This game is not well adapted to very large numbers of players,

as it brings two opposing parties running toward each other in

the exchange of goals. It is especially suited to conditions

where a very wide central field lies between the goals, thus

giving opportunity for the players to scatter.

HIP

_5 to 30 or more players._

_Playground._

All of the players stand in an informal group. One of them is provided

with a stick about the size of a broomstick and about two feet long.

He throws this as far as he can, at the same time calling the name of

one of the other players. The one who threw the stick, and all the

others except the one whose name is called, then scatter in a run. The

one who is called must pick up the stick, whereupon he becomes "Hip"

and must chase the other players. Any player whom he catches he

touches with the stick (pounding not allowed), and that player at once

joins him in trying to catch the others. Any one caught by the second

player, however, must be held by him until Hip can come and touch the

prisoner with the stick, whereupon he also joins Hip's party. As the

number of players with Hip increases, there may be some pretty lively

"tussling" on the part of players who are caught, pending the arrival

of Hip to touch them with the stick, as he may have several to reach

in this way, and the interval may be considerable in which the captor

must hold his victim. The game ends when all of the players have been

touched by Hip.

HOME TAG

_4 to 60 or more players._

_Indoors; out of doors._

One player is It, or chaser, and changes places with any one whom he

can touch (tag) outside of the safety places called homes. One or more

such places are chosen to which the players may run at any time for

safety. It is advisable to have these homes widely separated, as at

opposite ends of the playground. If the players resort to these homes

too frequently to make a good game, the chaser may call

"Three times three are nine;

Who does not run is mine."

Whereupon every player must run out from his home or goal, or change

places with the tagger.

HOPPING RELAY RACE

_10 to 100 players._

_Playground; gymnasium; schoolroom._

A starting line is drawn on the ground, behind which the players stand

in two or more single files, facing a goal. The goal should be ten or

more feet from the starting line, and may consist of a wall, or a line

drawn on the ground. At a signal the first player in each line hops on

one foot to the goal, touches it with his hands (stooping for this if

it be a line on the ground), and hops back to the end of his line,

which should have moved forward to fill his place as he started. He

takes his place at the rear end of the line. He tags the first player

in the line as he passes him, and this player at once hops forward to

the goal. Each player thus takes his turn, the line winning whose last

player first reaches the rear of his line, and there raises his hand

as a signal.

If the game be repeated, the hopping in the second round should be on

the opposite foot.

FOR THE SCHOOLROOM.--This may be played in the class room by having an

equal number of pupils in each row of seats. The players remain seated

until it is their turn to hop, each hopping from his own seat to the

forward blackboard and back to his seat again; or the distance may be

made greater by continuing past his seat to the rear wall and then

back to his seat again. The game starts with those in the rear seats.

Each pupil as he takes his seat tags the pupil seated next in front of

him, who takes this as a signal to start. The line wins whose player

in the front seat first returns and raises a hand to show he is

seated.

HOUND AND RABBIT

_10 to 60 or more players._

_Playground; gymnasium; schoolroom._

A considerable number of the players stand in groups of three, with

their hands on each other's shoulders, each group making a small

circle which represents a hollow tree. In each tree is stationed a

player who takes the part of rabbit. There should be one more rabbit

than the number of trees. One player is also chosen for hound.

The hound chases the odd rabbit, who may take refuge in any tree,

always running in and out under the arms of the players forming the

tree. But no two rabbits may lodge in the same tree; so as soon as a

hunted rabbit enters a tree, the rabbit already there must run for

another shelter. Whenever the hound catches a rabbit, they change

places, the hound becoming rabbit and the rabbit hound. Or the hound

may at any time become a rabbit by finding shelter in an empty tree,

whereupon the odd rabbit who is left without shelter must take the

part of the hound.

This game may be made very lively, and has much sport in it

even for adults. The trees should be scattered promiscuously so

that both rabbits and hound may have many opportunities to

dodge and run in various directions, with false starts and

feints that add zest and interest to such a game.

