Games for the Playground, Home, School and Gymnasium

Chapter 16

Chapter 164,142 wordsPublic domain

HATS ON DECK.--The leader, as he vaults, places his cap on the back, and must clear without touching it. Each player, in turn, adds his hat to the pile, the last player having to jump over all. If any one knocks over the pile, he must become back, and the game begins over again. If all jump successfully, the last one over then jumps again, removing his hat as he goes over without disturbing the others, and so on until all have been removed.

HATS FULL OF WATER.--The jumper places his own hat on his head upside down and balances it there while leaping over the back.

SPANS

_2 to 10 players._

_Out of doors; indoors._

This is a game played by snapping buttons against a wall, their landing point determining a score. Each player has a button. One of the players lays his button on the ground near a wall or fence. The others, in turn, snap their buttons against the wall so as to rebound near to that of the first player. Should the button snapped drop within one hand reach or span (_i.e._ the distance between stretched thumb and fingers) of the button first laid down, it scores two points for the player throwing it. If it comes within two such spans of the first button, it scores one point. Should it hit this button and bounce away within but one span, it counts four points. Should it so bounce within two spans, it scores three points; and should it go farther than this, it scores but one point. The number of points in the game, twenty-five or fifty, is agreed on at the outset. The players take regular turns, and the first to score the required number wins the game.

SPIN THE PLATTER

(See also _My Lady's Toilet_)

_10 to 30 or more players._

_Parlor; schoolroom._

All the players are numbered and seated in a circle, except one, who stands in the center and twirls a platter, tray, or some other round object. As he starts it spinning, he calls any number that he chooses, and the player bearing that number must at once spring forward and try to catch the platter before it ceases to spin and falls to the floor. If successful, he returns to his place in the circle. If not successful, he takes the place of the spinner and pays a forfeit. The forfeits are all redeemed at the end of the game.

This game may also be played by calling the players by name instead of numbering them.

SPOONING

_10 to 30 players._

_Children's party; adult house party._

All but one of the players stand in a circle. The odd player is blindfolded and placed in the center. He is given two silver tablespoons. The players in the circle clasp hands and move around until the blindfolded player clicks the spoons together, at which signal the circle must stand still.

The blindfold player then goes up to any one in the circle, and by feeling over the face and head with the bowls of the spoons must identify the player. He may not feel on the shoulders or around the neck, only on the face and head. A player may stoop to disguise his height for this, but otherwise may not evade the touch of the spoons. If the blindfold player correctly identifies the one before him, they exchange places. If incorrect in his guess, the play is repeated.

This may be a very amusing game for either children or adults. The author has seen it played with great success under both conditions.

SQUIRREL AND NUT

_10 to 60 players._

_Schoolroom._

All of the pupils but one sit at their desks with heads bowed on the arms as though sleeping, but each with a hand outstretched. The odd player, who is the squirrel, and carries a nut, runs on tiptoe up and down through the aisles, and at his or her discretion drops the nut into one of the waiting hands. The player who gets the nut at once jumps up from his seat and chases the squirrel, who is safe only when he reaches his nest (seat). Should the squirrel be caught before he reaches his nest, he must be squirrel the second time. Otherwise the player who received the nut becomes the next squirrel.

It is scarcely necessary to say that the other players wake up to watch the chase.

SQUIRREL IN TREES

_10 to 100 players._

_Schoolroom; playground; gymnasium._

This game is very like Hound and Rabbit, but is a little less exciting, and under some circumstances better adapted to very young children.

Most of the players stand in groups of three, with hands on each other's shoulders, forming hollow trees. In each tree is a player representing a squirrel, and there is also one odd squirrel without a tree. The teacher or leader claps her hands, when all of the players must run for other trees, and the odd squirrel tries to secure a tree, the one who is left out being the odd squirrel next time.

STAGE COACH

_10 to 60 or more players._

_Parlor; schoolroom; gymnasium._

A leader is chosen who has a faculty for telling a story. This leader gives to each of the players the name of some part of a stage coach or of its contents. Thus, one may be the whip, one the wheels, one the cushions, one the windows, others the brake, driver, harness, horses, passengers, including specifically the fat old gentleman, the woman with the bandbox, etc.

