This may be made a very amusing game for young children. One is chosen

for ringmaster and stands in the center. If he can flourish a whip

like a true ringmaster in the circus, the interest of the game will be

enhanced. The other players form a circle around him without clasping

hands.

The ringmaster turns and moves around in a circle, snapping his whip

at each flourish, and calling the name of some animal. The players in

the circle immediately imitate the animal, both as to its movements

and cries. For instance, for a bear they claw or run on "all fours,"

or climb and at the same time growl; for a frog they may hop or swim

and croak. The list may include the hopping kangaroo, the snarling and

springing tiger, the humped and swaying camel, the balking and braying

donkey, the flopping and barking seal, the scratching and cackling

hen, the ponderous and mooing cow, the neighing and galloping horse,

etc.

The ringmaster at his discretion may announce, "We will all join the

circus parade!" whereupon all of the animals should gallop around the

circle in characteristic movements, each choosing an animal that he

likes to represent.

ROBBERS AND SOLDIERS

_10 to 100 players._

_Out of doors._

This game is best played in the country, where there are woods

in which the robbers may hide.

The players are divided between robbers and soldiers, there being

about ten robbers to fifty soldiers (the proportion of one to five).

The larger and stronger players are usually selected for the robbers.

The soldiers have one General who directs their movements, and the

robbers a Captain. The robbers are given five or ten minutes' start

from the prison. The soldiers stand at this place, marked as their

fort or prison, until the General gives the command for the search to

begin. The object of the robbers is to hide so that the soldiers may

not find them, and when found, to resist capture if possible. They may

hide by climbing trees or dodging behind them, conceal themselves in

underbrush, under dead leaves, etc. If played aright, the game should

be a very strenuous one, the resistance offered by the robbers

requiring several soldiers to overcome. A robber may resist all of the

way to prison. A guard is appointed by the General for the prison, and

prisoners may run away at any time if not prevented by the guard.

The soldiers, in attempting to locate the robbers, will use many

devices besides a simple hunt. For instance, they will form a large

circle and gradually work in toward the center, thus surrounding any

robbers who may be hidden within the territory so covered. The game is

won when all of the robbers have been made prisoners. Old clothes are

quite in order for this game.

The soldiers will find whistles of advantage for signaling each other

for help.

This game has been a favorite one for many generations with the

boys at a large school near Copenhagen.

[Illustration: _From painting by Maximilian, Prince of Wied._

ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS, FORT CLARK, NORTH

DAKOTA

_Reproduced by kind permission of the Bureau of Ethnology, Washington

D.C., from "Games of the North American Indians," by Stewart Culin._

]

ROLLING TARGET

_2 to 30 players._

_Gymnasium; playground._

This game consists in shooting or hurling through a rolling hoop a

stick or gymnasium wand. The hoop may be from six inches to two feet

in diameter. The smaller hoop is adapted only to expert players; it is

well to begin with a hoop the size of a barrel hoop.

Where there are numerous players, they are divided into opposing

teams, which alternate in throwing at the target (hoop). These players

take places at intervals of about five feet along one side of the

playground, each holding a spear (stick) to hurl at the hoop as it

passes him. Another player stands at one end of the ground and sends

the hoop rolling the full length of the space covered by the playing

team; its course should be from ten to twenty feet distant from the

line-up of the team and parallel to the latter.

As the hoop passes him, each player in turn hurls his spear at it.

This is best done with the spear held horizontally at a height of

about the middle of the hoop. Each spear that successfully goes

through the hoop scores one point for its team. Each team has three

rounds, and then gives place to the opponents. The team first scoring

one hundred points wins the game.

When there are not enough players to put into teams, each player

scores independently, the first to make twenty points winning.

For obvious reasons of safety, no player should be allowed on the side

toward which the spears are hurled. This game may be played capitally

with bean bags instead of sticks.

This is an adaptation of one of the hoop and pole games played

by the North American Indians, and is almost the only game of

theirs that has not been previously adopted by the whites. The

instant success of the game with boys, who ask to stay after

school to play it, would indicate a valuable acquisition.

