A handful of small pebbles is collected, and the players sit on the

ground in a circle. One of the players scatters the pebbles on the

ground in the center of the circle, as jackstones are scattered. This

player then draws a line with his finger between any two of the

pebbles, and tries to snap one of these two so that it will hit the

other, as marbles are snapped at one another. If successful in hitting

the pebble, the same player has a second turn, keeping each time the

two pebbles hit. Should this player miss, another gathers up the

pebbles, scatters them, draws a line between any two of them, snaps

them, etc.

The one wins who at the close of the game has the largest number of

pebbles. It will be seen that a small number of players is better for

this game than a large group. Nuts may be used instead of pebbles.

This game is played by children in China.

SHAKESPEAREAN ROMANCE (A)

_Any number of players._

_House party; schoolroom._

Each player is provided with a sheet of paper prepared with the

following questions, or the questions may be dictated at the time.

Each question is to be answered with the title of one of Shakespeare's

plays. The player wins who has the largest number correct at the end

of the time allotted for the game.

Other questions may be devised.

1. Who were the lovers? (Romeo and Juliet.)

2. What was their courtship like? (Midsummer Night's Dream.)

3. What was her answer to his proposal? (As You Like It.)

4. About what time of the month were they married? (Twelfth Night.)

5. Of whom did he buy the ring? (Merchant of Venice.)

6. Who were the best man and maid of honor? (Antony and Cleopatra.)

7. Who were the ushers? (The Two Gentlemen of Verona.)

8. Who gave the reception? (Merry Wives of Windsor.)

9. In what kind of a place did they live? (Hamlet.)

10. What was her disposition like? (The Tempest.)

11. What was his chief occupation after marriage?

(Taming of the Shrew.)

12. What caused their first quarrel? (Much Ado about Nothing.)

13. What did their courtship prove to be? (Love's Labor Lost.)

14. What did their married life resemble? (A Comedy of Errors.)

15. What did they give each other? (Measure for Measure.)

16. What Roman ruler brought about reconciliation? (Julius Cæsar.)

17. What did their friends say? (All's Well that Ends Well.)

SIMON SAYS

_2 to 60 players._

_Parlor; schoolroom._

The players sit around a table, or if played in the schoolroom, sit at

their respective desks. Each player makes a fist of each hand with

the thumb extended. One is chosen for leader, whom the others follow.

The leader says, "Simon says, 'Thumbs up!'" whereupon he places his

own fists on the table before him with the thumbs upward. The players

must all do likewise. The leader then says, "Simon says, 'Thumbs

down!'" whereupon he turns his own hands over so that the tips of the

thumbs touch the table, the others imitating him. He may then say,

"Simon says, 'Thumbs wiggle waggle!'" whereupon he places his fist on

the table with the thumbs upward and moves the thumbs sideways, the

players imitating him.

If at any time the leader omits the words "Simon says," and goes

through the movements simply with the words "Thumbs up!" "Thumbs

down!" or "'Wiggle waggle!" the players must keep their hands still

and not imitate his movements. Any player imitating him under these

circumstances must either pay a forfeit or become leader, or both, as

may be decided on beforehand.

SKETCHES

_3 to 60 players._

_Schoolroom; parlor._

The game here described for use with history may be used simply

as a diversion in describing animals or any inanimate objects;

or it may be used to correlate with English (authors), picture

study, etc.

Each player is provided with a sheet of paper and pencil and writes a

description of some historical character; the object being to give a

description that shall be perfectly truthful and yet puzzling or

misleading for the other players who are to guess the identity of the

character in the writer's mind.

One player is called on to read his description. The other players may

have the privilege of asking questions that may be answered by "Yes"

or "No" only; but it is considered much more of an honor to guess

correctly without this assistance. The one guessing the character

correctly reads his description next. A description for instance might

read:--

"The person whom I would describe was a very tall man; very

vigorous; used an ax on occasion; had much to do with

legislators; was widely known outside of his native country,

and has been the subject of many biographies."

As this description would apply equally to Washington, Lincoln,

Gladstone, and several others who might be mentioned, there is

opportunity for considerable guessing before the right character be

found.

