Same as Fourth Relay, except that the leader of each team and the

pupil behind him each have an eraser (or dumb-bell), and when meeting

at "exchange points," exchange erasers, the leaders giving the second

erasers to the pupils on the starting points, and so on.

SIXTH RELAY

Same as Fifth Relay, except that two handkerchiefs are used instead of

two erasers.

SEVENTH RELAY

Same as Sixth Relay, except that the handkerchiefs may be _thrown_ and

_caught_, instead of being _handed_ or _passed_ to the next pupil.

CAUTIONS

The value of these games lies in two things, _i.e._ in the fact that

after the first two pupils of each team have started and the game is

really under way, there are four pupils on each team actually in

motion, and the game moves so fast that each member of each team has

little time to do anything besides attending strictly to the game; if

his team is to have any chance to make a good showing, he must be

constantly on the alert. The second, and still more important,

valuable feature of the games, lies in the constant exercise of

_inhibition_. Therefore there should be absolutely no "coaching"

except by the teacher during training; care should be taken in the

First Relay to see that all children actually _walk_; no running; when

hands are to be touched, they _must be touched_; when erasers or

handkerchiefs are dropped, they must be picked up by the ones who

dropped them before proceeding with the game; if to be exchanged, they

must be exchanged.

The intermingling of the two teams in aisle IV does not affect the

game in the least.

Diagram 2 is for a schoolroom of seven rows of seats, and six (more or

less) deep. The numbers indicate a convenient division, and the pupils

fall in as before.

A division of the class into three teams may be made if desired, and

if there be sufficient aisles.

These games are suitable for boys or girls or mixed classes.

Diagram 1 should be used for schoolrooms seating 42, if seven deep;

48, if eight deep; 54, if nine deep.

Diagram 2 should be used for schoolrooms seating 42, but facing as

indicated; 49, if seven deep.

Diagram 1 for a schoolroom with five rows and ten deep, using only the

outside and next to the outside aisles.

These games may also be played in the gymnasium or playground.

They were originated by Mr. J. Blake Hillyer of New York City,

and received honorable mention in a competition for schoolroom

games conducted by the Girls' Branch of the Public Schools

Athletic League of New York City in 1906. They are 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 games first appeared.

DROP THE HANDKERCHIEF

_10 to 30 or more players._

_Indoors; out of doors._

All of the players but one stand in a circle. The odd player runs

around on the outside of the circle, carrying a handkerchief, which he

drops behind one of the circle players. The main idea of the game is

to take the circle players unaware with this. Those who form the ring

must look toward the center, and are not allowed to turn their heads

as the runner passes them. The one who runs around with the

handkerchief will resort to various devices for misleading the others

as to where he drops it. For instance, he may sometimes quicken his

pace suddenly after dropping the handkerchief, or at other times

maintain a steady pace which gives no clew.

As soon as a player in the circle discovers that the handkerchief has

been dropped behind him, he must pick it up and as rapidly as

possible chase the one who dropped it, who may run around the outside

of the circle or at any point through or across the circle, his object

being to reach the vacant place left by the one who is chasing him.

The circle players should lift their hands to allow both runners to

pass freely through the circle. Whichever player reaches the vacant

place first stands there, the one left out taking the handkerchief for

the next game.

This is one of the oldest known games and is found throughout

the world. The writer has heard it described by Cossacks,

Japanese, Italians, and people of many other nationalities.

