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.