For large numbers of players it is advisable to give each a

better chance to participate actively in the game by having the

rabbits and trees change parts whenever a rabbit is caught. The

hound, and the rabbit who was caught, then choose their

successors.

[Illustration: HOW MANY MILES TO BABYLON?]

HOW MANY MILES TO BABYLON?

_10 to 100 players._

_Indoors; out of doors._

The players are divided into two lines and stand facing each other,

with a distance of about ten feet between. Each line numbers off in

twos, and the players in each line take hold of hands. The following

dialogue takes place between the two lines, all of the players in a

line asking or answering the questions in unison. The lines rock

forward and backward during the dialogue from one foot to another,

also swinging the clasped hands forward and backward in time to the

rhythm of the movement and the words. The time should be rapid.

The first line asks:--

"How many miles to Babylon?"

Second line:--

"Threescore and ten."

"Will we be there by candle light?"

"Yes, and back again."

"Open your gates and let us through."

"Not without a beck [courtesy] and a boo [bow]."

"Here's a beck and here's a boo,

Here's a side and here's a sou;

Open your gates and let us through."

As the players in the first line say, "Here's a beck and here's a

boo," they suit the action to the words, drop hands, and make each a

courtesy, with wrists at hips for the "beck," and straighten up and

make a deep bow forward for the "boo"; assume an erect position and

bend the head sideways to the right for "Here's a side," and to the

left for "Here's a sou." Then the partners clasp hands and all run

forward in eight quick steps in the same rhythm as the dialogue that

has been repeated, each couple passing under the upraised hands of the

opposite couple, which represent the city gates. Having taken the

eight steps, the running couple turns around, facing the other line

from the opposite side. This is done in four running steps, making

twelve steps in all. The couples that made the gates then turn around

in four running steps (a total of sixteen steps or beats) until they

face the first line, when they in turn begin the rocking motion and

the dialogue, "How many miles to Babylon?" This is repeated

indefinitely, each line being alternately the questioners and the

gates.

The time in which the lines are repeated and the accompanying

movements should be very brisk and rapid, so as to give life

and action to it. The start forward in the run when the couples

pass through the gates should be made with a decided stamp or

accent on the first step; and the last step with which they

turn in place, facing the line after they have passed through

the gates, should have a similar accent. The questions and

answers should be given with varied intonation to avoid

monotonous singsong.

Mrs. Gomme ascribes the origin of this game to a time when toll

was required for entrance into a city, or for the carrying of

merchandise into a walled town. The form here given is of

Scottish origin, gathered by the writer, and is different from

any published versions that have been consulted.

HUCKLE, BUCKLE, BEAN STALK

_5 to 60 players._

_Schoolroom; parlor._

This game is a form of Hide the Thimble.

A thimble, cork, ring, or other small object may be used for hiding.

All of the players leave the room save one, who places the object in

plain sight but where it would not be likely to be seen, as on the top

of a picture frame, in a corner on the floor, etc. It may be placed

behind any other object, so long as it may be seen there without

moving any object. This hiding will be especially successful if some

hiding place can be found near the color of the object; for instance,

if the object be of metal, to hang it from the key of a door, put it

in the filigree of a vase, etc. When the object has been placed, the

players are called into the room, and all begin to look for it. When

one spies it, he does not at once disclose this fact to the others,

but quietly takes his seat, and when seated, says, "Huckle, buckle,

bean stalk!" which indicates that he knows where the object is. The

game keeps on until all of the players have located the object, or

until the teacher or leader calls the hunt closed. The first one to

find the object hides it for the next game.

HUNT (THE)

_10 to 30 or more players._

_Playground; gymnasium._

The ground is marked off with two goals at opposite ends by parallel

lines drawn entirely across it. The space between the lines should

measure from thirty to fifty or more feet. One player is chosen for

hunter, who stands in the center. The other players are named in

groups from various animals; thus there will be several lions, several

tigers, etc. These groups are divided so that part stand in one goal

and part in the other, the number of players being equal in each goal

when the game opens.

