chaser, in touching him, must say "You're It!" At his own discretion
he may add "No fair," which means that the one who has just become It
may not turn at once and tag him. A venturesome player, however, will
omit this, especially if he should tag another player from behind, and
trust to his own powers of dodging for getting safely away. Where
there are a large number of players, two or more may be chosen to be
It.
TAG THE WALL RELAY
_10 to 60 players._
_Schoolroom._
The players should all be seated, an even number in each row of seats.
At a signal, the last player in each line runs forward and tags the
front wall. As soon as this player is out of the aisle, the others all
move backward one seat. This leaves the front seat vacant, and the
runner having touched the wall returns immediately and takes this
vacant front seat. As the player sits he raises his hand, which is a
signal for the player who is now the last one in the line to run
forward, the line moving backward one place as soon as he is out of
the aisle. He, in turn, having touched the wall, takes the vacant
front seat. The play is continued in this way until every one in the
row has run.
The line wins whose player, sitting at the start in the front seat,
first returns to his seat.
As in all schoolroom games where there is running, the seated players
should be very careful to keep their feet under the desks, so there
will be nothing in the aisles over which the runners may trip.
This is one of the best class room games and is very popular.
TEN STEPS
_10 to 30 or more players._
_Playground; indoors._
This is a game of hide and seek and like all such games is best played
where there is plenty of space and many hiding places. The distinctive
feature of this game is the peculiar limitation put on the opportunity
to hide, which may even free the blinder from his task. The one who is
It, or hunter, blinds his eyes and counts ten while the other players
run for hiding places. As soon as the one who is blinding says "Ten!"
the players must all stand motionless whereever they happen to be,
while he turns at once to look for them. Any player whom he sees
moving must come back to the goal and start over again. The hunter
repeats this five times, and any player not entirely out of sight the
fifth time the hunter turns must change places with him, the original
hunter becoming a spectator of the game. Having called "Ten!" and
turned to look for moving players five times, the hunter (or the one
taking his place, as explained above) counts one hundred, to give the
players time to reach final hiding places, and the game proceeds as in
regular I Spy.
THIMBLE RING
_10 to 30 or more players._
_Indoors; out of doors._
All of the players but one stand in a circle, each one clasping with
his left hand the right wrist of his left-hand neighbor. This leaves
all of the right hands free and all of the left hands occupied. The
odd player stands in the center of the circle, and tries to detect who
holds the thimble that is passed from hand to hand. Each player in the
circle places his right hand first in the hand of his neighbor on the
right and then in the hand of the neighbor on the left, keeping this
movement going rhythmically, while the entire circle repeats the
lines:--
"The thimble is going, I don't know where;
It is first over here and then over there."
When the player in the center thinks he knows who has the thimble, he
goes up to him and says: "My lady's lost her thimble. Have you it?" If
correct, these two players change places. If incorrect, the one who is
It demands of the player addressed to find it. This player, in turn,
has one guess. If correct, he takes the place of the one who has the
thimble, the one who was It taking the vacant place in the circle, and
the one who held the thimble going to the center. Should the player be
incorrect in his guess, he changes places with the one in the center.
THIRD MAN
(See also _Three Deep_ and _Last Man_.)
_15 to 100 players._
_Playground; gymnasium._
This game is another form of the game commonly known as Three
Deep, but instead of being played in the circular formation,
the players are scattered irregularly over the playground.
All of the players but two take partners and scatter in any irregular
way. The players forming each couple stand facing each other, with the
distance of a long step between them. To make a success of the game,
the distance should be considerable between the various couples.
Of the two odd players, one is runner and the other chaser, the object
of the latter being to tag the runner. The runner may take refuge
between any two players who are standing as a couple. The moment that
he does so, the one toward whom his back is turned becomes third man,
and must in his turn try to escape being tagged by the chaser. Should
the chaser tag the runner, they exchange places, the runner
immediately becoming chaser and the chaser being liable instantly to
tagging.
THIRD SLAP
_5 to 30 or more players._
_Playground; gymnasium; schoolroom._
The players should be divided into groups of from five to ten each.
