This game may be played with a knotted towel, though it is perhaps

more skillful and interesting when played with a "beetle," a small

cylindrical sack about twenty inches long, stuffed with cotton, and

resembling in general proportions a policeman's club.

All but one of the players stand in a circle with hands behind their

backs. The odd player runs around the outside carrying the beetle,

which he drops in the hands of any player in the circle. That player

immediately turns to chase his right-hand neighbor, beating him as

much as he can find opportunity for while he chases him around the

circle and back to his place. It is obviously to the interest of this

neighbor to outrun the beetle and escape a buffeting.

The one holding the beetle then takes the place of the first outside

player, that one joining the ring. The new beetle man, in turn, runs

around on the outside and drops the beetle in any hands which he

chooses.

The sport of this game depends on the alertness of the

players, as not only the one who receives the beetle but his

right-hand neighbor must know when and where the beetle lands,

and turn quickly for the chase. The player running around the

outside will add to the zest of the game by trying to deceive

the ring players as to where he is going to place the beetle,

quickening or slowing his pace, or resorting to other devices

to keep them on the alert.

WHO GOES ROUND MY STONE WALL?

_10 to 30 or more players._

_Indoors; out of doors._

There are two ways of playing this game. The one first

described is better suited to schools and general playground

conditions; the second is quite distinct, and may have better

sport for parlor use.

The players stand in a circle, numbering preferably twenty or less,

with a little space between each two players, and not holding hands.

They represent a sheepfold, but later, as each is chosen from the

circle, he takes the part of a sheep. One player is chosen to be Jacky

Lingo, who walks around outside of the circle. Another, who is the

shepherd or owner of the sheep, stands in the center of the circle.

The owner says, "Who goes round my stone wall?" The outside player

answers, "Nobody; only little Jacky Lingo."

"Pray don't steal any of my fat sheep."

Jacky Lingo answers: "Unless I take one-by-one, two-by-two,

three-by-three! Follow me!"

As Jacky Lingo says his last line, he taps three different players on

the back, one for "one-by-one," another for "two-by-two," and a third

for "three-by-three." If a large number be playing, he may tap two for

each count instead of one, making six in all. As the players are

tapped, they step out from the sheepfold and line up back of Jacky

Lingo, each one in the line placing his hands on the shoulders of the

one next in front. This is continued until all the players are taken

by Jacky Lingo, who then runs off around the ground with them. The

owner goes after them, faces Jacky Lingo, and says, "Have you seen

anything of my black sheep?"

"Yes; I gave them a lot of bread and butter and sent them up there"

(pointing to left or right).

"Then what have you got behind you?"

"Only a few poor black sheep."

"Well, let me see! Here's my black sheep!"

The owner then tries to catch the sheep, and this Jacky Lingo tries to

prevent. Any sheep in the line may be touched by the owner, and when

so touched he steps out of the line and stands aside until all are

caught.

VARIATION.--When played indoors or on the turf, the game may be played

by the owner being blindfolded and taking a position on hands and

knees--"all fours." The dialogue is the same as given above, and the

gathering in of the sheep by Jacky Lingo the same, except that the

players do not line up behind him. They simply stray over the ground

when he takes them from the fold. When all are scattered in this way,

they begin to cry, "Baa-a! baa-a!" and the owner, still on all fours

and blinded, tries to catch them. The first one caught becomes

shepherd the next time.

WINK

_9 to 25 players._

_House party._

An uneven number of players are required for this game. Enough chairs

are placed in a circle to allow one chair to each two players and one

for the odd player, that is, half as many chairs as there are players,

with one player over. A player sits in each chair, all facing inward.

Behind each chair stands a second player, who acts as guard. There

should be one empty chair with a guard behind it. This odd player

winks at some one sitting in the circle, who at once tries to slip out

of his chair without being tagged by his guard and take his place in

the empty chair. He may not go if he be tagged by his guard. The

object of the guards should be to avoid being the keeper of an empty

chair, and therefore the one who has to wink. The players try to evade

the vigilance of the guards by the quickness and unexpectedness of

their movements. The guards may not keep their hands on their

prisoners, but must have them hanging at their sides until they see

their players winked at. They may not dash around the sides of the

chairs which they guard, but must stay all the time behind them.

Nodding the head may be used instead of winking, but is more apparent

to the guards.

