Chapter I: With One Back: II. with Two or More Backs (1)
Leader and Footer Bung the Bucket
Leapfrog Johnny Ride a Pony
Leapfrog Race Cavalry Drill
Par Saddle the Nag
Spanish Fly Skin the Goat
LEAPFROG
_2 to 100 players._
_Playground; gymnasium._
The first player makes a back, standing either with his back or his side toward the one who is to leap over. The next player runs, leaps over the back, runs a few steps forward so as to allow space for a run between himself and the first player, and in his turn stoops over and makes a back. This makes two backs. The third player leaps over the first back, runs and leaps over the second, runs a short distance and makes a third back, etc., until all the players are making backs, when the first one down takes his turn at leaping, and so on indefinitely.
VARIATION.--This may be made much more difficult by each player moving only a few feet in advance of the back over which he has leaped, as this will then leave no room for a run between the backs, but means a continuous succession of leaps by the succeeding players.
LEAPFROG RACE
_10 to 100 players._
_Playground; gymnasium._
The players are lined up in two or more single files, as for the simplest form of leapfrog, but the game is a race between the different files.
The first player takes his place on the starting or taw line and makes a "back," with his head away from the file. The next player immediately jumps over and makes a back one pace forward of the first player. The third jumps over the backs of the two and makes a third back, and so on until all are down, when the first player jumps over all in succession, but steps one side when he has vaulted over the last back. The others all follow.
The line wins which is first reduced to one player in the position of "back." In other words, when every player in the line has jumped over the back of every other player.
A burlesque on this game, which has in it some good sport and exercise, consists in crawling between the feet of the players instead of jumping over their backs. This may be done for every player in the line, or the two methods alternated, leaping over the back of one, crawling between the feet of the next, etc.
LETTING OUT THE DOVES
_3 to 30 players._
_In doors or out of doors._
This game is particularly suitable for young children. The players stand in groups of three. One in each group, usually the smallest, represents a dove; one a hawk, larger than the dove or a swifter runner; and the third the owner of the birds. The dove stands in front of the owner, holding her by the hand. The hawk stands behind, also held by the hand. The owner throws the dove from her with a gesture of the hand, first toward herself and then away, as a dove might be tossed for flight in the air, and the little dove sails away, with arms floating like wings. When the dove has a sufficient start, so that the larger and swifter hawk may not get her too easily, the owner throws the hawk in the same way. The hawk runs with outstretched arms also as though flying, and tries to catch the dove, but is obliged to run over exactly the same route as the dove. At her discretion the owner claps her hands as a signal for the two pet birds to return to her, the dove trying to get back without being caught by the hawk. The clapping for the return of the birds is always done with hollowed palms to make a deep sound. The owner gives this when the dove has reached the farthest point to which she thinks it best for her to go, the judgment for this being determined sometimes by the gaining of the hawk on his prey. The dove may not turn to come home until the signal be heard.
It is well to make an imaginative atmosphere for little children for this game by telling them of the way doves and hawks are trained as pets.
This game is played by little girls in China, and is one
reported by Dr. Headland in his charming book on the _Chinese
Boy and Girl_. Some additional points are given here, kindly
supplied by Dr. Headland to the author.
LOST CHILD (THE)
_10 to 30 or more players._
_Schoolroom; parlor; playground; gymnasium._
This is a quiet game designed to test the memory, and makes an interesting variation when players are tired of active games. The players are all seated, with the exception of one, who is sent from the room. Or if the game be played in an open playground, this one player may blind his eyes in a corner of a wall or fence or behind a bush. When this player is well out of sight and hearing, the leader or teacher beckons one of the players, who leaves the group and hides. If in the schoolroom, this may be done under the teacher's desk or in a wardrobe. The rest of the players then change their seats, and the one who is blinding is called back and tries to tell which player is hidden. When successful, this first guesser may be seated and another chosen to blind. Otherwise the first guesser blinds again.
MASTER OF THE RING
_2 to 30 or more players._
_Playground; gymnasium._
A circle is drawn on the ground. The players stand shoulder to shoulder inside the circle, with arms folded either on the chest or behind the back. The play starts on a signal, and consists in trying to push one's neighbor with the shoulders out of the circle. Any player overstepping the line drawn on the ground drops out of the game. Any player who unfolds his arms or falls down is also out of the game.
The Master of the Ring is he who in the end vanquishes all of the others.
MAZE TAG
(Line Tag; Right Face)
_15 to 100 players._
_Playground; gymnasium; house party._
All but two of the players stand in parallel lines or ranks, one behind the other, with ample space between each two players and each two ranks; all the players in each rank clasp hands in a long line. This will leave aisles between the ranks, and through these a runner and chaser make their way.
The sport of the game consists in sudden changes in the direction of the aisles, brought about by one player who is chosen as leader and stands aside, giving the commands, "Right face!" or "Left face!" at his discretion. When one of these commands is heard, all of the players standing in the ranks drop hands, face in the direction indicated, and quickly clasp hands with the players who are then their neighbors on the right and left. This brings about a change of direction in the aisles, and therefore necessitates a change of direction in the course of the two who are running.
