Chapter I: With One Back: II. with Two or More Backs (2)
_Playground; gymnasium; seashore._
This first description is for an informal game. This is followed by rules for an athletic contest.
This is a form of potato race suitable for large numbers. The ground is marked off with two starting lines, one at either end of the ground. At even intervals between these two lines a row of from four to ten spots should be clearly marked on the ground, each row forming a line at right angles to the starting lines. There should be as many rows of this kind as there are teams.
On the first spot of each row should be placed a box, basket, or pail, and in it three or more potatoes, according to the number of spots. Stones may be used, blocks of wood, or any other uniform objects as a substitute for potatoes, but the latter are best.
The players are divided into two or more equal groups, and each group is subdivided as for a shuttle relay into two divisions. One division of each group stands in single file behind the starting line at one end of the ground, the other division facing it in single file behind the opposite starting line. Between the two divisions should stretch the row of spots. The receptacle should be on the spot near the first runner.
At a signal, the first runner of each team starts over the line, takes a potato from the box, places it on the first spot, returns, gets another potato, places it on another spot, and so on until all are placed; he need not observe strictly the consecutive order of the spots. He then runs forward and touches the outstretched hand of the first runner in the opposite file of his team. This runner must pick up the potatoes and replace them in the box one at a time, and then "touch off" the player facing him in the opposite file. Each player, as he finishes his part ("touches off" the next runner), should leave the running space entirely and not line up with his team. The line nearest the box serves as a finish line, and the team wins whose last runner, having replaced the last potato, is first to get over this line.
If a potato be dropped, the runner must pick it up and replace it in the box or on the spot, then make his play over again.
The above description is for a comparatively informal game.
For a strict athletic contest for junior players the following
rules, used by the Girls' Branch of the Public Schools Athletic
League, New York City, are given:--
The laying out of the grounds should be for four spots in each
row, two yards between each, with the starting lines two yards
back of the first and fourth spots. The receptacle is placed on
the spot nearest the first runners, and should be a pail,
basket, box, or can, not over twenty-four inches in
circumference at the opening. Three potatoes are used.
The first runners start on signals, "On your marks!" "Get set!"
(or "Get ready!") "Go!" There should be a judge to score fouls
for each division of each team, and two judges at the finish.
In case of a tie, the tied teams play again.
Fouls consist in: 1. Placing a potato otherwise than on the
mark. 2. Leaving a potato outside the receptacle instead of in
it, whether it be dropped outside or bound out. 3. Starting
over the line without the "touch off." Any foul corrected
before going on with the next step in the game does not score
as a foul. Teams win in the order of finishing, plus
consideration of the record on fouls. Thus, a team finishing
fourth, with no fouls, would get first place, if the teams
finishing first, second, and third all had fouls.
Teams Order of Finishing Number of Fouls Order of Winning
A 1 8 Fourth place
B 3 3 Third place
C 4 0 First place
D 2 3 Second place
POTATO SPOON RACE
_6 to 60 players._
_Parlor; playground; gymnasium._
This is a form of potato race that may afford much amusement, especially for indoor companies. The players are divided into two or more groups which compete against each other. Each group lines up in single file, so that the leaders all toe a starting line. Placed on the floor in front of each group, and stretching ahead in the same direction, should be a row of potatoes at intervals of two or three feet apart, one for each player in the file. The larger and the more irregular in shape the potatoes the better. There should be from six to ten potatoes for each row. Each leader should be furnished with a teaspoon, and beside the leader of each file should be a pan, box, or basket, in which the potatoes are to be placed. At a signal each leader starts forward, takes up a potato on the spoon, carries it to the box or basket beside his first standing position, and places the potato in it; he then hands the spoon to the next player, and passes off the playing field, not lining up again with his team. The second player picks up the next potato, puts it in the box, and so on, until all have played, the last one standing beside the box with the spoon held aloft as a signal that he has finished.
It is not allowable to touch the potato with anything but the spoon. Should a potato be touched otherwise, the player must replace it and pick it up again on the spoon. Should a potato drop from the spoon, it must be picked up on the spoon where it dropped, and the play continued from that point.
PRISONER'S BASE
Prisoner's Base is one of the most popular games for both boys
and girls who are beginning to care for team organization, and
is capital for adults. It gives opportunity for vigorous
exercise for all of the players, for the use of much judgment,
prowess, and daring, and for simple team or coöperative work.
The game is found under many different forms. Several, which
offer marked or typical differences, each possessing distinct
playing values, are given here. These differences are in (1)
the arrangement of the ground, and (2) the rules governing the
players and game.
The differences in the grounds may be classed as follows:--
I. The entire playground divided in two divisions, one
belonging to each party, each division having a small pen for
prisoners at the rear. (Diagram I.)
