Two parallel lines are drawn across the center of the playground, with

a space of ten feet between them, which is neutral territory. At a

considerable distance beyond each line, and parallel to it, a second

line is drawn, the space beyond being a refuge for any players of the

party belonging to that side. This second line should preferably be at

a considerable distance from the starting line, so as to give plenty

of opportunity for a good chase during the game.

The players are divided into two equal parties, which take place one

on either side of the neutral territory. Each party chooses a color,

light or dark, corresponding to the light or dark side of an oyster

shell or some other small object which is used in the game.

A neutral odd player who acts as leader takes his place in the center

of the neutral territory and tosses the oyster shell into the air. If

there be no such leader available, the parties may choose captains to

toss the shell alternately. The shell is allowed to fall on the

ground. If the light side falls upward, the light party must turn and

run for the goal at the opposite end of the ground, the other party

chasing them. Any one captured (tagged) must carry his captor back to

his home goal on his back. A party scores one point for each prisoner

caught. These may be easily counted, as the prisoners carry their

victors home pick-a-back. The party first scoring fifty or one hundred

points (according to the number of players) wins the game; or the

winners may be determined by the largest score when the game ends.

Because of the carrying home of the victors by the players who

are caught, it is advisable that some means be adopted to have

opponents of nearly equal size. This is easily done by having

the players line up according to size at the opening of the

game and assigned alternately to the different sides. In any

event, the tall players should be placed opposite each other,

and the smaller players _vis-a-vis_.

This game is from the ancient Greeks, and is said to have

arisen from a custom of exiling wrangling political opponents

by writing their names on an oyster shell and sending from the

city the one whose name fell uppermost when the shell was

tossed. Some modern adaptations are here given.

PAR

_10 to 30 or more players._

_Playground; gymnasium._

This is a leapfrog game in which the distance of the back from the

jumping line is advanced after each round a "foot and a half,"

measured in a certain way called a "par." The game starts with the

back at a given distance from the line. After each player has

"overed," the back places one foot with the outer edge on the line on

which he has been standing, puts the heel of the other foot against

the instep so that the second foot will be at right angles to the

first, and marks a new line at the point where the toes come. The new

line is thus the length of one foot in advance of the first line, plus

the width of the other foot at the instep. The players then leap again

from the starting line, and as the back moves farther away, they add

to their leaps each time, as becomes necessary for the greater

distance, as follows: (1) leap; (2) hop and leap; (3) hop twice and

leap; (4) hop three times and leap; (5) hop, skip, jump, and leap.

Any player failing to "over" changes places with the back.

PARTNER TAG

_4 to 100 players._

_Indoors; out of doors; schoolroom._

All of the players but two hook arms in couples. Of the two who are

free, one is It or chaser, and the other the runner. The runner may

save himself by locking arms with either member of any couple he

chooses. Whenever he does so, the third party of that group becomes

runner and must save himself in like manner. If the runner be tagged

at any time, he becomes It or chaser; and the chaser becomes runner.

To get the proper sport into this game, the couples should run and

twist and resort to any reasonable maneuver to elude the runner, who

is liable at any time to lock arms with one of them and so make the

other a runner.

For large numbers there should be more than one runner and chaser.

PEBBLE CHASE

_5 to 30 or more players._

_Gymnasium; playground; out of doors._

One player, who is the leader, holds a small pebble between the palms

of his hands, while the others stand grouped around him, each with

his hands extended, palm to palm. The leader puts his hands between

the palms of each player, ostensibly to drop therein the pebble which

he holds, as in the game called "Button, button." The player who

receives the pebble is chased by the others, and may only be saved by

returning to the leader and giving the pebble to him. This chase may

begin as soon as the players suspect who has the pebble. Each player

should therefore watch intently the hands and faces of the others to

detect who gets it, and immediately that he suspects one, start to

chase him. It is therefore to the interest of the player who gets the

pebble to conceal that fact until the attention of the group is

distracted from him, when he may slip away and get a good start before

he is detected. He may do this whenever he sees fit, but may not delay

after the leader has passed the last pair of hands. The leader will

help to conceal the fact of who has the pebble by passing his hands

between those of the entire group, even though he should have dropped

the pebble into the hands of one of the first players.