The success of the game depends largely upon the judgment of the leader in giving the commands, "Right (or left) face!" They should be given quickly and repeatedly, the leader often choosing a moment when the pursuer seems just about to touch his victim, when the sudden obstruction put in his way by the change in the position of the ranks makes necessary a sudden change of direction on his part. The play continues until the chaser catches his victim, or until a time limit has expired. In either case two new players are then chosen from the ranks to take the places of the first runners.
It is a foul to break through the ranks or to tag across the clasped hands.
MENAGERIE
_10 to 60 or more players._
_Indoors._
This game may be one of the funniest possible for a house party. The players sit around the room or in a circle. One player who has ready wit is chosen to be ringmaster, or there may be different showmen or ringmasters for each group of animals. The ringmaster takes his place in the center, and will be more effective if furnished with a whip. He shows off in turn different troops of animals, pointing out from two to eight players for each troop, according to the number who are taking part. These must come forth into the center of the ring and go through their paces as indicated by the showman. He may thus display the growling and clawing bear, the hopping and croaking frog, the leaping kangaroo, the roaring and ramping lion, the humped camel, the stubborn and braying donkey, the screaming and wing-flapping eagle, the hooking and mooing cow, the neighing and galloping horse, etc.
For instance, the ringmaster may say: "Ladies and gentlemen: I will now exhibit to you a marvelous troup of snorting hippopotami. Such graceful carriage has never before been seen in these ponderous animals. They have learned to gambol in our Northern clime with even greater grace than they showed in their native jungles. They show almost human intelligence. Sit up there!" (cracking his whip) "Snort to the right! Snort to the left!" etc.
When all of the animals in the menagerie have been displayed, they may all join in a circus parade, each retaining his distinctive character.
MIDNIGHT
(Twelve O'clock at Night)
_10 to 30 or more players._
_Playground; gymnasium; classroom._
One player is the fox and the others sheep. The fox may catch the sheep only at midnight. The game starts with the fox standing in a den marked in one corner of the playground, and the sheep in a sheepfold marked in the diagonally opposite corner. The fox leaves his den and wanders about the meadow (playground), whereupon the sheep also come forth and scatter around, approaching as close to the fox as they dare. They keep asking him, "What time is it?" and he answers with any hour he chooses. Should he say "Three o'clock," or "Eleven o'clock," etc., they are safe; but when he says "Midnight!" they must run for the sheepfold as fast as possible, the fox chasing them. Any sheep caught changes places with the fox, and the game is repeated. When played in a class room, only a few children should be selected for sheep.
This game is enjoyed by children of almost any age.
It affords an excellent opportunity for daring and for finesse.
Timid children should be encouraged to take risks, approaching
near the fox, and surrounding him on all sides. All should be
taught to make the chase varied and difficult for the fox,
instead of running in a straight line for the goal. The fox has
opportunity for much stratagem in choosing for the moment when
he says "Midnight!" one in which the players are standing where
he could easily catch or corner them. He may also gain
advantage by appearing to start in one direction and suddenly
changing to another. These elements add zest to the game,
cultivate prowess, and make the children brighter and more
alert.
MOON AND MORNING STARS
_5 to 20 players._
_Out of doors._
This game is played when the sun is shining. One of the players is the moon, and takes her place in a large area of shadow, such as would be cast by a large tree or a house. As the moon belongs to the night, she may not go out into the sunshine.
The other players are morning stars, and as they belong to the daylight, their place is in the sun. The morning stars dance around in the sunlight, venturing occasionally into the shadow where the moon is, saying--
"O the Moon and the Morning Stars,
O the Moon and the Morning Stars!
Who dares to tread--Oh,
Within the shadow?"
The moon tries to catch or tag them while they are in the shadow. Any star so caught changes places with the moon.
This game is played by the little Spanish children.
MOTHER, MAY I GO OUT TO PLAY?
This is one of the old traditional dramatic games and is found
in many countries.
One player represents a mother, and the rest are her children, and stand in front of her in a line. One or all of them ask the mother the following question, the mother answering as indicated:--
"Mother, may I go out to play?"
"No, my child; it is such a wet day."
"Look how the sun shines, mother."
"Well, make three round courtesies and be off away."
The children thereupon make three "round courtesies" by whirling around and dipping down suddenly to spread the skirts out. They then run away and pretend to play. Soon they return and knock at the door. The mother asks:--
"What have you been doing all this time?"
"Brushing Jennie's hair and combing Jennie's hair."
"What did you get for it?"
"A silver penny."
"Where's my share of it?"
"The cat ran away with it."
"Where's the cat?"
"In the wood."
"Where's the wood?"
"Fire burnt it."
"Where's the fire?"
"Moo cow drank it."
"Where's the moo cow?"
"Sold it for a silver penny."
