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Chapter I: With One Back: II. with Two or More Backs (3)

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From fifteen to twenty-five feet from the pile of men a line is drawn from which the players throw. Each player in turn toes the line and throws his pitcher so as to strike the bob or base under the pile of men, his object being to make these men fall off. Any men that are knocked off, and lie nearer to the pitcher where it fell than to the bob, become the property of the player who threw the pitcher. The second player then takes his turn, but his play is more difficult than that of the first player, as any men that he drives nearer to the first player's pitcher belong to the latter. Any man which lies nearer to the second player's pitcher, however, than to the bob or to the first player's pitcher, belongs to this second player. This is continued by the different players in succession, the player winning who has the largest number when all of the men are disposed of, or when all have thrown.

SLAP CATCH

(Hands Up)

_10 to 30 or more players._

_Playground; gymnasium; schoolroom._

The players stand in a circle, with one in the center. Those in the circle bend their elbows, which should touch the sides, and extend their hands in front, with palms downward. The object of the one in the center is to slap the hands of any player in the circle while thus extended. The circle players may bend the hands downward or sideways at the wrist, but may not withdraw the arms, or change the position of the elbow. Any one slapped in this way changes places with the one in the center.

The success of this game will depend upon the alertness of the one who is in the center, who should dodge quickly and unexpectedly from one part of the circle to another, with many feints and false moves that will keep the circle players uncertain where he is going to slap next. Played in this way, the game calls for much alertness on the part of all concerned. The circle should not be too large, or the action will be too slow to be interesting.

SCHOOLROOM.--In the schoolroom this is played in groups with the players seated instead of in a circle. Two rows face each other to form a group, with feet drawn well under the seats. The one who is It walks up and down the aisle.

SLAP JACK

(Herr Slap Jack; Skipaway)

_10 to 30 or more players._

_Playground; gymnasium; parlor._

The players stand in a circle, clasping hands. One player runs around the outside of the circle and tags another as he runs. The player tagged immediately leaves his place and runs in the opposite direction. The object of both runners is to get back first to the vacant place. Whoever succeeds wins, and remains in that place, the one left out becoming runner the next time.

This is sometimes varied by having the players bow and shake hands as they meet. This adds an element of self-control, but detracts from the vigor and sport of the game. This game is one of the standard favorites for little children.

SCHOOLROOM.--In the schoolroom this game is played with all of the pupils seated except one. The odd player walks or runs through the aisles, touches some player, and runs on around the room in the direction he is going. The one touched at once leaves his seat and runs around the room in the opposite direction. The one wins who first gets back to the vacant seat. Dodging through aisles to shorten distance is not allowed; the run must be around the outer aisles of the room.

SLIPPER SLAP

_10 to 30 or more players._

_Indoors; out of doors._

This game is played with a slipper, or a piece of paper folded in several thicknesses to present a surface of about three by eight inches, firm but flexible. This may be crumpled at one end to form a sort of handle, if desired.

One player is chosen to stand in the center. The others stand in a circle, shoulder to shoulder, so that the center player cannot see what goes on behind their backs. The players then pass the slipper from hand to hand behind their backs, taking every favorable opportunity to slap the one in the center with it; but instantly that this is done the player holding the slipper must put it again behind his back and pass it to the next player, to avoid being caught with the slipper in his hand. The one in the center should try to catch any player who thus slaps him before the slipper is passed to another player.

Very rapid action and much sport may be had from this game. It is rulable to hit the center player with nothing but the slipper, but the players will use any other feints they choose to mislead him as to who holds the slipper, pretending to pass it, or making a false move as though to hit him, etc. The center player must catch one of the circle men with the slipper actually in his hands to have it count. Should this be done, he changes places with that player.

This game may be played in the schoolroom, the class being divided into groups of ten or twelve players each. It is also an excellent parlor game, and is full of sport if played by quick, alert players.

This game is from Denmark.

SMUGGLING THE GEG

_10 or 30 to more players._

_Out of doors._

This is an old Scotch game, evidently an outgrowth of
smuggling. The "geg" is a small treasure or object easily
handled, such as a pocket knife, key, marble, etc.

The players are divided into two even parties, one called the "Outs" and the other the "Ins." A den about four feet by six in size is marked on the ground in some central place. Both parties agree on boundaries beyond which it is unfair to go, though the space available for play should be very considerable. It is determined by lot or by counting out which of the parties shall be the first Outs, or smugglers, this being the more desirable position. The Outs have the geg, or treasure, which they give to one of their number in a manner that leaves his identity unknown to the Ins. They may do this by going out of sight around a corner of a building and choosing one of their number to take the geg, or by standing in a row within sight of the Ins, with their backs to a wall or fence, and pass the geg from hand to hand behind their backs, making many feints and passes intended to deceive the onlookers.

