either end, to prevent untwisting and to give a firm hold. Every
jumper knows how to twist the ends around the hands to make shorter a
rope that is too long.
A long rope should be heavy and from ten to twenty feet in length. It
should be turned by two players while one or more jump, as indicated.
When not used for athletic competition, any player failing in the
jumping should change places with one of the turners; that is, should
"take an end."
I. Small Single Rope
1. Standing in one place, the jumper turns the rope forward and jumps
on the toes of both feet for from ten to twenty-five counts. Prolonged
jumping beyond this number to the point of exhaustion should not be
done.
2. Standing in one place, jump five counts on one foot and then five
on the other.
3. Jump as in 1 and 2, but turn the rope backward instead of forward.
4. Running and skipping, the rope turned forward.
5. Running and skipping, the rope turned backward.
6. Running and skipping, one player in the rope and two others running
and turning the rope. The one who is skipping repeats the verse:--
Butterfly, butterfly, turn around;
Butterfly, butterfly, touch the ground;
Butterfly, butterfly, show your shoe;
Butterfly, butterfly, twenty-three to do.
7. All of the above with two jumpers, each turning one end of the
rope, the inner hands resting on each other's shoulders.
8. As in 7, but with two jumpers, one standing behind the other
instead of side by side, a hand of the rear jumper being placed on a
hip of the one in front. Each turns one end of the rope.
II. One Large Rope
1. The rope should be turned toward the jumper, who should run under.
2. Rope turned away from the jumper, who runs under.
3. Run in; jump once and run out on the opposite side; the rope turned
toward jumper.
4. Run in, jump once, run out on the opposite side; rope turned away
from jumper.
5. Repeat 3 and 4, jumping five or more times before running out.
6. Run in, jump once, and run out backward.
7. The player runs in and jumps while the turners say, "Salt, pepper,
mustard, cider, vinegar," increasing the speed with which the rope is
turned as the word _vinegar_ is said.
8. "Rock the Cradle." The turners of the rope do not make a complete
circle with it, but swing it from side to side in a pendulum motion.
In this position the player runs in and jumps from one to five times
and runs out on the other side.
9. Run in (_a_) with the rope turned toward the jumper, and then (_b_)
away from the jumper, and jump five times and run out, the hands
meanwhile being placed in some particular position, such as held out
sideways at shoulder level, clasped behind, placed on the shoulders,
or head, or hips, etc.
10. Run in, first with the rope turned toward the jumper and then away
from the jumper, and jump in various ways--as on both feet at once; on
one foot; on the other foot; on alternate feet with a rocking step,
changing from one foot to the other.
11. "Chase the Fox." The jumpers, instead of taking single turns until
each has missed, choose a leader or fox who goes through the various
jumps as described, all of the others following in single file. For
instance, the fox runs under the rope without skipping the others all
follow. The fox then turns and runs back; the others follow. The fox
runs in and takes any of the jumps described above and runs out, the
others in turn following.
12. Repeat all of the above jumps, running in in pairs, threes, etc.
13. "Calling in." A player runs in and jumps three times, calling some
one in by name on the second jump. They jump once together, and the
first player runs out on the opposite side. The second player, in
turn, calls some one in on his second jump, etc.
14. A player runs in, calls some one in on the first jump, and
continues jumping to five and then runs out. The player called in
calls another on his first jump, etc., until there are five jumping at
one time. It will probably be necessary for players to run out on
opposite sides.
15. "Begging." Two players run into the rope and jump together side by
side. While jumping, they change places. One player starts this by
saying, "Give me some bread and butter;" and the other, while
changing, answers, "Try my next-door neighbor." This is continued
until one trips.
16. A player runs in, turns halfway around in two jumps, and runs out
on the same side.
17. A player runs in, turns all the way around in two jumps, and runs
out on the opposite side.
18. "Winding the Clock." A player runs in, counts consecutively from
one to twelve, turning halfway around each time, and then runs out.
19. "Drop the Handkerchief." A player runs in, and while skipping,
drops his handkerchief, and on the next jump picks it up again,
reciting the lines:--
"Lady, lady, drop your handkerchief;
Lady, lady, pick it up."