"What did you do with the money?"
"Bought nuts with it."
"What did you do with them?"
"You can have the nutshells, if you like."
The last words being rather disrespectful, the mother at once chases the children, calling, "Where's my share of the silver penny?" The players being chased, reply, "You may have the nutshells!" The mother thus catches the children, one after another, and pretends to punish them.
MOTHER, MOTHER, THE POT BOILS OVER!
_5 to 11 players._
_Indoors; out of doors._
This is a traditional dramatic game.
One player represents an old witch, another a mother, another the eldest daughter, another a pot boiling on the hearth, and the balance are children, named for the days of the week, Monday, Tuesday, etc.
The old witch hides around the corner of a house or other convenient place, and peeps out, while the mother says to her eldest daughter, "I am going away, and I want you to let nothing happen to your sisters." To the others she says, "Monday, you take care of Tuesday, and Tuesday, you take care of Wednesday," etc., until she comes to the last child, when she says, "And Saturday, take care of yourself." Then to the eldest, "Be sure and not let the old witch take any of your sisters. You can also get the dinner, and be sure not to let the pot boil over."
The mother then goes away and stays at a distance out of sight. As soon as the mother has gone, the old witch, stooping, lame, and walking with a stick, comes and raps with her knuckles on the supposed door. The eldest daughter says; "Come in! What do you want?"
_Old Witch._ Let me light my pipe at your fire; my fire is out.
_Eldest Daughter._ Yes, if you will not dirty the hearth.
_Old Witch._ No, certainly; I will be careful.
The eldest daughter lets her in and goes about her work, setting the table or looking on the shelf, when the old witch suddenly stoops down and blows the ashes on the hearth; whereupon the pot makes a hissing sound as though boiling over, and the old witch catches hold of Monday and runs away with her.
The eldest daughter cries out, "Mother, mother, the pot boils over!"
The mother calls back, "Take the spoon and skim it."
"Can't find it."
"Look on the shelf."
"Can't reach it."
"Take the stool."
"Leg's broken."
"Take the chair."
"Chair's gone to be mended."
Mother, "I suppose I must come myself!"
The mother then returns, looks about, and misses Monday. "Where is my Monday?" she demands of the eldest daughter.
The daughter says, "Under the table." The mother pretends to look under the table, and calls "Monday!" then says, "She isn't there." The daughter suggests various places, up on the shelf, down in the cellar, etc., with the same result. Finally, the eldest daughter cries and says: "Oh, please, mother, please! I couldn't help it, but some one came to beg a light for her pipe, and when I looked for her again she had gone, and taken Monday with her."
The mother says, "Why, that was the old witch!" She pretends to beat the eldest daughter, and tells her to be more careful in the future, and on no account to let the pot boil over. The eldest daughter weeps, promises to be better, and the mother again goes away. The old witch comes again, and the same thing is repeated until each child in turn has been taken away, the old witch pretending each time to borrow a different article that is used around the fire, as the poker, the kettle, etc. Finally, the eldest daughter is carried off too.
The pot, which has boiled over with a hissing sound each time the old witch has come to the hearth, now boils over so long and so loudly that the mother hears it and comes back to see what is the matter. Finding the eldest daughter gone too, the mother goes in search of them to the witch's house. On the way she meets the old witch, who tries to turn her from her path by speaking of various dangers.
The mother asks of her, "Is this the way to the witch's house?" and the witch replies, "There is a red bull that way."
"I will go this way."
"There is a mad cow that way."
"I will go this way."
"There is a mad dog that way."
Finally, the mother insists on entering the witch's house. The witch refuses to let her in, saying--
"Your shoes are too dirty."
"I will take them off."
"Your stockings are too dirty."
"I will take them off."
"Your feet are too dirty."
The mother grows angry at this, pushes her way into the house, and calls her children. The witch is supposed, prior to this, to have cooked the children, made them into pies, and put them in a row, naming them apple pie, peach pie, etc. They stand or sit with their faces or heads covered.
The mother approaches them and says, "You have some pies?" The old witch says, "Yes, some very nice apple pie." The mother proceeds to taste the apple pie and says, "This needs more sugar." The witch pretends to stir in more sugar, whereupon the mother tastes again and says, "Why, this tastes exactly like my child Monday!" Monday thereupon uncovers her face and says, "It is Monday!" The mother shakes her and says, "Run away home!" which she does.
This is gone through with each pie in turn, the mother finding them in need of more salt or longer cooking or some other improvement before she discovers in each case one of her children. When all have been sent home, the mother, joined by the children, chases and catches the witch.
This is one of the oldest traditional games, of which many
versions are given by Mrs. Gomme and Mr. Newell, both from
Great Britain and America. Several incidents here given the
present writer has gathered directly from players of the game.