II. The main part of playground neutral territory, with home
goals for the opposing parties at opposite ends, with prisons
in, near, or attached to them. (Diagrams II, V.)
III. The main part of playground neutral territory, with home
goals for both parties at the same end, attached or separate,
and prisons at the opposite end, either (1) on the same side of
the ground as the home goal, or (2) on the enemy's side of the
ground. (Diagrams III-IV.)
The rules for play for the second and third types of ground are
fundamentally the same, though differing in details, and they
differ from those for Diagram I. The playing qualities of the
games for the last three diagrams, however, are very distinct
because of the different methods of the enemies' approach to
each other (which make differences in the risk of "dares"), and
because of the differing risks in rescuing prisoners and taking
the enemy's goal by entry.
It has seemed best to make a selection of the typical forms,
and leave the leader of games free to choose his own. The first
form is the simplest for beginners and younger players, and
makes a good introduction to the game for such players.
Stealing Sticks is still another form of Prisoner's Base. The
main difference lies in the carrying away of the enemy's
property.
Prisoner's Base and related games are supposed to have
descended from the days of border warfare. They are very old,
and Strutt mentions a "Proclamation at the head of the
Parliamentary proceedings early in the reign of Edward the
Third, ... where it [Prisoner's Base] is prohibited in the
avenues of the palace at Westminster during the sessions of
Parliament, because of the interruption it occasioned to the
members and others in passing to and fro." The game at that
time was played by adults.
PRISONER'S BASE--I
_10 to 30 or more players._
_Playground; gymnasium._
The ground is divided into two equal parts, with a small base or prison marked off at the farther end of each division. From five to fifteen players guard each side. They venture into the enemy's ground, and, if caught, are put into the prison, where they must remain until tagged by one of their own side who is free. Both prisoner and rescuer may be tagged and brought back to prison before reaching their own ground. The game is won when one side makes prisoners of all of its opponents, or when a free man enters the opponents' prison, but this last may be done only when there are no prisoners there.
This form of Prisoner's Base differs from others in greater
simplicity, both as to the arrangement of the ground and the
rules of play. It is therefore better for younger players or
beginners in the game.
The differences in detail consist in:--
1. The ground being divided by a line through the center into
two opposing territories. In other forms, the main playground
is neutral territory, each party having a small home goal
marked within it.
2. In this game (No. I) a player cannot "give a dare" without
venturing into the opponents' territory, and any opponent may
tag him. In other forms, the tagging, being on neutral
territory, is controlled by limitations as to which player was
last to leave his home goal, and makes a more complex game.
The rules about (1) a prisoner and his rescuer both being
liable to capture on the way home, and (2) to winning by
entering the enemy's prison, with the restriction that no
prisoners must be there, are also distinctive features.
PRISONER'S BASE--II
_10 to 30 or more players._
_Playground; gymnasium._
Two captains are chosen who select players alternately until all are disposed in two parties of equal numbers. A large goal is marked off at each end of the ground, with a small base or prison in one rear corner of it. The wide, open space between the goals is neutral territory. The objects of the game are to enter the opponent's goal or to make prisoners of all of his men. The entrance of one player within the enemy's home goal means victory for his side. As one player advances for this purpose, or "gives a dare," the opponents send out a player to tag him, when the first side immediately sends out a second player to "cover" or protect the darer by trying to tag his opponent. The first side then sends out a second player to "cover" their first man. He is at liberty to tag either of the other two players. In this way any or all of the players may be out at one time, though it is unwise to leave the goal unguarded. Any player may tag any man from the opposite side who left his goal before he did, but none who came out after he did. Whenever a player returns to his home goal, which he may do at any time, the man who went out to cover him must return also, and of course the man who went out to cover this second one, etc. The issuing forth of players, or their return to the home goal, is subject at all times to the direction of the captain, though much independence of judgment should be exercised by the various players. The captain may also designate one player to guard the home goal and one to guard the prisoners whenever he chooses.
Any player caught (tagged) is placed in the opponents' prison ("prisoner's base"), where he must remain until rescued by one of his own side. The prisoner may reach as far out of the prison as possible, so long as one foot is within it. When there are several prisoners, they may take hold of hands or otherwise touch each other, as by the feet (this is optional with the prisoners), and reach forward as far as possible, to be tagged by a rescuer, so long as one of them (the last caught) keeps one foot within the prison goal. In such a line the first one caught should be farthest from the prison, the next one caught holding his hand, and so on in the order of capture. A guard should always be at hand to intercept any attempts at rescue. A prisoner and his rescuer may not be tagged while returning home, but the rescuer may be tagged before he touches the prisoner. One rescuer may free only one prisoner at a time. Whenever a player is caught, all of the others return to their home goals (except prisoners), and a fresh start is made in the game.