When the geg has been deposited with one of their number, the Outs run and hide, but before reaching their final hiding place, must give a call of "Smugglers!" This is the signal for the Ins to start on the chase. The object of the Ins is to catch the one player among the Outs who is custodian of the geg. The identity of this player may be a sheer matter of surmise on their part, when they will have to challenge any player whom they may catch. If the player holding the geg can return to the den without being caught, his party wins, and again goes out for the next game. But if the holder of the geg be caught before he gets to the den, the Ins win the game, and become the Outs for the next round.

Whenever one of the Ins catches one of the Outs, the latter is not a prisoner until he is "crowned"; that is, the pursuer must hold him, take off his cap, and place the palm of his hand on the prisoner's head, when he must cease to struggle. The pursuer then demands, "Deliver up the geg!" which must be done at once should this particular smuggler be the one who holds it. This fact is then shouted aloud, and all of the players return to the den. If the player caught should not have the geg, he is allowed to go free.

Of course it is to the interest of the Outs to engage the attention of the Ins as much as possible upon players who do not hold the geg, thus to give the holder of it a chance to make the den and so win for his party.

SNOW DART

_2 to 10 players._

_For the snow._

This game is played with a wooden dart about eight inches long, whittled out of wood about the size of a broomstick, pointed abruptly at one end, and sloping gradually to the other. A narrow track or slide is made down the side of a hill or inclined place, about sixty feet in length. At four different points in this track snow barriers or bumpers are made. The track is iced by throwing water over it and letting it freeze.

The dart is started at a point at the top of the track. It is not rulable to shove it; it must simply be placed on the track and move of its own weight. The object of the game is to pass the dart in this way over as many of the barriers as possible without its leaving the track. Each player scores one point for each barrier, over which the dart passes without leaving the track, the one having the highest score at the end of the playing time winning. The players take turns in sliding the dart. Any player who can successfully pass his dart over all four barriers four times in succession, wins, irrespective of other scores. If desired, the players may play in partners.

This game is an adaptation from one played by the Cree Indians.
For it the author is indebted to Mr. Stewart Culin's _Games of
the North American Indians_.

Menominee Indian holding snow snake preparatory to throwing. From Hoffman.

_Reproduced from "Games of the North American Indians," by Stewart Culin; with kind permission of the author and of the Bureau of Ethnology, Washington, D.C._ ]

SNOW SNAKE

_2 to 10 or more players._

_For the snow._

This game is played by skimming or skipping sticks over the hard surface of the snow, as stones are skipped over the water. Each player is provided with from three to five small sticks. These may be especially whittled, or they may be pieces of branches. A perfectly smooth stick is best, and one that has some weight to it. Each stick is notched, one notch on the first, two on the second, three on the third, etc.

The players stand at a given line and take turns in skimming their sticks over the surface of the snow, each player throwing but one stick at a time. When each player has thrown, the stick that has gone the farthest scores for the thrower according to the number of notches on it. For instance, if the stick had but one notch, it scores one point for the player; a three-notched stick scores three points, etc. The sticks are then gathered up and put to one side, and each player in turn throws the next stick in his bunch, the successful player of the first round having the first throw in the second round, and scoring in similar manner. This is continued until all of the sticks have been thrown. This may close the game, which is won by the highest scorer, or it may be repeated indefinitely, either with a time limit or until a certain score is reached.

This game is an adaptation of one played by the Wabanaki
Indians. The Northern Indians have many games belonging to the
Snow Snake class.

SPANISH FLY

_5 to 30 or more players._

_Playground; gymnasium._

This is a game of leapfrog in which the leader (first over) sets feats for the others to perform, as in Follow the Leader, any player who fails taking the place of the back. The following feats are popular:--

The jumper leaps over, touching the back with one hand only and waving his cap with the other.

The jumper leaps over without touching the back.

The jumper makes a quarter turn while going over.

HATS ON DECK.--The leader, as he vaults, places his cap on the back, and must clear without touching it. Each player, in turn, adds his hat to the pile, the last player having to jump over all. If any one knocks over the pile, he must become back, and the game begins over again. If all jump successfully, the last one over then jumps again, removing his hat as he goes over without disturbing the others, and so on until all have been removed.

HATS FULL OF WATER.--The jumper places his own hat on his head upside down and balances it there while leaping over the back.

