Games for the Playground, Home, School and Gymnasium
Chapter 10
At a signal the next row of players take each a club and return it to one of the crosses, returning for another, etc., until all are placed. The next runners return the clubs to the circle, and so on until each player in the files has taken part. The file wins whose last player is first to get back to the starting line after placing the last club. In case of a tie, the last three players from the tied files may be required to repeat the play.
This is one of the best games for training in self-control, and a teacher should strictly enforce the rules. Any player starting over the line before the signal, or standing with the foot beyond it before starting, should go back and start over again. Whenever a club falls down, or is not placed on the cross or in the circle, the player who placed it must go back and stand it upright or it counts as a foul.
I SAY, "STOOP!"
_5 to 60 or more players._
_Playground; gymnasium; schoolroom._
This game is a variation of the old familiar game "Simon says," but calls for much more activity than the latter game.
The players stand in a circle, and in front of them the leader or teacher. The teacher says quickly, "I say, stoop!" and immediately stoops himself and rises again, somewhat as in a courtesy. The players all imitate the action; but when the leader says, "I say, stand!" at the same time stooping himself, the players should remain standing. Any who make a mistake and stoop when the leader says, "I say, stand!" are out of the game.
This may be made a very amusing little game to fill in a few dull moments, and when used in the schoolroom, it serves to refresh tired minds very quickly. The leader should speak and move very rapidly and make unexpected variations in the order in which the two commands are given.
I SPY
(See _Hide and Seek_ for list of other games of this type.)
_3 to 30 or more players._
_Out of doors; indoors._
One player is chosen to be the spy, who blinds his eyes at a central goal while the other players scatter and hide. The spy counts one hundred, upon the completion of which he announces his readiness to take up the hunt by shouting aloud:--
"One, two, three! Look out for me, For I am coming and I can see!"
Or he may shout only the word "Coming!" as he leaves the goal, or merely the last count, "One hundred!" The spy endeavors to detect as many hidden players as possible, and for each player must dash back to the goal, hit it three times, and call out, "One, two, three for ----," naming the player. Should he make a mistake in identity, the player really seen and the one named by mistake are both free and may return to the goal without further danger. As soon, however, as a player knows he has been detected by the spy, he should race with the latter for the goal, and should he reach it first, should hit it three times and call out, "One, two, three for me!" Any player who can thus make the goal after the spy has started on his hunt may save himself in this way, whether he has been detected or not. Should all of the players save themselves in this way, the same spy must blind for the next game. This, however, seldom happens. The first one caught by the spy, that is, the first one for whom he touches the goal, becomes spy for the next game.
JACK BE NIMBLE
_10 to 60 players._
_Indoors; out of doors; schoolroom._
This game is suitable for very little children. Some small object about six or eight inches high is placed upright on the floor to represent a candlestick. This may be a small box, a book, bottle, or anything that will stand upright; or a cornucopia of paper may be made to answer the purpose. The players run in single file and jump with both feet at once over the candlestick, while all repeat the old rhyme:--
"Jack be nimble, Jack be quick, And Jack jump over the candlestick."
When there are more than ten players, it is advisable to have several candlesticks and several files running at once. In the schoolroom there should be a candlestick for each two rows of players, and these should encircle one row of seats as they run.
JACOB AND RACHEL
_10 to 30 or more players._
_Playground; gymnasium; parlor._
All of the players but two form a circle with clasped hands. The two odd players are placed in the center, one of them, "Jacob," being blindfolded. The object of the game is for Jacob to catch the other player, "Rachel," by the sound of her voice; but Rachel is supposed to be rather coy, and to do all in her power to avoid being caught by Jacob, even though she answer his questions.
Jacob begins the game by asking, "Rachel, where art thou?" Rachel replies, "Here am I, Jacob," and immediately tiptoes to some other point in the ring, trying to evade Jacob's outstretched hands as he gropes for her. Rachel may stoop to evade being caught, or may dash from one side of the ring to the other, or resort to any tactics except leaving the ring. Jacob may repeat his question whenever he wishes, and Rachel must answer each time.
When Rachel is caught, Jacob returns to the ring, Rachel is blindfolded and chooses a new Jacob, this time taking the aggressive part and seeking him with the question, "Where art thou, Jacob?" etc.
When the game is played by both boys and girls, the names are used properly, but where all boys or all girls are playing, the same names are used, but one of the party is personated by a player of the opposite sex.
JAPANESE CRAB RACE
_2 to 60 or more players._
_Gymnasium; playground._
If there be but few players for this game, it may be played as a simple race, without the relay feature, as here described. For large numbers the relay idea will be advisable.
