Very rapid action and much sport may be had from this game. It is

rulable to hit the center player with nothing but the slipper, but the

players will use any other feints they choose to mislead him as to who

holds the slipper, pretending to pass it, or making a false move as

though to hit him, etc. The center player must catch one of the circle

men with the slipper actually in his hands to have it count. Should

this be done, he changes places with that player.

This game may be played in the schoolroom, the class being divided

into groups of ten or twelve players each. It is also an excellent

parlor game, and is full of sport if played by quick, alert players.

This game is from Denmark.

SMUGGLING THE GEG

_10 or 30 to more players._

_Out of doors._

This is an old Scotch game, evidently an outgrowth of

smuggling. The "geg" is a small treasure or object easily

handled, such as a pocket knife, key, marble, etc.

The players are divided into two even parties, one called the "Outs"

and the other the "Ins." A den about four feet by six in size is

marked on the ground in some central place. Both parties agree on

boundaries beyond which it is unfair to go, though the space available

for play should be very considerable. It is determined by lot or by

counting out which of the parties shall be the first Outs, or

smugglers, this being the more desirable position. The Outs have the

geg, or treasure, which they give to one of their number in a manner

that leaves his identity unknown to the Ins. They may do this by going

out of sight around a corner of a building and choosing one of their

number to take the geg, or by standing in a row within sight of the

Ins, with their backs to a wall or fence, and pass the geg from hand

to hand behind their backs, making many feints and passes intended to

deceive the onlookers.

When the geg has been deposited with one of their number, the Outs run

and hide, but before reaching their final hiding place, must give a

call of "Smugglers!" This is the signal for the Ins to start on the

chase. The object of the Ins is to catch the one player among the Outs

who is custodian of the geg. The identity of this player may be a

sheer matter of surmise on their part, when they will have to

challenge any player whom they may catch. If the player holding the

geg can return to the den without being caught, his party wins, and

again goes out for the next game. But if the holder of the geg be

caught before he gets to the den, the Ins win the game, and become the

Outs for the next round.

Whenever one of the Ins catches one of the Outs, the latter is not a

prisoner until he is "crowned"; that is, the pursuer must hold him,

take off his cap, and place the palm of his hand on the prisoner's

head, when he must cease to struggle. The pursuer then demands,

"Deliver up the geg!" which must be done at once should this

particular smuggler be the one who holds it. This fact is then shouted

aloud, and all of the players return to the den. If the player caught

should not have the geg, he is allowed to go free.

Of course it is to the interest of the Outs to engage the attention of

the Ins as much as possible upon players who do not hold the geg, thus

to give the holder of it a chance to make the den and so win for his

party.

SNOW DART

_2 to 10 players._

_For the snow._

This game is played with a wooden dart about eight inches long,

whittled out of wood about the size of a broomstick, pointed abruptly

at one end, and sloping gradually to the other. A narrow track or

slide is made down the side of a hill or inclined place, about sixty

feet in length. At four different points in this track snow barriers

or bumpers are made. The track is iced by throwing water over it and

letting it freeze.

[Illustration: SNOW DART]

The dart is started at a point at the top of the track. It is not

rulable to shove it; it must simply be placed on the track and move of

its own weight. The object of the game is to pass the dart in this way

over as many of the barriers as possible without its leaving the

track. Each player scores one point for each barrier, over which the

dart passes without leaving the track, the one having the highest

score at the end of the playing time winning. The players take turns

in sliding the dart. Any player who can successfully pass his dart

over all four barriers four times in succession, wins, irrespective of

other scores. If desired, the players may play in partners.

This game is an adaptation from one played by the Cree Indians.

For it the author is indebted to Mr. Stewart Culin's _Games of

the North American Indians_.

[Illustration: SNOW SNAKE

Menominee Indian holding snow snake preparatory to throwing. From

Hoffman.

