Games for the Playground, Home, School and Gymnasium

Chapter 8

Chapter 84,216 wordsPublic domain

This game is suitable for little children. The players are divided into two equal parties, each party having a home marked off at opposite ends of the playground, with a long neutral space between. One party represents a flower, deciding among themselves which flower they shall represent, as daisies, lilies, lilacs, etc. They then walk over near the home line of the opposite party. The opposite players (who represent the wind) stand in a row on their line, ready to run, and guess what the flower chosen by their opponents may be. As soon as the right flower is named, the entire party owning it must turn and run home, the wind chasing them. Any players caught by the wind before reaching home become his prisoners and join him. The remaining flowers repeat their play, taking a different name each time. This continues until all of the flowers have been caught.

FOLLOW CHASE

_10 to 30 or more players._

_Gymnasium; playground._

The players stand in a circle with arms stretched sideways, resting on each other's shoulders, thus making a wide distance between. One player is chosen for runner and one for chaser. The game starts with the runner in one of the spaces under the outstretched arms of the players, and the chaser in a similar position on the opposite side of the circle. At a signal from a leader both start, the runner weaving in and out between the players or dashing across the circle in any way that he sees fit; but the chaser must always follow by the same route. If the runner be caught, he joins the circle; the chaser then takes his place as runner and chooses another player to be chaser.

The leader (who may be one of the players) may close the chase if it becomes too long by calling "Time!" when both runners must return to their places in the circle, new ones taking their places.

For large numbers there may be two or more runners and an equal number of chasers, or the players may be divided into smaller groups.

With various modifications, this game is found in many countries. As given here, it is of Italian origin.

FOLLOW THE LEADER

_5 to 60 or more players._

_Playground; gymnasium; parlor; schoolroom._

One player, who is especially resourceful or skillful, is chosen as a leader. The others all form in single file behind him, and imitate anything that he does. The leader aims to keep the line moving, and should set particularly hard tasks for them, such as climbing or vaulting over obstacles, under others, jumping to touch high points or objects, going through difficult feats, jumping certain distances, taking a hop, skip, and jump, walking backward, turning around while walking, walking or running with a book on the head, etc. Any one failing to perform the required feat drops out of the game or goes to the foot of the line; or at the pleasure of the players may pay a forfeit for the failure and continue playing, all forfeits to be redeemed at the close of the game.

FORCING THE CITY GATES

_10 to 30 or more players._

_Playground; gymnasium._

Two captains are selected, who alternately choose players until all are in two groups. The two sides then line up in two straight lines, facing each other about ten feet apart, and holding hands, each line representing the gates of a city. The captains dispose their men in line as they see fit, but it is advisable to alternate the larger or stronger players with the smaller or weaker ones, to equalize the strength at the points of attack. The captain of one side then names one of his players, who steps forward and tries to break through the hands of the opposing side, or he may dodge under them. If he does not succeed in one place, he may try in another, but may not have more than three trials. Should he succeed in breaking the opposing line or dodging under, he returns to his side, taking the two whose hands had been parted or evaded, as prisoners to reƫnforce his side. Should he fail in the third attempt, he is to remain on the side of his opponents. The captains alternate turns in sending forth a man to "force the city gates." The players taken from the opposing side must thereafter work for the side to which they are taken captive, each prisoner being placed in the line between two of the original team. The side wins which eventually secures all of the opposing players. The action may be made more rapid where a large number are playing by sending out two or more players at once.

This is a Chinese game, recorded by Dr. Headland, who has kindly supplied additional points to the author. Some modifications for large numbers have been found advisable under American school conditions.

FORTRESS

_10 to 100 players._

_Out of doors; gymnasium._

This is one of the very strenuous games based on the idea of warfare. The underlying idea is exactly opposite to that of Robbers and Soldiers, being a game of attack and defense rather than of chase and capture.

A fortress is marked on the ground, in the shape of a large square or oblong, the size differing with the area at disposal and the number of players. It should be not less than twenty-five by forty feet in dimensions. One or more sides of this may be situated so as to be inclosed by a wall or fence. A line should be drawn five feet inside of the fortress boundaries and another five feet outside of it; these mark the guard lines or limits for making prisoners. Each party should also have its prison--a small square marked in the center of the fortress for the defenders, and another at some distant point for the besiegers.

The players are divided into two equal parties, each under the command of a general, who may order his men at any time to any part of the battle. One party of players are defenders of the fortress, and should scatter over it at the beginning of the attack and keep a sharp lookout on unguarded parts at any time. The other players, forming the attacking party, scatter under the direction of their general to approach the fortress from different directions. This may be done in a sudden rush, or deliberately before attacking. At a signal from their general, the besiegers attack the fortress.