WOLF

_5 to 30 or more players._

_Out of doors._

This is an admirable hide and seek game where there are many hiding

places, as in a village or the country.

One player is chosen for the wolf, who goes off and hides. The rest of

the players are sheep, with one of their number as leader. A place is

chosen for a pen where the sheep must stay and blind their eyes while

the wolf is hiding. This pen may be a tree or rock or a square or

circle drawn on the ground. The leader counts one hundred, to give the

wolf time to hide. The sheep then start out, but must all follow their

leader "like sheep," looking for the wolf in each place where the

leader may search for him. This game differs from most other hiding

games in that the searchers are the ones who have to flee for safety

when the hider is discovered. As soon as the wolf is spied, the leader

cries:--

"All my sheep

Gather in a heap;

For I spy the woolly, woolly wolf!"

The sheep at once stand still until the wolf has taken a jump toward

them, which he must do before he may chase them; but immediately that

the wolf has made his leap, the sheep all turn and run for the sheep

pen, the wolf following. As the wolf may not run until he hears the

word "wolf" at the end of the leader's lines, the latter often

tantalizes the wolf by saying, "I spy the woolly, woolly--lamb!" or

"the woolly, woolly--cat!" or names any other animal he chooses, with

a pause before the name, to prolong the suspense of the impatient

wolf, finally ending up with "the woolly, woolly--wolf!"

Any sheep tagged by the wolf becomes a wolf and joins the wolf the

next time, hiding either in the same den with him or in a separate

den. When there is more than one wolf, the leader halts his sheep

whenever he spies a wolf, whether it be the original wolf or not, and

all of the wolves join in the chase when the sheep run back to the

pen. The game ends when all of the sheep have been caught.

The wolf has several resources at his command for catching sheep in

addition to a simple chase. If at any time while in hiding he spies

the sheep before they spy him, and considers their position in

relation to the goal advantageous to himself, he may call, "Stand your

ground, three feet!" whereupon the sheep must instantly stand still

and then take three steps toward the wolf and stand again until he

jumps toward them, when the chase for the sheep pen begins. The wolf

may also exercise considerable finesse by running directly for the pen

if he be in a position to reach it quicker or more directly than by

chasing the sheep. Should he reach the pen first, he may then tag the

sheep as they run in. One sheep may act as a decoy to engage the

attention of the wolf while the others run into the pen.

WOOD TAG

_3 to 30 or more players._

_Out of doors; gymnasium._

This is a game of tag. When there are more than thirty players, it is

desirable to have two or more who are It, or taggers. The players

venture as near as possible to the one who is It, taunting him by

crying, "Ticky, ticky, touch wood!" Any player may seek immunity from

being tagged by touching a piece of wood. No growing thing, however,

such as a tree or shrub, is to be considered as wood. No player may

stay very long in any place of safety, and the moment his hand or foot

be taken from the wood he is liable to be tagged. A player who is not

near wood may gain a few minutes' respite by calling out "Parley!" but

he must stand perfectly still in the place where he then is, the

tagger being able to tag him if he makes the slightest move of any

part of his body. When such a player decides to run again, he calls

out, "Parley out!"

This game affords opportunity for a great deal of sport through the

making of false starts and the daring approach to the one who is It,

who, in turn, may make sudden and unexpected sorties in different

directions.

Like Iron Tag, this game is very ancient, and has evidently

come from an old superstition that to touch iron or some other

particular substance gave immunity from the spell of evil

spirits.

WRESTLING

(See "_Contests for Two_" under "Feats and Forfeits.")

YARDS OFF

_3 to 30 or more players._

_Out of doors._

This is a form of I Spy or Hide and Seek, and seems indigenous

to New York. All players properly caught by the spy become

prisoners, but may be freed in a prescribed way. The procedure

which gives time for hiding is also distinctive.

Two players are chosen, one to be It and one for stick thrower. All

the players stand grouped around a goal, and the stick thrower throws

a stick as far away from the goal as he can. As soon as the stick

touches the ground, all of the players, including the thrower, but not

the one who is It, scatter and hide. The one who is It must walk to

the stick (never run), take it up, bring it back, and stand it up,

resting against the goal. He then starts to hunt for the hidden

players. He must run back and touch the goal for any player whom he

discovers, saying, "One, two, three, for--!" naming the player. Any

one caught in this way becomes a prisoner at the goal. Any player who

has not been detected by the spy may run in to the goal at any time

and throw the stick away, whereby all of the prisoners, _i.e._ those

who have been spied and previously caught, become free and hide again.