One in each group is chosen to be It; the others line up in front of
him, all standing at a distance of from thirty to fifty feet from a
goal previously decided on. The players in the line hold their hands
extended forward the length of the forearm, the elbows being bent and
touching the sides; the palms should be turned downward.
The one who is It tries to slap the hands of any of the players, who
may evade him by bending the hands downward, upward, or sideways, at
the wrist, but may not withdraw the arm or change the position of the
elbow. Any player who receives three slaps, whether on one or both
hands, immediately upon receiving the third slap, chases the one who
is It toward the goal. Should the slapper be caught before he reaches
the goal, he must continue as before, but if he succeeds in reaching
the goal in safety, he changes places with his pursuer, who becomes
It, or slapper, for the next round.
This game may have much sport in it if the one who is taking
the part of slapper be very alert and agile in his movements,
dodging quickly from one player to another, and making many
false moves to throw the players off their guard as to where he
is going to strike next. This game is very popular with
children, and is an amusing diversion for young people for
house parties.
THREE DEEP
(See also _Third Man_ and _Last Man_.)
_15 to 60 players._
_Playground; gymnasium._
This game is one of the standard favorites for both children and
adults.
All of the players but two form in a double ring, facing inward; that
is, in two concentric circles, with one player directly behind
another.
There are several methods of getting players into this
formation. One method is to have the players march in column
two abreast, form in a circle, and all face inward. Another
method is to have the players form in a circle in single file;
one player steps in front of his neighbor on the right, and
each alternate player in quick succession around the circle
does the same, thus accomplishing the end of bringing all of
the players in couples one behind another.
The two odd players, one of whom is runner and the other chaser, start
outside of the circle, generally one of them being on one side of the
circle and the other opposite. The object of the game is for the
chaser to tag the runner. The runner may save himself by stopping in
front of any couple standing in the circle, whereupon, that file
having been made "three deep," the outer player or third man becomes
at once liable to tagging, and in his turn becomes runner and tries to
evade the chaser. He may seek refuge in the same way in front of a
couple.
[Illustration diagram: THREE DEEP]
Should the chaser tag the runner, they exchange places, the runner
immediately becoming chaser, and the chaser being liable instantly to
tagging.
It will thus be seen that great alertness is necessary on the part of
any one standing on the outside of the circle, as at any moment the
runner may take refuge in front of his file or couple, making him the
third man and liable to be tagged. It is not permissible for any third
man to take refuge in front of the couple standing immediately on his
right or left when he becomes third man.
Both runner and chaser may dash through the circle, but may not pause
for a moment within the circle, except when the runner claims refuge
in front of some couple. When players are inclined to confuse the play
by hesitating while running through the circle, this privilege of
running through is sometimes forbidden, all the chasing being confined
to the outside of the circle.
VARIATION.--This game may be varied by having the players who form the
circle stand face to face, with a distance of one long step between
each two, instead of all facing toward the center of the circle. In
this form of the game the runner takes refuge between the two forming
the couple, the one toward whom his back is turned being the third
man. Both runner and chaser may run between the two circles of
players.
This may be made one of the jolliest games possible, and also
one of the best for making slow and dull players alert and
active. The author has seen many a class of slow-minded
children waken to much quicker mental action as well as greater
physical agility by this game. For adult players it may be
thoroughly delightful. The writer recalls a class of adult
business men in a Y. M. C. A. gymnasium who resorted even to
leapfrog tactics in the strenuous sport they put into this
game.
TOMMY TIDDLER'S GROUND
_5 to 30 or more players._
_Playground; gymnasium._
The ground is divided by a line into two equal parts. One of these
belongs to Tommy Tiddler, who stands on his side of the line and may
not cross it. All of the other players are on the other side of the
line, and venture across the line into Tommy Tiddler's ground,
taunting him with the remark,--
"I'm on Tommy Tiddler's ground,
Picking up gold and silver!"