DUCK ON A ROCK

_5 to 30 or more players._

_Playground; gymnasium._

[Illustration diagram: DUCK ON A ROCK]

Each player is provided with a stone, called a "duck," about the size

of a baseball. A large rock or post is chosen as the duck rock, and

twenty-five feet from it a throwing line is drawn. On this duck rock

one player places his duck and stands by it as guard. This guard is

selected at the outset by all of the players throwing their ducks at

the duck rock from the throwing line. The one whose duck falls nearest

to the rock becomes the first guard. The other players stand behind

the throwing line and take turns in throwing at the guard's duck on

the rock with their stones, trying to knock it from the rock. After

each throw a player must recover his own duck and run back home beyond

the throwing line. Should he be tagged by the guard while trying to do

this, he must change places with the guard. The guard may tag him at

any time when he is within the throwing line, unless he stands with

his foot on his own duck where it first fell. He may stand in this way

as long as necessary, awaiting an opportunity to run home; but the

moment he lifts his duck from the ground, or takes his foot from it,

he may be tagged by the guard. Having once lifted his duck to run home

with it, a player may not again place it on the ground.

The guard may not tag any player unless his own duck be on the rock.

Before he may chase the thrower, he must therefore pick up his own

duck and replace it should it have been knocked off. This replacing

gives the thrower an opportunity to recover his own duck and run home;

but should the duck not have been displaced from the duck rock, the

thrower may have to wait either at a safe distance or with his foot on

his own duck if he can get to it, until some other thrower has

displaced the duck on the rock, and so engaged the time and attention

of the guard. Several players may thus be waiting at once to recover

their ducks, some of them near the duck rock with a foot on their

ducks, others at a distance. Any player tagged by the guard must

change places with him, placing his own duck on the rock. The guard

must quickly recover his duck and run for the throwing line after

tagging a player, as he in turn may be tagged as soon as the new guard

has placed his duck on the rock.

A stone that falls very near the duck rock without displacing the duck

may also prove disastrous to the thrower. Should a stone fall within a

hand span (stretching from finger tip to thumb) of the duck rock

without knocking off the duck, the guard challenges the thrower by

shouting "Span!" whereupon he proceeds to measure with his hand the

distance between the duck rock and the stone. Should the distance be

as he surmises, the thrower of the stone has to change places with

him, put his own duck on the rock, and become the guard. This rule

cultivates expert throwers.

When used in a gymnasium, this game may best be played with bean bags,

in which case one bag may be balanced on top of an Indian club for the

duck on the rock.

The modern Greeks play this game with a pile of stones instead

of the one rock or stake with the duck on top. The entire pile

is then knocked over, and the guard must rebuild the whole

before he may tag the other players. These variations make the

game possible under varied circumstances, as on a flat beach,

or playground where no larger duck rock is available, and add

considerably to the sport.

DUMB-BELL TAG

_5 to 30 or more players._

_Gymnasium; playground; schoolroom._

The players stand, scattered promiscuously, one of their number, who

is It, being placed in the center at the opening of the game. A

dumb-bell is passed from one player to another, the one who is It

trying to tag the person who has the dumb-bell. If he succeeds, the

one tagged becomes It.

A great deal of finesse may be used in this game; in appearing to hand

the dumb-bell in one direction, turning suddenly and handing it in

another, etc. Players may move around freely, and the action is

frequently diversified with considerable running and chasing.

In the schoolroom this may be played either with the players seated or

standing.

EVERY MAN IN HIS OWN DEN

_5 to 30 or more players._

_Playground; gymnasium._

Each player selects for himself a den; a post, tree, or other

objective point may serve for this, or the corner of a building, or if

in a gymnasium, a piece of apparatus.

One player opens the game by running out from his den. The second

player tries to catch (tag) him. The third player may try to catch

either of these two, and so on. The object of the different players is

to make captives of the others, as any player caught must thereafter

join his captor in trying to catch others, thus eventually aggregating

the different players into parties, although each starts separately,

and any one may be the nucleus of a group should he be successful in

catching another player. The players may only be caught by those who

issue from a den after they themselves have ventured forth. For

instance, Number Two goes out to catch Number One. Number Three may

catch either Two or One, but neither of them may catch him. The last

player out may catch any of the other players. At any time a player

may run back to his den, after which his again issuing forth gives him

the advantage over all others who may then be out, as he may catch

them. As the players are gradually gathered into different parties,

the game becomes more concentrated, and the side wins that captures

all of the players.