TIDBITS FARMER (THE)

_5 to 30 players._

_House party._

Each player should be given a card or slip of paper on which the

following verses are written, the last of each line being left blank.

The game consists in filling in the blank spaces each with a double

letter of the alphabet, as indicated in parentheses. The player wins

who has the largest number correct.

There is a farmer who is (YY)

Enough to take his (EE)

And study nature with his (II)

And think on what he (CC)

He hears the chatter of the (JJ)

As they each other (TT)

And sees that when a tree de (KK)

It makes a home for (BB)

A yoke of oxen will he (UU)

With many haws and (GG)

And their mistakes he will ex (QQ)

When plowing for his (PP)

He little buys but much he se (LL)

And therefore little (OO)

And when he hoes his soil spe (LL)

He also soils his h (OO)

TIP TAP TOE

_2 to 8 players._

_Indoors; out of doors._

INDOORS.--A circle is drawn on a slate or paper, the size of it

varying with the number of players, a larger circle being desirable

for a large number of players. This circle is intersected with

straight lines, so that it is divided into a series of wedge-shaped

spaces, the number of lines and spaces being also at the discretion of

the players, the larger the number of players the larger the number of

spaces desirable and the greater the variation in scoring. In each of

these spaces numbers are written in consecutive order, one for each

space, 1, 2, 3, 4, etc., or the numbers may be done in multiples of

five,--5, 10, 15, 20, etc. The players take turns in rotation. The one

whose turn it is shuts his eyes, takes a pencil, circles it around

over the diagram while he says the following verse:--

"Tip, tap, toe, here we go,

Three jolly sailor boys all in a row."

At the close of the verse the player places the point of the pencil on

the diagram, still with his eyes closed. He then opens his eyes, and

should the pencil have touched one of the numbered spaces, he marks

down to his score the number written in that space, and crosses out

that figure on the diagram. Thereafter that space does not count in

playing. Should the pencil touch a dividing line or the line forming

the circumference of the circle, or fall outside of the circle, or

fall in a space in which the number has been crossed out, the player

scores nothing, and loses his turn, the next one taking up the play.

[Illustration diagram: TIP TAP TOE]

When all of the spaces have been crossed out, the player wins who has

the largest score, but should any player at any time touch his pencil

to the center of the circle, he wins the game.

OUT OF DOORS.--This game may be played out of doors by drawing the

diagram on the earth with a sharpened stick, which is used afterwards

as a pointer as a pencil is used on the paper diagram. If on hard

earth the figures may be marked in the spaces as on a paper diagram,

but the diagram should be drawn considerably larger than when on

paper.

This is an admirable game for playing on the hard sand of the

seashore. In that case little pebbles or shells are placed in the

different spaces instead of numerals; one in the first space, two in

the second, three in the third, etc. When a player places his stick or

pointer in a space he removes the pebbles from that place to a little

pile, and the score is counted at the end by counting this pile of

pebbles. Any space from which the pebbles have been removed is

thereafter out of the game, as when the figures are crossed out on the

paper diagram.

This game is supposed to have originated in early methods of

allotting land.

UP, JENKINS!

_6 to 20 or more players._

_Parlor; schoolroom._

This is one of the most popular current games among young people,

being usually played to the accompaniment of much laughter and intense

interest. It consists in the guessing by opposing parties of the hand

under which a coin is hidden.

The players are divided into two parties. Each party has a captain,

each player being captain in turn during successive rounds of the

game. The players gather around a table, one party on one side and the

others opposite. A coin, usually a quarter, is passed from hand to

hand under the table by one of the parties in an endeavor to conceal

from the opponents which individual holds it. The leader of the

opposite party then calls, "Up, Jenkins!" when all of the hands of his

opponents are brought from under the table and held up with palms

outward toward the guessing party, fingers closed down tightly over

the palms, the quarter being hidden in one of the hands. The opponents

may look at the hands from their side of the table in this way as long

as they choose. The leader then commands "Down, Jenkins!" when the

hands are slammed down simultaneously flat on the table, palms

downward. This is done with enough noise to disguise the clink of the

coin striking the table. The object of the game is for the opponents

(those not having the coin) to guess under which hand the coin is

laid, each hand supposed not to have it being ordered off the table.

