring a body guard. Two other players are chosen to be
the guard. The game starts with these three players in the home ground
and the balance of the players at large. The three issue forth, with
the two players who act as body guard clasping each other by the hand
and preceding the Panjandrum as a shield. The object of the game is
for the players at large to touch or tantalize the Panjandrum without
being tagged by his guard.
The guard will shift around their charge to avoid these attacks, and
the Panjandrum himself may evade them by moving around his guard.
Whenever a guard succeeds in tagging a player, the Panjandrum and his
guards return at once to the home; whereupon the player tagged changes
places with the Panjandrum, and the game goes on as before.
BULL IN THE RING
_10 to 30 or more players._
_Playground; gymnasium._
All but one of the players stand in a circle with hands firmly
clasped. The odd player stands in the center and is the bull. The bull
tries to break through the ring by parting the hands of any of the
players. If he breaks through, the two players whose hands he parted
immediately give chase to him, and the one catching him becomes the
bull.
This is a very rough game.
BUNCH OF IVY
_20 to 60 or more players._
_Parlor; gymnasium; playground._
The players in pairs form a ring. The inner player of each couple
kneels. The outer player of each couple holds the upraised hand of the
kneeling partner and circles around her, asking the following
questions. The partners reply as indicated, mentioning each time one
hour later by the clock, until six o'clock has been reached.
"What time does the king come home?"
"One o'clock in the afternoon."
"What has he in his hand?"
"A bunch of ivy."
This dialogue and the accompanying movement of the players should be
rhythmic and spirited in time. As the kneeling players say "A bunch of
ivy," they begin clapping their hands in the same rapid time;
whereupon the outer players run around the entire ring to the right
until each player has returned to her partner, once for one o'clock,
twice for two o'clock, etc., until six o'clock has been reached. The
players change places each time after this series of circling, the
outer players kneeling, and those who formerly knelt, standing. The
time of both the dialogue and the running should be rapid to keep the
game spirited. The larger the circle that may be described around each
kneeling player by the partner the better.
BUNG THE BUCKET
_10 to 30 players._
_Playground; gymnasium._
This is a game of leapfrog. The players are divided into two parties.
Half of them form one continuous "back," on which the other half jump,
one at a time, until all are seated. The players who form the "back"
stand one behind another, the first player resting his head against
the stomach of one who stands upright, backed by a wall or fence. Each
player in turn grasps the coat tail or waist of, and rests his head
or shoulder against, the player next in front. They should thus make
one long, even, and solid "back" or row of backs. These are called the
buckets. The other players are called the bungs, and stand at some
little distance to get a run for the leap. They will naturally select
their best leaper as the first of their line, as he may not move
forward after he has once landed on the backs, and it is desirable
that he should leave as much space behind him as possible for the
others to sit. None of the players may move forward after once landing
on the backs. If all of the bungs succeed in seating themselves
without any break occurring among the buckets, it counts one in favor
of the buckets. When such a breakdown occurs, the two parties change
places, the bungs taking the place of the buckets; otherwise the game
is repeated with the same bungs and buckets. The party wins which has
the highest score to its credit at the end.
[Illustration: BUYING A LOCK
_Reprinted from Dr. Isaac T. Headland's "The Chinese Boy and Girl," by
kind permission of Messrs. Fleming H. Revell & Co._
]
BUYING A LOCK
_5 to 30 or more players._
_Playground; schoolroom._
Oh, here we all go to buy us a lock;
What kind of a lock shall it be?
We'll buy a broom handle; if that will not do,
With a poker we'll try it alone.
But if neither the broom nor the poker will do,
We'll open it then with a stone.
This game is suitable for very little children. They stand in a long
line or rank side by side, holding hands. While repeating the verse,
one end of the line winds in under the raised arms of the last two
players at the opposite end, but instead of passing entirely through,
as in many other winding games, the player next to the last only turns
far enough to face in three quarters of a circle, or so that the
players will eventually, when all have so turned, be brought into
single file, one standing behind the other. In this position the arms
are dropped over the shoulder, so that the player's own left arm
crosses his chest with the clasped hands (his own left and his
neighbor's right) resting on his right shoulder. Each player should
clasp his neighbor's hands at the start, so that the palm of his own
left hand faces forward and the palm of his own right hand faces
backward.
When the whole line has been "locked" in this way, the players unwind
in reverse order, still repeating the verse.
When players are familiar with the winding and unwinding process, the
game may be played in circle formation instead of line formation; that
is, it will start with all of the players facing inward as they clasp
hands to form a circle, and the locking or winding will bring them
facing in single file around the circle.
This is a favorite game with little girls in China, and is here
given with the kind permission of Dr. Isaac T. Headland and
Messrs. Fleming H. Revell & Co., from the book entitled "The
Chinese Boy and Girl."
CAT AND MICE
_5 to 60 players._
_Schoolroom._
One player is chosen to be cat, and hides behind or under the
teacher's desk. After the cat is hidden, the teacher beckons to five
or six other players, who creep softly up to the desk, and when all
are assembled, scratch on it with their fingers, to represent the
nibbling of mice. As soon as the cat hears this, she scrambles out
from under the desk and gives chase to the mice, who may save
themselves only by getting back to their holes (seats). If a mouse be
caught, the cat changes places with him for the next round of the
game. If no mouse be caught, the same cat may continue, or the teacher
may choose another at her discretion.