According to Mrs. Gomme, the game probably illustrates some of
the practices and customs associated with fire worship, worship
of the hearth, and ancient house ritual. The magic pot boils
over when anything is wrong and as a warning to the mother that
she is needed. The incident of the witch taking a light from
the hearth is very significant, as, according to an old
superstition, the giving of a brand from a hearth gave the
possessor power over the inmates of the house. The sullying of
the hearth by the old witch in blowing the ashes has also an
ancient significance, as fairies were said to have power over
inmates of a house where the hearth or threshold had been
sullied.
MY LADY'S TOILET
_10 to 30 or more players._
_Parlor; schoolroom._
This a French form of a game known in America as Spin the Platter. Each of the players is named for some article of My Lady's toilet, such as her gown, necklace, evening coat, slippers, bracelet, etc. All sit in a circle except one, who stands or crouches in the center and spins a plate or tray, at the same time saying, "My Lady wants her necklace;" or names some other article of the toilet. The player representing the article thus named must rush to the center and catch the plate before it stops spinning and falls to the ground. If successful, the player takes the place of the spinner. If unsuccessful, she returns to her place and pays a forfeit, which is redeemed at the end of the game. The speaker should name the different articles while carrying on a flow of narrative, as, for instance: "My Lady, being invited to a ball at the king's palace, decided to wear her _blue gown_. With this she called for her _silver slippers_, her _white gloves_, her _pearl necklace_, and a _bouquet_ of roses. As the evening was quite cool, she decided to wear her _white opera coat_," etc. The speaker will make several opportunities for introducing mention of the ball, and whenever she says anything about the ball, all the players must jump up and change places, the spinner trying to secure one for herself in the general confusion. One odd player will be left without a place, and she becomes spinner. When boys are playing, they may appropriately take the parts of carriage, horses, footmen, the escort, etc.
NUMBERS CHANGE
(See also _Exchange_.)
_10 to 30 or more players._
_Parlor; playground; gymnasium; schoolroom._
The players stand in a large circle and are numbered consecutively. One player takes his place in the center. He calls two numbers, and the players whose numbers are called must change places while the center player tries to secure one of their places. The one who is left without a place changes places with the center player.
FOR THE SCHOOLROOM.--This game may be adapted by selecting two players as chasers, who take their places in the front of the room. These players are not blindfolded, as in the parlor form of the game. All of the other players are seated, having been numbered. The teacher calls two numbers, when the players bearing those numbers must rise at once and exchange seats, the two chasers trying to catch them before they can get to their seats.
When a game is played under these circumstances, it is not permissible for the chaser to take a vacant seat; he must catch the player who is running for it. No player, having once left his own seat, may return to it, but must keep up the chase until he is caught or reaches the seat for which he is running.
This game gives opportunity for some very lively chasing, with
good running and dodging up and down the aisles. As in all
running games in the class room, the seated players should keep
their feet out of the aisles.
For young children it may be found desirable to have only one
chaser. It generally adds to the interest of the game to have a
general exchange of seats at the opening of the game,
immediately after the numbers have been assigned, and before
the chasing is commenced, as then the person who calls the
numbers is at a loss to know how near or distant those called
may be in relation to each other, and this element adds much to
the sport of the game.
OBSERVATION
_5 to 60 players._
_Parlor; schoolroom._
This game is a test of visual memory. When played in a parlor, all the players are seated except one, who passes around a tray or a plate, on which are from six to twenty objects, all different. These may include such things as a key, spool of thread, pencil, cracker, piece of cake, ink bottle, napkin ring, small vase, etc. The more uniform the size and color of the objects the more difficult will be the test. The player who carries the tray will pass at the pace of an ordinary walk around the circle, giving each player an opportunity to look at the objects only so long as they are passing before him. It is not allowable to look longer than this. The observer must then at once write down on a slip of paper the names of as many of the objects as he can remember. The player wins who writes correctly the longest list.
It is sometimes more convenient to have the articles on a table and the players all pass in a line before them.
IN THE SCHOOLROOM.--The objects should be placed on the teacher's desk, so shielded that pupils cannot see them except as they march past the desk. This they should do, returning at once to their seats and writing the list. Used in this way, the game may be made to correlate with nature study, the objects to be observed being grasses, shells, leaves, stones, woods, etc.
ODD MAN'S CAP
_10 to 30 or more players._
_Playground; gymnasium._
Twelve players make the best-sized group for this game; where there are more players, they should be divided into small groups. All but one of the players stand in a circle with considerable space between each two. The odd man stands in the center. Each player is provided with a stick about two feet in length; canes or wands may be used as a substitute, but the shorter sticks are better; they may be whittled from branches or bits of wood, and should not be pointed at the ends. The odd man tosses his cap or a cloth bag toward the circle. The players endeavor to catch it on their sticks, and keep it moving from one to another, so as to evade the odd man, who tries to recover his property. Should he succeed, he changes places with the one from whom he recovered it. The sticks must be kept upright in the air. A dropped cap may be picked up only by hand, not on a stick. The sticks must always be held upright. An old stiff hat, or a cap or bag wired around the edge to keep it spread open, makes the best game.