SPANS

_2 to 10 players._

_Out of doors; indoors._

This is a game played by snapping buttons against a wall, their landing point determining a score. Each player has a button. One of the players lays his button on the ground near a wall or fence. The others, in turn, snap their buttons against the wall so as to rebound near to that of the first player. Should the button snapped drop within one hand reach or span (_i.e._ the distance between stretched thumb and fingers) of the button first laid down, it scores two points for the player throwing it. If it comes within two such spans of the first button, it scores one point. Should it hit this button and bounce away within but one span, it counts four points. Should it so bounce within two spans, it scores three points; and should it go farther than this, it scores but one point. The number of points in the game, twenty-five or fifty, is agreed on at the outset. The players take regular turns, and the first to score the required number wins the game.

SPIN THE PLATTER

(See also _My Lady's Toilet_)

_10 to 30 or more players._

_Parlor; schoolroom._

All the players are numbered and seated in a circle, except one, who stands in the center and twirls a platter, tray, or some other round object. As he starts it spinning, he calls any number that he chooses, and the player bearing that number must at once spring forward and try to catch the platter before it ceases to spin and falls to the floor. If successful, he returns to his place in the circle. If not successful, he takes the place of the spinner and pays a forfeit. The forfeits are all redeemed at the end of the game.

This game may also be played by calling the players by name instead of numbering them.

SPOONING

_10 to 30 players._

_Children's party; adult house party._

All but one of the players stand in a circle. The odd player is blindfolded and placed in the center. He is given two silver tablespoons. The players in the circle clasp hands and move around until the blindfolded player clicks the spoons together, at which signal the circle must stand still.

The blindfold player then goes up to any one in the circle, and by feeling over the face and head with the bowls of the spoons must identify the player. He may not feel on the shoulders or around the neck, only on the face and head. A player may stoop to disguise his height for this, but otherwise may not evade the touch of the spoons. If the blindfold player correctly identifies the one before him, they exchange places. If incorrect in his guess, the play is repeated.

This may be a very amusing game for either children or adults.
The author has seen it played with great success under both
conditions.

SQUIRREL AND NUT

_10 to 60 players._

_Schoolroom._

All of the pupils but one sit at their desks with heads bowed on the arms as though sleeping, but each with a hand outstretched. The odd player, who is the squirrel, and carries a nut, runs on tiptoe up and down through the aisles, and at his or her discretion drops the nut into one of the waiting hands. The player who gets the nut at once jumps up from his seat and chases the squirrel, who is safe only when he reaches his nest (seat). Should the squirrel be caught before he reaches his nest, he must be squirrel the second time. Otherwise the player who received the nut becomes the next squirrel.

It is scarcely necessary to say that the other players wake up to watch the chase.

SQUIRREL IN TREES

_10 to 100 players._

_Schoolroom; playground; gymnasium._

This game is very like Hound and Rabbit, but is a little less exciting, and under some circumstances better adapted to very young children.

Most of the players stand in groups of three, with hands on each other's shoulders, forming hollow trees. In each tree is a player representing a squirrel, and there is also one odd squirrel without a tree. The teacher or leader claps her hands, when all of the players must run for other trees, and the odd squirrel tries to secure a tree, the one who is left out being the odd squirrel next time.

STAGE COACH

_10 to 60 or more players._

_Parlor; schoolroom; gymnasium._

A leader is chosen who has a faculty for telling a story. This leader gives to each of the players the name of some part of a stage coach or of its contents. Thus, one may be the whip, one the wheels, one the cushions, one the windows, others the brake, driver, harness, horses, passengers, including specifically the fat old gentleman, the woman with the bandbox, etc.

Where there are many players, several may be given the same name, though it is desirable that these should not all be seated near together. The leader then tells a story in which the various parts of a stage coach are mentioned, and whenever he names one of these parts or articles, the player or players bearing that name must get up instantly, whirl around once, and sit down again. Any player failing to do this must pay a forfeit. Whenever the story teller says "Stage Coach!" all of the players must get up and turn around. At the end of this story he will manage to have the stage coach meet with a catastrophe, and as soon as he says "The stage coach upset!" all of the players must change seats. The leader takes this opportunity to secure one for himself, and the player who is left without a seat becomes leader for the next game, or must distribute the forfeits. For large numbers there should be several more players than chairs.