The players are lined up behind a starting line, in from two to five single files, each containing the same number. Opposite each file, at a distance of from twenty-five to forty feet, there should be drawn a circle about three feet in diameter. The game consists in a race run backward on feet and hands (or "all fours") to the circles. To start, the first player in each file gets in position, with his heels on the starting line and his back to the circle for which he is to run; and all start together at a signal, the player who first reaches his circle scoring one point for his team. Others follow in turn.
Until one has tried this, it would be difficult to realize how thoroughly the sense of direction and the power to guide one's movements are lost while running in such a position. It is one of the jolliest possible games for the gymnasium.
JAPANESE TAG
_4 to 60 or more players._
_Indoors; out of doors._
One player is chaser, or It, and tries to touch or tag all of the other players, the one tagged then becoming chaser. In this form of the game, however, whenever a player is touched or tagged, he must place his left hand on the spot touched, whether it be his back, knee, elbow, ankle, or any other part of the body, and in that position must chase the other players. He is relieved of this position only when he succeeds in tagging some one else.
As in other tag games where there are large numbers of players, several players may take the part of the tagger, or It, at the same time.
JOHNNY RIDE A PONY
_10 to 60 players._
_Playground; gymnasium._
This is a game of leapfrog. The players are divided into two even parties, except for one leader, one party being the ponies and the other the riders, or Johnnies. The ponies form one long back as follows: one player stands upright against a wall or fence; the first back stoops in front of this leader, bracing his head against him; the other players grasp each the waist of the player in front, and stoop with the heads against him or turned to one side (away from the jumper). When the backs (ponies) are ready, the riders all run toward them from the side, each rider vaulting from the side on to the back of one pony. The ponies try in every way, except by straightening up, to throw their riders while the leader counts fifty. If a rider be made to touch even one foot to the ground, the ponies have won and score a point, the riders exchanging places with them. If the ponies fail in this attempt, they must be ponies again. The side wins which has the highest score at the end.
JUMPING RELAY RACE
_10 to 60 or more players._
_Playground; gymnasium; schoolroom._
The players are lined up in several single files behind a starting line which is drawn at from ten to fifty feet from a finishing line which should be parallel to it. At a signal the first players in each file, who have been standing with their toes on the starting line, jump forward with both feet at once and continue the jumping to the finish line, when they turn and _run_ back to the starting line. Each player, on returning to the starting line, should touch the hand of the next player in his file, who should be toeing the line ready to start, and should begin jumping as soon as his hand is touched by the return player. The first jumper goes at once to the foot of the line, which moves up one place each time that a jumper starts out, so that the next following player will be in position on the line.
The file wins whose last player first gets back to the starting line.
JUMPING ROPE
(Skipping)
_3 to 100 players._
_Playground; gymnasium._
Jumping a rope is admirable for both boys and girls, combining much skill with invigorating exercise. It should always be done on the toes, with a "spring" in the ankles and knees to break the jar, and should not be carried to a point of exhaustion. It may be made one of the most interesting competitive games for large numbers, lined up in relay formation and jumping in turn over a long rope. There should then be one rope for each line. A score should be kept for each team, each feat successfully performed by a player scoring one point for his or her team. For each round, each player in all teams should perform the same feat.
The different series following are for:--
I. Small single rope. II. One large rope. III. Two large ropes. IV. Large single rope and small individual rope.
The small single rope or individual rope should be about six feet long for the average player. A good general rule is to have it just long enough to reach to the shoulders on each side while the player is standing on it.
A rope not made with handles at the ends should have a knot tied at either end, to prevent untwisting and to give a firm hold. Every jumper knows how to twist the ends around the hands to make shorter a rope that is too long.
A long rope should be heavy and from ten to twenty feet in length. It should be turned by two players while one or more jump, as indicated. When not used for athletic competition, any player failing in the jumping should change places with one of the turners; that is, should "take an end."
I. Small Single Rope
1. Standing in one place, the jumper turns the rope forward and jumps on the toes of both feet for from ten to twenty-five counts. Prolonged jumping beyond this number to the point of exhaustion should not be done.
2. Standing in one place, jump five counts on one foot and then five on the other.
3. Jump as in 1 and 2, but turn the rope backward instead of forward.
4. Running and skipping, the rope turned forward.
5. Running and skipping, the rope turned backward.
6. Running and skipping, one player in the rope and two others running and turning the rope. The one who is skipping repeats the verse:--
Butterfly, butterfly, turn around; Butterfly, butterfly, touch the ground; Butterfly, butterfly, show your shoe; Butterfly, butterfly, twenty-three to do.
7. All of the above with two jumpers, each turning one end of the rope, the inner hands resting on each other's shoulders.
8. As in 7, but with two jumpers, one standing behind the other instead of side by side, a hand of the rear jumper being placed on a hip of the one in front. Each turns one end of the rope.