Whenever this freeing of prisoners happens, the spy must return to the

goal, walk to the stick, pick it up, walk back with it to the goal

again, and go on with the play as before. This continues until the spy

has touched the goal for all of the players, though they need not all

be prisoners at once. Any player spied who reaches the goal before the

spy, is thereafter free; _i.e._ out of the game. The last one caught

becomes spy for the next game.

QUIET GAMES

QUIET GAMES

NOTE.--The games in this division are not necessarily noiseless

or lacking in movement; but are distinguished from the active

games largely by the lack of chasing or other vigorous

exercise.

AUTHOR'S INITIALS

_2 to 60 players._

_Parlor; schoolroom._

Each player is given a piece of paper on which is written various

series or groups of words, each group descriptive of some author, and

each word beginning with one of his initials in regular order. The

player wins who guesses the largest number of authors. The following

are suggested; others may be devised:--

1. Juveniles firmly conquered (James Fenimore Cooper).

2. Name honored (Nathaniel Hawthorne).

3. Bright humor (Bret Harte).

4. One wholesome humorist (Oliver Wendell Holmes).

5. Really lasting stories (Robert Louis Stevenson).

6. Cheerful laborer (Charles Lamb).

7. Tender, brilliant author (Thomas Bailey Aldrich).

8. Heroism wisely lauded (Henry Wadsworth Longfellow).

9. Just, gentle writer (John Greenleaf Whittier).

10. Poetry bridged skyward (Percy Bysche Shelley).

11. Clever delineator (Charles Dickens).

12. Rare brain (Robert Browning).

13. Weird imagination (Washington Irving).

"B" GAME

_5 to 30 or more players._

_House party._

Each player is given a sheet of paper with numbered questions prepared

like the following list. The answer to each question is to be written

opposite it, and must consist of the letter B as an initial and added

to it the number of letters designated, the whole conforming to the

definition given. The following examples will illustrate:--

1. B and one letter, meaning to exist.--Be.

2. B and two letters forming a sack.--Bag.

3. B and three letters forming a storehouse.--Barn.

4. B and three letters, side of a stream.--Bank.

5. B and three letters, a young creature.--Baby.

6. B and three letters, a bag of goods.--Bale.

7. B and three letters, without hair.--Bald.

8. B and three letters, a surety.--Bond.

9. B and three letters, timber.--Beam.

10. B and three letters, a vegetable.--Beet.--Bean.

11. B and three letters, a poet.--Bard.

12. B and three letters, a drink.--Beer.

13. B and three letters, a globule.--Bead.

14. B and three letters, part of a bird.--Beak.

15. B and three letters, a vessel.--Boat.

16. B and four letters, an appendage.--Beard.

17. B and four letters, a tree.--Beech.

18. B and four letters, to commence.--Begin.

19. B and four letters, a strand.--Beach.

20. B and four letters, a receptacle.--Basin.

21. B and four letters, a kind of meat.--Bacon.

22. B and five letters, a combat.--Battle.

23. B and five letters, a hound.--Beagle.

24. B and five letters, a signal.--Beacon.

25. B and five letters, a cup.--Beaker.

26. B and eight letters, a demon.--Beelzebub.

The player wins who answers correctly the largest number. This game

may be devised for any initial letter.

BARGAIN COUNTER

_5 to 30 or more players._

_House party._

Each player is provided with a paper and pencil. The following is

either written on the papers in advance, or by the players from

dictation, minus the underscoring. Each player is then required to

find in the text the names of twenty-five textiles that may be

purchased in a dry goods store, none to be mentioned twice, indicating

each by underscoring. The player wins who has the largest number

correct.

Dolly Varden, immaculately dressed, sat in the window ledge and heard

from the church near by the mellow chords of the organ dying slowly

away. Her silken hair was well drawn back from her forehead low and

broad. Clothed as she was in pink and green, she made one think of the

spring. She was considered musical; I considered her brilliant in

every way. I was before the dresser, getting ready to go out, and

taking a forkful of cold slaw now and then, or some mock duck. "I want

to send a line north, Henrietta," said Dolly, bringing ham sandwiches;

for she saw I felt hungry. She then wrote this letter: "I marvel,

veterans, if you pause in your good work for lack of cash, merely as

is represented. You should canvas for a book or paper, Caleb, some

handy volume, possibly a duodecimo. Hairsplitting terms like this I do

not often employ, but, blessings on the head of Cadmus! linguists must

sometimes use their hands as well as their wit, weed gardens, if need

be, but spare the mullein, for it seems to me like a flower. Always

remember that, though the light burns dim, it yet will burn."