Much finessing is possible by engaging the enemy on one side of the ground, while a good runner is held in reserve to dash into the enemy's goal on the other side. Or one player may, by a wide detour, creep around unnoticed to the rear of the enemy's goal and enter it from that side.
Each side should have a captain to maintain discipline, to take general direction of the game, and to decide with the opposing captain any disputed points.
This game is more complicated than the one of the same name
previously described. It is well for beginners to start with
the first game. The author can testify from vivid recollections
the hold which this form of the game may have for successive
seasons on its devotees. Sometimes a "dare line" is drawn a few
feet in front of each home goal, which challenges the opponents
to a special thrill of venturesomeness. The game in this form,
as a small boy said to the author, is "the national game of
Minneapolis."
PRISONER'S BASE--III
_6 to 30 or more players._
_Playground; gymnasium._
The ground is divided according to the accompanying diagram; the players, who are divided into two equal parties, with a captain for each party, being stationed respectively in the goals marked _A_ and _B_, which are at the same end of the ground instead of at opposite ends, as in Prisoners' Base II. In the present form of the game, the prison belonging to each side is located directly opposite its own home goal at the farther end of the ground, instead of near its own goal, as in II. Rescue of a prisoner is by entry of the opponent's prison, not by tagging the prisoners; so there is no object in the prisoner's reaching out of the prison, as in the previous forms of the game.
The two parties decide by counting out, holders, drawing lots, or some other form of choice, which shall commence. One member of this side then runs out to the middle of the ground and gives a "nominy," or "dare," calling, "Chevy, chevy, chase! One, two, three!" As soon as he has called this (but not before), he is liable to be tagged by the opponents, who try to catch him before he can run home again. Should he reach home in safety, the opponents take their turn in sending a man to the middle to give a "dare" in the same way. A player need not run home, however, but may remain at large, another player from his side running out to cover or protect him by trying to tag the opponent. Several players from each team may be out in this way at one time. A player may be caught by any man who left his home goal after he did, but by none who left before him. Each player must therefore keep a sharp watch on his opponents to know which of them may tag him and which he may tag. This is continued until a prisoner is caught, when he is taken by his captor to the prison belonging to the side capturing him. A captor may not be tagged while taking a prisoner to prison, and is allowed to go back to his goal afterward without tagging. If a player can reach the opponents' prison without being tagged by an opponent, he releases the first prisoner taken there. Both may return home without being tagged. The object of the game is to place all of the players of the opponents' side in prison, and when that is accomplished, to take possession of the opponent's home goal. When this is done, the two parties change sides and begin again, the losing side being first to send a man into the field.
PRISONER'S BASE--IV
This differs from the preceding game only in the laying out of the ground, the prison for each party being on the opponent's side of the ground instead of on the side of the home goal. This arrangement decreases the risk in rescuing prisoners. All of the rules for the game are the same as in III.
PRISONER'S BASE--V
_10 to 30 or more players._
_Playground; gymnasium._
In this form of prisoner's base the ground is marked out in a square or oblong, the dimensions varying with the number of players and their age or ability as runners. For average players a ground measuring 60 × 60 feet is recommended. The two end boundaries serve as base lines, the territory beyond each belonging to the party on that side. In this respect the game differs from those previously described, in which a limited home goal is marked for each team. About ten feet from the base line, near the left-hand corner of the square or oblong, a small prison is marked for each team.
The first object of the game is to make prisoners of all the opponents. The second object of the game is to make runs into the enemy's territory and back again without being caught (tagged). Three such runs entitle the player making them to select a player from the opposing team as a prisoner, or to free one prisoner from his own team. Should a player be made a prisoner, any runs he may have made into the enemy's territory up to that time are lost in his account, and when freed, he must begin his score of runs over again to count three. A player returning home after a run into the enemy's territory may not capture a prisoner, or free one of his own men from prison on the way. A player may not be tagged after crossing the opponents' base line until he starts back. In returning home after such a run, a player may be tagged by any opponent who left his own goal after the runner left his own goal (not the enemy's goal), but not by any who started out before the runner started. This rule applies to the capture of opponents at any time, any player, for instance, on team A, being liable to capture by any opponent on team B who left his base line _after_ the A man, but not any who left it _before_ he left his own. Similarly, he may capture any player on team B who ventured forth before he did, but must be on his guard against any who came out after he did. Stepping over the side lines while being chased is equivalent to being caught; but this does not apply when escorting a prisoner or at any other time.
Prisoners may stretch out of the prison as far as possible so long as one foot is within it. As the number of prisoners increases, they may stretch out in one long file from the prison, provided each touches a hand or foot, or some other part of the next player. In such a file, the first prisoner captured should be the farthest away from the prison, the last one captured with at least one foot in the goal, and the others in relative order. After the first prisoner is caught, the game centers more on freeing or preventing the freeing of prisoners than on runs into the enemy's goal.
