Any player whom the chaser tags immediately becomes It, but the

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._

Games for the Playground, Home, School and Gymnasium · 第 15 / 33 段