The battle is won by either party making prisoners of all of the

opponents. Or it may be won by the besiegers if one of their men

enters within the guard line inside the fortress without being touched

by a defender. Should a player accomplish this, he shouts "Hole's

won!" Whereupon the defenders must yield the fortress, and the two

parties change places, defenders becoming besiegers, and _vice versa_.

The possibility of taking the fortress in this way should lead to

great alertness on the part of the defenders, as they should leave no

point unguarded, especially a fence the enemy might scale. The guard

line should be drawn inside any such boundaries, and a player entering

in this way must of course get inside the guard line as well as over

the fence. The attacking party on its part will use all possible

devices for dashing into the fortress unexpectedly, such as engaging

the players on one side of the fort to leave an unguarded loophole for

entering at another.

The attacking general may withdraw his forces at any time for a rest

or for conference; either general may run up a flag of truce at any

time for similar purposes. Under such conditions the generals may

arrange for an exchange of prisoners; otherwise there is no means of

freeing prisoners.

FOX AND GEESE

(For other games sometimes known by this title, see _Fox Trail_

and, in the division of Quiet Games, _Naughts and Crosses_.)

_10 to 30 or more players._

_Playground; gymnasium._

One player is chosen to be fox and another to be gander. The remaining

players all stand in single file behind the gander, each with his

hands on the shoulders of the one next in front. The gander tries to

protect his flock of geese from being caught by the fox, and to do

this spreads out his arms and dodges around in any way he sees fit to

circumvent the efforts of the fox. Only the last goose in the line may

be tagged by the fox, or should the line be very long, the last five

or ten players may be tagged as decided beforehand. It will be seen

that the geese may all coöperate with the gander by doubling and

redoubling their line to prevent the fox from tagging the last goose.

Should the fox tag the last goose (or one of the last five or ten, if

that be permissible), that goose becomes fox and the fox becomes

gander.

A good deal of spirit may be added to the game by the following

dialogue, which is sometimes used to open it:--

The fox shouts tantalizingly, "Geese, geese, gannio!"

The geese reply scornfully, "Fox, fox, fannio!"

Fox, "How many geese have you to-day?"

Gander, "More than you can catch and carry away."

Whereupon the chase begins.

This game is found in almost all countries, under various names

and representing different animals.

FOX AND SQUIRREL

_20 to 60 players._

_Schoolroom._

The players sit in their seats facing toward the aisles, so that each

two adjacent lines have their feet in the same aisle and face each

other. The game consists in passing or tossing some object (the

squirrel), such as a bean bag, basket ball, or hand ball from one

player across the aisle to another and back again, zigzagging down

each aisle, to be followed at once by a second object (the fox); the

effort being to have the fox overtake the squirrel before the end of

the line is reached.

With very little children, passing is better than tossing; but

with older children, or even with little ones, when more

experienced, it is well to use the game as a practice for

tossing and catching. The action should be very rapid. The game

makes much sport for young children, and they are very fond of

it.

FOX TRAIL (DOUBLE RIM)

(Fox and Geese; Half Bushel)

(See also _Fox Trail_ (_Single Rim_).)

_3 to 30 or more players._

_Out of doors; indoors; snow._

This form of Fox Trail, like the Single Rim game, is

distinctively a snow game, but may be used anywhere that a

large diagram may be marked on the ground or floor. This game

differs from the Single Rim in the size and complexity of the

diagram, there being two rims to the wheel instead of one. It

also differs in the fact that there is one more player than the

number of dens for the foxes, and in the methods by which the

foxes may run or be chased.

A large diagram is drawn on the ground, resembling a wheel with two

rims. In the snow this is trampled with the feet like a path; on bare

ground or damp sand it may be drawn with the foot or a stick; in the

gymnasium or on a pavement it may be drawn with chalk. The outer rim

should measure from thirty to forty feet in radius; the inner rim

should be ten feet from this. Across the circles are drawn straight

lines resembling the spokes of a wheel, the number being governed by

the number of players. Where these spokes touch the outer rim, a den

or goal is marked for the foxes, there being one goal less than the

number of foxes.