The hunter, standing in the center, calls the name of any animal he

chooses, whereupon all of the players bearing that name must change

goals. The hunter tries to catch them while they are in his territory.

The first player caught must thereafter help the hunter in catching

the others. The second player caught changes places with the first,

the first one then being placed in a "cage" at one side of the

playground and is out of the game. The game ends when the hunter has

caught all of the animals.

There are several games very similar to this, but all of them

have distinctive points that make them quite different in

playing. In the present game the hunter has the advantage of

chasing players running from both directions, but there is a

comparatively small number of these, and he is placed at the

disadvantage of not usually knowing just which players bear the

names of certain animals.

HUNT THE FOX

_20 to 60 or more players._

_Playground; gymnasium._

The players stand in two parallel lines or files facing to the front,

with about five feet distance between the files, and considerable

distance between each two players in a file, so that the runners may

have space to run between them. The head player of one file is a fox

and the head player of the opposite file the hunter.

At a signal the fox starts to run, winding in and out from one side to

the other of his file until he reaches the bottom, when he turns and

comes up the opposite file. The fox is not obliged to run between each

two players, but may skip any number that he wishes, and choose his

own track. The hunter must follow in exactly the same trail, being

obliged, should he make a mistake, to go back to the point at which he

diverged from the path of the fox. If the fox succeeds in getting back

to the head of the second file without being caught, he is considered

to have escaped, and takes his place at the foot of his own file.

Should he be caught by the hunter, he changes places with the latter,

the hunter going to the foot of the fox's file, and the fox taking the

hunter's original place at the head of his file. The second player in

the fox's file, who should have moved up to the front to keep the

lines even, is then fox for the next chase.

HUNT THE SLIPPER

_10 to 30 or more players._

_Parlor; seashore; gymnasium._

All of the players but one sit in a circle, with the feet drawn up and

knees raised so that a slipper may be passed from hand to hand of each

player under his knees. Where both boys and girls are playing, it is

desirable to have the girls alternate as much as possible with the

boys, as the slipper is more readily hidden under their skirts. The

players pass the slipper or bean bag around the circle under the

knees, the object being on their part to evade the vigilance of the

odd player, who runs around on the outside of the circle trying to

touch the person who holds the slipper. Many devices may be resorted

to for deceiving the hunter, such as appearing to pass the slipper

when it is not in one's hands, or holding it for quite a while as

though the hands are idle, although it is not considered good sport to

do this for very long or often. The players will use every means of

tantalizing the hunter; for instance, when he is at a safe distance,

they will hold the slipper up with a shout, or even throw it to some

other person in the circle, or tap the floor with it. When the hunter

succeeds in catching the player with the slipper, he changes places

with that player.

When the circle of players is very large, the odd player may take his

place in the center instead of outside the circle.

INDIAN CLUB RACE

_10 to 100 players._

_Gymnasium; playground._

This game is an adaptation of the Potato Race. See also the

related game _All Up Relay_.

[Illustration diagram: INDIAN CLUB RACE]

The players are lined up in two or more single files, the first

players standing with toes on a starting line. A small circle is

marked on the ground to the right of the first player in each file,

and just within the starting line. A series of six small crosses is

also marked on the ground in front of each line, at intervals of six

feet apart, continuing in the same direction as the file, the first

one being ten or fifteen feet from the starting line. An Indian club

is placed on each cross. At a signal, the first runners rush forward,

each picks up a club, returns, and places it (standing upright) within

the small circle, beside his starting place, returns for another, and

so on until all six clubs are within the circle. The first players,

having finished, pass to the rear of their respective lines, which

move up to the starting line.

At a signal the next row of players take each a club and return it to

one of the crosses, returning for another, etc., until all are placed.

The next runners return the clubs to the circle, and so on until each

player in the files has taken part. The file wins whose last player is

first to get back to the starting line after placing the last club.

In case of a tie, the last three players from the tied files may be

required to repeat the play.

