shoulder inside the circle, with arms folded either on the chest or
behind the back. The play starts on a signal, and consists in trying
to push one's neighbor with the shoulders out of the circle. Any
player overstepping the line drawn on the ground drops out of the
game. Any player who unfolds his arms or falls down is also out of the
game.
The Master of the Ring is he who in the end vanquishes all of the
others.
MAZE TAG
(Line Tag; Right Face)
_15 to 100 players._
_Playground; gymnasium; house party._
All but two of the players stand in parallel lines or ranks, one
behind the other, with ample space between each two players and each
two ranks; all the players in each rank clasp hands in a long line.
This will leave aisles between the ranks, and through these a runner
and chaser make their way.
The sport of the game consists in sudden changes in the direction of
the aisles, brought about by one player who is chosen as leader and
stands aside, giving the commands, "Right face!" or "Left face!" at
his discretion. When one of these commands is heard, all of the
players standing in the ranks drop hands, face in the direction
indicated, and quickly clasp hands with the players who are then their
neighbors on the right and left. This brings about a change of
direction in the aisles, and therefore necessitates a change of
direction in the course of the two who are running.
The success of the game depends largely upon the judgment of the
leader in giving the commands, "Right (or left) face!" They should be
given quickly and repeatedly, the leader often choosing a moment when
the pursuer seems just about to touch his victim, when the sudden
obstruction put in his way by the change in the position of the ranks
makes necessary a sudden change of direction on his part. The play
continues until the chaser catches his victim, or until a time limit
has expired. In either case two new players are then chosen from the
ranks to take the places of the first runners.
It is a foul to break through the ranks or to tag across the clasped
hands.
MENAGERIE
_10 to 60 or more players._
_Indoors._
This game may be one of the funniest possible for a house party. The
players sit around the room or in a circle. One player who has ready
wit is chosen to be ringmaster, or there may be different showmen or
ringmasters for each group of animals. The ringmaster takes his place
in the center, and will be more effective if furnished with a whip. He
shows off in turn different troops of animals, pointing out from two
to eight players for each troop, according to the number who are
taking part. These must come forth into the center of the ring and go
through their paces as indicated by the showman. He may thus display
the growling and clawing bear, the hopping and croaking frog, the
leaping kangaroo, the roaring and ramping lion, the humped camel, the
stubborn and braying donkey, the screaming and wing-flapping eagle,
the hooking and mooing cow, the neighing and galloping horse, etc.
For instance, the ringmaster may say: "Ladies and gentlemen: I will
now exhibit to you a marvelous troup of snorting hippopotami. Such
graceful carriage has never before been seen in these ponderous
animals. They have learned to gambol in our Northern clime with even
greater grace than they showed in their native jungles. They show
almost human intelligence. Sit up there!" (cracking his whip) "Snort
to the right! Snort to the left!" etc.
When all of the animals in the menagerie have been displayed, they may
all join in a circus parade, each retaining his distinctive
character.
MIDNIGHT
(Twelve O'clock at Night)
_10 to 30 or more players._
_Playground; gymnasium; classroom._
One player is the fox and the others sheep. The fox may catch the
sheep only at midnight. The game starts with the fox standing in a den
marked in one corner of the playground, and the sheep in a sheepfold
marked in the diagonally opposite corner. The fox leaves his den and
wanders about the meadow (playground), whereupon the sheep also come
forth and scatter around, approaching as close to the fox as they
dare. They keep asking him, "What time is it?" and he answers with any
hour he chooses. Should he say "Three o'clock," or "Eleven o'clock,"
etc., they are safe; but when he says "Midnight!" they must run for
the sheepfold as fast as possible, the fox chasing them. Any sheep
caught changes places with the fox, and the game is repeated. When
played in a class room, only a few children should be selected for
sheep.
This game is enjoyed by children of almost any age.
It affords an excellent opportunity for daring and for finesse.
Timid children should be encouraged to take risks, approaching
near the fox, and surrounding him on all sides. All should be
taught to make the chase varied and difficult for the fox,
instead of running in a straight line for the goal. The fox has
opportunity for much stratagem in choosing for the moment when
he says "Midnight!" one in which the players are standing where
he could easily catch or corner them. He may also gain
advantage by appearing to start in one direction and suddenly
changing to another. These elements add zest to the game,
cultivate prowess, and make the children brighter and more
alert.