If the pebble holder gets back to the leader and gives him the pebble

before being tagged, he continues with the group. If the pebble holder

is caught before he can get back to the leader, he must pay a forfeit

or change places with the leader, whichever method is decided on

before the game opens.

In a crowded playground it is well to require that the chasers follow

over exactly the same route as the pebble man. Under such conditions,

the game is more successful if limited to ten players to a group.

This game is from the modern Greeks. It is found to bear

transplanting excellently, being full of interest and sport.

PINCH-O

_5 to 30 or more players._

_Gymnasium; playground._

This is a game of chase, an advancing line (rank) of players turning

and fleeing from an odd player in front of them when a signal is

given. The players in the advancing line pass a "Pinch" (hand

pressure) from one to another along the line, the end players calling

out "Pinch!" and "O!" respectively at the start and finish of this

performance. The "O" is the signal for the chaser to start. The chaser

therefore watches the hands carefully to detect the pressure and know

when it is approaching the end; the other players naturally try to

conceal this passing of hand pressure, delaying or hastening it to

take the chaser unaware.

The player who is It walks backward, being about ten feet in front of

the others, who advance slowly forward in a line, holding hands. The

player on one end of the line calls "Pinch!" and at once squeezes or

pinches the hand of the player standing next. This player slightly

presses the hand of the one on his other side, and so on across the

line until the pressure is felt by the last player on the opposite

end, who at once calls out "O!" Immediately that the "O" is heard, the

entire line is liable to be tagged by the one who is walking backward

in front of them, and they therefore instantly turn and run for

"home," a place determined beyond certain boundaries at one end of the

ground. The one who is It gives chase, and any one tagged by him must

join him in tagging the players when the game is repeated. The game

ends when all are caught, the last player to be caught being the

winner, and taking the part of the odd player for the next round.

[Illustration: PITCH PEBBLE]

PITCH PEBBLE

_4 to 10 players._

_Out of doors; seashore._

This game may be played with pebbles, shells, or nuts, each player

having two or four of such articles. The object of the game is to

throw these pebbles into a hole about four inches in diameter, which

should be made in the ground. The first part of the game is concerned

with determining the order in which the players shall take turns. Ten

feet from the hole a place is marked, from which the players throw in

turn until each has had enough turns to have thrown all of his

pebbles. The one who has succeeded in landing a pebble nearest the

hole becomes the first player, and takes his stand on a second mark

drawn one fourth nearer the hole, all the players meanwhile having

gathered up their pebbles again. These are all given to the successful

player, and he pitches them in a mass toward the hole, becoming the

owner of as many as fall into the hole. Any pebbles that do not go in

the hole are gathered up by the player who in the original throwing

came out second in trying to get near the hole, and he, in turn,

throws these in mass, standing also at the nearer throwing point from

which his predecessor threw. All of the players take turns in this way

until all of the pebbles have been appropriated. The player wins who

gets the most pebbles. Pebbles won are not thrown again, but kept for

score.

For good players the distances from the hole may be increased.

POISON

_10 to 30 or more players._

_Gymnasium; playground; seashore._

[Illustration diagram: POISON]

A circle is marked on the floor or ground considerably smaller than an

outer circle formed by the players, clasping hands. Each player tries,

by pulling or pushing, to induce the others to step within the smaller

circle, but endeavors to keep out of it himself. Any one who touches

the ground within the inner circle, if only with one foot, is said to

be poisoned. As soon as this happens, the player or players so

poisoned become catchers; the other players shout "Poisoned!" and at

once break the circle and run for safety, which consists in standing

on wood. The merest chip will answer, and growing things are not

counted wood. If played in a gymnasium, iron may give immunity instead

of wood. Any one caught before reaching safety, or in changing places

afterward, joins the catchers, and when all have been caught, the ring

is once more surrounded.