Tommy may tag any one on his ground, and any one so tagged changes
places with him. The players will learn to add to the interest of the
game by venturing as near Tommy Tiddler as possible and being very
tantalizing in inducing him to run after them. Tommy Tiddler, on his
part, will find opportunity for considerable finesse, such as in
appearing to give his attention entirely to one player, then suddenly
turning and dashing for another.
TOSSING WANDS
_10 to 60 or more players._
_Gymnasium; playground; schoolroom._
This game is played in two forms, line form and circle form.
LINE FORM.--The players stand in two lines or ranks facing each other,
all those in one line being provided with gymnasium wands about three
feet in length. A leader is appointed who either counts or commands as
a signal for tossing the wands back and forth from one line to the
other: as, "One, two, three--toss!" This is even more effective if
gymnastic movements be taken on the three counts, as bending the trunk
forward with the wand downward, stretching the arms upward with the
wand overhead, extending it forward at shoulder height, and then
tossing backward over the head. The signals for this would be "Bend!
Stretch! Out! Toss!"
The wands should first be held in the hand with the palms upward, and
caught with the hands in the same position. Later, the hand position
should be reversed, the wand being grasped with the downward-turned
palms.
CIRCLE FORM.--When players are proficient in catching in opposite
lines or ranks, they should form a circle, facing around in single
file, each player being provided with a wand which is tossed backward
over the head and caught by the player behind. This may be done best
rhythmically with the exercises and commands mentioned above, "Bend!
Stretch! Out! Toss!" The wand should be caught with the palms outward.
Any player failing to catch a wand drops out of the game. With a
little practice, however, this usually resolves itself into a quick
drill rather than a game; but it is a most interesting, skillful, and
diverting play.
TRADES
_10 to 60 or more players._
_Indoors; out of doors._
This game is the boys' form of the game played by girls as "Old Woman
from the Woods." The players divide into two equal parties. One party
retires and decides on some trade or occupation, whereupon they
advance toward the second party, saying:--
"Here are some men from Botany Bay.
Got any work to give us to-day?"
The second party asks, "What can you do?" The first party answers,
"Anything." The second party says, "Set to work, then!" whereupon they
go through pantomimic motions descriptive of the occupation chosen,
such as planing, sawing, or hammering, for the carpenter; the motions
of the bricklayer, tailor, cobbler, motor-man, etc. The second party
guesses what this pantomime indicates. Should they guess correctly,
they have a turn at representing a trade. Should they fail, the first
party has another trial.
When played in a playground or gymnasium, where there is a good
running space, a successful guess should be followed by a chase of the
actors by the guessing party, any players caught before a designated
goal line is reached having to join the party of their captors. The
party wins which secures all of the players.
The following activities and occupations were shown by one
class of city boys: milking cows, grinding coffee, hanging wall
paper, traveling salesmen (displaying and measuring goods),
rooting a baseball team, Marathon race, picking cherries,
basket-ball game, oiling sewing machine, blowing up bicycle
tires, running a lawn mower, bricklaying.
TREE PARTY
_5 to 60 players._
_Out of doors._
In these days of nature study this game is especially appropriate. It
may be used on any ground or strip of woodland where there is a
variety of trees, the game consisting in identifying the trees.
A tag or card is fastened on one or more trees of each variety within
certain prescribed limits. These cards may be made as fanciful or as
rustic as desired. Birch bark is very appropriate for them, and for
either birch bark or a conventional card a pretty element may be added
by writing some appropriate quotation or verse, after the Japanese
custom. The main object of each card, however, is to bear a number.
Each player is provided with a card or slip of paper containing a list
of numbers corresponding to those on the trees. Thus, if fifteen trees
be numbered, there should be fifteen numbers on each player's card.
The players, having been provided each with a card and pencil, wander
at will over the designated territory. Whenever a number is discovered
on a tree, the player, if he knows the name of the tree, writes it on
his own card opposite the corresponding number. For most companies,
popular rather than botanical names of the trees are permissible. At a
signal--a bell, whistle, horn, or call--the players all assemble. The
host or hostess then reads a correct list, each player checking the
card that he holds. The player wins who has the largest number of
names correct.