This is one of the best games for training in self-control, and a

teacher should strictly enforce the rules. Any player starting over

the line before the signal, or standing with the foot beyond it before

starting, should go back and start over again. Whenever a club falls

down, or is not placed on the cross or in the circle, the player who

placed it must go back and stand it upright or it counts as a foul.

I SAY, "STOOP!"

_5 to 60 or more players._

_Playground; gymnasium; schoolroom._

This game is a variation of the old familiar game "Simon says," but

calls for much more activity than the latter game.

The players stand in a circle, and in front of them the leader or

teacher. The teacher says quickly, "I say, stoop!" and immediately

stoops himself and rises again, somewhat as in a courtesy. The players

all imitate the action; but when the leader says, "I say, stand!" at

the same time stooping himself, the players should remain standing.

Any who make a mistake and stoop when the leader says, "I say, stand!"

are out of the game.

This may be made a very amusing little game to fill in a few

dull moments, and when used in the schoolroom, it serves to

refresh tired minds very quickly. The leader should speak and

move very rapidly and make unexpected variations in the order

in which the two commands are given.

I SPY

(See _Hide and Seek_ for list of other games of this type.)

_3 to 30 or more players._

_Out of doors; indoors._

One player is chosen to be the spy, who blinds his eyes at a central

goal while the other players scatter and hide. The spy counts one

hundred, upon the completion of which he announces his readiness to

take up the hunt by shouting aloud:--

"One, two, three!

Look out for me,

For I am coming and I can see!"

Or he may shout only the word "Coming!" as he leaves the goal, or

merely the last count, "One hundred!" The spy endeavors to detect as

many hidden players as possible, and for each player must dash back to

the goal, hit it three times, and call out, "One, two, three for

----," naming the player. Should he make a mistake in identity, the

player really seen and the one named by mistake are both free and may

return to the goal without further danger. As soon, however, as a

player knows he has been detected by the spy, he should race with the

latter for the goal, and should he reach it first, should hit it three

times and call out, "One, two, three for me!" Any player who can thus

make the goal after the spy has started on his hunt may save himself

in this way, whether he has been detected or not. Should all of the

players save themselves in this way, the same spy must blind for the

next game. This, however, seldom happens. The first one caught by the

spy, that is, the first one for whom he touches the goal, becomes spy

for the next game.

JACK BE NIMBLE

_10 to 60 players._

_Indoors; out of doors; schoolroom._

This game is suitable for very little children. Some small object

about six or eight inches high is placed upright on the floor to

represent a candlestick. This may be a small box, a book, bottle, or

anything that will stand upright; or a cornucopia of paper may be made

to answer the purpose. The players run in single file and jump with

both feet at once over the candlestick, while all repeat the old

rhyme:--

"Jack be nimble,

Jack be quick,

And Jack jump over the candlestick."

When there are more than ten players, it is advisable to have several

candlesticks and several files running at once. In the schoolroom

there should be a candlestick for each two rows of players, and these

should encircle one row of seats as they run.

JACOB AND RACHEL

_10 to 30 or more players._

_Playground; gymnasium; parlor._

All of the players but two form a circle with clasped hands. The two

odd players are placed in the center, one of them, "Jacob," being

blindfolded. The object of the game is for Jacob to catch the other

player, "Rachel," by the sound of her voice; but Rachel is supposed to

be rather coy, and to do all in her power to avoid being caught by

Jacob, even though she answer his questions.

Jacob begins the game by asking, "Rachel, where art thou?" Rachel

replies, "Here am I, Jacob," and immediately tiptoes to some other

point in the ring, trying to evade Jacob's outstretched hands as he

gropes for her. Rachel may stoop to evade being caught, or may dash

from one side of the ring to the other, or resort to any tactics

except leaving the ring. Jacob may repeat his question whenever he

wishes, and Rachel must answer each time.

When Rachel is caught, Jacob returns to the ring, Rachel is

blindfolded and chooses a new Jacob, this time taking the aggressive

part and seeking him with the question, "Where art thou, Jacob?" etc.

When the game is played by both boys and girls, the names are used

properly, but where all boys or all girls are playing, the same names

are used, but one of the party is personated by a player of the

opposite sex.

