The players sit in a circle on the floor, with their feet stretched

out and mingled in a promiscuous pile. One player, who is leader, and

stands outside the circle, touches one of the feet (he may mark it

slightly with a piece of chalk if desired), and calling on some player

by name, commands him to tell to whom the foot belongs. When this

player has named some one, the leader commands the owner of the foot

to stand up. If the guess be wrong, the leader chases the mistaken

player and whips him with a knotted handkerchief. If the guess be

right, the guesser is released from the game, sits down at one side,

and chooses the next one to be It, while the one who was It takes a

place in the circle.

This game lends itself especially to the gymnasium or seashore,

where the dressing of the feet is inclined to be uniform.

The game is played by the modern Greeks.

CHANGING SEATS

_20 to 60 players._

_Schoolroom._

This game is played in several different forms. The following are very

popular.

CHANGING SEATS--I

The teacher gives the command, "Change right!" whereupon each pupil

slips from his own seat to the one across the aisle to the right, the

pupils in the farthest right-hand row standing in the outside aisle.

The next order may be, "Change left!" when all of the pupils slip back

to their own seats, and the row that stood resumes its own.

In the same way the orders, "Change forward!" and "Change backward!"

may be given, the row of pupils left out each time merely standing in

the aisles.

CHANGING SEATS--II

In this form of the game the players in the displaced row run around

the room and take the vacant row of seats on the opposite side. For

instance, the teacher gives an order, "Change left!" whereupon all the

pupils slip over into the seats next to them on the left, the outside

row on the left side of the room standing in the aisle. The teacher

then says "Run!" whereupon the pupils who are standing run across the

front of the room and take the vacant row of seats on the right-hand

side. The teacher may then again say, "Change left!" whereupon the

entire class, as now seated, moves one place to the left, the outside

players standing in the aisle as did their predecessors; on the

command "Run!" they, too, run across the room and take the vacant row

of seats on the right-hand side. The command may be given, "Change

forward!" after which the displaced players run around the side of the

room and take the vacant places at the rear; or if the command be

"Backward!" the displaced players run forward and take the front row

of seats.

The sport of the game consists in rapid changes and unexpected

variations in the orders given by the teacher. With right conditions

the command to run may be omitted, the displaced row of pupils

understanding that they are to run as soon as they stand.

The action of the game may be slightly quickened by having the running

row divide, half running around the room in one direction and half in

the other. For instance, if the players in the right-hand row have

been displaced, half of them may run to the rear of the room to reach

the rear half of the outer row of seats on the opposite side, and the

other half run across the front of the room to the forward half of

this row of seats.

CHARLEY OVER THE WATER

_10 to 30 or more players._

_Parlor; gymnasium; playground._

One player is chosen to be Charley, and if there be more than twenty

players there should be two or more Charlies, to make the action more

rapid. Charley stands in the center; the other players join hands in a

circle around him and dance around, repeating the rhyme:--

"Charley over the water,

Charley over the sea.

Charley catch a blackbird,

Can't catch me!"

As the last word is said, the players stoop, and Charley tries to tag

them before they can get into that position. Should he succeed, the

player tagged changes places with him.

CHICKADEE-DEE

_5 to 10 players._

_Dark room._

This game is a good one for the loft of an old barn on a rainy day.

The writer obtained the game from a group of boys, who found it one of

their chief sports used in this way.

It is necessary to prepare in advance a rather large, soft bag; an oat

sack or potato bag may be used. This should be nearly filled with dry

leaves or some substitute, and the end gathered up and tied with a

string, so as to leave quite a hilt or handle for a firm grasp. All

light is shut out of the place, so that the sense of hearing will be

the only guide in the game.

One player, who is It, is seated on the floor in the center of the

loft or room, and holds the sack. The object of the game for this

player is to tag or touch any of the other players with the sack

without leaving his sitting position on the floor. The object of the

other players, who are scattered promiscuously, is to approach as near

as possible to the center player, taking him unaware, with a taunting

cry of "Chickadee-dee!" close to his ear.