20. "Baking Bread." A player runs in with a stone in his hand, and
while jumping places it on the ground, straightens up, picks up the
stone again, and runs out.
21. A player runs in and works his way while skipping toward one end
of the rope. He says to the turner at that end, "Father, give me the
key." The turner says, "Go to your mother." The player then jumps to
the opposite end of the rope and says, "Mother, give me the key;" and
the turner at that end answers, "Go to your father." This is continued
a certain number of times, or until the player trips.
III. Two Large Ropes
In this series two ropes are turned at one time, and this
requires considerable skill on the part of the turners and a
great deal on the part of the jumpers. When two ropes are
turned inward toward each other, the turn is called "Double
Dodge," or "Double Dutch." When the two ropes are turned
outward, away from each other, the turn is called "French
Rope."
1. While the two ropes are turned inward, the players run in, jump, or
skip over each rope in turn as it comes, and run out on the opposite
side.
2. Number one is repeated, taking the fancy jumps described under 1
for the single rope.
3. The two ropes are turned outward, and the players run in, jump, and
run out, as described above.
4. "Chase the Fox." This is played with the ropes turning either
Double Dodge, or French Rope, and any of the fancy jumps mentioned
previously are taken, the players going through in single file,
following a leader, the fox, who chooses the feat which all are to
perform.
IV. Large Single Rope and Small Individual Rope
While two turners keep the large rope turning, a player turning and
skipping his own small rope goes through the following feats:--
1. The player stands in and jumps five times, both the large and small
ropes starting together. He then runs out forward.
2. While turning and skipping his own individual rope, the player runs
under the large rope.
3. The player runs in while his own rope is turning, jumps five times,
and runs out on the opposite side.
4. The player stands in, jumps five times, and runs out backward.
5. The player runs in while turning his individual rope backward,
jumps three times, and runs out.
6. A player jumps in the large rope, at the same time turning and
jumping in his own individual rope. Another player runs in, facing
him, in the small rope, jumps with him, and then runs out again
without stopping either rope.
JUMP THE SHOT
(Sling Shot)
_10 to 60 or more players._
_Playground; gymnasium._
For this game a shot bag, such as is used to weight the ends of
the rope that is drawn over jump standards, may be used, and
the game takes its name from this. This bag, however, being
heavy and hard, may lead to accidents by hitting the ankles of
players, and other things are more desirable unless the players
be expert. A bean bag, sand, or oat bag will do just as well,
tied to the end of a rope.
The players stand in a circle, with one in the center holding a rope
with a weight on the end. The center player swings the rope around to
describe a large circle on the floor, with a sufficient length of rope
to place the bag in line with the feet of those in the circle. The
circle players jump to avoid being caught around the ankles by the
rope. Any one caught in this way must retire from the circle, the
player winning who longest retains his place.
KALEIDOSCOPE
(Flower Garden)
_5 to 30 or more players._
_Schoolroom; parlor; playground._
This is a quiet game, and makes a pleasant and restful change from
more active games. It may be correlated with geography, history,
literature, and many other subjects.
The players are all seated, with the exception of from four to six,
who stand in a line in front of their fellows, each being given, or
choosing, the name of a color,--red, violet, green, etc. The players
who are seated then close their eyes, and those who represent colors
change places in the line. When they are rearranged, those who are
seated open their eyes, and being called upon individually, try to
name the colors in their new arrangement, the game being a test of
memory.
IN THE SCHOOLROOM, and for little children, to give more activity the
colors should scatter and run around the room after being named,
halting on a signal. The player who is to name them then runs around
the room to the different ones as they stand scattered in this way,
naming each as he reaches him.
CORRELATION.--This game may be correlated with any academic
subject in which familiarity with proper names is desired; as
in
History.--By using the names of generals or statesmen from a
given period instead of the colors.
Geography.--The names of capital cities, states, rivers, etc.
Literature.--The names of the works of a given author; of the
authors of a period, or of the characters in a book or play.
Nature study.--The names of birds, trees, flowers, or any other
branch of nature study may be used.