This is the form of Prisoner's Base preferred by Mr. Joseph Lee
of Boston, and described by him in _Playground_ (No. 8). Mr.
Lee says:--
"The interest of the game depends very much on locating the
prison in such a way as to give the right balance between the
forces of offense and defense. If it is placed close to the
base line of the side by which the capture has been made, it is
almost impossible to free the prisoner if there is any defense
at all. The game is often spoiled by this mistake. On the other
hand, it must not be placed too far out, for if it is, it
becomes impossible to win the game, because the line of
prisoners, when the side is nearly all caught, then extends to
a point so much nearer their own base line than to that of
their opponents that even the slowest runner on the losing side
can get down and free a prisoner before the fastest runner on
the opposite side can get out to stop him. The art of laying
out the ground is to have the prison placed far enough out to
make the freeing of the first prisoner reasonably easy, without
being so far out as to make the catching of the last one
impossible. In general, the game can be made lively and
comparatively unscientific by making the distance between the
base lines (the lines on which the two sides are lined up)
short, the field wide, and the prisons far out; and can be made
more difficult and less eventful by making it long and narrow,
with the prisons close in. If this latter tendency is carried
too far, however, freeing prisoners and making runs become at
last impossible, and the game is entirely stopped.... The game,
of course, is at its best when there is most going on and of
the most thrilling sort,--a lot of players making runs and
freeing and defending prisoners,--with flight and rally, charge
and rout, and triumph and despair."
PUSS IN A CORNER
_5 to 30 or more players._
_Schoolroom; playground; gymnasium._
All of the players but one are disposed in the corners or at convenient goals that will answer the same purpose. The odd player goes from one to another, saying, "Pussy wants a corner!" The player to whom this is addressed replies, "Go to my next-door neighbor." Any two of the other players meanwhile watch their opportunity to beckon to one another for exchanging places. They try to make this exchange of signals and to dash across from place to place when the attention of Puss is attracted in some other direction, as Pussy must try to secure a corner by rushing to any place that is vacant when the players thus exchange.
The sport of the game consists very largely in tantalizing Puss by making many exchanges, or, on the other hand, in Puss suddenly dashing for some vacant place without giving previous evidence of knowing of it. Whenever Puss secures a corner, the odd player left out becomes Puss.
Puss, when not succeeding in getting a corner as soon as desirable, may call "All change!" when all of the players must exchange places, and in the general flurry Puss should secure a place.
Out of doors.--This game may be very delightfully adapted to
outdoor play by each player taking a tree as a "corner," when
the dodging and running may be much more varied and
interesting than in the open space of a parlor or gymnasium.
PUSS IN THE CIRCLE
_10 to 30 or more players._
_Playground; gymnasium._
A large circle is marked on the ground or floor. One player, who is Puss, stands in the center of this circle; the other players stand outside of the circle surrounding it. These players may be tagged by Puss whenever they have a foot inside of the circle. They will make opportunity for this by stepping in and out of the circle, teasing Puss in every possible way to tag them. Any one whom Puss touches becomes a prisoner and is another Puss, joining the first Puss in the circle to help tag the others. The last one tagged is the winner of the game.
This is one of the games particularly suited to make a timid
child courageous, and a teacher or leader using the game with
little children should urge such timid children to take an
active part in the game.
RAILROAD TRAIN
_10 to 100 players._
_Parlor; schoolroom; out of doors._
Each player is named for some object on a train, such as engine, baggage car, dining car, smokestack, boiler, cylinders, wheels, oil, coal, engineer, porter, conductor, etc. One person is chosen to be the train master. He says in narrative form: "We must hurry and make up a train to go to Boston. I will take Number One _engine_ and some _coal_; have the _bell rope_ in order; be sure that the _cushions_ are brushed in the _sleeping car_," etc. As he names these objects, the player bearing each name runs to the starter and lines up behind him, each putting his hands on the shoulders of the one in front, the first one placing his on the shoulders of the starter. When all are on the train, the starter gives the signal for going, and the whole train moves out on its journey, which at the discretion of the starter will be up hill over obstacles, down hill from others, around loops and curves, etc.; and he may, under suitable circumstances, find a convenient place for a grand "smash-up" at the end.
For large numbers there should be several starters, starting several trains at once, and these may race for a given point at the end.
RED LION
_5 to 30 or more players._
_Playground; gymnasium._
A place is marked out at one side or end of the ground called the den. In this stands one player who is called Red Lion. The other players choose one of their number as a chief, who does not run, but stands at one side and directs the movements of the others. The chief calls "Loose!" to the Red Lion. After hearing this signal, the lion is free to run out whenever he chooses. The players venture near to the den, taunting the lion with the lines:--
"Red Lion, Red Lion, come out of your den!
Whoever you catch will be one of your men."