JAPANESE CRAB RACE

_2 to 60 or more players._

_Gymnasium; playground._

If there be but few players for this game, it may be played as a

simple race, without the relay feature, as here described. For large

numbers the relay idea will be advisable.

The players are lined up behind a starting line, in from two to five

single files, each containing the same number. Opposite each file, at

a distance of from twenty-five to forty feet, there should be drawn a

circle about three feet in diameter. The game consists in a race run

backward on feet and hands (or "all fours") to the circles. To start,

the first player in each file gets in position, with his heels on the

starting line and his back to the circle for which he is to run; and

all start together at a signal, the player who first reaches his

circle scoring one point for his team. Others follow in turn.

Until one has tried this, it would be difficult to realize how

thoroughly the sense of direction and the power to guide one's

movements are lost while running in such a position. It is one

of the jolliest possible games for the gymnasium.

JAPANESE TAG

_4 to 60 or more players._

_Indoors; out of doors._

One player is chaser, or It, and tries to touch or tag all of the

other players, the one tagged then becoming chaser. In this form of

the game, however, whenever a player is touched or tagged, he must

place his left hand on the spot touched, whether it be his back, knee,

elbow, ankle, or any other part of the body, and in that position must

chase the other players. He is relieved of this position only when he

succeeds in tagging some one else.

As in other tag games where there are large numbers of players,

several players may take the part of the tagger, or It, at the same

time.

JOHNNY RIDE A PONY

_10 to 60 players._

_Playground; gymnasium._

This is a game of leapfrog. The players are divided into two even

parties, except for one leader, one party being the ponies and the

other the riders, or Johnnies. The ponies form one long back as

follows: one player stands upright against a wall or fence; the first

back stoops in front of this leader, bracing his head against him;

the other players grasp each the waist of the player in front, and

stoop with the heads against him or turned to one side (away from the

jumper). When the backs (ponies) are ready, the riders all run toward

them from the side, each rider vaulting from the side on to the back

of one pony. The ponies try in every way, except by straightening up,

to throw their riders while the leader counts fifty. If a rider be

made to touch even one foot to the ground, the ponies have won and

score a point, the riders exchanging places with them. If the ponies

fail in this attempt, they must be ponies again. The side wins which

has the highest score at the end.

JUMPING RELAY RACE

_10 to 60 or more players._

_Playground; gymnasium; schoolroom._

The players are lined up in several single files behind a starting

line which is drawn at from ten to fifty feet from a finishing line

which should be parallel to it. At a signal the first players in each

file, who have been standing with their toes on the starting line,

jump forward with both feet at once and continue the jumping to the

finish line, when they turn and _run_ back to the starting line. Each

player, on returning to the starting line, should touch the hand of

the next player in his file, who should be toeing the line ready to

start, and should begin jumping as soon as his hand is touched by the

return player. The first jumper goes at once to the foot of the line,

which moves up one place each time that a jumper starts out, so that

the next following player will be in position on the line.

The file wins whose last player first gets back to the starting line.

[Illustration: JUMPING ROPE ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL]

JUMPING ROPE

(Skipping)

_3 to 100 players._

_Playground; gymnasium._

Jumping a rope is admirable for both boys and girls, combining much

skill with invigorating exercise. It should always be done on the

toes, with a "spring" in the ankles and knees to break the jar, and

should not be carried to a point of exhaustion. It may be made one of

the most interesting competitive games for large numbers, lined up in

relay formation and jumping in turn over a long rope. There should

then be one rope for each line. A score should be kept for each team,

each feat successfully performed by a player scoring one point for his

or her team. For each round, each player in all teams should perform

the same feat.

The different series following are for:--

I. Small single rope.

II. One large rope.

III. Two large ropes.

IV. Large single rope and small individual rope.

The small single rope or individual rope should be about six feet long

for the average player. A good general rule is to have it just long

enough to reach to the shoulders on each side while the player is

standing on it.

Games for the Playground, Home, School and Gymnasium · 第 8 / 33 段