The captain of the guessing party, who alone may give these orders

(though his players may assist him with suggestions), calls for the

lifting of one specified hand at a time. The player named must lift

the hand indicated, and that hand is thereafter to be taken from the

table.

If the guessing party can be successful in thus eliminating all of the

empty hands so that the coin is left under the last hand, they are

considered to have won, and the coin passes to them for the next

round. If the coin be disclosed before the last hand be reached, the

side holding it adds to its score the hands remaining on the table

that were not ordered off. The side wins which has the highest score

when the play stops, the time limits being indefinite.

For the schoolroom see also an adaptation called _Hands up--Hands

down_.

WHAT IS MY THOUGHT LIKE?

_5 to 30 players._

_Children's party; house party; playground._

The players are seated in a circle or any convenient group. One of the

number decides upon a "thought"; that is, he thinks of some person,

object, or abstraction, without telling the others what it is. He then

asks of each in turn, "What is my thought like?" Each answers anything

he chooses. The first player then declares what his thought was, and

asks of each, "Why is--(naming the object he thought of)

like--(whatever such player answered)?" Each must find some likeness,

however absurd, or pay a forfeit. For instance, the answers around the

circle might be, "Your thought is like an umbrella," "like Napoleon,"

"Pinafore," "sadness," "my necktie," "a rose," etc. The questioner

then says, "I thought of a lead pencil. Why is a pencil like an

umbrella?" "Because it is oftenest black." The pencil may be like

Napoleon because it can make a mark; like a rose because it is

sometimes cut, etc. If any one happens to answer to the first

question, "a pencil" (or whatever was thought of), he also must pay a

forfeit.

WOODLAND LOVERS (THE)

_5 to 30 or more players._

_House party._

Each player is given a paper on which the following is written or

dictated, the words in parentheses being omitted and a blank space

left. The game consists in each player filling in these blank spaces

with the name of some tree. The host or hostess at the end reads this

list of words in order, the player winning who has the largest number

correct. The same tree may be mentioned more than once.

He took her little hand in his own big (palm). "I love (yew),

dear," he said simply. She did not (sago) away, for it had been

a case of love at first sight. She murmured something in (aloe)

voice. They had met one day upon a sandy (beech), and from that

(date) onward, they cared not a (fig) for the outside world.

Her name was (May Ple). She was a charming girl. Rosy as a

(peach); (chestnut) colored hair; (tulips) like a (cherry);

skin a pale (olive). In fact, she was as beautiful (as pen) or

brush ever portrayed. The day he met her she wore a jacket of

handsome (fir). He was of Irish descent, his name being

(Willow) 'Flaherty. He was a (spruce) looking young fellow.

Together they made a congenial (pear). But when did the course

of true love ever run smooth? There was a third person to be

considered. This was (paw paw). Both felt that, counting (paw

paw) in, they might not be able to (orange) it. What if he

should refuse to (cedar)! Suppose he should (sago) to her

lover? And if he should be angry, to what point won't a

(mango)? Well, in that case she must submit, with a (cypress)

her lover in her arms for the last time, and (pine) away. But

happily her parent did not constitute (ebony) skeleton at their

feast. He was guilty of no tyranny to reduce their hopes to

(ashes). They found him in his garden busily (plantain). He was

chewing (gum). "Well," he said thoughtfully, in answer to the

question: "Since (yew) love her I must (cedar) to (yew). You

make a fine young (pear). Don't cut any (capers) after you're

married, young man! Don't (pine) and complain if he is

sometimes cross, young woman! I hope to see (upas) many happy

days together!"

ZOO

_5 to 10 players._

_Parlor; schoolroom._

Each player is provided with ten slips of paper, numbered

conspicuously from one to ten, but arranged irregularly in a pile. The

players gather around a table or sit in a circle, each one being given

the name of an animal; the sport of the game will consist largely in

choosing unusual or difficult names, such as yak, gnu, camelopard,

hippopotamus, rhinoceros, Brazilian ant-eater, kangaroo, etc.