_Reproduced from "Games of the North American Indians," by Stewart

Culin; with kind permission of the author and of the Bureau of

Ethnology, Washington, D.C._

]

SNOW SNAKE

_2 to 10 or more players._

_For the snow._

This game is played by skimming or skipping sticks over the hard

surface of the snow, as stones are skipped over the water. Each player

is provided with from three to five small sticks. These may be

especially whittled, or they may be pieces of branches. A perfectly

smooth stick is best, and one that has some weight to it. Each stick

is notched, one notch on the first, two on the second, three on the

third, etc.

The players stand at a given line and take turns in skimming their

sticks over the surface of the snow, each player throwing but one

stick at a time. When each player has thrown, the stick that has gone

the farthest scores for the thrower according to the number of notches

on it. For instance, if the stick had but one notch, it scores one

point for the player; a three-notched stick scores three points, etc.

The sticks are then gathered up and put to one side, and each player

in turn throws the next stick in his bunch, the successful player of

the first round having the first throw in the second round, and

scoring in similar manner. This is continued until all of the sticks

have been thrown. This may close the game, which is won by the highest

scorer, or it may be repeated indefinitely, either with a time limit

or until a certain score is reached.

This game is an adaptation of one played by the Wabanaki

Indians. The Northern Indians have many games belonging to the

Snow Snake class.

SPANISH FLY

_5 to 30 or more players._

_Playground; gymnasium._

This is a game of leapfrog in which the leader (first over) sets feats

for the others to perform, as in Follow the Leader, any player who

fails taking the place of the back. The following feats are popular:--

The jumper leaps over, touching the back with one hand only and waving

his cap with the other.

The jumper leaps over without touching the back.

The jumper makes a quarter turn while going over.

HATS ON DECK.--The leader, as he vaults, places his cap on the back,

and must clear without touching it. Each player, in turn, adds his hat

to the pile, the last player having to jump over all. If any one

knocks over the pile, he must become back, and the game begins over

again. If all jump successfully, the last one over then jumps again,

removing his hat as he goes over without disturbing the others, and so

on until all have been removed.

HATS FULL OF WATER.--The jumper places his own hat on his head upside

down and balances it there while leaping over the back.

SPANS

_2 to 10 players._

_Out of doors; indoors._

This is a game played by snapping buttons against a wall, their

landing point determining a score. Each player has a button. One of

the players lays his button on the ground near a wall or fence. The

others, in turn, snap their buttons against the wall so as to rebound

near to that of the first player. Should the button snapped drop

within one hand reach or span (_i.e._ the distance between stretched

thumb and fingers) of the button first laid down, it scores two points

for the player throwing it. If it comes within two such spans of the

first button, it scores one point. Should it hit this button and

bounce away within but one span, it counts four points. Should it so

bounce within two spans, it scores three points; and should it go

farther than this, it scores but one point. The number of points in

the game, twenty-five or fifty, is agreed on at the outset. The

players take regular turns, and the first to score the required number

wins the game.

SPIN THE PLATTER

(See also _My Lady's Toilet_)

_10 to 30 or more players._

_Parlor; schoolroom._

All the players are numbered and seated in a circle, except one, who

stands in the center and twirls a platter, tray, or some other round

object. As he starts it spinning, he calls any number that he chooses,

and the player bearing that number must at once spring forward and try

to catch the platter before it ceases to spin and falls to the floor.

If successful, he returns to his place in the circle. If not

successful, he takes the place of the spinner and pays a forfeit. The

forfeits are all redeemed at the end of the game.

This game may also be played by calling the players by name instead of

numbering them.

SPOONING

_10 to 30 players._

_Children's party; adult house party._

All but one of the players stand in a circle. The odd player is

blindfolded and placed in the center. He is given two silver

tablespoons. The players in the circle clasp hands and move around

until the blindfolded player clicks the spoons together, at which

signal the circle must stand still.

The blindfold player then goes up to any one in the circle, and by

feeling over the face and head with the bowls of the spoons must

identify the player. He may not feel on the shoulders or around the

neck, only on the face and head. A player may stoop to disguise his

height for this, but otherwise may not evade the touch of the spoons.

If the blindfold player correctly identifies the one before him, they

exchange places. If incorrect in his guess, the play is repeated.