[Illustration diagram: FOX TRAIL (Double Rim)]

One player, who is chosen as hunter, stands at his goal in the center

or hub of the wheel. The balance of the players, who are foxes, take

each a place in a den on the outer rim, with the exception of the odd

fox, who stands elsewhere on the rim, trying to get a den whenever he

can. The object of the game is for the foxes to run from den to den

without being caught by the hunter. The method of running, however, is

restricted. Both foxes and hunter are obliged to keep to the trails,

running only on the lines of the diagram.

It is considered poor play to run from den to den around the outer

rim, as there is practically no risk in this. The foxes may run in any

direction on any trail, on the spokes of the wheel, or on either of

the rims. They may turn off on the intersecting trail at any point,

not being obliged to run entirely across to the opposite side of the

rim, as in the simpler diagram given for the other game of this name.

No fox, however, may turn back on a trail; having once started, he

must keep on to the next intersecting point. Whenever the hunter

succeeds in tagging a fox, the two players change places, the fox

becoming hunter and the hunter fox.

[Illustration diagram: FOX TRAIL (Single Rim)]

This game is excellent sport, and is one of the most

interesting and popular of the chasing games. It is one of the

very few distinctive snow games.

FOX TRAIL (SINGLE RIM)

(Fox and Geese; Half Bushel)

(See also _Fox Trail_ (_Double Rim_).)

_3 to 20 players._

_Out of doors; snow; seashore; gymnasium._

This is one of the few distinctive snow games, but may be

played anywhere that a large diagram may be outlined on the

ground. It is very popular with children, and makes an

admirable game for older players as well. See the more

complicated form, with double-rim diagram, preceding this.

A large circle from fifteen to thirty feet in diameter should be

marked on the ground and crossed with intersecting lines like the

spokes of a wheel, there being about five such lines (ten spokes). The

more players there are, the larger should be the circle and the

greater the number of spokes; but there is no fixed relation between

the number of spokes and players. If played in the snow, this diagram

may be trampled down with the feet; if on the fresh earth or sand, it

may be drawn with the heel or a stick; or if in a gymnasium or on a

pavement, marked with chalk.

One player is chosen to be It or Hunter. He stands in the center, that

is, on the hub of the wheel. The other players scatter around the rim

and are foxes. They are not stationed at any one point as in the

Double Rim game, but run or stand anywhere around the rim when not

dashing across the spokes. The object of the game is for the foxes to

cross the wheel to some opposite point without being tagged by the

hunter. They may only run, however, on the prescribed trails,--that

is, on the lines of the diagram. In this form of the game (the Single

Rim diagram) they may run only straight across, and are not at liberty

to turn an angle at the hub and seek refuge over any other trail than

the direct continuation of the one on which they started. The hunter

changes places with any one whom he tags.

FRENCH TAG

_4 to 60 or more players._

_Indoors; out of doors._

In this form of tag certain boundaries are agreed upon beyond which

players may not run, though they may climb or jump over any obstacles

within the boundaries.

Any player who goes outside of the bounds is at once declared to be It

by the pursuer. Otherwise the game is like ordinary tag, any player

who is tagged by the chaser becoming It. (See _Tag._)

FROG IN THE MIDDLE

_10 to 30 or more players._

_Parlor; gymnasium; playground._

One player is chosen for the frog, and sits in the center on the floor

with his feet crossed in tailor fashion. Where there are more than

twenty players, it is well to have at least two such frogs. The other

players stand in a circle around the frog, repeating, "Frog in the

sea, can't catch me!" They dance forward toward the frog and back,

tantalizing him and taking risks in going near him, the object of the

game being for the frog to tag any one of them, whereupon he changes

places with such player. The frog may not at any time leave his

sitting position until released by tagging another player.

GARDEN SCAMP

_10 to 30 or more players._

_Playground; gymnasium; schoolroom; parlor._

This game is a great favorite with children, and may be made an

opportunity for much sport with youths and older players.

All but two of the players form a ring by clasping hands, the

inclosure serving as the garden. Within this one of the odd players

who is assigned to be the scamp takes his place. The other odd player,

the gardener, moves around on the outside of the circle.