This game holds the interest of the players intently and is full of sport.
OLD BUZZARD
_5 to 30 or more players._
_Playground._
This is one of the old dramatic games, probably better known in
America than any other of this type.
One player is chosen to represent the "Old Buzzard"; another player represents a hen, and the remainder are chickens. All the players circle around the buzzard, saying in chorus:--
"Chickany, chickany, crany crow;
I went to the well to wash my toe;
And when I came back a chicken was gone."
The hen finishes by asking alone, "What o'clock is it, old buzzard?" The buzzard crouches on the ground during the repetition of the verse, going through the pantomime of building a fire with sticks, and in answer to the question may name any hour, as eight o'clock, nine o'clock, ten o'clock. So long as the buzzard does not say twelve o'clock, the players continue to circle around, repeating the verse, the final question being asked each time by a different player, until the buzzard finally says, "Twelve o'clock!" When this occurs, the ring stands still, and the following dialogue takes place between the buzzard and the hen:--
_Hen._ Old buzzard, old buzzard, what are you doing?
_Buz._ Picking up sticks.
_Hen._ What do you want the sticks for?
_Buz._ To build a fire.
_Hen._ What are you building a fire for?
_Buz._ To broil a chicken.
_Hen._ Where are you going to get the chicken?
_Buz._ Out of your flock!
The buzzard, who keeps a crouching attitude with face downcast during this dialogue, suddenly rises on the last words and chases the players, who scatter precipitately. When a player is captured, the buzzard brings him back, lays him down, and dresses him for dinner, while the rest of the players group around. The buzzard asks of the captured chicken, "Will you be picked or scraped?" and goes through the motions of picking feathers or scaling fish, as the chicken decides. The buzzard then asks, "Will you be pickled or salted?" "Will you be roasted or stewed?" each time administering to the recumbent chicken the appropriate manipulations. At the end he drags the victim to a corner, and the game goes on with the remainder of the players.
OLD MAN TAG
_10 to 60 players._
_Schoolroom._
The players are in groups of two rows each, which play together. These two rows face away from each other. Thus the first and second row will turn respectively to the right and left, with their feet in the aisles, toward which they then face. This will leave a free aisle between them, in which the "old man" may run about. The third and fourth rows play together, facing away from each other, and leaving a free aisle for their old man or tagger. This will bring the second and third rows with their feet in the same aisle.
For each group one player is selected to be old man or tagger. The teacher gives a signal, whereupon all of the players stand. The object of the game is for the old man to tag any player who is standing. The players may avoid this by sitting whenever the old man approaches them. Should he succeed in tagging any player, that player must remain seated until the end of the game, but any player who sits to escape tagging must rise again as soon as the old man has moved away from his vicinity. The player is considered to have won who longest avoids the old man.
Children are very fond of this game in many grades, and it may
be made very lively, the old man dodging rapidly up and down
his aisle, and the other players bobbing quickly up and down
from their seats.
OLD WOMAN FROM THE WOOD
(For boys, see _Trades_.)
_10 to 60 or more players._
_Parlor; playground; schoolroom._
The players are divided into two even parties, which face each other from a short distance. One party advances toward the other, remarking, "Here comes an old woman from the wood." The second party answers, "What canst thee do?" whereupon the old woman replies, "Do anything!" The second party then says, "Work away!" whereupon all the players in the first party proceed to imitate some occupation in which an old woman might engage, and which they have previously agreed on among themselves, such as sewing, sweeping, knitting, digging a garden, chopping wood, kneading bread, stirring cake, washing, ironing, etc. The opposite party tries to guess from this pantomime the occupation indicated. Should they guess correctly, they have a turn to perform in the same way. Should they be unable to guess correctly, the first party retires, decides on another action, and returns. This form of the game is generally played by girls. Boys play the same game with different dialogue under the name of "Trades."
When played in a playground or gymnasium, where there is free space for running, 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.
OYSTER SHELL
_10 to 100 players._
_Playground; gymnasium._
Two parallel lines are drawn across the center of the playground, with a space of ten feet between them, which is neutral territory. At a considerable distance beyond each line, and parallel to it, a second line is drawn, the space beyond being a refuge for any players of the party belonging to that side. This second line should preferably be at a considerable distance from the starting line, so as to give plenty of opportunity for a good chase during the game.
The players are divided into two equal parties, which take place one on either side of the neutral territory. Each party chooses a color, light or dark, corresponding to the light or dark side of an oyster shell or some other small object which is used in the game.
A neutral odd player who acts as leader takes his place in the center of the neutral territory and tosses the oyster shell into the air. If there be no such leader available, the parties may choose captains to toss the shell alternately. The shell is allowed to fall on the ground. If the light side falls upward, the light party must turn and run for the goal at the opposite end of the ground, the other party chasing them. Any one captured (tagged) must carry his captor back to his home goal on his back. A party scores one point for each prisoner caught. These may be easily counted, as the prisoners carry their victors home pick-a-back. The party first scoring fifty or one hundred points (according to the number of players) wins the game; or the winners may be determined by the largest score when the game ends.
