Games And Play For School Morale A Course Of Graded Games For S
Chapter 3
The center player tosses the ball to anyone in the outside ring and runs out. The player to whom the ball is tossed must catch it, place it in the center of the ring and chase the one who tossed it. This player tries to get back to the center to touch the ball before being tagged. If he is tagged he takes a place in the circle. If he succeeds in touching the ball he again throws the ball to some other player and the game begins again. If the chase continues too long, time may be called by the teacher.
It is permissible to have two or more balls of different kinds used and several sets of runners going at the same time.
Sixth Grade
THE FLYING BALL
The players stand in a circle facing the center, some distance apart. One player called the "center" stands within the circle. A basketball is thrown from one player to another, across the circle, or may be passed to the nearest neighbor. The center tries to touch the ball. If he succeeds, the one who last threw the ball or dropped it, becomes center.
GUESS WHO
Two files, A and B, stand on opposite sides of the room, facing each other. One player of file A stands in the center of the room facing his file. A hollow rubber ball or tennis ball is passed to anyone in file B, from where the ball is thrown to hit the center player. If he is struck he will quickly turn and try to discover the ball thrower. If he guesses the right one they exchange places, the one going to the center always facing his file. If the center player guesses incorrectly, he remains in the center, but faces about so as to give the other rank a chance to hit him. In case the thrower fails to strike he must exchange places with center.
BEETLE GOES AROUND
The players form a circle, facing inward, with hands behind body. One player who carries in his hand a towel knotted at one end walks outside the circle. After walking or running a short distance, saying "Beetle is out, don't face about," he puts the beetle in the hands of someone, saying "Beetle move," at the same time taking his place. The one receiving the beetle strikes the player to his right, who, trying to avoid the beetle, runs quickly around the circle to his place. If the one to the right is caught, he becomes the new beetle. The game continues until all have had the beetle. Those who have had the beetle once fold arms, thus avoiding being given the beetle a second time.
HAWK AND HEN
A file of ten or twelve players, so-called "hens," stand in line behind each other, hands on shoulders of player in front. The first player raises her arms shoulder high to protect those behind her. One player, the "hawk," tries to catch one of the hens, not the first and second of the file. The first hen must face the hawk throughout all the movements and in order to keep out of the hawk's reach, all the other hens must keep in line with her. A hen caught is out of the play. Both the hawk and first hen take position at rear end of the file, the next two hens becoming hawk and hen.
BOGEY-MAN
One player, called the Bogey-Man, stands on one goal. All the other players stand on the goal opposite. The Bogey-man runs out and calls "Are you afraid of the Bogey-Man?" at which the other players run forward toward his goal, whereat the Bogey-Man tries to capture one of the players. The one caught must follow the Bogey-Man to the opposite goal and from here both run, with or without joining hands, to catch the rest of the players. When all have been caught, the first player caught becomes "Bogey-Man."
DAY AND NIGHT
The players are divided into two teams formed in two lines about three feet apart, facing in opposite directions.
Goal ______________________________ | | | | |------------------------------| Day Leader | o | |------------------------------| Night | | |______________________________| Goal
The leader has a disk painted black on one side and white on the other. A coin may be used in place of a disk. In front of each party at a distance of about fifteen paces is a goal. The leader throws up the disk. If the white side is up when the disk has alighted, he calls out "Day." The day party then rushes toward its goal and the night party pursues, catching as many of the "Day" party as possible. These they take back to their own goal. The captured members are now out of the game. The sides return to their places and the disk is thrown up again. The game is continued until all players on one of the sides are out.
BOUNDARY BALL
The players are arranged as shown in figure. The length of the space is about thirty paces, "a--a" being the outer boundaries and "b" a center line. The two parties stand about ten paces from the center line. A member of the first party throws the ball. The members of the second party catch it or stop it from rolling. The catcher then throws the ball back to the first party and so on until either party succeeds in passing the ball across the outer boundary line of the other party.
| ) : b ( | a | ) : ( | a | ) : ( | | ) : ( | ----------------------------------------------
FRENCH BLIND MAN'S BUFF
A player blindfolded and furnished with a wand stands in the center of the room. The other players join hands and walk or hop around him until he signals them to stop, by tapping the floor with his wand. He points the wand at some one in the ring. The one at whom he points takes the end of the wand, and holding it must answer any three questions the blindfolded player may choose to ask. The player who answers may disguise his voice. If the blindfolded player recognizes the voice, the two players change places.