Different tribes of Indians play with different sized hoops,

the illustration showing a very small one. The author is

indebted for this to the remarkable collection, _Games of the

North American Indians_, by Mr. Stewart Culin.

ROUND AND ROUND WENT THE GALLANT SHIP

_4 to 30 or more players._

_Indoors; out of doors._

This is a simple little game for very little children, consisting

simply in dancing around in a circle with clasped hands as the

following verse is recited, and "bobbing" down quickly as the ship

goes to the bottom of the sea:--

"Three times round went our gallant ship,

And three times round went she;

Three times round went our gallant ship,

Then she sank to the bottom of the sea."

A tumble as the ship goes down adds much to the spirit of the play.

RUN, SHEEP, RUN!

_10 to 30 or more players._

_Out of doors._

This is a form of hide-and-seek, but the hiding and the seeking

are done by parties instead of individually, each party acting

under the direction of a captain. Any number of players may

take part, but from four to six on a side are perhaps best.

Two captains are chosen, who in turn alternately choose players until

all the players are divided into two parties. One party becomes a

searching party (chosen by lot, "holders," or counting out between the

captains) and remains at the goal, while the other party goes out with

its captain, who directs the various individuals where to hide, after

agreeing with his party on a series of signals to be used, as

described below. When all are hidden, this captain goes back to the

searchers, who at once start out on the hunt under the direction of

their captain, who may divide or dispose of his party as he sees fit.

The captain of the hiding party remains with the searchers, calling

out signals to his hidden men which shall enable them to approach

nearer to the goal by dodging from one hiding place to another, always

trying to keep out of sight of the searchers. Neither party, however,

may run for the goal until its own captain shouts "Run, sheep, run!"

The captain of the hiding party is generally the first one to give

this signal, and he does so whenever he thinks his men are well placed

to make the goal. The captain of the searchers naturally gives the

signal to his players as soon as he hears his competitor calling it,

as the game is won by the party of which one player first reaches the

goal.

Should any member of the searching party catch sight of an opposing

player before all run for the goal, he tells his captain, who at once

shouts, "Run, sheep, run!"

Any signals may be agreed on between the captain of the hiding party

and his men; the following are examples:--

"Red!" meaning "Danger."

"Green!" meaning "Go around the house to the left."

"Blue!" meaning "Go around the house to the right."

"Purple!" meaning "Stand still."

"Yellow!" meaning "Keep on going in the same direction and get nearer

to the goal."

SADDLE THE NAG

_6 to 30 or more players._

_Playground; gymnasium._

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

parties, with a chief for each. One of the chiefs stands with his back

to a wall or fence, and all of his party bend their backs as for

leapfrog, the first with his head against the chief, and the others,

one behind the other, in a line stretching out in front of him. Each

player in the line braces his shoulder against the stooping player

next in front, or each may grasp the forward player around the waist.

The heads should all be turned to the same side. One of the opposite

side then leaps on the back of the player farthest from the wall, and

tries to make his way over the backs of the entire line to the chief

to "crown" him; that is, to place his hand on his head. The players

who are making "backs" try in every way, without rising to a standing

position, to throw this player off and so prevent his crowning their

chief. Each player of the "out" side tries in turn to crown the chief.

Should they be unsuccessful the sides change. If one or more players

succeed in crowning the chief, each successful player has a second

chance before the sides change. The side that succeeds in oftenest

crowning its opponent's chief wins the game. The limit of the game is

usually placed at six trials for each side.