The game starts in perfect silence and darkness. A player steals up to

the center man, calls "Chickadee-dee!" and darts back again as quickly

as possible, the center man whirling his bag around in a circle and

hitting out with it in the direction of the voice, trying to hit this

player. While he is doing this, another player from some other

direction repeats the call of "Chickadee-dee!" close to his ear, and

darts back or dodges. Any tactics may be used for dodging, such as

dropping to the floor, jumping, or the more usual modes of dodging.

Any player hit with the bag exchanges places with the one in the

center.

CHICKEN MARKET

_5 to 20 or more players._

_Indoors; out of doors._

This is one of the traditional dramatic games.

One player is chosen to be market man and another buyer; the rest of

the players are chickens; they stoop down in a row and clasp their

hands under their knees. The buyer approaches the market man and asks,

"Have you any chickens for sale?" The market man answers, "Yes,

plenty; will you walk around and try them?" Whereupon the buyer goes

up to different chickens and tests them by laying over the head his

clasped hands, palms downward and pressing inward. The buyer pretends

to be dissatisfied with some of the chickens, saying, "This one is too

tough," "This one is too old," "This one is too fat," etc., until at

last he finds one that suits him, the chickens being supposed to go

through this ordeal without smiling.

When a chicken is found that appears to be satisfactory, the buyer and

the market man take him by the arms, one on either side, he still

remaining in his first position with hands clasped under the knees,

and swing him forward and backward three times. Should he stand this

test without loosening his own grasp, he is supposed to be all right,

and the buyer leads him off to the opposite side of the playground, or

home. The game continues until all of the chickens are sold. Any

chicken that smiles, or whose arms give way in the swinging test, must

pay a forfeit, all of the forfeits being redeemed at the close of the

game. Where there are more than ten players, there should be two or

more buyers and sellers.

This game is played in various countries: in England as a "Sale

of Honey Pots," in China as a "Fruit Sale," etc. The version

here given is from Italy.

CHICKIDY HAND

_5 to 30 or more players._

_Playground; gymnasium._

One player is chosen to be It, and stands near a post with the fingers

of his hands interlocked. The other players, each clasping his own

hands in the same way, crowd around the post and touch it with the

clasped hands. The one who is It counts ten, whereupon the players all

run, the one who is It trying to tag any of them. None of the players

may unclasp their hands until they are tagged, whereupon they are

prisoners and clasp hands with It, forming a line which thereafter is

the tagging line, though only the original It may tag the other

players. The game is a contest between the tagging line, which tries

to recruit and retain its numbers, and the free players, who try (1)

to avoid being captured for the tagging line, and (2) to reduce the

tagging line by breaking through it; but the players in the line must

resist this. Each time that the line is broken, the one of the two

players (whose hands were parted) who stands toward the head of the

line is dropped out of the game. A free player may not be tagged after

he has thrown himself upon (touched) a pair of hands that he is trying

to part. The last player caught by the tagging line is the winner and

becomes It for the next game.

CHINESE CHICKEN

_5 to 30 or more players._

_Playground; gymnasium; schoolroom; seashore._

This game is played with small blocks of wood or bean bags. Stones,

or, at the seashore, bathing slippers, may be used instead. These are

placed in straight rows of five to fifteen each, with intervals of

about ten inches between them. The players are divided into groups

numbering from five to ten each, and line up as for a relay race, each

before one row of blocks or bags.

The game is played in the same way by each row of players, and while

the game may be competitive between the different groups, in its

original form it is for one group only. The first player in a group

represents a "lame chicken," and hops on one foot over each bag until

the end of the line of bags has been reached. The last bag is then

kicked away by the "lame" (lifted) foot, after which it must be picked

up and carried back over the same route to the first end of the line,

when the same player hops back on the opposite foot, kicks away a

second bag, picks it up and returns, and so on until he fails. Only

one foot may touch the ground at a time, and may touch it but once in

each space between the bags. No bag may be touched except the one at

the end of the line, which is afterward picked up, and this must be

secured without putting the lame foot upon the ground.