One player may catch only one opponent at a time.

EXCHANGE

(Numbers Change; French Blind Man's Buff)

_10 to 30 or more players._

_Parlor; gymnasium; playground._

One player is blindfolded and stands in the center. The other players

sit in chairs in a circle around him. It is advisable to have the

circle rather large. The players are numbered consecutively from one

to the highest number playing.

The game may start with the players sitting in consecutive order, or

they may change places at the outset to confuse the blindfold player,

although the changing of places takes place very rapidly in the course

of the game. The blindfold player calls out two numbers, whereupon the

players bearing those numbers must exchange places, the blindfold

player trying meanwhile either to catch one of the players or to

secure one of the chairs. Any player so caught must yield his chair to

the catcher. No player may go outside of the circle of chairs, but any

other tactics may be resorted to for evading capture, such as

stooping, creeping, dashing suddenly, etc.

This game may be one of the merriest possible games for an

informal house party. The writer recalls one such occasion when

a prominent manufacturer was blindfolded and had located two

players whose numbers he called for exchange, one of them a

newly graduated West Point lieutenant, the other a college

senior. The business man stood in front of the chair occupied

by the lieutenant and close to it, taking a crouching attitude,

with his feet wide apart and arms outspread ready to grasp the

victim when he should emerge from his chair. Noiselessly the

lieutenant raised himself to a standing position in his chair,

and then suddenly, to shouts of laughter from the company,

vaulted over the head of his would-be captor, while at the same

moment the collegian crawled between his feet and took

possession of the chair.

FARMER IS COMING (THE)

_10 to 30 or more players._

_Playground; gymnasium._

One player, chosen to be the farmer, is seated. The remaining players,

standing at a distance, select a leader who taps some of them on the

shoulder as an invitation to go with him to the farmer's orchard for

apples. Thereupon they leave their home ground, which has a determined

boundary, and approach as near to the farmer as they dare. The game is

more interesting if they can do this from various sides, practically

surrounding him. Suddenly the farmer claps his hands and all players

must stand still, while the leader calls out, "The farmer is coming!"

The players try to get safely back to their home ground, the farmer

chasing them. He may not start, however, until the leader has given

his warning. Any player caught by the farmer changes places with him.

For the parlor or class room.--This game adapts itself well to

indoor use, the farmer sitting on a chair in the middle of the

room if in a parlor, or at the teacher's desk if in a

schoolroom. The players are home when in their seats, and the

farmer, to catch them, must tag them before they are seated.

This is a particularly enjoyable game for an older person to

play with children, the former enacting the farmer.

FENCE TAG

_4 to 30 or more players._

_Indoors; out of doors; schoolroom._

This game is a great favorite with boys for outdoor play, but may also

be used in the gymnasium, various pieces of apparatus being used in

lieu of a fence.

A certain length of fence is chosen for the game. The one who is It

gives the other players a slight start in which to vault over the

fence, when he immediately vaults over and tries to tag them. This

tagging may be done only when both players are on the same side of the

fence.

The dodging is made almost or quite entirely by vaulting or dodging

back and forth across the fence within the length or boundaries

previously determined. Any player tagged must change places with the

one who is It.

FOR THE SCHOOLROOM.--This game may be used in the schoolroom by

vaulting over the seats. When played in this way, it is not allowable

to reach across seats or desks to tag a player. The tagging must be

done in the same aisle in which the tagger stands.

FIRE ON THE MOUNTAINS

_10 to 30 or more players._

_Playground; gymnasium._

[Illustration diagram: FIRE ON THE MOUNTAINS]

A number of stools are placed in a circle with considerable space

between them, there being two stools less than the number of players.