MOON AND MORNING STARS
_5 to 20 players._
_Out of doors._
This game is played when the sun is shining. One of the players is the
moon, and takes her place in a large area of shadow, such as would be
cast by a large tree or a house. As the moon belongs to the night, she
may not go out into the sunshine.
The other players are morning stars, and as they belong to the
daylight, their place is in the sun. The morning stars dance around in
the sunlight, venturing occasionally into the shadow where the moon
is, saying--
"O the Moon and the Morning Stars,
O the Moon and the Morning Stars!
Who dares to tread--Oh,
Within the shadow?"
The moon tries to catch or tag them while they are in the shadow. Any
star so caught changes places with the moon.
This game is played by the little Spanish children.
MOTHER, MAY I GO OUT TO PLAY?
This is one of the old traditional dramatic games and is found
in many countries.
One player represents a mother, and the rest are her children, and
stand in front of her in a line. One or all of them ask the mother the
following question, the mother answering as indicated:--
"Mother, may I go out to play?"
"No, my child; it is such a wet day."
"Look how the sun shines, mother."
"Well, make three round courtesies and be off away."
The children thereupon make three "round courtesies" by whirling
around and dipping down suddenly to spread the skirts out. They then
run away and pretend to play. Soon they return and knock at the door.
The mother asks:--
"What have you been doing all this time?"
"Brushing Jennie's hair and combing Jennie's hair."
"What did you get for it?"
"A silver penny."
"Where's my share of it?"
"The cat ran away with it."
"Where's the cat?"
"In the wood."
"Where's the wood?"
"Fire burnt it."
"Where's the fire?"
"Moo cow drank it."
"Where's the moo cow?"
"Sold it for a silver penny."
"What did you do with the money?"
"Bought nuts with it."
"What did you do with them?"
"You can have the nutshells, if you like."
The last words being rather disrespectful, the mother at once chases
the children, calling, "Where's my share of the silver penny?" The
players being chased, reply, "You may have the nutshells!" The mother
thus catches the children, one after another, and pretends to punish
them.
MOTHER, MOTHER, THE POT BOILS OVER!
_5 to 11 players._
_Indoors; out of doors._
This is a traditional dramatic game.
One player represents an old witch, another a mother, another the
eldest daughter, another a pot boiling on the hearth, and the balance
are children, named for the days of the week, Monday, Tuesday, etc.
The old witch hides around the corner of a house or other convenient
place, and peeps out, while the mother says to her eldest daughter, "I
am going away, and I want you to let nothing happen to your sisters."
To the others she says, "Monday, you take care of Tuesday, and
Tuesday, you take care of Wednesday," etc., until she comes to the
last child, when she says, "And Saturday, take care of yourself." Then
to the eldest, "Be sure and not let the old witch take any of your
sisters. You can also get the dinner, and be sure not to let the pot
boil over."
The mother then goes away and stays at a distance out of sight. As
soon as the mother has gone, the old witch, stooping, lame, and
walking with a stick, comes and raps with her knuckles on the supposed
door. The eldest daughter says; "Come in! What do you want?"
_Old Witch._ Let me light my pipe at your fire; my fire is out.
_Eldest Daughter._ Yes, if you will not dirty the hearth.
_Old Witch._ No, certainly; I will be careful.
The eldest daughter lets her in and goes about her work, setting the
table or looking on the shelf, when the old witch suddenly stoops down
and blows the ashes on the hearth; whereupon the pot makes a hissing
sound as though boiling over, and the old witch catches hold of Monday
and runs away with her.
The eldest daughter cries out, "Mother, mother, the pot boils over!"
The mother calls back, "Take the spoon and skim it."
"Can't find it."
"Look on the shelf."
"Can't reach it."
"Take the stool."
"Leg's broken."
"Take the chair."
"Chair's gone to be mended."
Mother, "I suppose I must come myself!"