When the Red Lion thinks the players are sufficiently near to give him a good opportunity to catch one, he makes a sudden sortie and catches any player that he can. The player is not his prisoner until the Lion has held him and repeated three times "Red Lion!" Both the Lion and his prisoner must hurry back to the den, as all of the other players may turn upon them at once to drive them back with blows. This is generally restricted to hitting with caps. Thereafter, when the Red Lion issues forth, he must take the prisoner with him, hand in hand, both of them endeavoring together to catch one of the other players by putting their arms over his head.
The Red Lion and his man may not issue, however, from their den until the chief calls "Cow catcher!" or some other signal, as explained below. As in the previous case, when a prisoner is caught, he and his captors hurry to the den to avoid the buffeting of the other players. Each time that the Red Lion goes forth, all of his prisoners must go with him. The method in which they go, however, and in which they capture their prey, will be determined by the signals of the chief. When he calls "Cow catcher!" they must all run out in a long string, hand in hand, and capture their prisoner by any two in the line slipping their clasped hands over his head. If the chief calls "Tight!" the Red Lion and his men go forth in the same way, holding hands, and try to capture a player by surrounding him and so take him to the den. Should the chief call "Doubles!" then the Red Lion and his men come forth two by two, and try to capture their prisoners. The order in which these varied commands are given is entirely at the discretion of the chief.
At any time when the Red Lion and his men are out on the hunt, any of the other players may try to break apart the clasped hands of the hunters. Whenever this is done, the lions must rush back to their den, being driven back and buffeted by the outside players. The game ends when all of the men have been captured by the Red Lion's party. The last man to be caught is the winner, and becomes Red Lion for the next game.
RING-A-LIEVIO
(Ring-a-lee-ve-o)
_10 to 30 or more players._
_Out of doors._
This is a form of Hide and Seek in opposing parties. Players
who are caught are prisoners and may be freed as described. The
method of capture also differs from that in some other forms of
Hide and Seek.
A small goal or den about five feet square is drawn at some central point.
Two leaders are chosen who alternate in choosing players, until all are disposed in two groups. Lots are drawn or counting out resorted to between the captains to determine which side shall start out first. The remaining group takes its place in the den while the opponents go to some distant point, from which they call "Ready!" and immediately scatter and hide.
The group in the den, as soon as they hear the call "Ready!" start out for the chase, leaving one of their number to guard the den. Whenever a player is caught (tagging is not enough; the player must be firmly secured), the catcher calls "Caught! Caught! Caught!" and leads his prisoner to the den. The object of the game is to make prisoners of all of the hiding team. A prisoner may be freed from the den by one of the players from his group running out from his hiding place and tagging him. This may only be done, however, by the rescuer getting both feet in the den. Should this be accomplished, the rescuer calls "Ring-a-lievio!" as he dashes through the den, and both run for safety. The den keeper tries to catch them as they run away, but may not chase them beyond certain boundaries, which must be determined beforehand. Only one prisoner may be freed at a time. Prisoners are most easily freed when there are several in the den at once and the den keeper's attention is distracted to one side of the den while the prisoners are freed from the other.
This game, like all hiding games, is especially adapted to open
spaces, offering many hiding places, such as the edge of a
wood, a garden, park, or playground having considerable
shrubbery, or to a village street.
RINGMASTER
_10 to 60 players._
_Playground; gymnasium; parlor._
This may be made a very amusing game for young children. One is chosen for ringmaster and stands in the center. If he can flourish a whip like a true ringmaster in the circus, the interest of the game will be enhanced. The other players form a circle around him without clasping hands.
The ringmaster turns and moves around in a circle, snapping his whip at each flourish, and calling the name of some animal. The players in the circle immediately imitate the animal, both as to its movements and cries. For instance, for a bear they claw or run on "all fours," or climb and at the same time growl; for a frog they may hop or swim and croak. The list may include the hopping kangaroo, the snarling and springing tiger, the humped and swaying camel, the balking and braying donkey, the flopping and barking seal, the scratching and cackling hen, the ponderous and mooing cow, the neighing and galloping horse, etc.
The ringmaster at his discretion may announce, "We will all join the circus parade!" whereupon all of the animals should gallop around the circle in characteristic movements, each choosing an animal that he likes to represent.
ROBBERS AND SOLDIERS
_10 to 100 players._
_Out of doors._
This game is best played in the country, where there are woods
in which the robbers may hide.
The players are divided between robbers and soldiers, there being about ten robbers to fifty soldiers (the proportion of one to five). The larger and stronger players are usually selected for the robbers. The soldiers have one General who directs their movements, and the robbers a Captain. The robbers are given five or ten minutes' start from the prison. The soldiers stand at this place, marked as their fort or prison, until the General gives the command for the search to begin. The object of the robbers is to hide so that the soldiers may not find them, and when found, to resist capture if possible. They may hide by climbing trees or dodging behind them, conceal themselves in underbrush, under dead leaves, etc. If played aright, the game should be a very strenuous one, the resistance offered by the robbers requiring several soldiers to overcome. A robber may resist all of the way to prison. A guard is appointed by the General for the prison, and prisoners may run away at any time if not prevented by the guard.