If played out of doors, a stone may be used to sit on in place of a

stool, or the players may stand, each on a spot or base marked on the

ground. One of the odd players is a leader, and sits or stands in the

center; the remainder are circle men and take each his place on a

stool or base, the other odd man standing anywhere in the circle

between the bases. The object of the game is for the circle men to

change places on a signal given by the leader, each player trying to

secure a stool and avoid being the odd man. The longer the distance

between stools or bases the greater the sport. The running must be

done in a circle outside of the bases, and no crosscuts through the

circle are allowed. The player in the center repeats in rapid time the

following lines:--

"Fire on the mountain, run, boys, run!

You with the red coat, you with the gun,

Fire on the mountains, run, boys, run!"

At any time, at the close of the verse, or unexpectedly, by way of

interruption to it, the center player will call "Stool!" or "Base!"

when all of the players must change bases. There will thus be one odd

player left out. This player then steps one side and is out of the

game, taking with him a stool belonging to one of the players, so that

the number of stools is reduced by one; if bases are used, one is

crossed out to show it is out of the game. The center player, who

remains caller throughout, then repeats the verse and the signal for

changing.

For each round of the game one player and one stool are taken out of

the circle, until but two players and one stool are left. These two

finish the game by circling the stool and some objective point a

couple of yards away; when the signal to change is then given, the

last one of the two to reach the stool becomes the leader for the next

game.

VARIATION.--This game may be played without eliminating a player for

each round. In this form, each player who is left out when stools or

bases are taken must pay a forfeit, but continues actively in the

game. The forfeits are redeemed when each player has been odd man at

least once.

In this form of the game, instead of having one leader throughout, the

leader (center man) should try to secure a stool for himself when the

others change, the odd man becoming leader. There should then be but

one stool or base less than the number of players.

This is a Scotch game, the reference to signal fires on the

mountains, to red coats, and guns, having an obviously historic

origin.

FLOWERS AND THE WIND (THE)

_4 to 30 or more players._

_Indoors, out of doors._

This game is suitable for little children. The players are divided

into two equal parties, each party having a home marked off at

opposite ends of the playground, with a long neutral space between.

One party represents a flower, deciding among themselves which flower

they shall represent, as daisies, lilies, lilacs, etc. They then walk

over near the home line of the opposite party. The opposite players

(who represent the wind) stand in a row on their line, ready to run,

and guess what the flower chosen by their opponents may be. As soon as

the right flower is named, the entire party owning it must turn and

run home, the wind chasing them. Any players caught by the wind before

reaching home become his prisoners and join him. The remaining flowers

repeat their play, taking a different name each time. This continues

until all of the flowers have been caught.

FOLLOW CHASE

_10 to 30 or more players._

_Gymnasium; playground._

The players stand in a circle with arms stretched sideways, resting on

each other's shoulders, thus making a wide distance between. One

player is chosen for runner and one for chaser. The game starts with

the runner in one of the spaces under the outstretched arms of the

players, and the chaser in a similar position on the opposite side of

the circle. At a signal from a leader both start, the runner weaving

in and out between the players or dashing across the circle in any way

that he sees fit; but the chaser must always follow by the same route.

If the runner be caught, he joins the circle; the chaser then takes

his place as runner and chooses another player to be chaser.

The leader (who may be one of the players) may close the chase if it

becomes too long by calling "Time!" when both runners must return to

their places in the circle, new ones taking their places.

For large numbers there may be two or more runners and an equal number

of chasers, or the players may be divided into smaller groups.

With various modifications, this game is found in many

countries. As given here, it is of Italian origin.

FOLLOW THE LEADER

_5 to 60 or more players._

_Playground; gymnasium; parlor; schoolroom._

One player, who is especially resourceful or skillful, is chosen as a

leader. The others all form in single file behind him, and imitate

anything that he does. The leader aims to keep the line moving, and

should set particularly hard tasks for them, such as climbing or

vaulting over obstacles, under others, jumping to touch high points or

objects, going through difficult feats, jumping certain distances,

taking a hop, skip, and jump, walking backward, turning around while

walking, walking or running with a book on the head, etc. Any one

failing to perform the required feat drops out of the game or goes to

the foot of the line; or at the pleasure of the players may pay a

forfeit for the failure and continue playing, all forfeits to be

redeemed at the close of the game.