This may be a very amusing game for either children or adults.

The author has seen it played with great success under both

conditions.

SQUIRREL AND NUT

_10 to 60 players._

_Schoolroom._

All of the pupils but one sit at their desks with heads bowed on the

arms as though sleeping, but each with a hand outstretched. The odd

player, who is the squirrel, and carries a nut, runs on tiptoe up and

down through the aisles, and at his or her discretion drops the nut

into one of the waiting hands. The player who gets the nut at once

jumps up from his seat and chases the squirrel, who is safe only when

he reaches his nest (seat). Should the squirrel be caught before he

reaches his nest, he must be squirrel the second time. Otherwise the

player who received the nut becomes the next squirrel.

It is scarcely necessary to say that the other players wake up to

watch the chase.

SQUIRREL IN TREES

_10 to 100 players._

_Schoolroom; playground; gymnasium._

This game is very like Hound and Rabbit, but is a little less

exciting, and under some circumstances better adapted to very young

children.

Most of the players stand in groups of three, with hands on each

other's shoulders, forming hollow trees. In each tree is a player

representing a squirrel, and there is also one odd squirrel without a

tree. The teacher or leader claps her hands, when all of the players

must run for other trees, and the odd squirrel tries to secure a tree,

the one who is left out being the odd squirrel next time.

STAGE COACH

_10 to 60 or more players._

_Parlor; schoolroom; gymnasium._

A leader is chosen who has a faculty for telling a story. This leader

gives to each of the players the name of some part of a stage coach or

of its contents. Thus, one may be the whip, one the wheels, one the

cushions, one the windows, others the brake, driver, harness, horses,

passengers, including specifically the fat old gentleman, the woman

with the bandbox, etc.

Where there are many players, several may be given the same name,

though it is desirable that these should not all be seated near

together. The leader then tells a story in which the various parts of

a stage coach are mentioned, and whenever he names one of these parts

or articles, the player or players bearing that name must get up

instantly, whirl around once, and sit down again. Any player failing

to do this must pay a forfeit. Whenever the story teller says "Stage

Coach!" all of the players must get up and turn around. At the end of

this story he will manage to have the stage coach meet with a

catastrophe, and as soon as he says "The stage coach upset!" all of

the players must change seats. The leader takes this opportunity to

secure one for himself, and the player who is left without a seat

becomes leader for the next game, or must distribute the forfeits. For

large numbers there should be several more players than chairs.

The leader may say, for example: "It being a beautiful spring

day, the _old lady with the bandbox_ [here the old lady must

get up and turn around] decided to visit her daughter, and so

took a _seat_ in the _stage coach_ [everybody turns around];

she found the _cushions_ [cushions turn around] very

comfortable until the _fat old gentleman_ [fat old gentleman

turns around] got in, when the place seemed to her very

crowded, and she was glad to open the _windows_; the _driver_

cracked his _whip_, the _wheels_ creaked, the _horses_ strained

at the _harness_, and away they started on their journey," etc.

The interest of the game may be enhanced by connecting the

stage coach, its passengers, and journey with some well-known

story, as of Mr. Pickwick and Sam Weller, or Rebecca of

Sunnybrook Farm.

STAKE GUARD

(See also _Duck on a Rock_.)

_10 to 30 players._

_Playground; gymnasium._

This game is one of the forms of Duck on a Rock, and in this

form is well adapted to use indoors as well as out of doors.

The game differs from the ordinary games of Duck on a Rock

chiefly in the limited territory to which the guard is

confined.

A stake is driven in the ground (or if in a gymnasium, an Indian club

is placed) in the center of a square plainly marked, and measuring

from eight to twelve feet. A throwing line is drawn twenty or more

feet from the stake. The game is played with bean bags, and begins

with the choice of a guard. This choice is made by all of the players

standing on the throwing line and throwing their bags at the stake.

The player whose bag falls farthest away from the stake becomes the

first guard.

The stake guard places his bag on top of the stake (or club). The

other players line up on the throwing line. Upon a given signal from

a leader or captain, all of the players throw their bags

simultaneously at the stake, trying to displace the bag on top of it.