The soldiers, in attempting to locate the robbers, will use many devices besides a simple hunt. For instance, they will form a large circle and gradually work in toward the center, thus surrounding any robbers who may be hidden within the territory so covered. The game is won when all of the robbers have been made prisoners. Old clothes are quite in order for this game.
The soldiers will find whistles of advantage for signaling each other for help.
This game has been a favorite one for many generations with the
boys at a large school near Copenhagen.
ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS, FORT CLARK, NORTH DAKOTA
_Reproduced by kind permission of the Bureau of Ethnology, Washington D.C., from "Games of the North American Indians," by Stewart Culin._ ]
ROLLING TARGET
_2 to 30 players._
_Gymnasium; playground._
This game consists in shooting or hurling through a rolling hoop a stick or gymnasium wand. The hoop may be from six inches to two feet in diameter. The smaller hoop is adapted only to expert players; it is well to begin with a hoop the size of a barrel hoop.
Where there are numerous players, they are divided into opposing teams, which alternate in throwing at the target (hoop). These players take places at intervals of about five feet along one side of the playground, each holding a spear (stick) to hurl at the hoop as it passes him. Another player stands at one end of the ground and sends the hoop rolling the full length of the space covered by the playing team; its course should be from ten to twenty feet distant from the line-up of the team and parallel to the latter.
As the hoop passes him, each player in turn hurls his spear at it. This is best done with the spear held horizontally at a height of about the middle of the hoop. Each spear that successfully goes through the hoop scores one point for its team. Each team has three rounds, and then gives place to the opponents. The team first scoring one hundred points wins the game.
When there are not enough players to put into teams, each player scores independently, the first to make twenty points winning.
For obvious reasons of safety, no player should be allowed on the side toward which the spears are hurled. This game may be played capitally with bean bags instead of sticks.
This is an adaptation of one of the hoop and pole games played
by the North American Indians, and is almost the only game of
theirs that has not been previously adopted by the whites. The
instant success of the game with boys, who ask to stay after
school to play it, would indicate a valuable acquisition.
Different tribes of Indians play with different sized hoops,
the illustration showing a very small one. The author is
indebted for this to the remarkable collection, _Games of the
North American Indians_, by Mr. Stewart Culin.
ROUND AND ROUND WENT THE GALLANT SHIP
_4 to 30 or more players._
_Indoors; out of doors._
This is a simple little game for very little children, consisting simply in dancing around in a circle with clasped hands as the following verse is recited, and "bobbing" down quickly as the ship goes to the bottom of the sea:--
"Three times round went our gallant ship,
And three times round went she;
Three times round went our gallant ship,
Then she sank to the bottom of the sea."
A tumble as the ship goes down adds much to the spirit of the play.
RUN, SHEEP, RUN!
_10 to 30 or more players._
_Out of doors._
This is a form of hide-and-seek, but the hiding and the seeking
are done by parties instead of individually, each party acting
under the direction of a captain. Any number of players may
take part, but from four to six on a side are perhaps best.
Two captains are chosen, who in turn alternately choose players until all the players are divided into two parties. One party becomes a searching party (chosen by lot, "holders," or counting out between the captains) and remains at the goal, while the other party goes out with its captain, who directs the various individuals where to hide, after agreeing with his party on a series of signals to be used, as described below. When all are hidden, this captain goes back to the searchers, who at once start out on the hunt under the direction of their captain, who may divide or dispose of his party as he sees fit. The captain of the hiding party remains with the searchers, calling out signals to his hidden men which shall enable them to approach nearer to the goal by dodging from one hiding place to another, always trying to keep out of sight of the searchers. Neither party, however, may run for the goal until its own captain shouts "Run, sheep, run!" The captain of the hiding party is generally the first one to give this signal, and he does so whenever he thinks his men are well placed to make the goal. The captain of the searchers naturally gives the signal to his players as soon as he hears his competitor calling it, as the game is won by the party of which one player first reaches the goal.
Should any member of the searching party catch sight of an opposing player before all run for the goal, he tells his captain, who at once shouts, "Run, sheep, run!"
Any signals may be agreed on between the captain of the hiding party and his men; the following are examples:--
"Red!" meaning "Danger."
"Green!" meaning "Go around the house to the left."
"Blue!" meaning "Go around the house to the right."
"Purple!" meaning "Stand still."
"Yellow!" meaning "Keep on going in the same direction and get nearer to the goal."