Because of the carrying home of the victors by the players who
are caught, it is advisable that some means be adopted to have
opponents of nearly equal size. This is easily done by having
the players line up according to size at the opening of the
game and assigned alternately to the different sides. In any
event, the tall players should be placed opposite each other,
and the smaller players _vis-a-vis_.
This game is from the ancient Greeks, and is said to have
arisen from a custom of exiling wrangling political opponents
by writing their names on an oyster shell and sending from the
city the one whose name fell uppermost when the shell was
tossed. Some modern adaptations are here given.
PAR
_10 to 30 or more players._
_Playground; gymnasium._
This is a leapfrog game in which the distance of the back from the jumping line is advanced after each round a "foot and a half," measured in a certain way called a "par." The game starts with the back at a given distance from the line. After each player has "overed," the back places one foot with the outer edge on the line on which he has been standing, puts the heel of the other foot against the instep so that the second foot will be at right angles to the first, and marks a new line at the point where the toes come. The new line is thus the length of one foot in advance of the first line, plus the width of the other foot at the instep. The players then leap again from the starting line, and as the back moves farther away, they add to their leaps each time, as becomes necessary for the greater distance, as follows: (1) leap; (2) hop and leap; (3) hop twice and leap; (4) hop three times and leap; (5) hop, skip, jump, and leap.
Any player failing to "over" changes places with the back.
PARTNER TAG
_4 to 100 players._
_Indoors; out of doors; schoolroom._
All of the players but two hook arms in couples. Of the two who are free, one is It or chaser, and the other the runner. The runner may save himself by locking arms with either member of any couple he chooses. Whenever he does so, the third party of that group becomes runner and must save himself in like manner. If the runner be tagged at any time, he becomes It or chaser; and the chaser becomes runner.
To get the proper sport into this game, the couples should run and twist and resort to any reasonable maneuver to elude the runner, who is liable at any time to lock arms with one of them and so make the other a runner.
For large numbers there should be more than one runner and chaser.
PEBBLE CHASE
_5 to 30 or more players._
_Gymnasium; playground; out of doors._
One player, who is the leader, holds a small pebble between the palms of his hands, while the others stand grouped around him, each with his hands extended, palm to palm. The leader puts his hands between the palms of each player, ostensibly to drop therein the pebble which he holds, as in the game called "Button, button." The player who receives the pebble is chased by the others, and may only be saved by returning to the leader and giving the pebble to him. This chase may begin as soon as the players suspect who has the pebble. Each player should therefore watch intently the hands and faces of the others to detect who gets it, and immediately that he suspects one, start to chase him. It is therefore to the interest of the player who gets the pebble to conceal that fact until the attention of the group is distracted from him, when he may slip away and get a good start before he is detected. He may do this whenever he sees fit, but may not delay after the leader has passed the last pair of hands. The leader will help to conceal the fact of who has the pebble by passing his hands between those of the entire group, even though he should have dropped the pebble into the hands of one of the first players.
If the pebble holder gets back to the leader and gives him the pebble before being tagged, he continues with the group. If the pebble holder is caught before he can get back to the leader, he must pay a forfeit or change places with the leader, whichever method is decided on before the game opens.
In a crowded playground it is well to require that the chasers follow over exactly the same route as the pebble man. Under such conditions, the game is more successful if limited to ten players to a group.
This game is from the modern Greeks. It is found to bear
transplanting excellently, being full of interest and sport.
PINCH-O
_5 to 30 or more players._
_Gymnasium; playground._
This is a game of chase, an advancing line (rank) of players turning and fleeing from an odd player in front of them when a signal is given. The players in the advancing line pass a "Pinch" (hand pressure) from one to another along the line, the end players calling out "Pinch!" and "O!" respectively at the start and finish of this performance. The "O" is the signal for the chaser to start. The chaser therefore watches the hands carefully to detect the pressure and know when it is approaching the end; the other players naturally try to conceal this passing of hand pressure, delaying or hastening it to take the chaser unaware.
The player who is It walks backward, being about ten feet in front of the others, who advance slowly forward in a line, holding hands. The player on one end of the line calls "Pinch!" and at once squeezes or pinches the hand of the player standing next. This player slightly presses the hand of the one on his other side, and so on across the line until the pressure is felt by the last player on the opposite end, who at once calls out "O!" Immediately that the "O" is heard, the entire line is liable to be tagged by the one who is walking backward in front of them, and they therefore instantly turn and run for "home," a place determined beyond certain boundaries at one end of the ground. The one who is It gives chase, and any one tagged by him must join him in tagging the players when the game is repeated. The game ends when all are caught, the last player to be caught being the winner, and taking the part of the odd player for the next round.