POISON SNAKE

_10 to 30 or more players._

_Gymnasium; playground._

The players join hands to form a circle. About fifteen Indian clubs or

tenpins are placed in the center of the circle, with spaces between

them in which a player might step. The players then try, by pushing or

pulling their comrades by means of the clasped hands, to make them

knock over the clubs. Any player who overturns a club or who unclasps

hands must at once leave the circle, the club being replaced. The

first players so leaving start a "scrub" circle; players disqualified

in the scrub circle start another in their turn, etc. The player wins

who is left in the original circle. Where several circles have been

formed, the several winners may form a circle at the close and play to

determine the final winner.

[Illustration diagram: POISON SNAKE]

This game has possibilities for much sport and skill. The

agility with which players leap over or pass between the clubs

is as important a part of the game as the pulling and pushing.

The clubs should be sufficiently scattered to make it possible

for a player to save himself in this way. Children may need to

have this feature of the game pointed out to them. The game is

equally interesting to children or adults, but obviously

requires gymnasium suits for girls or women.

POM POM PULLAWAY

_5 to 30 or more players._

_Out of doors._

This game is often played between the curbings of a city street, but

is suitable for any open play space which admits of two lines drawn

across it with a space of from thirty to fifty feet between them. All

players stand on one side behind one of the dividing lines, except one

player who is It and who stands in the center of the open ground. He

calls any player by name and adds a formula, as below:--

"John Smith, Pom Pom Pullaway!

Come away, or I'll fetch you away!"

Whereupon the player named must run across the open space to the

safety line on the opposite side, the one who is It trying meanwhile

to catch him before he reaches that line. If he gets over safely, he

remains there until all of his comrades have joined him or have been

caught. Any one caught by the one who is It joins the latter in

helping to catch other players as they dash across the open space, but

the one originally It remains the caller throughout the game. After

all of the uncaught players have crossed to one side, they try in the

same way to return to their first goal. The first one to be caught is

It for the next game.

Players should give the chaser as much difficulty as possible

in catching them by making feints in one direction and suddenly

running in another, or by running diagonally instead of

straight across, etc.

POOR PUSSY

_5 to 20 players._

_Parlor._

The players sit in a circle, except one who is chosen for Poor Pussy.

Pussy kneels in front of any player and miaous. This person must

stroke or pat Pussy's head and say, "Poor Pussy! Poor Pussy! Poor

Pussy!" repeating the words three times, all without smiling. If the

player who is petting Puss smiles, he must change places with Puss.

The Puss may resort to any variations in the music of the miaou, or in

attitude or expression, to induce the one who is petting to smile.

This may be made one of the most amusing games for adults at a

house party. The writer has seen some of the most dignified

professional people laughing until the tears came while playing

this simple little game.

POTATO RACES

Four forms of Potato Race are here given as follows:--

POTATO RACE I. Individual competition; rules of Amateur

Athletic Union of the United States. Placing potatoes on marked

spots; gathering them up not a part of the game.

POTATO RACE II. Team competition. One player places the

potatoes on spots; the next gathers them up, etc.

POTATO SHUTTLE RELAY. Rules of Girls' Branch, Public Schools

Athletic League, New York City. Alternate placing and gathering

up.

POTATO SPOON RACE. Only gathering up of potatoes.

POTATO RACE--I

(For individual competitors)

_2 to 60 or more players._

_Playground; gymnasium._

The simpler and usual Potato Race is played in two forms: (I),

the players competing as individuals; and (II), competing as

teams. The following description is for individual competition;

the team game is described as Potato Race II. There are other

forms of playing the individual game; the one given here is

according to the rules of the Amateur Athletic Union.