The gardener calls to the scamp inside, "Who let you in my garden?"

and the scamp answers, "No one!" whereupon he starts to run away, the

gardener chasing him. The gardener must take the same path followed by

the scamp in and out under the arms of the players, who must lift

their hands to let them pass. The gardener must also go through all of

the movements performed by the scamp, who may jump "leapfrog" over any

player in the circle, turn somersaults, crawl between the legs of a

circle player, double unexpectedly on his path, circle around one of

the players, or resort to any other device for making the chase

difficult. If the scamp be caught, he becomes gardener, and the

gardener joins the circle. The former scamp, now gardener, chooses a

new scamp to go into the circle.

Should the gardener fail to follow in the exact path of the scamp, or

to perform any of the feats or antics of the scamp, the gardener must

at once join the ring, and the scamp then has the privilege of

choosing a new gardener.

FOR THE SCHOOLROOM.--This game may be played by the entire class

forming a circle around the room as close to the seats as possible to

leave room for the chase outside the circle. Where seats can be turned

up, this should be done, to give the runners opportunity to cross and

recross the center space easily. The scamp, however, may vault over

seats in his efforts to escape or delay the gardener.

GOING TO JERUSALEM

_10 to 60 or more players._

_Parlor; gymnasium; schoolroom._

A row of chairs is placed in the center of the room, so that they face

alternately in opposite directions, one chair to one side, the next to

the opposite side, etc. There should be one chair less than the number

of players. The game is most interesting when played with musical

accompaniment.

The game starts with all the players seated in the row of chairs

except one. This odd one is the leader, and his first object is to

recruit the players for his trip to "Jerusalem." He carries a cane and

walks around the row repeating, "I'm going to Jerusalem! I'm going to

Jerusalem!" in singsong. Every few moments he stops at his discretion

and knocks with his cane on the floor behind the chair of some player.

Immediately the player thus summoned rises from his chair and follows

the leader, sometimes having a lively scramble to encircle the row of

chairs and catch up with him. The next player knocked for follows this

one, and so on, until all are moving around in single file. The leader

may reverse his direction at pleasure. This general hurry and

confusion for the start may, with a resourceful leader, add much to

the sport of the game.

When the players are all recruited, they continue to march around the

row of chairs, the main object of the game being the scramble for

seats when the music stops, or upon some other signal to sit if there

be no music.

The musician will add to the interest of the game by varying the time

of the march from slow and stately time to "double quick." At any

moment, after all the players are marching, the music may stop

suddenly. Whenever this happens, the players all scramble for seats.

There will be one odd player left without a seat. This player is

thenceforth out of the game and retires to one end of the room,

taking with him one of the chairs. This continues until there are only

two players encircling one chair, and the one who secures it wins.

Where two players reach a chair at nearly the same time, the chair

belongs to the one who first reached it, or who is sitting more fully

on it. Sitting on the arm of a chair does not count, nor touching it

with the hands or knees.

FOR THE GYMNASIUM.--When played in a gymnasium, a row of gymnasium

stools may be used instead of chairs, and the gathering up of the

players omitted, the game starting with the stools empty.

FOR THE SCHOOLROOM.--When played in the schoolroom, the game starts

with all of the players ready to march, the first part of the game, in

which they are recruited, being omitted. The class should march in

serpentine form up one aisle and down the next, etc., instead of

encircling a row of seats. There should be for a large class from one

to six less seats than the number of players. For instance, one seat

should be counted out in each row or each alternate row. The seat that

is not in play may be designated by turning it up, if of that variety,

and by placing a book on the desk belonging to it.

Wherever played, the game may be carried on without music, simply by

the leader or teacher beating time and stopping when players are to

sit; or he may give a signal or a command to "Sit!"

GOOD MORNING

_10 to 60 or more players._

_Schoolroom; parlor._

This is a very pretty sense-training game,--cultivating

discrimination through the sense of hearing. Little children

are very fond of it, and it is most interesting and surprising

to note the development of perceptive power through the playing

of the game.

One player blinds his eyes. He may do this by going to a corner of the

room and facing the wall, with his hand over his eyes; or a very

pretty method is to have him go to the teacher or leader, with his

face hidden in her lap, and her hands on either side of his head, like

the blinders of a horse.