PITCH PEBBLE
_4 to 10 players._
_Out of doors; seashore._
This game may be played with pebbles, shells, or nuts, each player having two or four of such articles. The object of the game is to throw these pebbles into a hole about four inches in diameter, which should be made in the ground. The first part of the game is concerned with determining the order in which the players shall take turns. Ten feet from the hole a place is marked, from which the players throw in turn until each has had enough turns to have thrown all of his pebbles. The one who has succeeded in landing a pebble nearest the hole becomes the first player, and takes his stand on a second mark drawn one fourth nearer the hole, all the players meanwhile having gathered up their pebbles again. These are all given to the successful player, and he pitches them in a mass toward the hole, becoming the owner of as many as fall into the hole. Any pebbles that do not go in the hole are gathered up by the player who in the original throwing came out second in trying to get near the hole, and he, in turn, throws these in mass, standing also at the nearer throwing point from which his predecessor threw. All of the players take turns in this way until all of the pebbles have been appropriated. The player wins who gets the most pebbles. Pebbles won are not thrown again, but kept for score.
For good players the distances from the hole may be increased.
POISON
_10 to 30 or more players._
_Gymnasium; playground; seashore._
A circle is marked on the floor or ground considerably smaller than an outer circle formed by the players, clasping hands. Each player tries, by pulling or pushing, to induce the others to step within the smaller circle, but endeavors to keep out of it himself. Any one who touches the ground within the inner circle, if only with one foot, is said to be poisoned. As soon as this happens, the player or players so poisoned become catchers; the other players shout "Poisoned!" and at once break the circle and run for safety, which consists in standing on wood. The merest chip will answer, and growing things are not counted wood. If played in a gymnasium, iron may give immunity instead of wood. Any one caught before reaching safety, or in changing places afterward, joins the catchers, and when all have been caught, the ring is once more surrounded.
POISON SNAKE
_10 to 30 or more players._
_Gymnasium; playground._
The players join hands to form a circle. About fifteen Indian clubs or tenpins are placed in the center of the circle, with spaces between them in which a player might step. The players then try, by pushing or pulling their comrades by means of the clasped hands, to make them knock over the clubs. Any player who overturns a club or who unclasps hands must at once leave the circle, the club being replaced. The first players so leaving start a "scrub" circle; players disqualified in the scrub circle start another in their turn, etc. The player wins who is left in the original circle. Where several circles have been formed, the several winners may form a circle at the close and play to determine the final winner.
This game has possibilities for much sport and skill. The
agility with which players leap over or pass between the clubs
is as important a part of the game as the pulling and pushing.
The clubs should be sufficiently scattered to make it possible
for a player to save himself in this way. Children may need to
have this feature of the game pointed out to them. The game is
equally interesting to children or adults, but obviously
requires gymnasium suits for girls or women.
POM POM PULLAWAY
_5 to 30 or more players._
_Out of doors._
This game is often played between the curbings of a city street, but is suitable for any open play space which admits of two lines drawn across it with a space of from thirty to fifty feet between them. All players stand on one side behind one of the dividing lines, except one player who is It and who stands in the center of the open ground. He calls any player by name and adds a formula, as below:--
"John Smith, Pom Pom Pullaway!
Come away, or I'll fetch you away!"
Whereupon the player named must run across the open space to the safety line on the opposite side, the one who is It trying meanwhile to catch him before he reaches that line. If he gets over safely, he remains there until all of his comrades have joined him or have been caught. Any one caught by the one who is It joins the latter in helping to catch other players as they dash across the open space, but the one originally It remains the caller throughout the game. After all of the uncaught players have crossed to one side, they try in the same way to return to their first goal. The first one to be caught is It for the next game.
Players should give the chaser as much difficulty as possible
in catching them by making feints in one direction and suddenly
running in another, or by running diagonally instead of
straight across, etc.
POOR PUSSY
_5 to 20 players._
_Parlor._
The players sit in a circle, except one who is chosen for Poor Pussy. Pussy kneels in front of any player and miaous. This person must stroke or pat Pussy's head and say, "Poor Pussy! Poor Pussy! Poor Pussy!" repeating the words three times, all without smiling. If the player who is petting Puss smiles, he must change places with Puss. The Puss may resort to any variations in the music of the miaou, or in attitude or expression, to induce the one who is petting to smile.
This may be made one of the most amusing games for adults at a
house party. The writer has seen some of the most dignified
professional people laughing until the tears came while playing
this simple little game.
POTATO RACES
Four forms of Potato Race are here given as follows:--
POTATO RACE I. Individual competition; rules of Amateur
Athletic Union of the United States. Placing potatoes on marked
spots; gathering them up not a part of the game.
POTATO RACE II. Team competition. One player places the
potatoes on spots; the next gathers them up, etc.
POTATO SHUTTLE RELAY. Rules of Girls' Branch, Public Schools
Athletic League, New York City. Alternate placing and gathering
up.
POTATO SPOON RACE. Only gathering up of potatoes.