Where there are many players, several may be given the same name, though it is desirable that these should not all be seated near together. The leader then tells a story in which the various parts of a stage coach are mentioned, and whenever he names one of these parts or articles, the player or players bearing that name must get up instantly, whirl around once, and sit down again. Any player failing to do this must pay a forfeit. Whenever the story teller says "Stage Coach!" all of the players must get up and turn around. At the end of this story he will manage to have the stage coach meet with a catastrophe, and as soon as he says "The stage coach upset!" all of the players must change seats. The leader takes this opportunity to secure one for himself, and the player who is left without a seat becomes leader for the next game, or must distribute the forfeits. For large numbers there should be several more players than chairs.

The leader may say, for example: "It being a beautiful spring day, the _old lady with the bandbox_ [here the old lady must get up and turn around] decided to visit her daughter, and so took a _seat_ in the _stage coach_ [everybody turns around]; she found the _cushions_ [cushions turn around] very comfortable until the _fat old gentleman_ [fat old gentleman turns around] got in, when the place seemed to her very crowded, and she was glad to open the _windows_; the _driver_ cracked his _whip_, the _wheels_ creaked, the _horses_ strained at the _harness_, and away they started on their journey," etc.

The interest of the game may be enhanced by connecting the stage coach, its passengers, and journey with some well-known story, as of Mr. Pickwick and Sam Weller, or Rebecca of Sunnybrook Farm.

STAKE GUARD

(See also _Duck on a Rock_.)

_10 to 30 players._

_Playground; gymnasium._

This game is one of the forms of Duck on a Rock, and in this form is well adapted to use indoors as well as out of doors. The game differs from the ordinary games of Duck on a Rock chiefly in the limited territory to which the guard is confined.

A stake is driven in the ground (or if in a gymnasium, an Indian club is placed) in the center of a square plainly marked, and measuring from eight to twelve feet. A throwing line is drawn twenty or more feet from the stake. The game is played with bean bags, and begins with the choice of a guard. This choice is made by all of the players standing on the throwing line and throwing their bags at the stake. The player whose bag falls farthest away from the stake becomes the first guard.

The stake guard places his bag on top of the stake (or club). The other players line up on the throwing line. Upon a given signal from a leader or captain, all of the players throw their bags simultaneously at the stake, trying to displace the bag on top of it. Knocking over the club accomplishes the same purpose. Each player must then try to regain his bag, but in doing this he may be tagged by the guard. If this be done, he changes places with the guard. The guard may only tag a player, however, within the limits of the square surrounding the stake, beyond which he may not go; and he may do this only after he has replaced his own bag on top of the stake.

Any player failing to recover his bag at once will watch for an opportunity to do so when the guard is next occupied in replacing his own bag. Any player thus waiting for his bag may linger near the boundaries of the center square.

Should the guard succeed in tagging a player within the square, that player must at once place his own bag on the stake; and the guard must try to get his bag and escape from the square before this new guard can place his bag and tag him. As soon as a player recovers his bag and escapes from the center square, he should go at once to the starting line, and may throw again immediately for the center bag. The game progresses better, however, if all of the throwing be done simultaneously, the returning players waiting for a signal from the leader before throwing.

As players become proficient, the game may be made more skillful and interesting by increasing the distance between the throwing line and the stake, and also by lessening the size of the square drawn around the stake, in which the guard is confined.

STEALING STICKS

(See also _Prisoner's Base_.)

_10 to 30 or more players._

_Playground; gymnasium._

The ground is divided into two equal parts, with a small goal marked off at the rear of each part, in which six sticks are placed. Each player who reaches the enemy's goal safely may carry one stick back to his own goal, and may not be caught while carrying it back. If caught in the enemy's territory before reaching the goal, a player must remain a prisoner in the goal until touched by one of his own side; neither may be caught while returning. Any player may catch any opponent, except under the rules just stated. No stick may be taken by a side while any of its men are prisoners. The game is won by the side gaining all of the sticks.

This game is known also by the name of Scots and English and probably originated in border warfare. The players sometimes contribute some article of wearing apparel to the pile of property that is to be stolen instead of using sticks for the purpose. Caps and coats are the usual donations.

STEP

_5 to 30 or more players._

_Playground; gymnasium._

The ground is marked off by two parallel lines from fifty to two hundred feet apart. One player, who is chosen to be counter, stands on one of these lines with his back to the other players, who line up on the opposite line.

The object of the game is for the players who are lined up in the rear to advance forward until they cross the line where the counter is stationed. They may only advance, however, by short stages, during which the player in front counts ten.

The game starts by this forward player counting ten loudly and rapidly, the other players moving forward while he does this, but immediately that he says "Ten!" they must stand still, and he at once turns to look at them. He will call the name of any player or players whom he sees moving, and any so called must go back to the starting line and begin over again. This counting of ten by the one player and moving forward of the others continues until all have crossed the line where the counter stands. The last one over changes places with him for the next game.