LADY OF THE LAND
_4 to 10 players._
_Indoors; out of doors._
This is one of the old dramatic games in which various parts
are enacted by the different players.
One player takes the part of a lady and stands alone on one side.
Another represents a mother, and the balance are children, from two to
eight in number, whom the mother takes by the hand on either side of
her, and approaches the lady, repeating the following verse; the
children may join with her in this if desired:--
"Here comes a widow from Sandalam,
With all her children at her hand;
The one can bake, the other can brew
The other can make a lily-white shoe;
Another can sit by the fire and spin;
So pray take one of my daughters in."
The lady then chooses one of the children, saying:--
"The fairest one that I can see
Is pretty [Mary]; come to me."
Mother:--
"I leave my daughter safe and sound,
And in her pocket a thousand pound.
Don't let her ramble; don't let her trot;
Don't let her carry the mustard pot."
The mother then retires with the other children, leaving the daughter
chosen with the lady. This daughter sits down behind or beside the
lady. As the mother retires, the lady says, under her breath, so that
the mother may not hear:--
"She shall ramble, she shall trot;
She shall carry the mustard pot."
This entire play is repeated until all of the children have been
chosen and left with the lady. The mother then retires alone, and
after an interval in which several days are supposed to have elapsed,
calls to see her children. The lady tells her she cannot see them. The
mother insists, and the lady finally takes her to where they are
sitting.
The mother goes to one child and asks how the lady has treated her.
The child answers, "She cut off my curls and made a curl pie and never
gave me a bit of it!" The mother asks the next child, who says she cut
off her ear or fingers, etc., and made a pie, not giving her a bit of
it. When all have told the mother what the lady has done to them, they
all rise up and chase the lady; when captured, she is led off to
prison.
This is one of the oldest traditional dramatic games, and is
found in some form in almost all countries. Sometimes the
mother is supposed to be poor, and bestows her children upon
the wealthy lady of the land for adoption. It is thought
possibly to have come from the country practice in European
countries of hiring servants at fairs.
LAME FOX AND CHICKENS
_10 to 30 or more players._
_Playground; gymnasium._
One player is chosen for the fox, and stands in a den marked off at
one end of the playground. The rest are chickens, and have a chicken
yard at the opposite end of the ground. The chickens advance as near
as they dare to the den of the fox and tease him by calling out: "Lame
fox! Lame fox! Can't catch anybody!" The lame fox may take only three
steps beyond his den, after which he must hop on one foot, trying to
tag the chickens while hopping. All tagged become foxes and go home
with him, thereafter sallying forth with him to catch the chickens.
They must all then observe the same rule of taking but three steps
beyond the den, after which they must hop. Should any fox put both
feet down at once after his three steps while outside the den, the
chickens may drive him back. Care should be taken that the hopping be
not always done on the same foot, though a fox may change his hopping
from one foot to the other. The chicken last caught wins the game and
becomes the first lame fox in the new game.
Where more than thirty players are engaged, the game should start with
two or more foxes.
This game has sometimes been called Lame Goose.
It is admirable for players of all ages, but, like all "dare"
games, is especially good to overcome timidity. Timid children
should be encouraged to venture near the fox and to take risks
in giving their challenge.
LAST COUPLE OUT
(Widower; Last Pair Pass)
_11 to 31 or more players._
_Playground; gymnasium._
An odd number of players is required for this game. One is chosen for
catcher, who stands at one end of the playground with his back to the
other players. The other players stand in couples in a long line
behind him, facing in the same direction that he does. The catcher
should be not less than ten feet in front of the first couple.
The catcher calls, "Last couple out!" when the last pair in the line
runs toward the front, the right-hand one on the right side of the
double line, and the left-hand one on the left side, and try to join
hands in front of the catcher. The catcher may not chase them before
they are in line with him, and may not turn his head to see when or
from where the runners are coming. They should try to gain their end
by varying the method of approach, sometimes both circling far out
beyond him on either side, or one of them doing this and the other
running in close toward the lines.