The mother then returns, looks about, and misses Monday. "Where is my
Monday?" she demands of the eldest daughter.
The daughter says, "Under the table." The mother pretends to look
under the table, and calls "Monday!" then says, "She isn't there." The
daughter suggests various places, up on the shelf, down in the cellar,
etc., with the same result. Finally, the eldest daughter cries and
says: "Oh, please, mother, please! I couldn't help it, but some one
came to beg a light for her pipe, and when I looked for her again she
had gone, and taken Monday with her."
The mother says, "Why, that was the old witch!" She pretends to beat
the eldest daughter, and tells her to be more careful in the future,
and on no account to let the pot boil over. The eldest daughter weeps,
promises to be better, and the mother again goes away. The old witch
comes again, and the same thing is repeated until each child in turn
has been taken away, the old witch pretending each time to borrow a
different article that is used around the fire, as the poker, the
kettle, etc. Finally, the eldest daughter is carried off too.
The pot, which has boiled over with a hissing sound each time the old
witch has come to the hearth, now boils over so long and so loudly
that the mother hears it and comes back to see what is the matter.
Finding the eldest daughter gone too, the mother goes in search of
them to the witch's house. On the way she meets the old witch, who
tries to turn her from her path by speaking of various dangers.
The mother asks of her, "Is this the way to the witch's house?" and
the witch replies, "There is a red bull that way."
"I will go this way."
"There is a mad cow that way."
"I will go this way."
"There is a mad dog that way."
Finally, the mother insists on entering the witch's house. The witch
refuses to let her in, saying--
"Your shoes are too dirty."
"I will take them off."
"Your stockings are too dirty."
"I will take them off."
"Your feet are too dirty."
The mother grows angry at this, pushes her way into the house, and
calls her children. The witch is supposed, prior to this, to have
cooked the children, made them into pies, and put them in a row,
naming them apple pie, peach pie, etc. They stand or sit with their
faces or heads covered.
The mother approaches them and says, "You have some pies?" The old
witch says, "Yes, some very nice apple pie." The mother proceeds to
taste the apple pie and says, "This needs more sugar." The witch
pretends to stir in more sugar, whereupon the mother tastes again and
says, "Why, this tastes exactly like my child Monday!" Monday
thereupon uncovers her face and says, "It is Monday!" The mother
shakes her and says, "Run away home!" which she does.
This is gone through with each pie in turn, the mother finding them in
need of more salt or longer cooking or some other improvement before
she discovers in each case one of her children. When all have been
sent home, the mother, joined by the children, chases and catches the
witch.
This is one of the oldest traditional games, of which many
versions are given by Mrs. Gomme and Mr. Newell, both from
Great Britain and America. Several incidents here given the
present writer has gathered directly from players of the game.
According to Mrs. Gomme, the game probably illustrates some of
the practices and customs associated with fire worship, worship
of the hearth, and ancient house ritual. The magic pot boils
over when anything is wrong and as a warning to the mother that
she is needed. The incident of the witch taking a light from
the hearth is very significant, as, according to an old
superstition, the giving of a brand from a hearth gave the
possessor power over the inmates of the house. The sullying of
the hearth by the old witch in blowing the ashes has also an
ancient significance, as fairies were said to have power over
inmates of a house where the hearth or threshold had been
sullied.
MY LADY'S TOILET
_10 to 30 or more players._
_Parlor; schoolroom._
This a French form of a game known in America as Spin the Platter.
Each of the players is named for some article of My Lady's toilet,
such as her gown, necklace, evening coat, slippers, bracelet, etc. All
sit in a circle except one, who stands or crouches in the center and
spins a plate or tray, at the same time saying, "My Lady wants her
necklace;" or names some other article of the toilet. The player
representing the article thus named must rush to the center and catch
the plate before it stops spinning and falls to the ground. If
successful, the player takes the place of the spinner. If
unsuccessful, she returns to her place and pays a forfeit, which is
redeemed at the end of the game. The speaker should name the different
articles while carrying on a flow of narrative, as, for instance: "My
Lady, being invited to a ball at the king's palace, decided to wear
her _blue gown_. With this she called for her _silver slippers_, her
_white gloves_, her _pearl necklace_, and a _bouquet_ of roses. As the
evening was quite cool, she decided to wear her _white opera coat_,"
etc. The speaker will make several opportunities for introducing
mention of the ball, and whenever she says anything about the ball,
all the players must jump up and change places, the spinner trying to
secure one for herself in the general confusion. One odd player will
be left without a place, and she becomes spinner. When boys are
playing, they may appropriately take the parts of carriage, horses,
footmen, the escort, etc.