BULL IN THE RING
The players join hands and form a circle. One is chosen bull and wanders about in the inside, testing the circle in an effort to get out. If he breaks through and escapes the keepers chase him. The one catching him in turn becomes bull.
CALL BALL
A basketball is needed for this game. The players, 10 to 30, are numbered and form a circle, one of the players standing in the center. The object is to catch the ball before the second bounce, when one number has been called.
The player in the center tosses the ball high up within the circle, at the same time calling the number of some player. The one called must quickly run and catch the ball on the first bounce. If he catches the ball he tosses it up and calls the number of some other player. If the ball is not caught the first player again tosses it up. The ball may be caught on the fly.
To vary the game, form sides, numbering the players, the odd numbers forming one side, the even numbers the other. The odd numbers must call on the even, and vice versa. One point is counted for every ball caught, and the side with the highest score after twenty tosses wins.
ARCH GOAL BALL
Basketball and basket goal are necessary equipment. The players (8 to 10 on a team) are divided into seven groups and line up in a single file in two or more lines, facing a basketball goal. Each line has a basketball and stands behind a starting line.
A game is finished when the last man on the team has crossed the starting line before the others have finished.
At a signal each leader passes the ball backward overhead and the next player takes it and passes it on in the same way, and so on down the line. When the last player receives the ball, he runs forward and tries to throw it into the basket standing on a line marked from five to ten feet from the goal. He is allowed but one throw, when he quickly takes his place at the front of his line (the line moving backward in place to make room for him), and he at once passes the ball backward overhead. The last player in turn runs forward, tries for the goal, and this is repeated until each player in line has thrown for goal.
Two points are scored for each team making the goal, one point may be given for finishing first. The team having the highest score wins.
Sometimes the game is played with a time limit. In this case each player throws until he succeeds in getting the ball into the basket. The team wins whose last man finished first.
CHICKEN AND FOX
Two players are chosen--one to be the mother hen and the other to be the fox, who is after a chicken for his meal. The other players are in the brood--each one of them grasps the one in front of him, beginning with the largest, and placing themselves in line behind their mother. As the fox appears the hen says, "What do you want, Fox?" The fox replies, "I want a chicken." The hen in turn says, "Where will you get it?" The fox then replies "Out of your flock." The fox then runs to the right and left trying to pass the mother and get one of the chickens. The one caught becomes fox and the hen takes her place at the end of the line. The second in line in turn becomes mother hen.
Seventh Grade
CHANGING PLACES
All players but one stand in a circle of about seven yards or more in diameter facing inward. The odd player stands in the middle. Each player is given a number which he retains all through the game. The teacher calls out two numbers (but not, of course, that of the player in the middle) and the players so numbered must change places in the circle. While they are doing so the odd player must try to get into one of the vacant places first, and if he is successful the ousted player becomes the odd man in the center.
STEAL THE HANDKERCHIEF
Players form in two lines facing each other and about eight yards apart. Each line is numbered so that there are corresponding numbers on each side. The leader then takes a rag, places it midway between the two lines. He then calls a number, and the players on each side having that number will rush forward and attempt to steal the handkerchief. The one succeeding scores one point for his side. The players return and the game continues; the side scoring highest wins.
ON THE BANK--IN THE POND
Players form in a single file. An imaginary line to the left of the column designated as the Bank and an imaginary line to the right of the column designated as the Pond. These lines are about three feet apart. Teacher facing column calls out "On the Bank," the players jumping onto the Bank. He then calls out, "In the Pond," the players jumping into the Pond. At each command the teacher moves his hand to the opposite line from which players are located. In order to keep players "on their toes," teacher calls "In the Pond" when the men are in the Pond and at the same time moves his hand in the direction of the Bank. Those who jump across or remain behind when the command is given to do otherwise are out of the game.
MAZE
All the players except two stand in parallel ranks, one behind the other. The distance between each player and each rank is that of "double arms' length," so that whichever direction the ranks may face with arms extended horizontally a line of players with finger tips touching will be formed. The ranks should be drawn up so as to form a square as nearly as possible. The chaser has to pursue the runner up and down the lines until he catches him, neither being permitted to pass under the outstretched arms. The teacher makes sudden changes in the lines by calling "right turn" or "left turn," on which all turn in the required direction, still keeping the arms outstretched. These sudden changes alter the direction of the paths down which the two players may run. The interest depends greatly upon the judgment of the leader in giving the commands "right (or left) turn." They should be given frequently--and sharply, and often just at the moment when the chaser is about to catch the runner. The game continues until runner is caught, or a time reached when a new chaser and runner are chosen.