Each player holds his slips with the numbers turned downward. The

first player turns up his upper slip so that the number is visible and

lays it down in front of him. In doing this he must turn it away from

himself, so that the other players see it first; the next player then

does the same. Should the two slips happen to coincide in number, for

instance, should the first player have turned up number three and the

second player turn up number three, they must each at once call each

other's names, as "Yak!" "Hippopotamus!" or whatever name was assigned

to them. The one who first calls the other's name gives away his slip

to that other, the object being to get rid of one's slips as fast as

possible.

Should the slip turned up by the second player not correspond in

number to that turned by the first, he also lays it down in front of

him; the third player then turns his up, and this is continued around

the circle until a slip is turned that corresponds in number with any

that has already been turned up, when those two players must

immediately call each other's names, as before explained. The player

wins who first gets rid of all of his slips.

For schools, a class should divide into small groups for this game,

which may be made to correlate with geography or history, by using

proper names from those subjects instead of names of animals.

For older players the game may be made very funny also by assigning to

each player the name of a patent medicine instead of the name of an

animal, and playing cards may be used instead of the numbered slips.

FEATS AND FORFEITS

FEATS AND FORFEITS

Athletic feats requiring skill, strength, or agility are a very

interesting and amusing feature for gymnasiums and many other

conditions, and contain possibilities for some excellent and

vigorous physical development. As some of these may be used for

forfeits (although some kinds of forfeits cannot take the place

of athletic feats), these two classes of amusements are

included here in one chapter. The searcher for forfeits will do

well, however, to look through the section on feats.

I. CONTESTS FOR TWO: WRESTLING MATCHES AND TUGS OF WAR

The following group of wrestling matches and races make a very

interesting and vigorous form of game with which to close a lesson in

formal gymnastics. For instance, if pupils are in a formation that

admits of immediately turning toward partners without change of

formation, this may be done and any of these games then used without

further rearrangement of a class. When used in this way the wrestling

matches are generally determined by the winning of the best two out of

three trials.

These wrestling matches and races may of course be used also for

forfeits.

BALANCE WRESTLE.--Two contestants stand each in a forward stride

position, the right foot being lengthwise on a line (the same line for

both contestants) and the left foot back of it, turned at right angles

to the right foot with the heel touching the same line. The toes of

the right feet should touch. In this position players grasp right

hands. The objects of the game are to make the opponent (1) move one

or both feet, or (2) touch the floor with any part of the body. A

point is scored for the opponent whenever a player fails in one of

these ways. After a trial has been made with the right hand and foot,

the wrestle should be repeated with the left hand and foot extended,

and so on alternately.

BOUNDARY TUG.--Two lines are drawn on the floor, five feet apart.

Within this space two contestants face each other, the right toes

touching and each stepping backward in a strong stride position with

the left foot. Both players grasp a cane or wand, and each tries to

pull the other across one of the boundary lines.

HARLEQUIN WRESTLE.--This is a one-sided wrestle between two persons.

Each stands on one leg; they then grasp right hands and each tries to

make the other lower his upraised foot to the ground, or touch the

floor with his free hand. The opponent may not be touched with the

free hand.

INDIAN WRESTLE.--Two players lie on their backs side by side, with

adjacent arms locked. The feet should be in opposite directions. At a

signal the adjacent legs are brought to an upright position and

interlocked at the knees. The wrestle consists in trying to force the

opponent to roll over from his position.

INTERFERING.--This is one of the hopping relays, but the shoulders may

not be used in it. Two contestants fold arms, and each, while hopping

on one foot, tries to make his opponent put the other foot to the

floor. As neither arms nor shoulders may be used, this is done

entirely by a side movement of the free leg.

KNEE AND TOE WRESTLE.--Two players sit on a mat, facing each other.

The knees should be drawn up closely and the players should be near

enough together to have the toes of each touch those of the opponent.

Each player passes a stick under his knees, and then passes his arms

under it and clasps his hands in front of his own knees. The wrestling

begins at a signal and consists in each player trying to get his toes

under those of his opponent and throw him backward.

LUNGE AND HOP FIGHT.--A circle six feet in diameter is drawn on the

ground. One player takes a lunge position forward, so that his forward

foot rests two feet within the circle. The second player stands in the

circle on one foot with arms folded across the chest. The hopper tries

to make the lunger move one of his feet. The lunger in turn tries to

make the hopper put down his second foot or unfold arms. Either player

is defeated also if he moves out of the circle. The lunger may use his

hands and arms.

