This is a favorite game with boys, and is not so rough a game as Bull

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._

Games for the Playground, Home, School and Gymnasium · 第 4 / 33 段