The game may be played with hands on hips instead of arms outstretched.
BOMBARDMENT
Playground or gymnasium suitable place for this game. Basketball and Indian clubs are necessary equipment. Number of players 10 to 40. The ground is divided into two equal fields by a line across the center. At the rear of each field a row of Indian clubs is set up, there being the same number of pins as players. Should the number of pins be so great as to require their being closer than two feet, a second row should be placed in front of the first so that each club stands opposite a space in the preceding row of clubs.
The players are divided into two teams, from five to twenty in each team. The players stand behind their clubs and the dividing line in any scattered formation. Several balls should be put in play if a large number are playing.
The object is to knock down the opponents' clubs. Each player acts both as a guard to protect his clubs, and as a thrower. He may throw whenever he can secure a ball, there being no order in which players should throw. Balls may be made to displace the opponents' clubs by being thrown against the wall behind the clubs so that they will rebound, knocking the clubs down from the rear. No player is permitted to cross the center line. The game is most interesting when several balls are in play at once. For each club overturned the side which knocked it down scores one. Every club overturned by a player on his own side spoils one for the opponents. The game is played in time limits of from one to twenty minutes, the side winning which has the highest score at the end of that time.
JAPANESE TAG
The players are scattered within a limited playing area. This game is played like ordinary tag except that "it" must place one hand on the spot where he was tagged and hold it there while trying to tag another man. Any player running outside of the playing area automatically becomes "it".
HOOK ARM TAG
Players paired in circular formation, inside arms hooked at elbows, outside hands on hips. Two players stand in the center, one is "it," the other is chased by "it". The chased player runs about the circle either inside or out and may hook the elbow of any player. The player he catches holds fast to him and a third player is then the one to be chased. If he tags a player chased, before he can hook an arm, the latter must chase "it" or someone set free by "it," and the game continues.
CROSSING NO MAN'S LAND
Formation--In single line.
A parallel line is drawn about fifty feet in front and the player being "it" stands between this line and the players. At a signal, players change to the opposite line. "It" tries to catch as many runners as possible. Players so caught must help "it" catch the others. After such charge those uncaught assemble themselves and try to charge back to previous base. Players charge and re-charge until all have been caught.
OBJECT RELAY RACE
Players stand in files, an equal number in each file. Opposite and at about fifteen and twenty yards respectively from the front player of each file, two circles (about eight inches in diameter) are marked on the ground, one straight behind the other. In the nearest of each of the circles an object (stone, stick, club) is placed. At the command "Go" the first player of each file races to the first circle, seizes the object and places it in the second circle, five yards off. He then races back and touches the outstretched hand of the next player in his row. The latter then races to the object and in the same way places it back in the near circle, and so alternately until each player of the row has had his turn. The last player, having deposited the object in the circle, races back to the line which the front players were originally "toeing". The first row to finish wins. Each player after touching the outstretched hand of the "next to run" places himself at the rear of his row, which keeps moving forward so that the next to run is always "toeing" the original line.
PASS AND TOSS RELAY
This game is suitable for playground, gymnasium or classroom. Equipment necessary is Bean Bag or ball. Number of players preferably 8 to 10 on a team. The players stand in two or more even ranks, facing sideways and numbered consecutively. The players at either end step two paces forward of the ranks, to the points marked 1 and 10 respectively, as they are to be in a position to catch the ball tossed by some other player.
+-------------------------------------+ | O------ O | | 2 3 4 5 6 7 8 9 | +-------------------------------------+
No. 1 of each team tries to return to his original position first.
Player No. 1 has a bean bag (or ball) and at a signal for starting runs toward the rear and as he runs tosses the bag to No. 10. The line immediately moves forward one place, No. 2 stepping into the place vacated by No. 1. Upon catching the bag, No. 10 takes his place in line with the rank, and passes the bag to his next neighbor, No. 9. The bag is then passed rapidly up the line until it is received by No. 3, who tosses it to No. 2. No. 2 in turn, as soon as he receives the bag, dashes for the rear, tossing the bag as he goes to the player standing at 10, who in this case will be No. 1. The line again moves up--No. 3 now stepping out to the place marked 1. The play is continued until No. 1 is back in his original position. The rank getting the bag around to No. 1 first after he returns to his original position wins the game. No. 1 should hold the bag up at arm's length as soon as he gets its as a signal that his rank has completed its play.
DOWN AND UP
Players form in column of files.