SADDLE THE NAG
_6 to 30 or more players._
_Playground; gymnasium._
This is a game of leapfrog. The players are divided into equal parties, with a chief for each. One of the chiefs stands with his back to a wall or fence, and all of his party bend their backs as for leapfrog, the first with his head against the chief, and the others, one behind the other, in a line stretching out in front of him. Each player in the line braces his shoulder against the stooping player next in front, or each may grasp the forward player around the waist. The heads should all be turned to the same side. One of the opposite side then leaps on the back of the player farthest from the wall, and tries to make his way over the backs of the entire line to the chief to "crown" him; that is, to place his hand on his head. The players who are making "backs" try in every way, without rising to a standing position, to throw this player off and so prevent his crowning their chief. Each player of the "out" side tries in turn to crown the chief. Should they be unsuccessful the sides change. If one or more players succeed in crowning the chief, each successful player has a second chance before the sides change. The side that succeeds in oftenest crowning its opponent's chief wins the game. The limit of the game is usually placed at six trials for each side.
SARDINES
_10 to 30 or more players._
_Playground; house party._
This is a game of hide and seek that reverses some of the usual methods of playing the game. The player chosen to be It, instead of blinding goes out himself to hide, while all of the other players stay at the goal. While one of their number counts one hundred, they must all either blind their eyes or be shut in one room to give the hider a fair chance. After counting, they shout "One hundred!" and all start out to hunt for the hider. Any player discovering him must, after making sure that none of the others observe him, hide in the same place with the hider. If necessary, he must linger near until there is opportunity to do this without being discovered. If there should not be room to hide in the same place, the finder must take a seat in plain sight near the hiding place. Sometimes a large number of players will be seated in a room or in a group out of doors, while the last unfortunate hunters try to locate some clever hiding place which is obviously near but hard to detect. Of course it is better for the players to actually hide with the first hider, if practicable, which probably suggested, on occasion, being "packed in like sardines."
This is one of the most interesting house party games for young people for either out of doors or within.
SCHOOLROOM TAG
_10 to 60 players._
_Schoolroom._
A circle about three feet in diameter is drawn on the floor in the front of the room and serves as a goal. One player is chosen to be It, and stands ten feet from the goal. The other players sit at their desks. The one who is It calls the name of some player, who must at once rise and try to run through the goal and return to his seat without being tagged. In order to do this, he may have to make quite a detour before passing through the goal, or he may be able to run through it at the opening of the chase. The chaser must also run through the goal before he may tag the runner. If the chaser succeeds in tagging the runner, he continues to be chaser, and calls the name of another player to run. If the runner gets to his seat without being tagged, he changes places with the other and becomes It.
This game is printed with the kind permission of the Alumni
Association of the Boston Normal School of Gymnastics, from the
book entitled _One Hundred and Fifty Gymnastic Games_.
SHADOW TAG
_4 to 60 players._
_Out of doors._
This is a very pretty form of tag, suitable for little
children, and they delight in playing it. It hardly need be
said that it requires a sunny day.
The player who is It tries to step or jump on to the shadow of some other player, and if successful, announces the fact by calling the name of the player. That player then becomes It.
The teacher or leader will need to encourage the children to venture boldly into the open spaces, where the shadows become apparent, rather than to huddle on one side of the ground, where the chaser cannot reach the shadows.
SHUTTLE RELAY
(Double Relay)
_20 to 100 players._
_Playground; gymnasium._
This form of relay race is especially adapted to large numbers
in limited space. The action is more rapid than in the single
relay, although each runner runs only half as far.
The players are divided into two or more groups of equal numbers. Each group in turn is divided into two divisions, which stand facing each other in single file, with the leader of each division toeing a starting line. There should be from fifty to one hundred and fifty feet between the starting lines. At a signal, the leaders on one side of the ground run forward, but instead of touching a goal or terminal line at the opposite end of the ground, the runner "touches off" (touches the outstretched hand of) the leader of the line facing him, and passes at once away from the playing space. He should not line up again with his team.
The player thus touched dashes forward in his turn and touches the first player in the file facing him, from which Number One came, and passes off the game limits. Each player thus runs only in one direction, instead of in two, as in a single relay race. The team wins whose last player first dashes across the starting line opposite him.
As in the single relay race, this may be played by handing a
flag from one runner to the next, instead of "touching off." If
a flag be used, it should not be on a stick because of danger
to the eyes.
This game may also be played with strict observance of athletic
rules. The first runners should then be started with the
signals, "On your mark!" "Get set!" (or "Get ready!") and "Go!"
There should be a judge to watch fouls for each division of
each team, and two judges at the finish. Fouls consist in
starting over the line, even with part of the foot, before
being touched off, or in a failure to actually touch. The teams
win in the order of finishing, plus consideration of the number
of fouls, as described for the Potato Shuttle Relay.