II. One Large Rope
1. The rope should be turned toward the jumper, who should run under.
2. Rope turned away from the jumper, who runs under.
3. Run in; jump once and run out on the opposite side; the rope turned toward jumper.
4. Run in, jump once, run out on the opposite side; rope turned away from jumper.
5. Repeat 3 and 4, jumping five or more times before running out.
6. Run in, jump once, and run out backward.
7. The player runs in and jumps while the turners say, "Salt, pepper, mustard, cider, vinegar," increasing the speed with which the rope is turned as the word _vinegar_ is said.
8. "Rock the Cradle." The turners of the rope do not make a complete circle with it, but swing it from side to side in a pendulum motion. In this position the player runs in and jumps from one to five times and runs out on the other side.
9. Run in (_a_) with the rope turned toward the jumper, and then (_b_) away from the jumper, and jump five times and run out, the hands meanwhile being placed in some particular position, such as held out sideways at shoulder level, clasped behind, placed on the shoulders, or head, or hips, etc.
10. Run in, first with the rope turned toward the jumper and then away from the jumper, and jump in various ways--as on both feet at once; on one foot; on the other foot; on alternate feet with a rocking step, changing from one foot to the other.
11. "Chase the Fox." The jumpers, instead of taking single turns until each has missed, choose a leader or fox who goes through the various jumps as described, all of the others following in single file. For instance, the fox runs under the rope without skipping the others all follow. The fox then turns and runs back; the others follow. The fox runs in and takes any of the jumps described above and runs out, the others in turn following.
12. Repeat all of the above jumps, running in in pairs, threes, etc.
13. "Calling in." A player runs in and jumps three times, calling some one in by name on the second jump. They jump once together, and the first player runs out on the opposite side. The second player, in turn, calls some one in on his second jump, etc.
14. A player runs in, calls some one in on the first jump, and continues jumping to five and then runs out. The player called in calls another on his first jump, etc., until there are five jumping at one time. It will probably be necessary for players to run out on opposite sides.
15. "Begging." Two players run into the rope and jump together side by side. While jumping, they change places. One player starts this by saying, "Give me some bread and butter;" and the other, while changing, answers, "Try my next-door neighbor." This is continued until one trips.
16. A player runs in, turns halfway around in two jumps, and runs out on the same side.
17. A player runs in, turns all the way around in two jumps, and runs out on the opposite side.
18. "Winding the Clock." A player runs in, counts consecutively from one to twelve, turning halfway around each time, and then runs out.
19. "Drop the Handkerchief." A player runs in, and while skipping, drops his handkerchief, and on the next jump picks it up again, reciting the lines:--
"Lady, lady, drop your handkerchief; Lady, lady, pick it up."
20. "Baking Bread." A player runs in with a stone in his hand, and while jumping places it on the ground, straightens up, picks up the stone again, and runs out.
21. A player runs in and works his way while skipping toward one end of the rope. He says to the turner at that end, "Father, give me the key." The turner says, "Go to your mother." The player then jumps to the opposite end of the rope and says, "Mother, give me the key;" and the turner at that end answers, "Go to your father." This is continued a certain number of times, or until the player trips.
III. Two Large Ropes
In this series two ropes are turned at one time, and this requires considerable skill on the part of the turners and a great deal on the part of the jumpers. When two ropes are turned inward toward each other, the turn is called "Double Dodge," or "Double Dutch." When the two ropes are turned outward, away from each other, the turn is called "French Rope."
1. While the two ropes are turned inward, the players run in, jump, or skip over each rope in turn as it comes, and run out on the opposite side.
2. Number one is repeated, taking the fancy jumps described under 1 for the single rope.
3. The two ropes are turned outward, and the players run in, jump, and run out, as described above.
4. "Chase the Fox." This is played with the ropes turning either Double Dodge, or French Rope, and any of the fancy jumps mentioned previously are taken, the players going through in single file, following a leader, the fox, who chooses the feat which all are to perform.
IV. Large Single Rope and Small Individual Rope
While two turners keep the large rope turning, a player turning and skipping his own small rope goes through the following feats:--
1. The player stands in and jumps five times, both the large and small ropes starting together. He then runs out forward.
2. While turning and skipping his own individual rope, the player runs under the large rope.
3. The player runs in while his own rope is turning, jumps five times, and runs out on the opposite side.
4. The player stands in, jumps five times, and runs out backward.
5. The player runs in while turning his individual rope backward, jumps three times, and runs out.
6. A player jumps in the large rope, at the same time turning and jumping in his own individual rope. Another player runs in, facing him, in the small rope, jumps with him, and then runs out again without stopping either rope.