POTATO RACE--I
(For individual competitors)
_2 to 60 or more players._
_Playground; gymnasium._
The simpler and usual Potato Race is played in two forms: (I),
the players competing as individuals; and (II), competing as
teams. The following description is for individual competition;
the team game is described as Potato Race II. There are other
forms of playing the individual game; the one given here is
according to the rules of the Amateur Athletic Union.
The competitors should each wear a large number pinned across the shoulders on the back, where it may be read plainly by the judges. The competition is carried on in heats, as many players as the playing space will allow playing in each heat. Potatoes should be used, or blocks of wood are officially permissible. These wooden blocks may be secured of potato shape, and are better than those of cubical form, as the latter are apt to land on the corners and bound.
A starting line is drawn across the ground. At right angles to it a row of potatoes is placed for each player in the heat. The potatoes should be two yards apart and eight in number. (This is the official number and distance for the Amateur Athletic Union; the number varies in unofficial games, but should be equal for the different rows.) The first potato should be two yards from the receptacle, which is usually placed on the starting line, one beside each competitor. This receptacle should be a pail, basket, box, or can. The official dimensions of the A. A. U. call for its being not over two feet in height, with an opening not over thirty-six inches in circumference. In handicap events the starting mark is paid from the rear of the can. The potatoes are replaced on the marks before the beginning of each heat, the game in this form consisting solely of gathering them up, not in placing them. There is no rule against tossing a potato into the receptacle, but it is poor policy to do so, as it increases the risks of failure.
The contestants start, as for a race, in response to the starter's signals, "On your marks!" "Get set!" "Go!" The game consists in picking up the potatoes one at a time and placing them in the receptacle. The potatoes may be picked up in any order desired. A potato dropped, however, must be picked up before another potato be touched, or the player is disqualified. Similarly, a potato missing the receptacle or bounding out of it must be placed in it before the next potato be touched, or the player is disqualified. When all the potatoes have been placed in the receptacle, the player finishes by dashing across a finish line, a tape, or strand of worsted, stretched five feet back of the receptacle. As in all races in athletic form, a player is disqualified for interfering with any other competitor, or for touching the finish tape with the hands or arms: the tape should be breasted. The winners in each heat play a final race; or, with large numbers competing, semi-finals before the finals. Where small numbers are competing, those finishing first, second, and even third, may be entered for the final trials. In case of a tie, both competitors are entered for the next (final, or semi-final) heat, or, if tied in the final heat, the tied competitors play again.
POTATO RACE--II
(Team competition)
_10 to 100 players._
_Playground; gymnasium; seashore._
The first description here given is for an informal game. This is followed by the rules for strict athletic procedure.
The ground is marked off with a starting line. At right angles to it are marked two or more rows of spots according to the number of teams competing, the spots being from three to six feet apart, each row containing from six to ten. On each spot is placed a potato; or a stone, block of wood, or any other object may be substituted; on the seashore bathing slippers may be used. Potato-shaped blocks of wood may be had as substitutes for potatoes, and are better than cubical blocks, which are apt to land on the corners and bound.
The players are divided evenly into competing groups which line up in single file behind the starting line, each file being in line with one of the rows of potatoes. Beside the leader of each file is a box or basket; or a circle may be drawn on the ground instead. At a signal each leader runs forward, picks up a potato, brings it back and puts it in the box, goes for another, etc., until all the potatoes in his row have been gathered in. He may pick them up in any order that he chooses. Immediately that the last potato is placed, this player touches the outstretched hand of the next player in his file, and at once leaves the playing space; he should not line up again with his team. The next player in the file starts out immediately on receiving the "touch off," replaces the potatoes one at a time, and touches off the next player, who gathers them in, and so on, alternately, until each player has had his turn. The team wins whose last player is the first to dash back over the starting line.
For an athletic contest for adults, the following rules are
typical:--There should be eight potatoes for each team, placed
two yards apart, the first potato two yards from the
receptacle. The receptacle should be either a pail, basket,
box, or can, not over two feet in height, having an opening not
over thirty-six inches in circumference. The finish line is a
"tape" (strand of worsted) stretched parallel with the starting
line and five yards back of the receptacle. There should be a
judge of fouls for each team and two judges at finish. Fouls
are:--
1. Not placing a potato accurately on the spot.
2. Leaving a potato outside the receptacle instead of in it,
whether it be dropped there or bound out.
3. Starting over the line without or before the "touch off."
A foul corrected before the next step in the game be taken does
not score as a foul. The teams win first, second, third, and
fourth places in the order of finishing, if there be no fouls.
Where fouls have been scored, the team finishing first, with
the fewest number of fouls, has first place, etc. In case of a
tie, the tied teams must play again to determine the winner.
Teams Order of Finishing Fouls Order of Winning
A 2 0 First place
B 1 4 Third place
C 4 6 Fourth place
D 3 3 Second place
POTATO SHUTTLE RELAY
_20 to 100 players._
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Games for the Playground, Home, School and GymnasiumChapter I: With One Back: II. with Two or More Backs (1)
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