The competitors should each wear a large number pinned across the

shoulders on the back, where it may be read plainly by the judges. The

competition is carried on in heats, as many players as the playing

space will allow playing in each heat. Potatoes should be used, or

blocks of wood are officially permissible. These wooden blocks may be

secured of potato shape, and are better than those of cubical form, as

the latter are apt to land on the corners and bound.

A starting line is drawn across the ground. At right angles to it a

row of potatoes is placed for each player in the heat. The potatoes

should be two yards apart and eight in number. (This is the official

number and distance for the Amateur Athletic Union; the number varies

in unofficial games, but should be equal for the different rows.) The

first potato should be two yards from the receptacle, which is usually

placed on the starting line, one beside each competitor. This

receptacle should be a pail, basket, box, or can. The official

dimensions of the A. A. U. call for its being not over two feet in

height, with an opening not over thirty-six inches in circumference.

In handicap events the starting mark is paid from the rear of the can.

The potatoes are replaced on the marks before the beginning of each

heat, the game in this form consisting solely of gathering them up,

not in placing them. There is no rule against tossing a potato into

the receptacle, but it is poor policy to do so, as it increases the

risks of failure.

The contestants start, as for a race, in response to the starter's

signals, "On your marks!" "Get set!" "Go!" The game consists in

picking up the potatoes one at a time and placing them in the

receptacle. The potatoes may be picked up in any order desired. A

potato dropped, however, must be picked up before another potato be

touched, or the player is disqualified. Similarly, a potato missing

the receptacle or bounding out of it must be placed in it before the

next potato be touched, or the player is disqualified. When all the

potatoes have been placed in the receptacle, the player finishes by

dashing across a finish line, a tape, or strand of worsted, stretched

five feet back of the receptacle. As in all races in athletic form, a

player is disqualified for interfering with any other competitor, or

for touching the finish tape with the hands or arms: the tape should

be breasted. The winners in each heat play a final race; or, with

large numbers competing, semi-finals before the finals. Where small

numbers are competing, those finishing first, second, and even third,

may be entered for the final trials. In case of a tie, both

competitors are entered for the next (final, or semi-final) heat, or,

if tied in the final heat, the tied competitors play again.

POTATO RACE--II

(Team competition)

_10 to 100 players._

_Playground; gymnasium; seashore._

The first description here given is for an informal game. This is

followed by the rules for strict athletic procedure.

The ground is marked off with a starting line. At right angles to it

are marked two or more rows of spots according to the number of teams

competing, the spots being from three to six feet apart, each row

containing from six to ten. On each spot is placed a potato; or a

stone, block of wood, or any other object may be substituted; on the

seashore bathing slippers may be used. Potato-shaped blocks of wood

may be had as substitutes for potatoes, and are better than cubical

blocks, which are apt to land on the corners and bound.

The players are divided evenly into competing groups which line up in

single file behind the starting line, each file being in line with one

of the rows of potatoes. Beside the leader of each file is a box or

basket; or a circle may be drawn on the ground instead. At a signal

each leader runs forward, picks up a potato, brings it back and puts

it in the box, goes for another, etc., until all the potatoes in his

row have been gathered in. He may pick them up in any order that he

chooses. Immediately that the last potato is placed, this player

touches the outstretched hand of the next player in his file, and at

once leaves the playing space; he should not line up again with his

team. The next player in the file starts out immediately on receiving

the "touch off," replaces the potatoes one at a time, and touches off

the next player, who gathers them in, and so on, alternately, until

each player has had his turn. The team wins whose last player is the

first to dash back over the starting line.

For an athletic contest for adults, the following rules are

typical:--There should be eight potatoes for each team, placed

two yards apart, the first potato two yards from the

receptacle. The receptacle should be either a pail, basket,

box, or can, not over two feet in height, having an opening not

over thirty-six inches in circumference. The finish line is a

"tape" (strand of worsted) stretched parallel with the starting

line and five yards back of the receptacle. There should be a

judge of fouls for each team and two judges at finish. Fouls

are:--

1. Not placing a potato accurately on the spot.

2. Leaving a potato outside the receptacle instead of in it,

whether it be dropped there or bound out.