All spread legs. First player in the column passes some object (stick, stone, hat, eraser, bean bag) back between legs to the next player, who passes it on. When the last player in the column has received it he yells "Down" and runs forward astraddle the other players to the head of the column. The other players quickly rise and the object is passed back between the legs until all have carried it forward.
ZIG ZAG RELAY
Players form in columns of files.
Place four bean bags four feet apart at a distance of ten feet in front of each column in direction of depth. At a signal the first player in each column runs to the right of the first bag, passes it and then runs to the left of the second, to the right of the third, to the left of the fourth and around it and then zig-zags back. When he reaches the starting line, he touches off a second player who, in turn, proceeds to duplicate the first player's performance. Column finishing first scores.
Eighth Grade
CROWS AND CRANES
Players form in two lines, back to back and at about one yard interval. One line is designated "Crows" and the other "Cranes." If the leader calls out "Cranes," the Cranes will rush forward about thirty feet across a safety line, and the line designated as Crows will turn around and attempt to tag his opposing player before he has crossed the distance to the safety line. If the leader calls "Crows," the Crows will rush forward to their safety zone. Those who are tagged must go over to the other side. The team having the largest number of players at the expiration of a given time wins. The game can be made more intensive by the leader if he drawls out the "r" in either Crows or Cranes.
JUMPING CIRCLE
Players form a circle about 30 feet in diameter. One player in center holds a light rope about fifteen feet long with a soft weight on one end. The player in the center swings the rope around so that players in the circle have to jump it. Player failing to jump the rope has a point counted against him or he may be made to withdraw from the game.
HINDU TAG
The players are scattered in a limited playing area, about fifty feet square. One player is "it". He chases players about and may tag anyone who is in "safe" position (on both knees, forehead on ground). Players ought not to remain in one place, but must move about. Any player tagged is "it". Players should not go out of playing area. Anyone doing so is automatically "it".
SWAT TO THE RIGHT
Any number of players may participate. Players form a circle, hands behind back, facing in, eyes closed. One player carrying a swatter (belt, knotted towel, etc.), runs around outside of circle and places swatter in someone's hand. The player receiving it immediately hits the player to the right. The player who is being hit, runs around the circle until he is back to his starting position. The player with the swatter follows the runner and swats him until he is back in position. The player with the swatter runs on and places it in the hands of some other player.
SQUAT TAG
The players are scattered within a limited playing area. One player is "it". He can touch anyone who is not in a full squat position. The player touched becomes "it" and chases about after some other player. Players who for fear of being made "it" remain in the squat position should be pushed over. The squat position consists of knees full bent with hands on hips.
TEN STEPS
One player who is "it" blinds his eyes and counts ten while all the other players run for hiding places. As soon as the one who is "it" says "ten," the players must stand motionless wherever they may happen to be while he turns at once to look for them. Any player whom he sees moving must come back to the goal and start over again. The "blinder" repeats this five times, and any player not entirely out of sight the fifth time the blinder turns must change places with him, while the original "it" becomes a spectator.
After counting "ten" and turning to look for moving players five times, the hunter counts one hundred to give players chance to reach their final hiding places and the game continues as in regular I Spy.
HANG TAG
One player is chosen chaser or "it" and changes places with anyone whom he can tag. Players may escape being tagged by hanging from anything overhead which will enable them to lift their feet from the floor. Played out of doors, players will naturally save themselves by catching hold of the branches of trees. If played in a gymnasium or playground pieces of apparatus may be used for the same purpose. Players are also considered safe if instead of hanging by their hands, they throw themselves across some obstacle such as a fence, which enables them to lift their feet from the ground. No two players may hang from the same piece of apparatus. The last one taking possession may keep his position, the one before him being obliged to find another place. This keeps the players constantly on the move and the game becomes more interesting.
CLUB SNATCH
A goal is marked off across each end of the playground. An Indian club is placed midway between the goals. A starting base is marked on each goal line in line with the club. The players are divided into two equal teams, each having a captain. Each party takes its place in one of the goals. The object of the game is for one of the runners to snatch the club and return to his goal before a runner from the opposite side tags him, both leaving their starting bases at the same time on a signal. The players on each team run in turn, the captains naming the runner each time.
INDIAN CLUB WRESTLE
Players come up in files not more than eight in a file. Each file forms a circle. In the middle of each circle four Indian clubs are placed. At the signal "go" each circle joins hands and pulls. When the umpire sees that any player in any circle has knocked down a club he calls "Out One." That player withdraws from the game. All stop playing and wait for the signal "go" and the play is repeated. When any one of the circles has been reduced to one player, the game ends, the circle scoring that has the largest number of players left.
PASS ROUND