This game is a great favorite, especially with girls, though the writer has known many boys to play it persistently. The players will learn to use much caution in moving forward, often stopping before the count of ten, to be sure that they shall not be caught in motion. The progress thus made may seem slower than that of those who dash forward to the last moment, but as with the famous hare and tortoise, this slower but continuous method often wins.

STILL POND; NO MORE MOVING!

(Still water, still water, stop!)

_5 to 30 or more players._

_Parlor; gymnasium; playground._

One player is blindfolded; the others scatter promiscuously. The blindfolded player is led to the center of the playground, and asked:--

"How many horses has your father in his stable?"

He replies, "Three."

"What color are they?"

"Black, white, and gray."

"Turn around three times and catch whom you may."

The blindfolded player is then spun around so as to confuse his sense of direction. He then says, "Still pond; no more moving!" whereupon the other players must stand still, being allowed only three steps thereafter. The blindfolded player begins to grope for the others. When he catches one, he must guess by touching the hair, dress, etc., whom he has caught. If he guesses correctly, the player changes places with him. If incorrectly, he must go on with his search. The players may resort to any reasonable devices for escaping the hands of the groping blind man, such as stooping or dodging, so long as they do not take more than three steps. When caught, a player may try to disguise his identity by making himself shorter, etc.

STONE

_10 to 30 or more players._

_Playground; gymnasium._

A large circle is drawn on the ground or floor in the center of the play space. At either end of the ground a goal is marked off. One player, chosen to be stone, sits on the floor in the circle. The other players stand around outside the circle, taunting the stone by stepping over into his territory. Suddenly, and the more unexpectedly the better, the stone rises and runs for the other players, who are only safe from tagging when behind one of the goals. Any one so tagged becomes a stone and joins the first stone in sitting near the center of the circle. They also join him in chasing the other players whenever he gives the signal. This continues until all the players have been tagged.

STOOP TAG

("Squat" Tag)

_4 to 60 or more players._

_Indoors; out of doors._

One player is It and chases the others, trying to tag one of them. A player may escape being tagged by suddenly stooping or "squatting"; but each player may stoop but three times. After the third time of stooping, the player may resort only to running to escape being tagged. Any player tagged becomes It.

For large numbers of players there should be several taggers.

SUN DIAL

_2 to 10 players._

_Gymnasium; playground; seashore._

A circle from twelve to twenty feet in diameter is drawn on the ground. This is intersected with straight lines, like the spokes of a wheel, which divide it into twelve sections, numbered consecutively from one to twelve.

One player is blindfolded, placed in the center (on the hub of the wheel), and turned around several times to confuse his sense of direction. He then walks around inside the rim while counting twelve, or repeating the verse:--

"Dickery, dickery, dock; The mouse ran up the clock; The clock struck ten He ran down again, Dickery, dickery, dock."

He stops on the last word, and the number of the space in which he stands is scored to his credit; for instance, if he stops in section eight, it scores eight points for him; if in section three, it scores three points, etc. Should he stop with one foot on a line or outside the circle, he scores nothing. The players take turns, each having but one trial at a turn. The game is won by the player first scoring twenty-five or fifty points, as may be decided.

TAG

The game of plain, old-fashioned Tag may be made great sport, especially if suddenly and unexpectedly commenced in a group of players when other interests seem to lag.

The game has many variations, a considerable number of which are here given, each variation making practically a different game.

This game is found in all countries and is prehistoric. It is supposed to have arisen from the idea of fleeing from an evil spirit, and in those forms from which immunity is found by touching wood or iron or taking some particular position, that especial feature is supposed to have originated in the idea of breaking the spell of the pursuing evil.

The following tag games will be found in their alphabetical order:--

Cross Tag Fence Tag French Tag Hang Tag Home Tag Japanese Tag (_Over_) Maze Tag (Line Tag; Right Face) Old Man Tag Partner Tag Schoolroom Tag Shadow Tag Stoop Tag (Squat Tag) Tag Whip Tag

TAG

_4 to 60 players._

_Indoors; out of doors._

Tag in its simplest form may be started by any one of a group of players suddenly turning to another, touching (tagging) him and saying "You're It!" when all must flee from the one who is It.

The player who is It may chase and tag any other player whom he chooses, but will aid his own ends by suddenly turning his attention from one player to another, or by doubling back on his course, or resorting to any of the other feints that give an unexpected turn to a game of chase.