When the "chicken" infringes any of these rules, he must at once give

place to another. The winner is the player who has at the end of the

game the greatest number of bags.

This is a Chinese game, taken by kind permission of the author

from Miss Adèle Fielde's _A Corner of Cathay_. The Chinese

children play it with their shoes in place of the bean bag or

block of wood.

CHINESE WALL

_10 to 60 or more players._

_Playground; gymnasium._

The Chinese wall is marked off by two parallel lines straight across

the center of the playground, leaving a space between them of about

ten feet in width, which represents the wall. On each side of the

wall, at a distance of from fifteen to thirty feet, a parallel line is

drawn across the ground. This marks the safety point or home goal for

the besiegers.

One player is chosen to defend the wall, and takes his place upon it.

All of the other players stand in one of the home goals. The defender

calls "Start!" when all of the players must cross the wall to the goal

beyond, the defender trying to tag as many as he can as they cross;

but he may not overstep the boundaries of the wall himself. All so

tagged join the defender in trying to secure the rest of the players

during future sorties. The game ends when all have been caught, the

last player taken being defender for the next game.

[Illustration diagram: CHINESE WALL]

This is a capital game for both children and older players, as

it affords opportunity for some very brisk running and dodging,

especially if the playground be wide. It differs from Hill Dill

and several other games of the sort in that there is a more

limited space in which the center catcher and his allies are

confined.

CIRCLE RACE

_10 to 30 or more players._

_Playground; gymnasium._

The players stand in a circle a considerable distance apart and face

around in single file in the same direction. At a signal all start to

run, following the general outline of the circle, but each trying to

pass on the outside the runner next in front of him, tagging as he

passes. Any player passed in this way drops out of the race. The last

player wins. At a signal from a leader or teacher, the circle faces

about and runs in the opposite direction. As this reverses the

relative position of runners who are gaining or losing ground, it is a

feature that may be used by a judicious leader to add much merriment

and zest to the game.

CIRCLE RELAY

_9 to 60 or more players._

_Playground; gymnasium._

[Illustration diagram: CIRCLE RELAY]

The players stand in three or more divisions in single file, facing to

a common center. In this formation they radiate like the spokes of a

wheel. On a signal from a leader, the outer player of each file faces

to the right. On a second signal, these outer players all run in a

circle in the direction in which they are facing. The object of the

game is to see which runner will first get back to his place. The one

winning scores one point for his line. Immediately upon the

announcement of the score, these runners all step to the inner end of

their respective files, facing to the center, the files moving

backward to make room for them. The signals are repeated, and those

who are now at the outer end of each file face and then run, as did

their predecessors. The line scoring the highest when all have run

wins the game.

CIRCLE SEAT RELAY

_10 to 60 players._

_Schoolroom._

This game starts with the players all seated, and with an even number

in each row. At a signal, the last player in each row runs forward on

the right-hand side of his seat, runs around the front desk, and

returns on the left-hand side of his own row. As soon as he is seated,

he touches the player next in front on the shoulder, which is a signal

for this one to start. He runs in the same way. This is continued

until the last player, which in this case is the one sitting in the

front seat, has circled his desk and seated himself with hand

upraised. The line wins whose front player first does this.

This is one of the best running games for the schoolroom. As in all

such games, seated pupils should strictly observe the rule of keeping

their feet out of the aisles and under the desks.

Players must observe strictly the rule of running forward on the

right-hand side and backward in the next aisle, else there will be

collisions.

CLAM SHELL COMBAT

_2 to 30 players._

_Out of doors; seashore._

Each of the players is provided with an equal number of clam shells;

the players then pair off in twos for the combat. Which of the two

shall have the first play is decided by the players each dropping a

clam shell from a height of three feet. The one whose shell falls

with the hollow or concave side down has the first play. Should it be

a tie, the trials are repeated until one player is chosen in this way.

The play then opens with the unsuccessful player putting a clam shell

on the ground, when the opponent throws another shell at it, trying to

break it. If he succeeds, the opponent must put down another shell.