SARDINES

_10 to 30 or more players._

_Playground; house party._

This is a game of hide and seek that reverses some of the usual

methods of playing the game. The player chosen to be It, instead of

blinding goes out himself to hide, while all of the other players stay

at the goal. While one of their number counts one hundred, they must

all either blind their eyes or be shut in one room to give the hider a

fair chance. After counting, they shout "One hundred!" and all start

out to hunt for the hider. Any player discovering him must, after

making sure that none of the others observe him, hide in the same

place with the hider. If necessary, he must linger near until there is

opportunity to do this without being discovered. If there should not

be room to hide in the same place, the finder must take a seat in

plain sight near the hiding place. Sometimes a large number of players

will be seated in a room or in a group out of doors, while the last

unfortunate hunters try to locate some clever hiding place which is

obviously near but hard to detect. Of course it is better for the

players to actually hide with the first hider, if practicable, which

probably suggested, on occasion, being "packed in like sardines."

This is one of the most interesting house party games for young people

for either out of doors or within.

SCHOOLROOM TAG

_10 to 60 players._

_Schoolroom._

A circle about three feet in diameter is drawn on the floor in the

front of the room and serves as a goal. One player is chosen to be It,

and stands ten feet from the goal. The other players sit at their

desks. The one who is It calls the name of some player, who must at

once rise and try to run through the goal and return to his seat

without being tagged. In order to do this, he may have to make quite a

detour before passing through the goal, or he may be able to run

through it at the opening of the chase. The chaser must also run

through the goal before he may tag the runner. If the chaser succeeds

in tagging the runner, he continues to be chaser, and calls the name

of another player to run. If the runner gets to his seat without being

tagged, he changes places with the other and becomes It.

This game is printed with the kind permission of the Alumni

Association of the Boston Normal School of Gymnastics, from the

book entitled _One Hundred and Fifty Gymnastic Games_.

SHADOW TAG

_4 to 60 players._

_Out of doors._

This is a very pretty form of tag, suitable for little

children, and they delight in playing it. It hardly need be

said that it requires a sunny day.

The player who is It tries to step or jump on to the shadow of some

other player, and if successful, announces the fact by calling the

name of the player. That player then becomes It.

The teacher or leader will need to encourage the children to venture

boldly into the open spaces, where the shadows become apparent, rather

than to huddle on one side of the ground, where the chaser cannot

reach the shadows.

SHUTTLE RELAY

(Double Relay)

_20 to 100 players._

_Playground; gymnasium._

This form of relay race is especially adapted to large numbers

in limited space. The action is more rapid than in the single

relay, although each runner runs only half as far.

The players are divided into two or more groups of equal numbers. Each

group in turn is divided into two divisions, which stand facing each

other in single file, with the leader of each division toeing a

starting line. There should be from fifty to one hundred and fifty

feet between the starting lines. At a signal, the leaders on one side

of the ground run forward, but instead of touching a goal or terminal

line at the opposite end of the ground, the runner "touches off"

(touches the outstretched hand of) the leader of the line facing him,

and passes at once away from the playing space. He should not line up

again with his team.

The player thus touched dashes forward in his turn and touches the

first player in the file facing him, from which Number One came, and

passes off the game limits. Each player thus runs only in one

direction, instead of in two, as in a single relay race. The team wins

whose last player first dashes across the starting line opposite him.

As in the single relay race, this may be played by handing a

flag from one runner to the next, instead of "touching off." If

a flag be used, it should not be on a stick because of danger

to the eyes.

This game may also be played with strict observance of athletic

rules. The first runners should then be started with the

signals, "On your mark!" "Get set!" (or "Get ready!") and "Go!"

There should be a judge to watch fouls for each division of

each team, and two judges at the finish. Fouls consist in

starting over the line, even with part of the foot, before

being touched off, or in a failure to actually touch. The teams

win in the order of finishing, plus consideration of the number

of fouls, as described for the Potato Shuttle Relay.

SIEGE

_10 to 30 players._

_Out of doors; barn._

This game is suitable for a barn; the greater the number of open doors

and windows available in the barn the better.

The players are divided into two equal parties, one of which personate

defenders, and take their places in the barn, with the doors and

windows open. The other party are the besiegers, and are stationed

outside the barn. The fighting is done by means of weeds specially

prepared for the purpose. The weeds commonly called redroot or

iron-weed are very good for this. The stems, measuring about a foot

and a half in length, are stripped except for a small leaf or tuft of

leaves at one end. On the opposite end the root is cut away so as to

leave only a small knob which will serve to weight the missile.