[Illustration diagram: LAST COUPLE OUT]
If the catcher succeeds in catching one of the players before that
player can clasp hands with his partner, these two, catcher and
caught, form a couple and take their places at the head of the line,
which should move backward one place to make room for them, and the
other player of the running couple becomes catcher. If neither be
caught, they are free; _i.e._ out of the game.
In the Scotch and Swedish forms of this game, the title is
"Widow" or "Widower," the catcher supposedly taking the part of
the bereaved one and trying to get a mate. It has been
suggested that the game has descended from old methods of
marriage by capture.
LAST MAN
_10 to 60 players._
_Schoolroom._
This is a schoolroom adaptation of the game usually known as
"Three Deep," or "Third Man." It is one of the most interesting
and popular schoolroom games.
One player is chosen to be runner and another chaser. The remaining
players are seated. The game starts with quite a distance between
runner and chaser. The first object of the game is for the chaser to
tag (touch) the runner. Should he do this, they immediately change
parts, the previous chaser having to flee instantly for safety with
the previous runner, now chaser, after him. The greatest sport of the
game comes in, however, in the way the runner may save himself at any
time from being tagged by the chaser by standing at the rear of any
row of seats and calling "Last man!" As soon as he does this, the one
sitting in the front row of that line of seats becomes liable to
tagging by the chaser, and must instantly get up and run. As soon as
he has left his seat, the entire line moves forward one seat, leaving
a seat at the rear for the "last man." There may be no moving of this
kind, however, until the runners are out of the aisle.
As in all running games in the class room, the seated players must
keep their feet under the desks and out of the aisles.
It will be seen that all of the players must be very alert to watch
the actions of the runner, but especially those sitting in the front
seats, as at any moment one of them may have to become runner. The
last man must never fail to call out the words "Last man!" when he
takes his stand at the rear of a row of seats. He is not considered to
have taken refuge until he does this.
LEADER AND FOOTER
_50 to 60 or more players._
_Playground; gymnasium._
This is a leapfrog game. One player is chosen to be "back," and he
chooses a leader, generally the poorest jumper, and a "footer"--the
best jumper. A starting or "taw" line is drawn on the ground and the
back stands with his side parallel to it. The other players line up in
single file at some distance, with the leader at the head and the
footer at the rear of the line. The footer dictates the way in which
the back is to be cleared and his distance from taw. For instance, he
may, having put a long distance between the back and the line, require
a run of a limited number of steps, or a hop and skip (specifying the
number), before the jump. The leader makes the first jump as
prescribed by footer, and the others, in turn, including the footer.
Any player failing in the feat becomes back. Any player who is
doubtful of success may call upon the footer to perform the feat. If
the footer fails, he becomes the back. If the challenge be
successfully met, the one making the challenge becomes back.
LEAPFROG
The back.--Any player who bends over to make a back for others
to leap over is called the "back." He must rest his hands on
his knees or near them to make a firm back. It is against the
rules for any player making a back to throw up his back or bend
it lower while a player is leaping over it; but each player,
before jumping, may say "High back!" or "Low back!" which the
one who is down must adjust before the jumper starts. He then
must do his best to keep the back perfectly level and still,
unless the game calls for a different kind of play. In some
games the back stands with his back toward the jumpers, and in
others with his side toward them. If he is to stand on a
certain line, he must "heel it" if with his back toward them,
or, if his side be toward them, stand with one foot on either
side of the line.
The jumper.--The player who leaps must lay his hands flat on
the back at the shoulders and not "knuckle," _i.e._ double
under his fingers. Any player transgressing this rule must
change places with the back. The back must be cleared without
touching him with the foot or any part of the body except the
hands. Such a touch is called "spurring," and the transgressor
must change places with the back if the latter stands upright
before the next player can jump over him. If he does not stand
upright in time, he remains back. When a leap is made from a
starting line or taw, the jumper may not put his foot more than
half over the line. Good jumpers will land on the toes with
knees bent and backs upright, not losing the balance.