This is kept up indefinitely, until a player's shells have all been

won by the opposing thrower, or until the thrower fails to hit a

shell, or his own breaks in doing so. Whenever one of these things

occurs, he loses his turn, and must put down a shell for the opponent

to throw at. The player wins who retains an unbroken shell the

longest.

Where there is a considerable number of players, they may be divided

into opposing parties, the players stepping forward in turn at the

call of their respective captains.

This is a Korean game, reported by Mr. Culin.

CLUB SNATCH

_10 to 60 players._

_Playground; gymnasium._

This is one of the best competitive chasing games.

A goal is marked off across each end of the playground. Midway between

the goals, an Indian club is placed; a handkerchief or other similar

object may be used, placed on some support--on a stake driven into the

ground, laid over a rock or stool, or hung on the end of a branch. A

stone or dumb-bell laid on the ground may be substituted. In line with

the club a starting base is marked on each goal line.

The players are divided into two equal parties, each having a captain.

Each party takes its place in one of the goals. The object of the game

is for one of the runners to snatch the club and return to his goal

before a runner from the opposite goal tags him, both leaving their

starting bases at the same time on a signal. The players on each team

run in turn, the captains naming who shall run each time.

The captains toss for first choice of runners; the one who wins names

his first runner, who steps to the running base, whereupon the

competing captain names a runner to go out against him, trying to

select one of equal or superior ability. Thereafter the captains take

turns as to who shall first designate a runner.

When there is a large number of players, or very limited time,

a different method may be used for selecting the runners. All

of the players should then line up according to size, and

number consecutively by couples. That is, the first couple

would be number one, the second, number two, the third, number

three, etc. The couples then divide, one file going to one team

and the other to the opposite team. The players run thereafter

according to number, the numbers one competing, and so on. Each

player may run but once until all on the team have run, when

each may be called a second time, etc. To avoid confusion, the

players who have run should stand on one side of the starting

base, say the right, and those who have not run, to the left.

[Illustration diagram: CLUB SNATCH]

The first runners, having been called by their respective captains to

the starting bases, run on a signal; the players may reach the club

together and go through many false moves and dodges before one

snatches the club and turns back to his goal. Should he succeed in

reaching the goal before the other player can tag him, his team scores

one point. Should he be tagged before he can return with his trophy,

the opponent scores one point. The club is replaced after each run. In

either case both players return to their original teams.

When each runner has run once, the teams exchange goals and run a

second time. The team wins which has the highest score at the end of

the second round.

For large numbers of players there may be several clubs, each having

corresponding starting bases on the goals, so that several pairs of

runners may compete at once. One club for twenty players, ten on each

side, is a good proportion. For young players the club may be placed

nearer one goal than the other at first, as shown in the diagram.

This is a capital game as here developed with the feature of

scoring, and may be made very popular.

COCK STRIDE

_3 to 15 players._

_Playground; gymnasium._

This game is usually played with boys' caps, but knotted handkerchiefs

or balls of crumpled paper may be used. One player is the cock; he is

blindfolded and stands in a stride position with his feet wide apart

sideways. The other players stand in turn at a point five to ten feet

behind him, and throw their caps forward as far as possible between

his legs. After the caps are all thrown, each player moves forward and

stands beside his own cap. The cock then crawls on all fours, still

blindfolded, until he reaches a cap. The player whose cap is first

touched at once becomes an object of chase by the other players, who

are at liberty to "pommel" him when he is captured. He then becomes

cock for the next round of the game.

CROSSING THE BROOK

_5 to 60 or more players._

_Playground; gymnasium; schoolroom._

This game is a great favorite with little children. A place

representing a brook is marked off by two lines on the ground. For

little children in the first year of school (about six years old) this

may start with a width of two feet. The players ran in groups and try

to jump across the brook. Those who succeed turn around and jump back

with a standing jump instead of a running jump. On either of these

jumps the player who does not cross the line representing the bank

gets into the water and must run home for dry stockings, being

thereafter out of the game. The successful jumpers are led to wider

and wider places in the brook to jump (a new line being drawn to

increase the distance), until the widest point is reached at which any

player can jump successfully. This player is considered the winner.