The teacher then silently points to some other player in the class,

who rises at once and says, "Good morning, David!" (or whatever the

child's name may be). The little guesser, if he has recognized the

voice, responds with, "Good morning, Arthur!" (or other name). If he

does not guess the voice after the first greeting, the child may be

required to repeat it, until the guesser has had three trials. Should

he fail on the third trial, he turns around to see who the player was,

and changes places with him. If he names the right player, the guesser

retains his position until he fails to guess the voice of the one

greeting him, one player after another being required to stand and

give the greeting "Good morning!"

When pupils have become somewhat proficient in the guesser's place,

the others should be required to change their seats after the guesser

has blinded his eyes, so that he will not be assisted in his judgment

by the direction from which the voice comes, which is very easily the

case where the other players are in their accustomed seats.

Of course the greeting will be varied according to the time of day,

being "Good afternoon!" or "Good evening!" as may be appropriate.

Occasionally, in a school game, a pupil from another room may be

called in. Should a strange voice be heard in this way, the little

guesser is considered correct if he answer, "Good morning, stranger!"

GUESS WHO

_10 to 30 or more players._

_Playground; gymnasium; parlor; schoolroom._

Where there are more than ten players, it is desirable to have them

separated into several groups. Each group has a leader, and lines up

in rank (side by side), with the leader in the middle. One odd player

stands in front of the line, facing it.

The odd player asks:--

"Have you seen my friend?"

The line answers,

"No."

First player:--

"Will you go and find him?"

"Yes."

"Put your finger on your lips and follow me!"

The player in front then turns around and, with finger to his lips,

runs to another part of the ground, all of the row falling in behind

and following him, each player with finger on lips. When they have

reached a new position, the first player stops with his back to the

line, which re-forms in a new order under the direction of its leader,

so that the players do not stand in the same relative positions as

when the odd player faced the line. One player from the row selected

by the leader now steps forward behind the odd player and says, trying

to disguise his voice, "Guess who stands behind you!"

If the odd player guesses correctly, he retains his position, turns

around, and the dialogue begins over again. If the guess be wrong, the

one who is It changes places with the one whose name he failed to

guess.

GYPSY

_5 to 10 players._

_Indoors; out of doors._

This is one of the traditional dramatic games, obviously an

abbreviated form of _Mother, Mother, the Pot Boils Over!_

One player is selected for gypsy, and one for the mother. The others

are children. The gypsy remains in hiding while the mother says to her

children, pointing to the different ones in turn:--

"I charge my children every one

To keep good house while I am gone;

You and you, but specially you,

Or else I'll beat you black and blue."

The mother then goes away and blinds her eyes. During her absence the

gypsy comes in, takes away a child, and hides her. The gypsy repeats

this until all of the children are hidden. The mother returns and

finds her children gone, whereupon she has to find them. When all have

been found and brought back home, all chase the gypsy.

HANG TAG

_10 to 100 players._

_Playground; gymnasium._

One player is It, or chaser, and changes places with any other player

whom he can touch (tag). In this form of the game, however, any

player may escape being tagged by hanging from anything overhead which

will enable him to lift his feet from the floor. When played out of

doors, where there are trees, players will naturally jump to catch

hold of the branches of the trees. In a playground or gymnasium pieces

of apparatus may be used for the same purpose. A player is considered

immune if, instead of hanging by his hands, he throws himself across

some obstacle, such as a fence, which enables him to lift his feet

from the ground.

The game is very uninteresting if players each choose a place and

remain close to it in the intervals of the game; but it may be made

full of sport if each will take risks and run from point to point,

taunting the one who is It by going as near him as possible, or

allowing him to approach closely before springing for the overhead

support. The one who is It may not linger near any player to the

extent of trying to tire him out in the hanging position, but must

move rapidly from one to another.

A very interesting form of this game for the gymnasium allows no two

players to hang from the same piece of apparatus; the last one taking

possession has the right to remain hanging on the apparatus, the one

before him being obliged to run at once for another place. This keeps

the players moving and makes the game very lively.

TREE TOAD.--This is a form of Hang Tag played by the modern Greeks. It

is played where there are trees, the players jumping to clasp the

trunk of the tree as a means of lifting their feet from the ground

when the branches are too high to reach. This makes a very funny,

vigorous, and interesting form of the game, to be played in a grove or

shaded lawn.