NUMBERS CHANGE
(See also _Exchange_.)
_10 to 30 or more players._
_Parlor; playground; gymnasium; schoolroom._
The players stand in a large circle and are numbered consecutively.
One player takes his place in the center. He calls two numbers, and
the players whose numbers are called must change places while the
center player tries to secure one of their places. The one who is left
without a place changes places with the center player.
FOR THE SCHOOLROOM.--This game may be adapted by selecting two players
as chasers, who take their places in the front of the room. These
players are not blindfolded, as in the parlor form of the game. All of
the other players are seated, having been numbered. The teacher calls
two numbers, when the players bearing those numbers must rise at once
and exchange seats, the two chasers trying to catch them before they
can get to their seats.
When a game is played under these circumstances, it is not permissible
for the chaser to take a vacant seat; he must catch the player who is
running for it. No player, having once left his own seat, may return
to it, but must keep up the chase until he is caught or reaches the
seat for which he is running.
This game gives opportunity for some very lively chasing, with
good running and dodging up and down the aisles. As in all
running games in the class room, the seated players should keep
their feet out of the aisles.
For young children it may be found desirable to have only one
chaser. It generally adds to the interest of the game to have a
general exchange of seats at the opening of the game,
immediately after the numbers have been assigned, and before
the chasing is commenced, as then the person who calls the
numbers is at a loss to know how near or distant those called
may be in relation to each other, and this element adds much to
the sport of the game.
OBSERVATION
_5 to 60 players._
_Parlor; schoolroom._
This game is a test of visual memory. When played in a parlor, all the
players are seated except one, who passes around a tray or a plate,
on which are from six to twenty objects, all different. These may
include such things as a key, spool of thread, pencil, cracker, piece
of cake, ink bottle, napkin ring, small vase, etc. The more uniform
the size and color of the objects the more difficult will be the test.
The player who carries the tray will pass at the pace of an ordinary
walk around the circle, giving each player an opportunity to look at
the objects only so long as they are passing before him. It is not
allowable to look longer than this. The observer must then at once
write down on a slip of paper the names of as many of the objects as
he can remember. The player wins who writes correctly the longest
list.
It is sometimes more convenient to have the articles on a table and
the players all pass in a line before them.
IN THE SCHOOLROOM.--The objects should be placed on the teacher's
desk, so shielded that pupils cannot see them except as they march
past the desk. This they should do, returning at once to their seats
and writing the list. Used in this way, the game may be made to
correlate with nature study, the objects to be observed being grasses,
shells, leaves, stones, woods, etc.
ODD MAN'S CAP
_10 to 30 or more players._
_Playground; gymnasium._
Twelve players make the best-sized group for this game; where there
are more players, they should be divided into small groups. All but
one of the players stand in a circle with considerable space between
each two. The odd man stands in the center. Each player is provided
with a stick about two feet in length; canes or wands may be used as a
substitute, but the shorter sticks are better; they may be whittled
from branches or bits of wood, and should not be pointed at the ends.
The odd man tosses his cap or a cloth bag toward the circle. The
players endeavor to catch it on their sticks, and keep it moving from
one to another, so as to evade the odd man, who tries to recover his
property. Should he succeed, he changes places with the one from whom
he recovered it. The sticks must be kept upright in the air. A dropped
cap may be picked up only by hand, not on a stick. The sticks must
always be held upright. An old stiff hat, or a cap or bag wired
around the edge to keep it spread open, makes the best game.
This game holds the interest of the players intently and is full of
sport.
OLD BUZZARD
_5 to 30 or more players._
_Playground._
This is one of the old dramatic games, probably better known in
America than any other of this type.