This game is printed by kind permission of the Alumni

Association of the Boston Normal School of Gymnastics, from the

book _One Hundred and Fifty Gymnastic Games_.

CROSS TAG

_5 to 30 or more players._

_Playground; gymnasium._

One player is chosen to be It. He calls out the name of another

player, to whom he at once gives chase. A third player at any point in

the chase may run between the one who is It and the one whom he is

chasing, whereupon this third player becomes the object of the chase

instead of the second. At any time a fourth player may run between

this player and the chaser, diverting the chase to himself, and so on

indefinitely. In other words, whenever a player crosses between the

one who is It and the one being chased, the latter is at once relieved

of the chase and ceases to be a fugitive. Whenever the chaser tags a

player, that player becomes It. Considerable sport may be added to the

game by the free players trying to impede the chaser and so help the

runner,--getting in the way of the former without crossing between the

two, or any other hindering tactics.

DO THIS, DO THAT

_10 to 60 or more players._

_Playground; gymnasium; schoolroom; parlor._

All the players stand facing one of their number who is the leader.

The one who is leader assumes any gymnastic position or imitates any

action, at the same time saying "Do this!" and the others immediately

imitate. Should the leader at any time say "Do that!" instead of "Do

this!" any player who imitates the action performed must be seated, or

pay a forfeit, whichever form of penalty has been decided on at the

beginning of the game. Three mistakes of this kind put a player out of

the game, even when forfeits are the penalty.

The leader may choose any gymnastic positions that are familiar, such

as chargings, head bendings, trunk bendings, arm movements, knee

bendings, hopping, jumping, dancing steps, etc.; or imitate familiar

actions such as hammering, sawing, washing, ironing, sewing, stone

cutting, shoveling, riding horseback, etc.

DOUBLE RELAY RACES

_10 to 100 players._

_Schoolroom; playground; gymnasium._

First two rows (Nos. 1 to 14) stand in aisle II and give way to rear

to starting point. Third row (Nos. 15 to 21) stand in aisle III, march

forward and around to right into aisle I, bringing entire 21 pupils

into formation, as indicated for Team A on diagram. Fifth and sixth

rows (Nos. 22 to 35) stand in aisle VI and give way to rear to

starting point. Fourth row (Nos. 36 to 42) stand in aisle V, march

forward and around to left into aisle VII, bringing entire team, Nos.

22 to 42, into formation as indicated for Team B on diagram.

FIRST RELAY

At commands, "Ready, go!" Nos. 1 and 22, the two leaders of the two

teams, walk to wall in front of them at W/A and W/B, touch the wall,

return down aisles III and V respectively, and continue up aisle IV to

teacher's desk. When the two leaders, 1 and 22, touch the wall, Nos. 2

and 23 start at the "exchange points," X and X, 1 and 2 touch left

hands across desks, and 22 and 23 touch right hands across desks. At

the starting point, 1 touches left hand of 3, who starts as soon as

touched, 22 touches right hand of 24, who also starts as soon as

touched; so on to the last of each team, who finish the game by

touching the desks where the leaders started. Both teams then "about

face" and march back, Team A through aisles III, II, and I, and Team B

through aisles V, VI, and VII, when they are ready for the next relay.

[Illustration diagram: DIAGRAM NO. 1--DOUBLE RELAY RACES]

SECOND RELAY

Same as First Relay, but this time running.

[Illustration diagram: DIAGRAM NO. 2--DOUBLE RELAY RACES]

THIRD RELAY

Same as Second Relay, but this time each leader starts with an eraser,

if in the schoolroom, or a dumb-bell in playground, in his hand and

gives it to the next pupil at "exchange point," each successive pupil

repeating the exchange at that point. The third and succeeding pupils

must wait at each starting point until "touched" before starting.

FOURTH RELAY

Same as Third Relay, except that a handkerchief, knotted once in the

middle, is substituted for the eraser with which each leader starts.

FIFTH RELAY

Games for the Playground, Home, School and Gymnasium · 第 5 / 33 段