The method of combat is entirely confined to engagements between any two of the opposing players, and is in general of the nature of a "tug of war." They may push, pull, or carry each other so long as they remain upright; but wrestling or dragging on the ground are not allowed. Any player so forced over the guard line becomes a prisoner to his opponent and is thereafter out of the game. If he be a besieger, captured by a defender, he is placed within the prison in the center of the fortress, and may not thereafter escape or be freed unless the general should make an exchange of prisoners. Should he be a defender, pulled over the outer guard line by a besieger, he is taken to the prison of the attacking party, subject to the same rules of escape. In the general engagement, players of equal strength should compete, the strong players with strong ones, and _vice versa_. The commanders should each give general directions for this to their men before the engagement opens.

The battle is won by either party making prisoners of all of the opponents. Or it may be won by the besiegers if one of their men enters within the guard line inside the fortress without being touched by a defender. Should a player accomplish this, he shouts "Hole's won!" Whereupon the defenders must yield the fortress, and the two parties change places, defenders becoming besiegers, and _vice versa_. The possibility of taking the fortress in this way should lead to great alertness on the part of the defenders, as they should leave no point unguarded, especially a fence the enemy might scale. The guard line should be drawn inside any such boundaries, and a player entering in this way must of course get inside the guard line as well as over the fence. The attacking party on its part will use all possible devices for dashing into the fortress unexpectedly, such as engaging the players on one side of the fort to leave an unguarded loophole for entering at another.

The attacking general may withdraw his forces at any time for a rest or for conference; either general may run up a flag of truce at any time for similar purposes. Under such conditions the generals may arrange for an exchange of prisoners; otherwise there is no means of freeing prisoners.

FOX AND GEESE

(For other games sometimes known by this title, see _Fox Trail_ and, in the division of Quiet Games, _Naughts and Crosses_.)

_10 to 30 or more players._

_Playground; gymnasium._

One player is chosen to be fox and another to be gander. The remaining players all stand in single file behind the gander, each with his hands on the shoulders of the one next in front. The gander tries to protect his flock of geese from being caught by the fox, and to do this spreads out his arms and dodges around in any way he sees fit to circumvent the efforts of the fox. Only the last goose in the line may be tagged by the fox, or should the line be very long, the last five or ten players may be tagged as decided beforehand. It will be seen that the geese may all coƶperate with the gander by doubling and redoubling their line to prevent the fox from tagging the last goose. Should the fox tag the last goose (or one of the last five or ten, if that be permissible), that goose becomes fox and the fox becomes gander.

A good deal of spirit may be added to the game by the following dialogue, which is sometimes used to open it:--

The fox shouts tantalizingly, "Geese, geese, gannio!"

The geese reply scornfully, "Fox, fox, fannio!"

Fox, "How many geese have you to-day?"

Gander, "More than you can catch and carry away."

Whereupon the chase begins.

This game is found in almost all countries, under various names and representing different animals.

FOX AND SQUIRREL

_20 to 60 players._

_Schoolroom._

The players sit in their seats facing toward the aisles, so that each two adjacent lines have their feet in the same aisle and face each other. The game consists in passing or tossing some object (the squirrel), such as a bean bag, basket ball, or hand ball from one player across the aisle to another and back again, zigzagging down each aisle, to be followed at once by a second object (the fox); the effort being to have the fox overtake the squirrel before the end of the line is reached.

With very little children, passing is better than tossing; but with older children, or even with little ones, when more experienced, it is well to use the game as a practice for tossing and catching. The action should be very rapid. The game makes much sport for young children, and they are very fond of it.

FOX TRAIL (DOUBLE RIM)

(Fox and Geese; Half Bushel)

(See also _Fox Trail_ (_Single Rim_).)

_3 to 30 or more players._

_Out of doors; indoors; snow._

This form of Fox Trail, like the Single Rim game, is distinctively a snow game, but may be used anywhere that a large diagram may be marked on the ground or floor. This game differs from the Single Rim in the size and complexity of the diagram, there being two rims to the wheel instead of one. It also differs in the fact that there is one more player than the number of dens for the foxes, and in the methods by which the foxes may run or be chased.

A large diagram is drawn on the ground, resembling a wheel with two rims. In the snow this is trampled with the feet like a path; on bare ground or damp sand it may be drawn with the foot or a stick; in the gymnasium or on a pavement it may be drawn with chalk. The outer rim should measure from thirty to forty feet in radius; the inner rim should be ten feet from this. Across the circles are drawn straight lines resembling the spokes of a wheel, the number being governed by the number of players. Where these spokes touch the outer rim, a den or goal is marked for the foxes, there being one goal less than the number of foxes.

