Games for the Playground, Home, School and Gymnasium

Chapter 14

Chapter 144,227 wordsPublic domain

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

_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._