A different set of mice should be chosen each time, so as to give all
of the players an opportunity to join in the game.
This is a favorite schoolroom game for little children. They
should be taught to add sport to the play by giving the cat
quite a chase before returning to their seats, instead of
seeking safety in the shortest and most direct way.
CAT AND RAT
_10 to 30 or more players._
_Playground; gymnasium; parlor._
One player is chosen for cat and one for rat. The others all form a
circle with clasped hands. The cat stands outside of the circle and
the rat inside. The game opens with a conversation between the cat and
rat.
The cat says:--
"I am the cat."
The rat says:--
"I am the rat."
"I will catch you!"
"You can't!"
This last defiance is a signal for a chase. The cat tries to get into
the circle, and the rat tries to evade him. Both may run in and out of
the circle, but the players will assist the rat by raising their hands
to let him run under, and they will try to foil the efforts of the cat
by preventing his breaking through the circle, either inward or
outward.
When the rat is caught, he joins the circle and the cat becomes rat, a
new cat being chosen from the circle players.
This game is a great favorite with young children, and though
very similar in its general form to Bull in the Ring, the
slight difference of the circle assisting the rat and hindering
the cat makes a great difference in the playing qualities of
the game, rendering it much less rough than Bull in the Ring.
[Illustration: CATCH-AND-PULL TUG OF WAR; A HIGH SCHOOL FRESHMAN CLASS]
CATCH AND PULL TUG OF WAR
_10 to 100 players._
_Gymnasium; playground._
Any number of players may engage in this contest, which is one of the
best for a large number, containing as it does both excellent sport
and vigorous exercise.
A line is drawn down the middle of the playing space. The players are
divided into two parties and stand one party on either side of the
line. The game starts on a signal and consists in catching hold of an
opponent by any part of his body, as hand, arm, or foot, reaching
over the line and so pulling him across the boundary. Any number of
players may try to secure a hold on an opponent and any number may
come to his rescue and try to resist his being pulled over the line,
either by pulling him in the opposite direction or by trying to secure
a hold on one of the opponents. A player does not belong to the enemy
until his entire body has been pulled over the line. He must then join
his captors in trying to secure players from across the line. The
party wins which has the largest number of players at the end of time
limits.
CATCH OF FISH
_10 to 30 or more players._
_Playground; gymnasium._
This is one of the very strenuous games, and affords opportunity for
some very good exercise and sport.
A line is drawn across each end of the playground, beyond which the
players stand in two equal parties, one at one end and one at the
other. The players of one party clasp hands to form a fish net. The
players in the other party are fish. At a given signal both advance
toward the center of the playground, which represents a stream, the
object of the fish being to swim across to the opposite shore without
being caught in the net. To do this they will naturally dodge around
the ends of the net.
The net should inclose or encircle any fish that it catches. The fish
so caught may not try to break apart the clasped hands forming the
net, but may escape only through the opening where the two ends come
together. Should the net break at any point by an unclasping of hands,
the fish are all allowed to escape, and the players go back to their
respective goals and begin over again. Any fish caught in the net are
thereafter out of the game until all are caught. After the net has
made one catch, the sides exchange parts, those of the fish that are
left forming the new net, and the first net crossing to the other side
and becoming fish. The two sides thus exchange places and parts, until
all on one side are caught.
For a large number of players it is better to have two small nets
instead of one large one, the dodging being livelier and the progress
of the game more rapid in every way.
CATCH THE CANE
_10 to 30 or more players._
_Playground; gymnasium; schoolroom._
The players, who should be numbered consecutively, stand in a circle
or semicircle. One player stands in the center of the circle or in
front of the semicircle, with his index finger on the top of a cane,
wand, or closed umbrella, which stands perpendicularly to the floor.
Suddenly he lifts his finger from the cane, at the same time calling
the number assigned to one of the players in the circle. The person
whose number is called must run forward and catch the cane before it
lies on the floor. If he fails, he must return to his place in the
circle; if successful, he changes places with the center player.
This game may have a great deal of sport in it if the action be kept
lively and the one who is calling the numbers gives them in unexpected
order, sometimes repeating a number that has recently been given, then
giving a few in consecutive order, and then skipping over a long
series, etc.
FOR THE SCHOOLROOM.--When played in the schoolroom, the player with
the cane should stand in the center of the front of the room. The
other players--part of the class at a time--may be lined up in front
of the first row of desks, or only the players seated in the first row
of seats may be called, according to the number of their row. At the
discretion of the teacher this row may change to the rear row of
seats, each line moving up one seat to make room for them.
This is an admirable game for making alert and active, children who
are slow or dull.
CAVALRY DRILL
_10 to 100 players._
_Playground; gymnasium._
This is a game of leapfrog.
I. Two players make a back. They stand with backs to the jumpers and
place their inside hands on each other's shoulders with arms extended
at full length to leave a space between. The jumper places a hand on
each of the inside shoulders. The push will be away from the center
and the backs will need to brace themselves for this.
II. A back is made by two or more players standing close together with
sides toward the jumpers, thus making a back several widths deep to
jump over.
For whichever form of back is used, any player failing to clear the
back without touching it is out of the game, the first two failing
becoming backs for the next round when all have jumped. For large
numbers of players this may be played as a competition between
different groups.
CENTIPEDE
_9 to 12 players._
_Gymnasium; seashore._