One player, who is chosen as hunter, stands at his goal in the center or hub of the wheel. The balance of the players, who are foxes, take each a place in a den on the outer rim, with the exception of the odd fox, who stands elsewhere on the rim, trying to get a den whenever he can. The object of the game is for the foxes to run from den to den without being caught by the hunter. The method of running, however, is restricted. Both foxes and hunter are obliged to keep to the trails, running only on the lines of the diagram.

It is considered poor play to run from den to den around the outer rim, as there is practically no risk in this. The foxes may run in any direction on any trail, on the spokes of the wheel, or on either of the rims. They may turn off on the intersecting trail at any point, not being obliged to run entirely across to the opposite side of the rim, as in the simpler diagram given for the other game of this name. No fox, however, may turn back on a trail; having once started, he must keep on to the next intersecting point. Whenever the hunter succeeds in tagging a fox, the two players change places, the fox becoming hunter and the hunter fox.

This game is excellent sport, and is one of the most interesting and popular of the chasing games. It is one of the very few distinctive snow games.

FOX TRAIL (SINGLE RIM)

(Fox and Geese; Half Bushel)

(See also _Fox Trail_ (_Double Rim_).)

_3 to 20 players._

_Out of doors; snow; seashore; gymnasium._

This is one of the few distinctive snow games, but may be played anywhere that a large diagram may be outlined on the ground. It is very popular with children, and makes an admirable game for older players as well. See the more complicated form, with double-rim diagram, preceding this.

A large circle from fifteen to thirty feet in diameter should be marked on the ground and crossed with intersecting lines like the spokes of a wheel, there being about five such lines (ten spokes). The more players there are, the larger should be the circle and the greater the number of spokes; but there is no fixed relation between the number of spokes and players. If played in the snow, this diagram may be trampled down with the feet; if on the fresh earth or sand, it may be drawn with the heel or a stick; or if in a gymnasium or on a pavement, marked with chalk.

One player is chosen to be It or Hunter. He stands in the center, that is, on the hub of the wheel. The other players scatter around the rim and are foxes. They are not stationed at any one point as in the Double Rim game, but run or stand anywhere around the rim when not dashing across the spokes. The object of the game is for the foxes to cross the wheel to some opposite point without being tagged by the hunter. They may only run, however, on the prescribed trails,--that is, on the lines of the diagram. In this form of the game (the Single Rim diagram) they may run only straight across, and are not at liberty to turn an angle at the hub and seek refuge over any other trail than the direct continuation of the one on which they started. The hunter changes places with any one whom he tags.

FRENCH TAG

_4 to 60 or more players._

_Indoors; out of doors._

In this form of tag certain boundaries are agreed upon beyond which players may not run, though they may climb or jump over any obstacles within the boundaries.

Any player who goes outside of the bounds is at once declared to be It by the pursuer. Otherwise the game is like ordinary tag, any player who is tagged by the chaser becoming It. (See _Tag._)

FROG IN THE MIDDLE

_10 to 30 or more players._

_Parlor; gymnasium; playground._

One player is chosen for the frog, and sits in the center on the floor with his feet crossed in tailor fashion. Where there are more than twenty players, it is well to have at least two such frogs. The other players stand in a circle around the frog, repeating, "Frog in the sea, can't catch me!" They dance forward toward the frog and back, tantalizing him and taking risks in going near him, the object of the game being for the frog to tag any one of them, whereupon he changes places with such player. The frog may not at any time leave his sitting position until released by tagging another player.

GARDEN SCAMP

_10 to 30 or more players._

_Playground; gymnasium; schoolroom; parlor._

This game is a great favorite with children, and may be made an opportunity for much sport with youths and older players.

All but two of the players form a ring by clasping hands, the inclosure serving as the garden. Within this one of the odd players who is assigned to be the scamp takes his place. The other odd player, the gardener, moves around on the outside of the circle.

The gardener calls to the scamp inside, "Who let you in my garden?" and the scamp answers, "No one!" whereupon he starts to run away, the gardener chasing him. The gardener must take the same path followed by the scamp in and out under the arms of the players, who must lift their hands to let them pass. The gardener must also go through all of the movements performed by the scamp, who may jump "leapfrog" over any player in the circle, turn somersaults, crawl between the legs of a circle player, double unexpectedly on his path, circle around one of the players, or resort to any other device for making the chase difficult. If the scamp be caught, he becomes gardener, and the gardener joins the circle. The former scamp, now gardener, chooses a new scamp to go into the circle.