One player is chosen to represent the "Old Buzzard"; another player
represents a hen, and the remainder are chickens. All the players
circle around the buzzard, saying in chorus:--
"Chickany, chickany, crany crow;
I went to the well to wash my toe;
And when I came back a chicken was gone."
The hen finishes by asking alone, "What o'clock is it, old buzzard?"
The buzzard crouches on the ground during the repetition of the verse,
going through the pantomime of building a fire with sticks, and in
answer to the question may name any hour, as eight o'clock, nine
o'clock, ten o'clock. So long as the buzzard does not say twelve
o'clock, the players continue to circle around, repeating the verse,
the final question being asked each time by a different player, until
the buzzard finally says, "Twelve o'clock!" When this occurs, the ring
stands still, and the following dialogue takes place between the
buzzard and the hen:--
_Hen._ Old buzzard, old buzzard, what are you doing?
_Buz._ Picking up sticks.
_Hen._ What do you want the sticks for?
_Buz._ To build a fire.
_Hen._ What are you building a fire for?
_Buz._ To broil a chicken.
_Hen._ Where are you going to get the chicken?
_Buz._ Out of your flock!
The buzzard, who keeps a crouching attitude with face downcast during
this dialogue, suddenly rises on the last words and chases the
players, who scatter precipitately. When a player is captured, the
buzzard brings him back, lays him down, and dresses him for dinner,
while the rest of the players group around. The buzzard asks of the
captured chicken, "Will you be picked or scraped?" and goes through
the motions of picking feathers or scaling fish, as the chicken
decides. The buzzard then asks, "Will you be pickled or salted?" "Will
you be roasted or stewed?" each time administering to the recumbent
chicken the appropriate manipulations. At the end he drags the victim
to a corner, and the game goes on with the remainder of the players.
OLD MAN TAG
_10 to 60 players._
_Schoolroom._
The players are in groups of two rows each, which play together. These
two rows face away from each other. Thus the first and second row will
turn respectively to the right and left, with their feet in the
aisles, toward which they then face. This will leave a free aisle
between them, in which the "old man" may run about. The third and
fourth rows play together, facing away from each other, and leaving a
free aisle for their old man or tagger. This will bring the second and
third rows with their feet in the same aisle.
[Illustration diagram: OLD MAN TAG]
For each group one player is selected to be old man or tagger. The
teacher gives a signal, whereupon all of the players stand. The object
of the game is for the old man to tag any player who is standing. The
players may avoid this by sitting whenever the old man approaches
them. Should he succeed in tagging any player, that player must remain
seated until the end of the game, but any player who sits to escape
tagging must rise again as soon as the old man has moved away from
his vicinity. The player is considered to have won who longest avoids
the old man.
Children are very fond of this game in many grades, and it may
be made very lively, the old man dodging rapidly up and down
his aisle, and the other players bobbing quickly up and down
from their seats.
OLD WOMAN FROM THE WOOD
(For boys, see _Trades_.)
_10 to 60 or more players._
_Parlor; playground; schoolroom._
The players are divided into two even parties, which face each other
from a short distance. One party advances toward the other, remarking,
"Here comes an old woman from the wood." The second party answers,
"What canst thee do?" whereupon the old woman replies, "Do anything!"
The second party then says, "Work away!" whereupon all the players in
the first party proceed to imitate some occupation in which an old
woman might engage, and which they have previously agreed on among
themselves, such as sewing, sweeping, knitting, digging a garden,
chopping wood, kneading bread, stirring cake, washing, ironing, etc.
The opposite party tries to guess from this pantomime the occupation
indicated. Should they guess correctly, they have a turn to perform in
the same way. Should they be unable to guess correctly, the first
party retires, decides on another action, and returns. This form of
the game is generally played by girls. Boys play the same game with
different dialogue under the name of "Trades."
When played in a playground or gymnasium, where there is free space
for running, a successful guess should be followed by a chase of the
actors by the guessing party, any players caught before a designated
goal line is reached having to join the party of their captors. The
party wins which secures all of the players.
[Illustration: OYSTER SHELL]
OYSTER SHELL
_10 to 100 players._
_Playground; gymnasium._