3. Starting over the line without or before the "touch off."

A foul corrected before the next step in the game be taken does

not score as a foul. The teams win first, second, third, and

fourth places in the order of finishing, if there be no fouls.

Where fouls have been scored, the team finishing first, with

the fewest number of fouls, has first place, etc. In case of a

tie, the tied teams must play again to determine the winner.

Teams Order of Finishing Fouls Order of Winning

A 2 0 First place

B 1 4 Third place

C 4 6 Fourth place

D 3 3 Second place

POTATO SHUTTLE RELAY

_20 to 100 players._

_Playground; gymnasium; seashore._

This first description is for an informal game. This is followed by

rules for an athletic contest.

This is a form of potato race suitable for large numbers. The ground

is marked off with two starting lines, one at either end of the

ground. At even intervals between these two lines a row of from four

to ten spots should be clearly marked on the ground, each row forming

a line at right angles to the starting lines. There should be as many

rows of this kind as there are teams.

On the first spot of each row should be placed a box, basket, or pail,

and in it three or more potatoes, according to the number of spots.

Stones may be used, blocks of wood, or any other uniform objects as a

substitute for potatoes, but the latter are best.

The players are divided into two or more equal groups, and each group

is subdivided as for a shuttle relay into two divisions. One division

of each group stands in single file behind the starting line at one

end of the ground, the other division facing it in single file behind

the opposite starting line. Between the two divisions should stretch

the row of spots. The receptacle should be on the spot near the first

runner.

At a signal, the first runner of each team starts over the line, takes

a potato from the box, places it on the first spot, returns, gets

another potato, places it on another spot, and so on until all are

placed; he need not observe strictly the consecutive order of the

spots. He then runs forward and touches the outstretched hand of the

first runner in the opposite file of his team. This runner must pick

up the potatoes and replace them in the box one at a time, and then

"touch off" the player facing him in the opposite file. Each player,

as he finishes his part ("touches off" the next runner), should leave

the running space entirely and not line up with his team. The line

nearest the box serves as a finish line, and the team wins whose last

runner, having replaced the last potato, is first to get over this

line.

If a potato be dropped, the runner must pick it up and replace it in

the box or on the spot, then make his play over again.

The above description is for a comparatively informal game.

For a strict athletic contest for junior players the following

rules, used by the Girls' Branch of the Public Schools Athletic

League, New York City, are given:--

The laying out of the grounds should be for four spots in each

row, two yards between each, with the starting lines two yards

back of the first and fourth spots. The receptacle is placed on

the spot nearest the first runners, and should be a pail,

basket, box, or can, not over twenty-four inches in

circumference at the opening. Three potatoes are used.

The first runners start on signals, "On your marks!" "Get set!"

(or "Get ready!") "Go!" There should be a judge to score fouls

for each division of each team, and two judges at the finish.

In case of a tie, the tied teams play again.

Fouls consist in: 1. Placing a potato otherwise than on the

mark. 2. Leaving a potato outside the receptacle instead of in

it, whether it be dropped outside or bound out. 3. Starting

over the line without the "touch off." Any foul corrected

before going on with the next step in the game does not score

as a foul. Teams win in the order of finishing, plus

consideration of the record on fouls. Thus, a team finishing

fourth, with no fouls, would get first place, if the teams

finishing first, second, and third all had fouls.

Teams Order of Finishing Number of Fouls Order of Winning

A 1 8 Fourth place

B 3 3 Third place

C 4 0 First place

D 2 3 Second place

POTATO SPOON RACE

_6 to 60 players._

_Parlor; playground; gymnasium._

Games for the Playground, Home, School and Gymnasium · 第 11 / 33 段