The writer has known this game to be a most beautiful diversion
for a lawn party on a large estate, and has a feeling
appreciation of how many trees most people will find it hard to
name in even a familiar strip of woodland.
[Illustration: A CITY PLAYGROUND]
TRIPLE CHANGE
_10 to 60 or more players._
_Playground; gymnasium; parlor._
The players form a circle, with the exception of three who stand in
the center. Those forming the circle and those in the center number
off in threes. The players in the center take turns in calling each
his number, as "One!" "Two!" or "Three!" whereupon all of the players
in the circle who hold that number quickly change places with each
other, the one who called the number trying to catch one as he runs to
a new place. Any player so caught changes places with the caller. For
instance, the center player may call "Three!" whereupon all of the
Numbers Three in the circle must change places. They may do this by
changing with a near neighbor, or tantalize the one who called by
running across the circle.
The center players take turns in calling numbers. For instance, if
the first one fails to secure a place, then the second of the center
group calls. Should the first succeed in catching one of the other
players, the player so caught will await his turn in the center until
Numbers Two and Three have each had a turn at calling before he calls
a number.
TUG OF WAR
(See _Catch and Pull Tug of War_ and _Wand Tug of War_; also _Contests
for Two_, under "Feats and Forfeits.")
UNDER THE CUCKOO'S NEST
_5 to 30 players._
_House party; out of doors._
One player is chosen as leader, and stands up, generally with his back
against a wall or post, while a second player, who is the cuckoo,
bends down, as for leapfrog, with his head against the leader. The
other players stand around in a circle, each placing a finger on the
back of the cuckoo. The leader then "counts off" the fingers of the
players with the following rhyme, indicating a finger for each accent
of the rhyme:--
"The wind blows east, the wind blows west,
The wind blows under the cuckoo's nest.
Where shall this or that one go?
Shall he go east or shall he go west?
Or shall he go under the cuckoo's nest?"
The player whose finger is indicated by the last word of the rhyme
must then go to any place directed by the cuckoo, who, if he has any
intimation of the identity of the player, may use considerable tact in
choosing a difficult or interesting place; as on some high point to
which it is difficult to climb, or under some low object under which
it is hard to crawl, some distant place, etc. One player, however,
must be directed to hide under the cuckoo's nest, and this player
takes a position at the feet of the cuckoo. This is a favored
position. When all of the players have been thus disposed, the leader
calls, "Pom, pom, cooketty coo!" As soon as this call is heard, the
players run back and pound the cuckoo on the back until the last one
is in. This last one becomes the cuckoo for the next repetition of the
game.
VAULTING SEATS
_10 to 60 players._
_Schoolroom._
This game is played the same as Changing Seats, except that the pupils
vault over the seats instead of sitting in them. The game may be
played anywhere above the third year.
The teacher gives the order "Right, jump!" whereupon all of the pupils
jump over their seats toward the right-hand side of the room. The row
that is displaced, now standing in the right-hand aisle, runs at once
around the room to the left-hand aisle. The teacher then repeats her
command. The directions for the vaulting should be varied and
unexpected, several being given to the right, then several to the
left, etc.
The method of vaulting is to place one hand on the edge of the
desk at the back of the seat to be vaulted over, and one hand
on the desk that goes with the seat to be vaulted over. The
hand should preferably be placed halfway between the two
aisles, to assist both the jump and the landing. While placing
the hands, pupils should crouch in a position ready to spring,
with the heels raised, knees spread outward, and back straight
and erect. They should land in the same position, as the bend
of the ankle, knee, and hip joints breaks the jar of landing.
WAND RACE
_10 to 30 or more players._
_Gymnasium; playground; schoolroom._
An objective line, fence, or wall is chosen, and from ten to twenty
feet from it and parallel with it a starting line is drawn. The
players stand behind this line and toe it. If there be a large number,
they form in competitive files as for a relay race, the leaders of
each division toeing the line. Each leader balances on the forefinger
a gymnasium wand, the other hand being placed on the hip, and walks
forward to the objective line, all starting at a given signal. Should
the wand be dropped, it must be picked up and the effort resumed from
the place where this happened.