The leader may say, for example: "It being a beautiful spring
day, the _old lady with the bandbox_ [here the old lady must
get up and turn around] decided to visit her daughter, and so
took a _seat_ in the _stage coach_ [everybody turns around];
she found the _cushions_ [cushions turn around] very
comfortable until the _fat old gentleman_ [fat old gentleman
turns around] got in, when the place seemed to her very
crowded, and she was glad to open the _windows_; the _driver_
cracked his _whip_, the _wheels_ creaked, the _horses_ strained
at the _harness_, and away they started on their journey," etc.

The interest of the game may be enhanced by connecting the
stage coach, its passengers, and journey with some well-known
story, as of Mr. Pickwick and Sam Weller, or Rebecca of
Sunnybrook Farm.

STAKE GUARD

(See also _Duck on a Rock_.)

_10 to 30 players._

_Playground; gymnasium._

This game is one of the forms of Duck on a Rock, and in this
form is well adapted to use indoors as well as out of doors.
The game differs from the ordinary games of Duck on a Rock
chiefly in the limited territory to which the guard is
confined.

A stake is driven in the ground (or if in a gymnasium, an Indian club is placed) in the center of a square plainly marked, and measuring from eight to twelve feet. A throwing line is drawn twenty or more feet from the stake. The game is played with bean bags, and begins with the choice of a guard. This choice is made by all of the players standing on the throwing line and throwing their bags at the stake. The player whose bag falls farthest away from the stake becomes the first guard.

The stake guard places his bag on top of the stake (or club). The other players line up on the throwing line. Upon a given signal from a leader or captain, all of the players throw their bags simultaneously at the stake, trying to displace the bag on top of it. Knocking over the club accomplishes the same purpose. Each player must then try to regain his bag, but in doing this he may be tagged by the guard. If this be done, he changes places with the guard. The guard may only tag a player, however, within the limits of the square surrounding the stake, beyond which he may not go; and he may do this only after he has replaced his own bag on top of the stake.

Any player failing to recover his bag at once will watch for an opportunity to do so when the guard is next occupied in replacing his own bag. Any player thus waiting for his bag may linger near the boundaries of the center square.

Should the guard succeed in tagging a player within the square, that player must at once place his own bag on the stake; and the guard must try to get his bag and escape from the square before this new guard can place his bag and tag him. As soon as a player recovers his bag and escapes from the center square, he should go at once to the starting line, and may throw again immediately for the center bag. The game progresses better, however, if all of the throwing be done simultaneously, the returning players waiting for a signal from the leader before throwing.

As players become proficient, the game may be made more
skillful and interesting by increasing the distance between the
throwing line and the stake, and also by lessening the size of
the square drawn around the stake, in which the guard is
confined.

STEALING STICKS

(See also _Prisoner's Base_.)

_10 to 30 or more players._

_Playground; gymnasium._

The ground is divided into two equal parts, with a small goal marked off at the rear of each part, in which six sticks are placed. Each player who reaches the enemy's goal safely may carry one stick back to his own goal, and may not be caught while carrying it back. If caught in the enemy's territory before reaching the goal, a player must remain a prisoner in the goal until touched by one of his own side; neither may be caught while returning. Any player may catch any opponent, except under the rules just stated. No stick may be taken by a side while any of its men are prisoners. The game is won by the side gaining all of the sticks.

This game is known also by the name of Scots and English and
probably originated in border warfare. The players sometimes
contribute some article of wearing apparel to the pile of
property that is to be stolen instead of using sticks for the
purpose. Caps and coats are the usual donations.

STEP

_5 to 30 or more players._

_Playground; gymnasium._

The ground is marked off by two parallel lines from fifty to two hundred feet apart. One player, who is chosen to be counter, stands on one of these lines with his back to the other players, who line up on the opposite line.

The object of the game is for the players who are lined up in the rear to advance forward until they cross the line where the counter is stationed. They may only advance, however, by short stages, during which the player in front counts ten.

The game starts by this forward player counting ten loudly and rapidly, the other players moving forward while he does this, but immediately that he says "Ten!" they must stand still, and he at once turns to look at them. He will call the name of any player or players whom he sees moving, and any so called must go back to the starting line and begin over again. This counting of ten by the one player and moving forward of the others continues until all have crossed the line where the counter stands. The last one over changes places with him for the next game.

This game is a great favorite, especially with girls, though
the writer has known many boys to play it persistently. The
players will learn to use much caution in moving forward, often
stopping before the count of ten, to be sure that they shall
not be caught in motion. The progress thus made may seem slower
than that of those who dash forward to the last moment, but as
with the famous hare and tortoise, this slower but continuous
method often wins.

STILL POND; NO MORE MOVING!

(Still water, still water, stop!)

