What Shall We Do Now?: Five Hundred Games and Pastimes

Chapter 9

Chapter 94,538 wordsPublic domain

Hands and knees races, backward races (run with your back to the goal), races with burdens on your back, or balancing a pole across your hand or on the tip of your finger--there is no limit to the ones you can invent.

But the best ones, after all, are the plain old trials of speed. There is no more fun than a good running race, and a walking race is next to it. Bicycle races are apt to be dangerous and a course that is very wide should always be selected.

Quoits

Quoits is a game not played as much as it should be by American boys. It is easy to arrange, for although there is an outfit sold in the toy shops, a home-made one is just as good. It consists of a collection of horseshoes and a stake driven in the ground--certainly not a difficult apparatus to assemble. The stake should not project more than an inch above the ground and the players, according to the grown-up rules, should stand about fifteen yards away from the stake (which is usually called "the hub"). But for boys the distance from the hub can be determined by your skill. You may increase it as you improve with practice. Every player has a certain number of quoits (horseshoes) and standing at a fixed distance from the hub he tries to pitch them so that they will go as near as possible to the hub. Some very good players can cast a quoit so that it falls about the hub. This is called a "ringer" and counts ten, but it is a rare shot. Every one pitches his quoits and then all go to the hub and reckon up the score. The one whose quoits lie nearest to the hub counts one point for each quoit, but each quoit entitled to count must be nearer the hub than any of the opponents' quoits. This continues until the score is complete. People usually play for eleven. This game can be played with flat stones instead of horseshoes and with any rules that you choose to make.

Duck on a Rock

Duck on a Rock is a variation of Quoits which is excellent fun. One of the players, chosen by counting out, puts a stone (called in this game the "duck") about as big as his fist, on the top of a smooth rock and stands near it. All the other players have similar "ducks" and try to dislodge the one on the rock by throwing their stones, or ducks at it. As soon as each has thrown his duck he tries to watch his chance to run up to it and carry it back before the player standing by the rock can touch him. When some one knocks off the duck from the rock the "it" (the player by the rock) must put it back before he can tag any of the players. This is therefore, of course, the great time for a rush of all the players to recover their ducks and get back to their own territory before the "it" can tag them. If any player is touched by the "it" while attempting to rescue his duck he must become "it" and put his duck on the rock.

Bowling

Bowling is the best of sports but this usually needs too much apparatus for the average boy to have. Nine pins, however, can be arranged in a rough sort of a way, by setting up sticks and bowling at them with round apples. Your own ingenuity will devise ways to use the materials you find about you.

Hop-Scotch

Hop-scotch is a great favorite which scarcely needs a description, although there are various ways of marking the boards. The game is played by any number of persons, each of whom kicks a small stone from one part to another of the diagram by hopping about on one foot. The diagram is drawn on a smooth piece of ground with a pointed stick or on a pavement with a bit of chalk. The most usual figure is given here.

To begin, a player puts a pebble or bit of wood into the place marked 1, and then, hopping into it with his right foot, he kicks the counter outside the diagram. Then hopping out himself, he kicks it (with the foot on which he is hopping) into the part marked 2. He hops through 1 to 2, kicks the counter out again, and follows it out. This continues until he has kicked the counter in and out of every space in the diagram, without stepping on a line, or so casting the counter that it rests on a line. If this occurs he is put back a space, and it is the turn of the next player. Each one plays until he has made a fault, and when it is his turn again, he takes up the game where he left off. The one who first gets through the required figures is the winner.

There is literally no end to the variations of this game, either in the diagram used or in the rules. Sometimes when people become very skilful they play it backward, and sometimes at the end the player is required to place the pebble on his toe and kick it in the air, catching it in his hand.

Strength Tests

Various trials of strength are good for boys out of doors, provided rules are fixed and adhered to. Cane-spreeing is good sport, but should only be tried by boys pretty well matched in size and strength. A cane (or broom-stick) about three feet long is held by two boys facing each other, each with a hand on each end of the cane, the respective right hands being outside the lefts, that is, nearest to the end. Then one tries to get the cane away from the other. It sounds simple, but there are a great variety of strategic tricks to be learned by practice. No struggle should last more than two minutes by the watch, when the boys should stop and get breath. The feet are not used, but it is quite allowable to use your body, if you get down on the ground in a sort of wrestling.