The players who are being chased will add to the zest of the game by venturing as close as possible to the one who is It, calling to him and taunting him with their proximity, and suddenly dodging away. When a player is hard pressed or breathless, or does not wish to play, he may become immune from tagging by crossing any one finger over its neighbor on either hand, as the forefinger over the middle finger. It is considered "babyish," however, to resort to this unless there is some very good reason. A player who has had a good fair chase ought to be willing to be It if caught.

Any player whom the chaser tags immediately becomes It, but the chaser, in touching him, must say "You're It!" At his own discretion he may add "No fair," which means that the one who has just become It may not turn at once and tag him. A venturesome player, however, will omit this, especially if he should tag another player from behind, and trust to his own powers of dodging for getting safely away. Where there are a large number of players, two or more may be chosen to be It.

TAG THE WALL RELAY

_10 to 60 players._

_Schoolroom._

The players should all be seated, an even number in each row of seats. At a signal, the last player in each line runs forward and tags the front wall. As soon as this player is out of the aisle, the others all move backward one seat. This leaves the front seat vacant, and the runner having touched the wall returns immediately and takes this vacant front seat. As the player sits he raises his hand, which is a signal for the player who is now the last one in the line to run forward, the line moving backward one place as soon as he is out of the aisle. He, in turn, having touched the wall, takes the vacant front seat. The play is continued in this way until every one in the row has run.

The line wins whose player, sitting at the start in the front seat, first returns to his seat.

As in all schoolroom games where there is running, the seated players should be very careful to keep their feet under the desks, so there will be nothing in the aisles over which the runners may trip.

This is one of the best class room games and is very popular.

TEN STEPS

_10 to 30 or more players._

_Playground; indoors._

This is a game of hide and seek and like all such games is best played where there is plenty of space and many hiding places. The distinctive feature of this game is the peculiar limitation put on the opportunity to hide, which may even free the blinder from his task. The one who is It, or hunter, blinds his eyes and counts ten while the other players run for hiding places. As soon as the one who is blinding says "Ten!" the players must all stand motionless whereever they 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 hunter repeats this five times, and any player not entirely out of sight the fifth time the hunter turns must change places with him, the original hunter becoming a spectator of the game. Having called "Ten!" and turned to look for moving players five times, the hunter (or the one taking his place, as explained above) counts one hundred, to give the players time to reach final hiding places, and the game proceeds as in regular I Spy.

THIMBLE RING

_10 to 30 or more players._

_Indoors; out of doors._

All of the players but one stand in a circle, each one clasping with his left hand the right wrist of his left-hand neighbor. This leaves all of the right hands free and all of the left hands occupied. The odd player stands in the center of the circle, and tries to detect who holds the thimble that is passed from hand to hand. Each player in the circle places his right hand first in the hand of his neighbor on the right and then in the hand of the neighbor on the left, keeping this movement going rhythmically, while the entire circle repeats the lines:--

"The thimble is going, I don't know where; It is first over here and then over there."

When the player in the center thinks he knows who has the thimble, he goes up to him and says: "My lady's lost her thimble. Have you it?" If correct, these two players change places. If incorrect, the one who is It demands of the player addressed to find it. This player, in turn, has one guess. If correct, he takes the place of the one who has the thimble, the one who was It taking the vacant place in the circle, and the one who held the thimble going to the center. Should the player be incorrect in his guess, he changes places with the one in the center.

THIRD MAN

(See also _Three Deep_ and _Last Man_.)

_15 to 100 players._

_Playground; gymnasium._

This game is another form of the game commonly known as Three Deep, but instead of being played in the circular formation, the players are scattered irregularly over the playground.

All of the players but two take partners and scatter in any irregular way. The players forming each couple stand facing each other, with the distance of a long step between them. To make a success of the game, the distance should be considerable between the various couples.

Of the two odd players, one is runner and the other chaser, the object of the latter being to tag the runner. The runner may take refuge between any two players who are standing as a couple. The moment that he does so, the one toward whom his back is turned becomes third man, and must in his turn try to escape being tagged by the chaser. Should the chaser tag the runner, they exchange places, the runner immediately becoming chaser and the chaser being liable instantly to tagging.

THIRD SLAP

_5 to 30 or more players._

_Playground; gymnasium; schoolroom._

The players should be divided into groups of from five to ten each. One in each group is chosen to be It; the others line up in front of him, all standing at a distance of from thirty to fifty feet from a goal previously decided on. The players in the line hold their hands extended forward the length of the forearm, the elbows being bent and touching the sides; the palms should be turned downward.