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.