Hare and Hounds

Hare and Hounds can be played either in the country or the city and is fine fun, although it should be begun with a short run. In the excitement of the chase boys are apt to forget, and over-strain themselves. The "hares" are two players who have a bag of small paper pieces which they scatter after them from time to time as they run. They are given a start of five or ten minutes and then all the others, who are the "hounds," start after them, tracing their course by the bits of paper. In the city the hares take a piece of chalk and mark an arrow on the wall thus ----> showing in which direction they have gone. Good stout shoes should be worn to run in, or you will blister your feet.

Dog-Stick

A game for city pavements or for smooth country roads has so many names that it is difficult to say which is its right one, but a common one is "dog-stick." It is played something like hockey, the aim being to get a ball or counter over your opponent's goal line. The ball in this case is not a ball but a piece of wood which you can make yourself, of an odd shape. It is like a flattened ball with a tail to it. With a club or stick you strike the tail so that the ball springs up in the air and then before it falls you strike it with your club toward your enemy's goal line. The players are divided into sides who try to defend their goal lines and to send back the ball to the other side. Make your own rules as experience teaches you is fair.

Other Games

The endless variations of leap-frog should not be forgotten in devising outdoor games: and tournaments of long or broad jumping and high jumping are good. Stilts and the games to be arranged with them are also another great resource. And the seasons bring, as regularly as flowers and snow, the round of tops, and kites and marbles. Of these last a very summary account is given here as most boys and regions have their own rules.

Marbles

The first thing to learn in "Marbles" is the way that the marble should be held. Of course one can have very good games by bowling the marble, as if it were a ball, or holding it between the thumb-nail and the second joint of the first finger and shooting it with the thumb from there; but these ways are wrong. The correct way is to hold it between the tip of the forefinger and the first joint of the thumb. Marbles are divided into "taws," or well-made strong marbles with which you shoot, and "clays," or the ordinary cheap colored marbles at which you aim and with which you pay your losses.

Ring Taw

Two or three boys with marbles could never have difficulty in hitting on a game to play with them, but the best regular game for several players is "Ring Taw." A chalk ring is made on as level a piece of ground as there is, and each player puts a clay on it at regular distances from each other. A line from which to shoot during the first round is then drawn two yards or so from the ring, and the game begins by the player who has won the right of leading off (a real advantage) knuckling down on the line and shooting at one of the marbles in the ring. If a player knocks a marble out of the ring, that marble is his and he has the right to shoot again from the place where his taw comes to a stand; but if in knocking a marble out of the ring his taw remains in it (or if his taw remains in it under any condition whatever), he has to put all the marbles he has won into the ring, in addition to one for a fine, and take up his taw and play no more till the next game. There is one exception to this rule: If only one marble is left in the ring, and if, in knocking it out, a player's taw remains in the ring, he does not suffer, because the game is then over. The other two rules are these: If a player succeeds in hitting the taw of another the owner of that taw not only must leave the game but hand over any marbles he has won. (In no case are taws parted with.) Also, if it happens that only two players are left, and one of these has his taw hit, that ends the game, for the player who hit it not only has the marble of the taw's owner but all the marbles left in the ring too.

"Ring Taw" can be played by as few as two players; but in this case they must each put several marbles in the ring.

To decide which player is to begin, it is customary for them all to aim at the ring from the knuckling-down line, and whichever one places his taw nearest to the middle of the ring has the right to lead.

Other Games

Other garden games for boys will be found in the Picnic section. We might mention also "Steps" (p. 4), "Tug of War" (p. 38), and "Potato Races" (p. 40).