The game opens with each party provided with a pile of this

ammunition, which is thrown at the opponents through the doors and

windows of the barn. A player hit once with a dart is considered

"wounded," but may keep on playing. A player hit twice is "killed,"

and is out of the game. Each party must keep within its own bounds.

The party wins which has the fewest killed at the end of the game.

This was a favorite game with a group of Long Island boys, from

one of whom the author obtained it.

SINGLE RELAY RACE

_10 to 100 players._

_Playground; gymnasium._

This game differs from the track event known as a Relay Race.

The form here given is one of the best for engaging in

strenuous exercise all of a large number of players in a

limited playing space.

A wall or fence is chosen for a goal, or a line may be drawn across

the ground for this purpose, or a goal object may be placed for each

team, around which each player on the team must run. From fifty to a

hundred feet back of this goal, or objective point, and parallel to

it, a line is drawn to serve as a starting line.

The players are divided into two or more groups of equal numbers. Each

group lines up in single file behind the starting line. If possible,

there should be at least five feet distance sideways between the

files. The first player of each file stands toeing the starting line,

and at a signal runs forward to the goal, touches it with his hand if

it be a wall or fence, or with his foot if it be a line on the ground,

or runs around it if it be an object. He then runs back to his line

and touches the outstretched hand of the next player (called "touching

off"), who should have moved forward to toe the starting line. As soon

as this touch is received, this player in turn runs forward, touches

the goal, and returns in the same way. Each player as he returns

leaves the playing space at the rear. The file moves up one place

each time that a runner starts, so that the next player will toe the

starting line.

The file wins whose last runner is first to dash across the starting

line on his return run. If desired, each runner may hold a flag in his

hand and pass it to the next player, instead of merely touching the

hand. This flag should not be on a stick, which is dangerous for the

runner receiving it.

Starting over the line before being touched by a returning runner is a

foul. Where athletic procedure is not observed, this starting over the

line may be penalized by having the transgressor go back and start

over again. In an athletic event it disqualifies the team, unless the

competing teams have made an equal or greater number of fouls.

Where this game is played in strict athletic form, the first

start is made in response to the usual signals: (1) "On your

mark!" (2) "Get set!" (or "Get ready!") (3) "Go!" In

competitive events of this sort, crossing the starting line

before being touched off is a foul; also touching a goal object

around which the players may have to run. There should be a

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

team wins which finishes first with the fewest number of fouls,

as explained for the Potato Race. The simple "touch-off," and

not the handing of flags, is customary in athletic procedure.

SKIN THE GOAT

_6 to 20 or more players._

_Playground; gymnasium._

This is a game of leapfrog, differing from Saddle the Nag in

the gradual lengthening of the line of backs, though there are

similar features in the two games. The players in this game are

not divided into opposing parties.

One player stands with his back against a wall or fence. Another

player stoops, with his head against the breast or stomach of this

first player. A third player jumps upon the back thus made and tries

to "crown" the player standing against the wall, that is, to place his

hand on his head. The player, who is making the "back" tries in every

way (except by straightening up) to throw the player off his back and

so prevent his crowning of the standing player. If the "back" succeeds

in doing this, the one whom he throws off takes his place behind this

stooping player in the same general position, grasping him around the

waist and bending his head to one side or against the forward player,

thus lengthening the line of backs. Another player then jumps on the

backs, tries to make his way to the one who is upright and crown him.

Any player who succeeds in crowning the upright player changes places

with him, the one winning who has done this the most times when the

play ends.

SKYTE THE BOB

_2 to 10 players._

_Playground; seashore._

_Note._--The word "skyte" means a sharp, glancing blow, and as

here used indicates the way in which the stones are thrown at

the "bob."