PUSH AND PULL.--Two lines are drawn on the floor at an interval of

five feet. Within these lines two players take their places with two

stout sticks, canes, or wands between them, each player grasping one

end of each cane. The object of the feat is to push the opponent

across the boundary line behind him, or to pull him over the nearer

boundary line.

The relative positions of the opponents may be reversed and the same

struggle gone through back to back, still holding the canes.

This differs from Boundary Tug in the way the wands are held

and the fact of there being two wands.

ROOSTER FIGHT.--This is an old Greek amusement. A ring six feet in

diameter is drawn on the ground. Two players are placed in this, who

stoop and grasp each his own ankles. In this position they try to

displace each other by shouldering. The player loses who is overthrown

or who loosens his grasp on his ankles.

SHOULDER SHOVE.--For this, the players are divided into groups of

five; each group marks on the ground a circle about eight feet in

diameter. All five players stand within the circle. Four of them must

fold their arms across the chest and hop on one foot. The object of

the game is for these four players to push the fifth one, who is It,

out of the circle with their shoulders. They may not use their hands.

The fifth one may stand on both feet and use his arms. Should one of

the hoppers place both feet on the ground or unfold his arms, he must

leave the circle. The player who is It may avoid the hoppers by

running and dodging. Should he be pushed out of the circle, the four

hoppers are considered to have won the game.

WAND AND TOE WRESTLE.--Two players sit on the floor with knees bent

and toes touching those of the opponent. One wand is held between

them, which both grasp so that the hands are placed alternately; there

should be a short space in the center between the hands. The object of

the tug is to pull the opponent up and over the dividing line. This is

an excellent form of wand wrestle and will hold the interest of a

class for months, especially if a continuous score be kept for the

same contestants.

WAND TWIST.--Two players stand and grasp at or near shoulder height a

wand or cane held in a horizontal position. The object of one player

is to raise or twist the wand out of the horizontal position, and of

the other player to prevent this. The one who is trying to hold the

wand in the horizontal position should have his hands next to each

other in the center of the wand. The one who tries to twist the wand

should place his hands outside of and touching those of the player who

is resisting.

WAND WRESTLE.--One player holds a wand or cane at full arm's length

above his head, the hands being at about shoulder width distant on the

wand, which should be held horizontally. The other player tries to

pull the wand down to shoulder height. He may pull it forward at the

same time, as it may be almost impossible in some cases to lower it

without this forward movement.

II. RACES

ESKIMO RACE ON ALL FOURS.--The performers stand with hands and feet on

the floor, the knees stiff, the hands clinched and resting on the

knuckles. The elbows should be stiff. In this position a race is run,

or rather "hitched," over a course that will not easily be too short

for the performers.

This is a game of the Eskimos, reported by Lieutenant Schwatka.

ESKIMO JUMPING RACE.--Fold the arms across the breast with the knees

rigid and the feet close together. Jump forward in short jumps of an

inch or two.

This is the regular form of one of the games of the Eskimos,

reported by Lieutenant Schwatka.

III. MISCELLANEOUS FEATS

ANKLE THROW.--This feat consists in tossing some object over the head

from behind with the feet. A bean bag, book, or basket ball, is held

firmly between the ankles. With a sudden jump, the feet are kicked

backward so as to jerk the object into an upward throw, which should

end in its curving forward over the head. It should be caught as it

comes down.

ARM'S LENGTH TAG.--Two players stand each with an arm extended at full

length at shoulder level, and try to touch each other without being

touched in return. This will require some rapid twisting, dodging, and

bending. A touch on the extended hand does not count.

BACKSLIDING.--The hands are placed palm to palm behind the back with

the fingers pointing downward and thumbs next to the back. Keeping the

tips of the fingers close to the back and the palms still together,

the hands are turned inward and upward until the tips of the fingers

are between the shoulders, pointing upward toward the head, and the

thumbs outside.

Games for the Playground, Home, School and Gymnasium · 第 18 / 33 段