JUMP THE SHOT
(Sling Shot)
_10 to 60 or more players._
_Playground; gymnasium._
For this game a shot bag, such as is used to weight the ends of the rope that is drawn over jump standards, may be used, and the game takes its name from this. This bag, however, being heavy and hard, may lead to accidents by hitting the ankles of players, and other things are more desirable unless the players be expert. A bean bag, sand, or oat bag will do just as well, tied to the end of a rope.
The players stand in a circle, with one in the center holding a rope with a weight on the end. The center player swings the rope around to describe a large circle on the floor, with a sufficient length of rope to place the bag in line with the feet of those in the circle. The circle players jump to avoid being caught around the ankles by the rope. Any one caught in this way must retire from the circle, the player winning who longest retains his place.
KALEIDOSCOPE
(Flower Garden)
_5 to 30 or more players._
_Schoolroom; parlor; playground._
This is a quiet game, and makes a pleasant and restful change from more active games. It may be correlated with geography, history, literature, and many other subjects.
The players are all seated, with the exception of from four to six, who stand in a line in front of their fellows, each being given, or choosing, the name of a color,--red, violet, green, etc. The players who are seated then close their eyes, and those who represent colors change places in the line. When they are rearranged, those who are seated open their eyes, and being called upon individually, try to name the colors in their new arrangement, the game being a test of memory.
IN THE SCHOOLROOM, and for little children, to give more activity the colors should scatter and run around the room after being named, halting on a signal. The player who is to name them then runs around the room to the different ones as they stand scattered in this way, naming each as he reaches him.
CORRELATION.--This game may be correlated with any academic subject in which familiarity with proper names is desired; as in
History.--By using the names of generals or statesmen from a given period instead of the colors.
Geography.--The names of capital cities, states, rivers, etc.
Literature.--The names of the works of a given author; of the authors of a period, or of the characters in a book or play.
Nature study.--The names of birds, trees, flowers, or any other branch of nature study may be used.
LADY OF THE LAND
_4 to 10 players._
_Indoors; out of doors._
This is one of the old dramatic games in which various parts are enacted by the different players.
One player takes the part of a lady and stands alone on one side. Another represents a mother, and the balance are children, from two to eight in number, whom the mother takes by the hand on either side of her, and approaches the lady, repeating the following verse; the children may join with her in this if desired:--
"Here comes a widow from Sandalam, With all her children at her hand; The one can bake, the other can brew The other can make a lily-white shoe; Another can sit by the fire and spin; So pray take one of my daughters in."
The lady then chooses one of the children, saying:--
"The fairest one that I can see Is pretty [Mary]; come to me."
Mother:--
"I leave my daughter safe and sound, And in her pocket a thousand pound. Don't let her ramble; don't let her trot; Don't let her carry the mustard pot."
The mother then retires with the other children, leaving the daughter chosen with the lady. This daughter sits down behind or beside the lady. As the mother retires, the lady says, under her breath, so that the mother may not hear:--
"She shall ramble, she shall trot; She shall carry the mustard pot."
This entire play is repeated until all of the children have been chosen and left with the lady. The mother then retires alone, and after an interval in which several days are supposed to have elapsed, calls to see her children. The lady tells her she cannot see them. The mother insists, and the lady finally takes her to where they are sitting.
The mother goes to one child and asks how the lady has treated her. The child answers, "She cut off my curls and made a curl pie and never gave me a bit of it!" The mother asks the next child, who says she cut off her ear or fingers, etc., and made a pie, not giving her a bit of it. When all have told the mother what the lady has done to them, they all rise up and chase the lady; when captured, she is led off to prison.
This is one of the oldest traditional dramatic games, and is found in some form in almost all countries. Sometimes the mother is supposed to be poor, and bestows her children upon the wealthy lady of the land for adoption. It is thought possibly to have come from the country practice in European countries of hiring servants at fairs.
LAME FOX AND CHICKENS
_10 to 30 or more players._
_Playground; gymnasium._
One player is chosen for the fox, and stands in a den marked off at one end of the playground. The rest are chickens, and have a chicken yard at the opposite end of the ground. The chickens advance as near as they dare to the den of the fox and tease him by calling out: "Lame fox! Lame fox! Can't catch anybody!" The lame fox may take only three steps beyond his den, after which he must hop on one foot, trying to tag the chickens while hopping. All tagged become foxes and go home with him, thereafter sallying forth with him to catch the chickens. They must all then observe the same rule of taking but three steps beyond the den, after which they must hop. Should any fox put both feet down at once after his three steps while outside the den, the chickens may drive him back. Care should be taken that the hopping be not always done on the same foot, though a fox may change his hopping from one foot to the other. The chicken last caught wins the game and becomes the first lame fox in the new game.