Should the gardener fail to follow in the exact path of the scamp, or to perform any of the feats or antics of the scamp, the gardener must at once join the ring, and the scamp then has the privilege of choosing a new gardener.

FOR THE SCHOOLROOM.--This game may be played by the entire class forming a circle around the room as close to the seats as possible to leave room for the chase outside the circle. Where seats can be turned up, this should be done, to give the runners opportunity to cross and recross the center space easily. The scamp, however, may vault over seats in his efforts to escape or delay the gardener.

GOING TO JERUSALEM

_10 to 60 or more players._

_Parlor; gymnasium; schoolroom._

A row of chairs is placed in the center of the room, so that they face alternately in opposite directions, one chair to one side, the next to the opposite side, etc. There should be one chair less than the number of players. The game is most interesting when played with musical accompaniment.

The game starts with all the players seated in the row of chairs except one. This odd one is the leader, and his first object is to recruit the players for his trip to "Jerusalem." He carries a cane and walks around the row repeating, "I'm going to Jerusalem! I'm going to Jerusalem!" in singsong. Every few moments he stops at his discretion and knocks with his cane on the floor behind the chair of some player. Immediately the player thus summoned rises from his chair and follows the leader, sometimes having a lively scramble to encircle the row of chairs and catch up with him. The next player knocked for follows this one, and so on, until all are moving around in single file. The leader may reverse his direction at pleasure. This general hurry and confusion for the start may, with a resourceful leader, add much to the sport of the game.

When the players are all recruited, they continue to march around the row of chairs, the main object of the game being the scramble for seats when the music stops, or upon some other signal to sit if there be no music.

The musician will add to the interest of the game by varying the time of the march from slow and stately time to "double quick." At any moment, after all the players are marching, the music may stop suddenly. Whenever this happens, the players all scramble for seats. There will be one odd player left without a seat. This player is thenceforth out of the game and retires to one end of the room, taking with him one of the chairs. This continues until there are only two players encircling one chair, and the one who secures it wins.

Where two players reach a chair at nearly the same time, the chair belongs to the one who first reached it, or who is sitting more fully on it. Sitting on the arm of a chair does not count, nor touching it with the hands or knees.

FOR THE GYMNASIUM.--When played in a gymnasium, a row of gymnasium stools may be used instead of chairs, and the gathering up of the players omitted, the game starting with the stools empty.

FOR THE SCHOOLROOM.--When played in the schoolroom, the game starts with all of the players ready to march, the first part of the game, in which they are recruited, being omitted. The class should march in serpentine form up one aisle and down the next, etc., instead of encircling a row of seats. There should be for a large class from one to six less seats than the number of players. For instance, one seat should be counted out in each row or each alternate row. The seat that is not in play may be designated by turning it up, if of that variety, and by placing a book on the desk belonging to it.

Wherever played, the game may be carried on without music, simply by the leader or teacher beating time and stopping when players are to sit; or he may give a signal or a command to "Sit!"

GOOD MORNING

_10 to 60 or more players._

_Schoolroom; parlor._

This is a very pretty sense-training game,--cultivating discrimination through the sense of hearing. Little children are very fond of it, and it is most interesting and surprising to note the development of perceptive power through the playing of the game.

One player blinds his eyes. He may do this by going to a corner of the room and facing the wall, with his hand over his eyes; or a very pretty method is to have him go to the teacher or leader, with his face hidden in her lap, and her hands on either side of his head, like the blinders of a horse.

The teacher then silently points to some other player in the class, who rises at once and says, "Good morning, David!" (or whatever the child's name may be). The little guesser, if he has recognized the voice, responds with, "Good morning, Arthur!" (or other name). If he does not guess the voice after the first greeting, the child may be required to repeat it, until the guesser has had three trials. Should he fail on the third trial, he turns around to see who the player was, and changes places with him. If he names the right player, the guesser retains his position until he fails to guess the voice of the one greeting him, one player after another being required to stand and give the greeting "Good morning!"

When pupils have become somewhat proficient in the guesser's place, the others should be required to change their seats after the guesser has blinded his eyes, so that he will not be assisted in his judgment by the direction from which the voice comes, which is very easily the case where the other players are in their accustomed seats.

Of course the greeting will be varied according to the time of day, being "Good afternoon!" or "Good evening!" as may be appropriate. Occasionally, in a school game, a pupil from another room may be called in. Should a strange voice be heard in this way, the little guesser is considered correct if he answer, "Good morning, stranger!"

GUESS WHO

_10 to 30 or more players._

_Playground; gymnasium; parlor; schoolroom._