SIEGE
_10 to 30 players._
_Out of doors; barn._
This game is suitable for a barn; the greater the number of open doors and windows available in the barn the better.
The players are divided into two equal parties, one of which personate defenders, and take their places in the barn, with the doors and windows open. The other party are the besiegers, and are stationed outside the barn. The fighting is done by means of weeds specially prepared for the purpose. The weeds commonly called redroot or iron-weed are very good for this. The stems, measuring about a foot and a half in length, are stripped except for a small leaf or tuft of leaves at one end. On the opposite end the root is cut away so as to leave only a small knob which will serve to weight the missile.
The game opens with each party provided with a pile of this ammunition, which is thrown at the opponents through the doors and windows of the barn. A player hit once with a dart is considered "wounded," but may keep on playing. A player hit twice is "killed," and is out of the game. Each party must keep within its own bounds.
The party wins which has the fewest killed at the end of the game.
This was a favorite game with a group of Long Island boys, from
one of whom the author obtained it.
SINGLE RELAY RACE
_10 to 100 players._
_Playground; gymnasium._
This game differs from the track event known as a Relay Race.
The form here given is one of the best for engaging in
strenuous exercise all of a large number of players in a
limited playing space.
A wall or fence is chosen for a goal, or a line may be drawn across the ground for this purpose, or a goal object may be placed for each team, around which each player on the team must run. From fifty to a hundred feet back of this goal, or objective point, and parallel to it, a line is drawn to serve as a starting line.
The players are divided into two or more groups of equal numbers. Each group lines up in single file behind the starting line. If possible, there should be at least five feet distance sideways between the files. The first player of each file stands toeing the starting line, and at a signal runs forward to the goal, touches it with his hand if it be a wall or fence, or with his foot if it be a line on the ground, or runs around it if it be an object. He then runs back to his line and touches the outstretched hand of the next player (called "touching off"), who should have moved forward to toe the starting line. As soon as this touch is received, this player in turn runs forward, touches the goal, and returns in the same way. Each player as he returns leaves the playing space at the rear. The file moves up one place each time that a runner starts, so that the next player will toe the starting line.
The file wins whose last runner is first to dash across the starting line on his return run. If desired, each runner may hold a flag in his hand and pass it to the next player, instead of merely touching the hand. This flag should not be on a stick, which is dangerous for the runner receiving it.
Starting over the line before being touched by a returning runner is a foul. Where athletic procedure is not observed, this starting over the line may be penalized by having the transgressor go back and start over again. In an athletic event it disqualifies the team, unless the competing teams have made an equal or greater number of fouls.
Where this game is played in strict athletic form, the first
start is made in response to the usual signals: (1) "On your
mark!" (2) "Get set!" (or "Get ready!") (3) "Go!" In
competitive events of this sort, crossing the starting line
before being touched off is a foul; also touching a goal object
around which the players may have to run. There should be a
judge of fouls for each team and two judges at the finish. The
team wins which finishes first with the fewest number of fouls,
as explained for the Potato Race. The simple "touch-off," and
not the handing of flags, is customary in athletic procedure.
SKIN THE GOAT
_6 to 20 or more players._
_Playground; gymnasium._
This is a game of leapfrog, differing from Saddle the Nag in
the gradual lengthening of the line of backs, though there are
similar features in the two games. The players in this game are
not divided into opposing parties.
One player stands with his back against a wall or fence. Another player stoops, with his head against the breast or stomach of this first player. A third player jumps upon the back thus made and tries to "crown" the player standing against the wall, that is, to place his hand on his head. The player, who is making the "back" tries in every way (except by straightening up) to throw the player off his back and so prevent his crowning of the standing player. If the "back" succeeds in doing this, the one whom he throws off takes his place behind this stooping player in the same general position, grasping him around the waist and bending his head to one side or against the forward player, thus lengthening the line of backs. Another player then jumps on the backs, tries to make his way to the one who is upright and crown him. Any player who succeeds in crowning the upright player changes places with him, the one winning who has done this the most times when the play ends.
SKYTE THE BOB
_2 to 10 players._
_Playground; seashore._
_Note._--The word "skyte" means a sharp, glancing blow, and as
here used indicates the way in which the stones are thrown at
the "bob."
This game is played with buttons and stones. Each player is provided with one or more buttons called "men." A small, flat stone about the size of a quarter may be used as a man in place of a button. In addition, each player is provided with a flat stone called a "pitcher." A flat stone, small, but somewhat larger than the pitchers, is placed on the ground as a base on which the men are piled, and is called the "bob." The game consists in hitting the bob with a pitcher so as to knock over the pile of men, the men becoming the property of the thrower or not, according to their position as they fall.
Comments
Log in to leave a comment.
Games for the Playground, Home, School and GymnasiumChapter I: With One Back: II. with Two or More Backs (2)
0%36 min left in chapter