This game is played with buttons and stones. Each player is provided

with one or more buttons called "men." A small, flat stone about the

size of a quarter may be used as a man in place of a button. In

addition, each player is provided with a flat stone called a

"pitcher." A flat stone, small, but somewhat larger than the pitchers,

is placed on the ground as a base on which the men are piled, and is

called the "bob." The game consists in hitting the bob with a pitcher

so as to knock over the pile of men, the men becoming the property of

the thrower or not, according to their position as they fall.

From fifteen to twenty-five feet from the pile of men a line is drawn

from which the players throw. Each player in turn toes the line and

throws his pitcher so as to strike the bob or base under the pile of

men, his object being to make these men fall off. Any men that are

knocked off, and lie nearer to the pitcher where it fell than to the

bob, become the property of the player who threw the pitcher. The

second player then takes his turn, but his play is more difficult than

that of the first player, as any men that he drives nearer to the

first player's pitcher belong to the latter. Any man which lies nearer

to the second player's pitcher, however, than to the bob or to the

first player's pitcher, belongs to this second player. This is

continued by the different players in succession, the player winning

who has the largest number when all of the men are disposed of, or

when all have thrown.

SLAP CATCH

(Hands Up)

_10 to 30 or more players._

_Playground; gymnasium; schoolroom._

The players stand in a circle, with one in the center. Those in the

circle bend their elbows, which should touch the sides, and extend

their hands in front, with palms downward. The object of the one in

the center is to slap the hands of any player in the circle while thus

extended. The circle players may bend the hands downward or sideways

at the wrist, but may not withdraw the arms, or change the position of

the elbow. Any one slapped in this way changes places with the one in

the center.

The success of this game will depend upon the alertness of the one who

is in the center, who should dodge quickly and unexpectedly from one

part of the circle to another, with many feints and false moves that

will keep the circle players uncertain where he is going to slap next.

Played in this way, the game calls for much alertness on the part of

all concerned. The circle should not be too large, or the action will

be too slow to be interesting.

SCHOOLROOM.--In the schoolroom this is played in groups with the

players seated instead of in a circle. Two rows face each other to

form a group, with feet drawn well under the seats. The one who is It

walks up and down the aisle.

SLAP JACK

(Herr Slap Jack; Skipaway)

_10 to 30 or more players._

_Playground; gymnasium; parlor._

The players stand in a circle, clasping hands. One player runs around

the outside of the circle and tags another as he runs. The player

tagged immediately leaves his place and runs in the opposite

direction. The object of both runners is to get back first to the

vacant place. Whoever succeeds wins, and remains in that place, the

one left out becoming runner the next time.

This is sometimes varied by having the players bow and shake hands as

they meet. This adds an element of self-control, but detracts from the

vigor and sport of the game. This game is one of the standard

favorites for little children.

SCHOOLROOM.--In the schoolroom this game is played with all of the

pupils seated except one. The odd player walks or runs through the

aisles, touches some player, and runs on around the room in the

direction he is going. The one touched at once leaves his seat and

runs around the room in the opposite direction. The one wins who first

gets back to the vacant seat. Dodging through aisles to shorten

distance is not allowed; the run must be around the outer aisles of

the room.

SLIPPER SLAP

_10 to 30 or more players._

_Indoors; out of doors._

This game is played with a slipper, or a piece of paper folded in

several thicknesses to present a surface of about three by eight

inches, firm but flexible. This may be crumpled at one end to form a

sort of handle, if desired.

One player is chosen to stand in the center. The others stand in a

circle, shoulder to shoulder, so that the center player cannot see

what goes on behind their backs. The players then pass the slipper

from hand to hand behind their backs, taking every favorable

opportunity to slap the one in the center with it; but instantly that

this is done the player holding the slipper must put it again behind

his back and pass it to the next player, to avoid being caught with

the slipper in his hand. The one in the center should try to catch any

player who thus slaps him before the slipper is passed to another

player.

Games for the Playground, Home, School and Gymnasium · 第 13 / 33 段