BEAST, BIRD, OR FISH

_10 to 30 or more players._

_Parlor; gymnasium; playground; schoolroom._

The players stand or are seated, preferably in a circle. One player

stands or sits in the center with a soft ball, made by crushing paper

or knotting up a handkerchief. This is thrown at one of the players by

the one in the center, who says quickly, "Beast, bird, or fish!" then

repeats one of these classes and immediately counts ten, whereupon the

player who has been hit by the ball must name some beast or bird or

fish, according to the class last named by the thrower. This must be

done before the latter has finished counting ten. For instance, the

thrower will say as he throws, "Beast, bird, or fish!--Bird!"

whereupon the player hit by the handkerchief must name a bird while

the thrower counts ten. This must not be a repetition of any bird

previously named in the game. Should the player who is hit by the ball

fail to meet the requirements, he changes places with the thrower.

Should he succeed, the thrower repeats the game by hitting some other

player.

IN THE SCHOOLROOM this game may be played with all the players but one

in their accustomed seats.

An old English form of this game substitutes the words "Fire, air, and

water," for "Beast, bird, and fish," the players being required to

name some animal that lives in the air or water when those elements

are named, but to keep silence when fire is named. In this form the

game is supposed to be a survival of fire worship.

BUZZ

_5 to 30 or more players._

_Playground; gymnasium; schoolroom; parlor._

This is a quiet game, as distinguished from those requiring much

muscular activity. One of the players starts the game by saying "One";

the next says "Two," the next "Three," etc., until the number "Seven"

is reached, when the word "Buzz" is substituted for it. The next

player says "Eight," and so on up to a multiple of seven, such as

fourteen, twenty-one, twenty-eight, etc., on each of which the word

"Buzz" should be used instead of the right number. The word "Buzz" is

also substituted for any number in which the word seven occurs, even

though it should not be a multiple of seven, such as seventeen,

twenty-seven, thirty-seven, etc. When seventy is reached, the counting

proceeds as "Buzz-one," "Buzz-two," etc., and seventy-seven is

"Buzz-buzz."

Whenever a player says a number instead of "Buzz," or says "Buzz" in

the wrong place, or calls out a wrong number, he must pay a forfeit

and start the game over again by saying "One."

The game may also be played by having each player who misses drop from

the game. Where this is done, and the player retains his seat but is

silent, the game becomes even more confusing for the players who

remain.

CAKE SALE

_Any number._

_Parlor._

Each player is given a card or sheet of paper prepared with the

following questions, or they may be dictated at the time. The one wins

who has the largest number of answers correct.

What kind of cake would you buy for--

1. Sculptors? (Marble cake.)

2. Politicians? (Plum cake.)

3. Geologists? (Layer cake.)

4. Advertisers? (Cream puffs.)

5. Dairymen? (Cream cake.)

6. Milliners? (Ribbon cake.)

7. His Satanic Majesty? (Angel's food.)

8. Babies? (Patty cakes.)

9. Lovers? (Kisses.)

10. The betrothed? (Bride's cake.)

11. Gossips? (Spice cake.)

12. Carpenters? (Plain (plane) cake.)

13. Idlers? (Loaf cake.)

14. Pugilists? (Pound cake.)

15. One who lives on his friends? (Sponge cake.)

16. Dynamiters? (Raisin cake.)

17. Invalids? (Delicate cake.)

18. Convalescents? (Sunshine cake.)

19. "Boodlers"? (Dough-nuts.)

20. Those who sample all these too much? (Stomach ache.)

CAT PARTY

_5 to 30 or more players._

_House party._

Each player is provided with a sheet of paper on which are written the

following questions. Each question is to be answered with a word, of

which the first syllable is cat. The player wins who writes the

largest number of correct answers, the list of answers being read by

the host or hostess at the close of the time allowed for the game.

Examples of questions are given below:--

1. What sort of cat is allowed in a library? (Catalogue.)

2. What sort of cat makes you think of reflected sounds?

(Catacoustics.)