Knocking over the club accomplishes the same purpose. Each player must

then try to regain his bag, but in doing this he may be tagged by the

guard. If this be done, he changes places with the guard. The guard

may only tag a player, however, within the limits of the square

surrounding the stake, beyond which he may not go; and he may do this

only after he has replaced his own bag on top of the stake.

[Illustration diagram: STAKE GUARD]

Any player failing to recover his bag at once will watch for an

opportunity to do so when the guard is next occupied in replacing his

own bag. Any player thus waiting for his bag may linger near the

boundaries of the center square.

Should the guard succeed in tagging a player within the square, that

player must at once place his own bag on the stake; and the guard must

try to get his bag and escape from the square before this new guard

can place his bag and tag him. As soon as a player recovers his bag

and escapes from the center square, he should go at once to the

starting line, and may throw again immediately for the center bag. The

game progresses better, however, if all of the throwing be done

simultaneously, the returning players waiting for a signal from the

leader before throwing.

As players become proficient, the game may be made more

skillful and interesting by increasing the distance between the

throwing line and the stake, and also by lessening the size of

the square drawn around the stake, in which the guard is

confined.

STEALING STICKS

(See also _Prisoner's Base_.)

_10 to 30 or more players._

_Playground; gymnasium._

The ground is divided into two equal parts, with a small goal marked

off at the rear of each part, in which six sticks are placed. Each

player who reaches the enemy's goal safely may carry one stick back to

his own goal, and may not be caught while carrying it back. If caught

in the enemy's territory before reaching the goal, a player must

remain a prisoner in the goal until touched by one of his own side;

neither may be caught while returning. Any player may catch any

opponent, except under the rules just stated. No stick may be taken by

a side while any of its men are prisoners. The game is won by the side

gaining all of the sticks.

[Illustration diagram: STEALING STICKS]

This game is known also by the name of Scots and English and

probably originated in border warfare. The players sometimes

contribute some article of wearing apparel to the pile of

property that is to be stolen instead of using sticks for the

purpose. Caps and coats are the usual donations.

STEP

_5 to 30 or more players._

_Playground; gymnasium._

The ground is marked off by two parallel lines from fifty to two

hundred feet apart. One player, who is chosen to be counter, stands on

one of these lines with his back to the other players, who line up on

the opposite line.

The object of the game is for the players who are lined up in the rear

to advance forward until they cross the line where the counter is

stationed. They may only advance, however, by short stages, during

which the player in front counts ten.

The game starts by this forward player counting ten loudly and

rapidly, the other players moving forward while he does this, but

immediately that he says "Ten!" they must stand still, and he at once

turns to look at them. He will call the name of any player or players

whom he sees moving, and any so called must go back to the starting

line and begin over again. This counting of ten by the one player and

moving forward of the others continues until all have crossed the line

where the counter stands. The last one over changes places with him

for the next game.

This game is a great favorite, especially with girls, though

the writer has known many boys to play it persistently. The

players will learn to use much caution in moving forward, often

stopping before the count of ten, to be sure that they shall

not be caught in motion. The progress thus made may seem slower

than that of those who dash forward to the last moment, but as

with the famous hare and tortoise, this slower but continuous

method often wins.

STILL POND; NO MORE MOVING!

(Still water, still water, stop!)

_5 to 30 or more players._

_Parlor; gymnasium; playground._

One player is blindfolded; the others scatter promiscuously. The

blindfolded player is led to the center of the playground, and

asked:--

"How many horses has your father in his stable?"

He replies, "Three."

"What color are they?"

"Black, white, and gray."

"Turn around three times and catch whom you may."

The blindfolded player is then spun around so as to confuse his sense

of direction. He then says, "Still pond; no more moving!" whereupon

the other players must stand still, being allowed only three steps

thereafter. The blindfolded player begins to grope for the others.