[Illustration: FORCING THE CITY GATES

_Reprinted from Dr. Isaac T. Headland's "The Chinese Boy and Girl," by

kind permission of Messrs. Fleming H. Revell & Co._

]

FORCING THE CITY GATES

_10 to 30 or more players._

_Playground; gymnasium._

Two captains are selected, who alternately choose players until all

are in two groups. The two sides then line up in two straight lines,

facing each other about ten feet apart, and holding hands, each line

representing the gates of a city. The captains dispose their men in

line as they see fit, but it is advisable to alternate the larger or

stronger players with the smaller or weaker ones, to equalize the

strength at the points of attack. The captain of one side then names

one of his players, who steps forward and tries to break through the

hands of the opposing side, or he may dodge under them. If he does not

succeed in one place, he may try in another, but may not have more

than three trials. Should he succeed in breaking the opposing line or

dodging under, he returns to his side, taking the two whose hands had

been parted or evaded, as prisoners to reënforce his side. Should he

fail in the third attempt, he is to remain on the side of his

opponents. The captains alternate turns in sending forth a man to

"force the city gates." The players taken from the opposing side must

thereafter work for the side to which they are taken captive, each

prisoner being placed in the line between two of the original team.

The side wins which eventually secures all of the opposing players.

The action may be made more rapid where a large number are playing by

sending out two or more players at once.

This is a Chinese game, recorded by Dr. Headland, who has

kindly supplied additional points to the author. Some

modifications for large numbers have been found advisable under

American school conditions.

FORTRESS

_10 to 100 players._

_Out of doors; gymnasium._

This is one of the very strenuous games based on the idea of

warfare. The underlying idea is exactly opposite to that of

Robbers and Soldiers, being a game of attack and defense rather

than of chase and capture.

[Illustration diagram: FORTRESS]

A fortress is marked on the ground, in the shape of a large square or

oblong, the size differing with the area at disposal and the number of

players. It should be not less than twenty-five by forty feet in

dimensions. One or more sides of this may be situated so as to be

inclosed by a wall or fence. A line should be drawn five feet inside

of the fortress boundaries and another five feet outside of it; these

mark the guard lines or limits for making prisoners. Each party

should also have its prison--a small square marked in the center of

the fortress for the defenders, and another at some distant point for

the besiegers.

The players are divided into two equal parties, each under the command

of a general, who may order his men at any time to any part of the

battle. One party of players are defenders of the fortress, and should

scatter over it at the beginning of the attack and keep a sharp

lookout on unguarded parts at any time. The other players, forming the

attacking party, scatter under the direction of their general to

approach the fortress from different directions. This may be done in a

sudden rush, or deliberately before attacking. At a signal from their

general, the besiegers attack the fortress.

The method of combat is entirely confined to engagements between any

two of the opposing players, and is in general of the nature of a "tug

of war." They may push, pull, or carry each other so long as they

remain upright; but wrestling or dragging on the ground are not

allowed. Any player so forced over the guard line becomes a prisoner

to his opponent and is thereafter out of the game. If he be a

besieger, captured by a defender, he is placed within the prison in

the center of the fortress, and may not thereafter escape or be freed

unless the general should make an exchange of prisoners. Should he be

a defender, pulled over the outer guard line by a besieger, he is

taken to the prison of the attacking party, subject to the same rules

of escape. In the general engagement, players of equal strength should

compete, the strong players with strong ones, and _vice versa_. The

commanders should each give general directions for this to their men

before the engagement opens.

Games for the Playground, Home, School and Gymnasium · 第 6 / 33 段