The leapfrog games here given in alphabetic order include:--
I. WITH ONE BACK: II. WITH TWO OR MORE BACKS:
Leader and Footer Bung the Bucket
Leapfrog Johnny Ride a Pony
Leapfrog Race Cavalry Drill
Par Saddle the Nag
Spanish Fly Skin the Goat
LEAPFROG
_2 to 100 players._
_Playground; gymnasium._
The first player makes a back, standing either with his back or his
side toward the one who is to leap over. The next player runs, leaps
over the back, runs a few steps forward so as to allow space for a run
between himself and the first player, and in his turn stoops over and
makes a back. This makes two backs. The third player leaps over the
first back, runs and leaps over the second, runs a short distance and
makes a third back, etc., until all the players are making backs, when
the first one down takes his turn at leaping, and so on indefinitely.
VARIATION.--This may be made much more difficult by each player
moving only a few feet in advance of the back over which he has
leaped, as this will then leave no room for a run between the backs,
but means a continuous succession of leaps by the succeeding players.
LEAPFROG RACE
_10 to 100 players._
_Playground; gymnasium._
The players are lined up in two or more single files, as for the
simplest form of leapfrog, but the game is a race between the
different files.
The first player takes his place on the starting or taw line and makes
a "back," with his head away from the file. The next player
immediately jumps over and makes a back one pace forward of the first
player. The third jumps over the backs of the two and makes a third
back, and so on until all are down, when the first player jumps over
all in succession, but steps one side when he has vaulted over the
last back. The others all follow.
The line wins which is first reduced to one player in the position of
"back." In other words, when every player in the line has jumped over
the back of every other player.
A burlesque on this game, which has in it some good sport and
exercise, consists in crawling between the feet of the players instead
of jumping over their backs. This may be done for every player in the
line, or the two methods alternated, leaping over the back of one,
crawling between the feet of the next, etc.
LETTING OUT THE DOVES
_3 to 30 players._
_In doors or out of doors._
This game is particularly suitable for young children. The players
stand in groups of three. One in each group, usually the smallest,
represents a dove; one a hawk, larger than the dove or a swifter
runner; and the third the owner of the birds. The dove stands in front
of the owner, holding her by the hand. The hawk stands behind, also
held by the hand. The owner throws the dove from her with a gesture of
the hand, first toward herself and then away, as a dove might be
tossed for flight in the air, and the little dove sails away, with
arms floating like wings. When the dove has a sufficient start, so
that the larger and swifter hawk may not get her too easily, the owner
throws the hawk in the same way. The hawk runs with outstretched arms
also as though flying, and tries to catch the dove, but is obliged to
run over exactly the same route as the dove. At her discretion the
owner claps her hands as a signal for the two pet birds to return to
her, the dove trying to get back without being caught by the hawk. The
clapping for the return of the birds is always done with hollowed
palms to make a deep sound. The owner gives this when the dove has
reached the farthest point to which she thinks it best for her to go,
the judgment for this being determined sometimes by the gaining of the
hawk on his prey. The dove may not turn to come home until the signal
be heard.
It is well to make an imaginative atmosphere for little children for
this game by telling them of the way doves and hawks are trained as
pets.
This game is played by little girls in China, and is one
reported by Dr. Headland in his charming book on the _Chinese
Boy and Girl_. Some additional points are given here, kindly
supplied by Dr. Headland to the author.
LOST CHILD (THE)
_10 to 30 or more players._
_Schoolroom; parlor; playground; gymnasium._
This is a quiet game designed to test the memory, and makes an
interesting variation when players are tired of active games. The
players are all seated, with the exception of one, who is sent from
the room. Or if the game be played in an open playground, this one
player may blind his eyes in a corner of a wall or fence or behind a
bush. When this player is well out of sight and hearing, the leader or
teacher beckons one of the players, who leaves the group and hides. If
in the schoolroom, this may be done under the teacher's desk or in a
wardrobe. The rest of the players then change their seats, and the one
who is blinding is called back and tries to tell which player is
hidden. When successful, this first guesser may be seated and another
chosen to blind. Otherwise the first guesser blinds again.
MASTER OF THE RING
_2 to 30 or more players._
_Playground; gymnasium._