HAVE YOU SEEN MY SHEEP?

_10 to 30 or more players._

_Playground; parlor; gymnasium; schoolroom._

The players stand in a circle. One walks around on the outside, and

touching one of the circle players on the back, asks, "Have you seen

my sheep?" The one questioned answers, "How was he dressed?" The

outside player then describes the dress of some one in the circle,

saying, for instance, "He wears a red necktie; he is dressed in gray

and has low shoes." The one questioned then names the player whom he

thinks this describes, and if right, at once begins to chase him

around the outside of the circle. Each of the circle players must be

very alert to recognize himself in the description given by the

outside player, for immediately that he is named he must run around

the outside of the circle, chased by the player who guessed, and try

to reach his own place before being tagged. The one who gives the

description does not take part in the chase. Should the runner be

tagged before returning to his place, he must take the place of the

questioner, running in his turn around the outside of the circle and

asking of some player. "Have you seen my sheep?"

IN THE SCHOOLROOM.--The players remain seated, with the exception of

the one who asks the first question of any player he chooses. This

player at once stands, guesses the player described, and chases him

around the room, the one chased trying to gain his seat before being

caught. If caught, he becomes questioner; if not caught, the same

questioner and guesser play as before.

HIDE AND SEEK

The following games of hiding and seeking will be found in

alphabetical order:--

Hide and Seek

I spy!

Ring-a-lie-vio

Run, Sheep, Run!

Sardines

Smuggling the Geg

Ten Steps

Yards Off

HIDE AND SEEK

_2 to 20 or more players._

_Indoors; out of doors._

This is a simple form of "I spy," played by very little children. One

covers his eyes or blinds and the others hide. When securely hidden,

they call "Coop!" and the one who is It goes in search of them. The

call of "Coop!" may be repeated at the discretion of the hider. In

this game the object is won when the searcher discovers the hidden

players. There is no race for a goal as in "I spy."

HIDE THE THIMBLE

(Magic Music)

_5 to 60 players._

_Schoolroom; parlor._

One player is sent from the room; while absent, one of those remaining

hides a thimble, a cork, or some small object which has been

previously shown to the absent one. When the object is hidden, the

absent player is recalled, and proceeds to hunt for the hidden object.

While he is doing this, the others sing or clap their hands, the sound

being very soft and low when the hunter is far away from the object,

and growing louder as he approaches it. The piano music is desirable,

but for schoolroom use singing is found to be more interesting for

all, as well as often more practicable. For very little children hand

clapping is pleasing and sometimes more easily used than singing.

HIGH WINDOWS

_10 to 30 or more players._

_Playground; gymnasium._

All of the players but one join hands in a circle. The odd player in

the center runs around on the inside of the circle and hits one of the

players with a wisp of grass, if the game be played out of doors, or

tags him if played indoors. Both players then run out of the circle,

it being the object of the player who was tagged to catch the odd

player before he can run three times around the outside of the ring.

As the runner completes his third time around, the players in the

circle cry "High Windows!" and raise their clasped hands to let both

of the players inside. Should the one who is being chased succeed in

entering the circle without being tagged, he joins the circle and the

chaser takes his place in the center. Should the chaser tag the

pursued before he can circle the ring three times and dodge inside at

the close, the chaser returns to the circle and the one caught goes

again into the center.

It is permissible to vary the chase by running away from the immediate

vicinity of the circle. Should the chase then become too long, the

circle players may call "High Windows!" as a signal for the runners to

come in. This call is made at the discretion of a leader, whether he

be one of the circle players appointed for that purpose, or a teacher.

HILL DILL

_10 to 30 or more players._

_Playground; gymnasium._

Two parallel boundary lines are drawn from thirty to fifty feet apart;

or the game is often played between the curbings of a street, which

serve as boundaries. One player is chosen to be It, and stands in the

center. The other players stand in two equal parties beyond the

boundary lines, one party on each side. The center player calls out,

"Hill, dill! come over the hill!" The other players then exchange

goals, and as they run across the open space the one in the center

tries to tag them. Any who are tagged assist him thereafter in tagging

the others.

Games for the Playground, Home, School and Gymnasium · 第 7 / 33 段