The first one to reach the objective line wins; or, if a relay, scores
for his division. The division wins that gets the largest score. If
desired, the winners, _i.e._ those scoring for the different lines,
may "play off" against each other, after all of the other players have
had their turn.
WAND TUG OF WAR
_10 to 100 players._
_Playground; gymnasium._
This game is played with wooden gymnastic wands, from three to five
feet in length, and not less then one inch in diameter. There should
be half as many wands as there are players. A line is drawn across the
center of the floor or playground. The players are divided into two
divisions, one standing on each side of the dividing line, so that
each player faces an opponent. These grasp each the end of a wand,
held horizontally between them. At a signal a tug of war begins, each
player trying to pull his opponent across the line. Any one who puts a
foot on the ground of the opponent's territory ceases the struggle and
must come across the line. The division wins which has the greatest
number of players on its side of the line at the end.
The game is best played in two or three five-minute intervals, with
rests between.
WATER SPRITE
_10 to 30 or more players._
_Playground; gymnasium._
The players stand in two lines facing each other, with a large open
space representing a river between. One player, representing the water
sprite, stands in the middle of the river and beckons to one on the
bank to cross. This one signals to a third player on the opposite bank
or side of the river. The two from the banks then run across to
exchange places, the water sprite trying to tag one of them. If the
water sprite be successful, he changes places with the one tagged.
This is a Chinese game, reported by Miss Adèle M. Fielde, and
is based upon the superstition that a water sprite waits in the
middle of a stream to entice people into it, probably an
outgrowth of spring freshets.
WEATHER COCK
_10 to 60 players._
_Schoolroom._
This game, besides offering much sport, may be made to serve a useful
purpose in familiarizing children with the points of the compass.
The class having learned which directions are north, east, south, and
west, one player, who represents the weather bureau, stands in front
of the others (or the teacher may take this part), and calls out which
way the wind blows. For instance, when he says, "The wind blows north"
the players turn quickly toward the north; if he says "west," the
players turn to the west; whenever he says "whirlwind," the players
all spin around quickly three times on the right heel.
The interest will depend very largely on the rapidity and variety with
which the leader calls the various points of the compass. For older
children, halfway points may be named, as northwest, southeast, etc.
WEE BOLOGNA MAN
_2 to 60 or more players._
_Parlor; playground; schoolroom._
"I'm the wee Bologna Man.
Always do the best you can,
To follow the wee Bologna Man."
A leader who can be very brisk in movement and resourceful in ideas
stands in front of the other players and repeats this verse rapidly,
imitating each time he repeats the verse some one action
characteristic of the members of a band. For instance, the first time
he may go through the pantomime of playing a fife; the next time,
without any pause between, he may imitate the beating of a drum; the
next, playing a fiddle, trombone, flute, cymbals, triangle, imitate
the drum major, etc. All of the other players follow his movements.
The sport will depend largely upon the rapidity of the time and the
vivacity that is put into the movements.
FOR THE SCHOOLROOM.--The head players in the different lines of seats
should take turns in being the Bologna Man, and the movements should
be such as will afford effective exercise. For instance, the first
player will stand and repeat the verse while hopping on one foot, the
entire class joining in the hopping. The moment he is through, the
leader of the next row should jump up, face the class, and repeat the
verse, going through some other motion, such as hopping on the other
foot; he, in turn, to be succeeded by the next leader, etc. Many
gymnastic movements will suggest themselves, such as jumping on both
feet, jumping forward down the aisle frog fashion, jumping high in
place, running in place, stretching the arms out sideways and bending
sideways like a walking beam, whirling both arms around like a
windmill, taking a dance step, etc.
This is one of the Scotch plays, and like most Scotch things of
the sort, should be done in brisk time.
WHIP TAG
(Light the Candle; Beetle-goes-Round)
_10 to 30 or more players._
_Playground; gymnasium._