When he catches one, he must guess by touching the hair, dress, etc.,

whom he has caught. If he guesses correctly, the player changes places

with him. If incorrectly, he must go on with his search. The players

may resort to any reasonable devices for escaping the hands of the

groping blind man, such as stooping or dodging, so long as they do not

take more than three steps. When caught, a player may try to disguise

his identity by making himself shorter, etc.

STONE

_10 to 30 or more players._

_Playground; gymnasium._

A large circle is drawn on the ground or floor in the center of the

play space. At either end of the ground a goal is marked off. One

player, chosen to be stone, sits on the floor in the circle. The other

players stand around outside the circle, taunting the stone by

stepping over into his territory. Suddenly, and the more unexpectedly

the better, the stone rises and runs for the other players, who are

only safe from tagging when behind one of the goals. Any one so tagged

becomes a stone and joins the first stone in sitting near the center

of the circle. They also join him in chasing the other players

whenever he gives the signal. This continues until all the players

have been tagged.

STOOP TAG

("Squat" Tag)

_4 to 60 or more players._

_Indoors; out of doors._

One player is It and chases the others, trying to tag one of them. A

player may escape being tagged by suddenly stooping or "squatting";

but each player may stoop but three times. After the third time of

stooping, the player may resort only to running to escape being

tagged. Any player tagged becomes It.

For large numbers of players there should be several taggers.

SUN DIAL

_2 to 10 players._

_Gymnasium; playground; seashore._

A circle from twelve to twenty feet in diameter is drawn on the

ground. This is intersected with straight lines, like the spokes of a

wheel, which divide it into twelve sections, numbered consecutively

from one to twelve.

One player is blindfolded, placed in the center (on the hub of the

wheel), and turned around several times to confuse his sense of

direction. He then walks around inside the rim while counting twelve,

or repeating the verse:--

"Dickery, dickery, dock;

The mouse ran up the clock;

The clock struck ten

He ran down again,

Dickery, dickery, dock."

He stops on the last word, and the number of the space in which he

stands is scored to his credit; for instance, if he stops in section

eight, it scores eight points for him; if in section three, it scores

three points, etc. Should he stop with one foot on a line or outside

the circle, he scores nothing. The players take turns, each having but

one trial at a turn. The game is won by the player first scoring

twenty-five or fifty points, as may be decided.

[Illustration diagram: SUN DIAL]

TAG

The game of plain, old-fashioned Tag may be made great sport,

especially if suddenly and unexpectedly commenced in a group of

players when other interests seem to lag.

The game has many variations, a considerable number of which

are here given, each variation making practically a different

game.

This game is found in all countries and is prehistoric. It is

supposed to have arisen from the idea of fleeing from an evil

spirit, and in those forms from which immunity is found by

touching wood or iron or taking some particular position, that

especial feature is supposed to have originated in the idea of

breaking the spell of the pursuing evil.

The following tag games will be found in their alphabetical order:--

Cross Tag

Fence Tag

French Tag

Hang Tag

Home Tag

Japanese Tag (_Over_)

Maze Tag (Line Tag; Right Face)

Old Man Tag

Partner Tag

Schoolroom Tag

Shadow Tag

Stoop Tag (Squat Tag)

Tag

Whip Tag

TAG

_4 to 60 players._

_Indoors; out of doors._

Tag in its simplest form may be started by any one of a group of

players suddenly turning to another, touching (tagging) him and saying

"You're It!" when all must flee from the one who is It.

The player who is It may chase and tag any other player whom he

chooses, but will aid his own ends by suddenly turning his attention

from one player to another, or by doubling back on his course, or

resorting to any of the other feints that give an unexpected turn to a

game of chase.

The players who are being chased will add to the zest of the game by

venturing as close as possible to the one who is It, calling to him

and taunting him with their proximity, and suddenly dodging away. When

a player is hard pressed or breathless, or does not wish to play, he

may become immune from tagging by crossing any one finger over its

neighbor on either hand, as the forefinger over the middle finger. It

is considered "babyish," however, to resort to this unless there is

some very good reason. A player who has had a good fair chase ought to

be willing to be It if caught.

Games for the Playground, Home, School and Gymnasium · 第 14 / 33 段