3. What sort of cat unites well with a toilet article? (Catacomb.)

4. What sort of cat requires a physician's attention? (Catalepsy.)

5. What sort of cat is feared by soldiers? (Catapult.)

6. What sort of cat is bad for the eyes? (Cataract.)

7. What sort of cat is to be dreaded? (Catastrophe.)

8. What sort of cat is allowed on the table? (Catsup.)

9. What sort of cat goes to Sunday school? (Catechism.)

10. What sort of cat do girls most detest? (Caterpillar.)

11. What sort of cat makes small boys weep? (Cat-o'-nine-tails.)

CRAMBO

_10 to 30 players._

_House party._

Each player is provided with two slips of paper, and also with another

full sheet of paper and a pencil. On one of the slips he writes a

question. This may be as serious or absurd as fancy dictates. On the

other slip of paper he writes a word, either a common or proper noun.

The slips containing the questions are then collected in a box or hat,

and those containing the nouns in another receptacle. The questions

are thoroughly mixed and passed around, each player drawing one. The

same is done with the nouns.

Each player must then write a verse which shall answer the question

and contain the word that he has drawn, no matter how irrelevant they

may be. A time limit is generally given for this performance, varying

with the facility of the players.

The following may serve as examples. The author recalls a very grave

banker, not suspected of humor, who drew the question, "How long

should you roast a leg of mutton?" The word drawn was "Finger." He

wrote:--

"To roast the mutton, let it linger

Longer than to roast your finger."

Another business man drew the question, "What is the difference

between doughnuts and sponge cake?" The word was "Youth." He wrote:--

"Sponge cake is delicate and sweet to the taste,

While doughnuts are tough as thunder;

And the youth who partakes of the first in haste

Will tackle the latter with wonder."

The game may be made more difficult by each player writing on a third

slip of paper a verb or an adjective, these to be collected and

redistributed with the nouns and questions.

CROSS QUESTIONS

_10 to 60 players._

_Parlor; schoolroom._

All but one of the players sit in two rows facing each other, those

directly opposite each other being partners. The odd player walks

around the rows behind the others, asking questions of any player

facing him from the farther row. The question must be answered, not by

the player addressed, but by his partner or _vis-a-vis_, who sits with

his back to the questioner.

Any player answering a question addressed directly to him, or failing

to answer one addressed to his partner, or giving an incorrect answer

to a question, changes places with the questioner, or pays a forfeit,

as may have been decided on beforehand.

FOR THE SCHOOLROOM.--When played in the schoolroom, the adjacent rows

should form a group and face each other so as to leave free aisles

between the groups in which the questioners may walk, as shown in the

diagram of "Old Man Tag."

The game may be made to correlate with almost any subject in the

school curriculum, the questioner asking, for instance, for capital

cities, boundaries, mountains, etc., for geography; for dates or the

names of heroes in great events, for history; or even for brief

problems in mental arithmetic.

DUMB CRAMBO

_10 to 30 or more players._

_Parlor._

The players are divided into two parties. One party goes outside of

the room, and those remaining choose some verb, which is to be guessed

and acted by the other party. The outside party is then told some word

which rhymes with the chosen verb. They consult among themselves,

decide on a verb which they think may be the right one, enter the

room, and without speaking act out the word they have guessed. The

inside party must decide from this pantomime if the correct verb has

been guessed. If not, they shake their heads. If right, they clap

their hands. No speaking is allowed on either side. If the outside

party be wrong in their guess, they retire and try another word,

repeating this play until they hit upon the right word, when the two

sides change places.

FIND THE RING

_10 to 30 or more players._

_Parlor; gymnasium; schoolroom._

The players sit in a circle, holding in their hands a long piece of

string tied at the ends so as to form a circle large enough to go

around, a small ring having been put upon this string. One player is

chosen to stand in the center. The players who are seated then pass

the ring from one to another, the object being for the player in the

center to detect who has the ring. The other players will try to

deceive him by making passes to indicate the passage of the ring when

it really is not in their vicinity. When the player in the center

thinks he knows who has the ring, he calls out the name of that

player. If right, he sits down, and that player must take his place in

the center. This game may be played by the players repeating the

following lines as the ring is passed around the circle:--

"Oh, the grand old Duke of York,

He had ten thousand men;

He marched them up the hillago,

And marched them down again.

Games for the Playground, Home, School and Gymnasium · 第 16 / 33 段