_5 to 30 or more players._

_Parlor; gymnasium; playground._

One player is blindfolded; the others scatter promiscuously. The blindfolded player is led to the center of the playground, and asked:--

"How many horses has your father in his stable?"

He replies, "Three."

"What color are they?"

"Black, white, and gray."

"Turn around three times and catch whom you may."

The blindfolded player is then spun around so as to confuse his sense of direction. He then says, "Still pond; no more moving!" whereupon the other players must stand still, being allowed only three steps thereafter. The blindfolded player begins to grope for the others. When he catches one, he must guess by touching the hair, dress, etc., whom he has caught. If he guesses correctly, the player changes places with him. If incorrectly, he must go on with his search. The players may resort to any reasonable devices for escaping the hands of the groping blind man, such as stooping or dodging, so long as they do not take more than three steps. When caught, a player may try to disguise his identity by making himself shorter, etc.

STONE

_10 to 30 or more players._

_Playground; gymnasium._

A large circle is drawn on the ground or floor in the center of the play space. At either end of the ground a goal is marked off. One player, chosen to be stone, sits on the floor in the circle. The other players stand around outside the circle, taunting the stone by stepping over into his territory. Suddenly, and the more unexpectedly the better, the stone rises and runs for the other players, who are only safe from tagging when behind one of the goals. Any one so tagged becomes a stone and joins the first stone in sitting near the center of the circle. They also join him in chasing the other players whenever he gives the signal. This continues until all the players have been tagged.

STOOP TAG

("Squat" Tag)

_4 to 60 or more players._

_Indoors; out of doors._

One player is It and chases the others, trying to tag one of them. A player may escape being tagged by suddenly stooping or "squatting"; but each player may stoop but three times. After the third time of stooping, the player may resort only to running to escape being tagged. Any player tagged becomes It.

For large numbers of players there should be several taggers.

SUN DIAL

_2 to 10 players._

_Gymnasium; playground; seashore._

A circle from twelve to twenty feet in diameter is drawn on the ground. This is intersected with straight lines, like the spokes of a wheel, which divide it into twelve sections, numbered consecutively from one to twelve.

One player is blindfolded, placed in the center (on the hub of the wheel), and turned around several times to confuse his sense of direction. He then walks around inside the rim while counting twelve, or repeating the verse:--

"Dickery, dickery, dock;
The mouse ran up the clock;
The clock struck ten
He ran down again,
Dickery, dickery, dock."

He stops on the last word, and the number of the space in which he stands is scored to his credit; for instance, if he stops in section eight, it scores eight points for him; if in section three, it scores three points, etc. Should he stop with one foot on a line or outside the circle, he scores nothing. The players take turns, each having but one trial at a turn. The game is won by the player first scoring twenty-five or fifty points, as may be decided.

TAG

The game of plain, old-fashioned Tag may be made great sport,
especially if suddenly and unexpectedly commenced in a group of
players when other interests seem to lag.

The game has many variations, a considerable number of which
are here given, each variation making practically a different
game.

This game is found in all countries and is prehistoric. It is
supposed to have arisen from the idea of fleeing from an evil
spirit, and in those forms from which immunity is found by
touching wood or iron or taking some particular position, that
especial feature is supposed to have originated in the idea of
breaking the spell of the pursuing evil.

The following tag games will be found in their alphabetical order:--

Cross Tag
Fence Tag
French Tag
Hang Tag
Home Tag
Japanese Tag (_Over_)
Maze Tag (Line Tag; Right Face)
Old Man Tag
Partner Tag
Schoolroom Tag
Shadow Tag
Stoop Tag (Squat Tag)
Tag
Whip Tag

TAG

_4 to 60 players._

_Indoors; out of doors._

Tag in its simplest form may be started by any one of a group of players suddenly turning to another, touching (tagging) him and saying "You're It!" when all must flee from the one who is It.

The player who is It may chase and tag any other player whom he chooses, but will aid his own ends by suddenly turning his attention from one player to another, or by doubling back on his course, or resorting to any of the other feints that give an unexpected turn to a game of chase.

The players who are being chased will add to the zest of the game by venturing as close as possible to the one who is It, calling to him and taunting him with their proximity, and suddenly dodging away. When a player is hard pressed or breathless, or does not wish to play, he may become immune from tagging by crossing any one finger over its neighbor on either hand, as the forefinger over the middle finger. It is considered "babyish," however, to resort to this unless there is some very good reason. A player who has had a good fair chase ought to be willing to be It if caught.

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.

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.

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._

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Games for the Playground, Home, School and GymnasiumChapter I: With One Back: II. with Two or More Backs (3)

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