PICNIC GAMES

A picnic may be either a complicated affair which has occupied you all the day before, or the most impromptu expedition which you arrange on the spur of the minute; and the last kind are often more fun. Any place out of doors will answer for a picnic, but if possible it should be near water. Anything will answer for a picnic lunch, but it is pleasant, if older people are with you, if you are allowed to have fires to do some outdoor cooking. This is always easier than it sounds and adds infinitely to the fun of the lunch. Bacon is one of the easiest things to cook outdoors, all that is needed being a forked stick which you can cut for yourselves. The strip of bacon is impaled on the forks and toasted over the fire, each person cooking his own slice and eating it on bread. Or with two larger forked sticks a steak can be deliciously broiled for the whole company, or chops can be cooked. It is the easiest and most delightful task to arrange a sort of cooking-hole of stones over which the coffee pot may be set and potatoes may be boiled over another similar hole. You will find that it is far better to have a number of very tiny little fires entirely separated from each other, than one big bonfire which is almost sure to grow unmanageable. It will be seen that it is far easier to take a big piece of bacon (to be sliced after reaching the picnic grounds) a loaf or two of bread and raw potatoes than to spend hours in making sandwiches and packing cake. Beside the things cooked out of doors always taste so much better. Great care should be taken to put out every spark of fire before going home, and to leave no scraps of paper, or egg-shells lying about. These should be burned or buried.

It, Touch Last, or Tag

For a short time "It" is a good warming game. It is the simplest of all games. The "It" runs after the others until he touches one. The one touched then becomes "It."

Touchwood

The name explains the game, which is played as "It" is played, except that you can be caught only when you are not touching wood. It is a good game where there are trees. It is, of course, not fair to carry a piece of wood.

Cross Tag

This is the ordinary "Tag," save that if, while the "It" is chasing one player, another runs across the trail between him and the pursued, the "It" has to abandon the player he was at first after and give chase to the one who has crossed.

A good variety of tag is "French Tag." The first one caught must join hands with the "It," the next one with him, etc., and so on in a long line all running together. Any one can catch an opponent, but the original "It" must touch him before he can take his place in the line.

The Little Dog

The players form a ring, leaving one outside, who passes round it singing, "I have a little dog and he won't bite you," and as he does so, touching each player in turn with a knotted pocket-handkerchief. "And he won't bite you," "And he won't bite you," he calls to one after the other, and then suddenly changes this to "But he will bite _you_." The player touched when this is said has to run after the toucher with all his might. When caught they change places.

Hunt the Squirrel

All the players except one join a ring. This one, with a knotted handkerchief in his hand, walks round the outside of the ring for a while, and then, dropping the handkerchief behind one of the players, runs off crying--

Hunt the squirrel through the wood. Now I've lost him--now I've found him! Hunt the squirrel through the wood.

The player behind whom the handkerchief was dropped must catch the squirrel before he can take up the empty place in the ring left by the pursuer. It is more fun if, in dropping the handkerchief, it can be done without the player discovering it for a little while.

The way in which old-fashioned country children play this game (called usually "Drop the handkerchief"), is a little different. As the one with the handkerchief walks around and around the outside of the ring all join in singing,

"A tisket! A tasket! A green and yellow basket! I sent a letter to my love And now I find I've lost it. I've lost it! I've lost it! And where do you think I found it? Up in the sky, ever so high With angels gathered 'round it."

As the words "I've lost it!" are repeated, the player outside must drop the handkerchief, but no one must look behind him until the verse is ended. Then the one who finds the handkerchief behind him must try to catch the first one, who in turn tries to slip into the empty place.

Gaps

The players form a ring: all except one, who is "It." This one runs round the ring and touches one of the players in the circle. They both set off running immediately in opposite directions, the object of each being to get first to the gap made in the circle by the player who was touched. The one who gets to the gap first remains in the circle, while the other becomes "It."

Twos and Threes, or Terza

A very good picnic game. All the players except two form a large ring, standing in twos, one behind another. Of the two who are over, one is the pursuer and the other the pursued; and the game is begun by the pursued taking up his position (if he can do so before the pursuer catches him) in front of one of the couples in the ring, thus making three. Directly he does this he is safe, and the last player in the little group at the back of him has to run. Whoever is caught becomes the pursuer, while the one that caught him becomes the pursued until, by standing in front of one of the couples, he transfers that office to another.

Hide and Seek

"Hide and Seek," which is perhaps the best out-of-door game without implements, needs no explanation. It is usual to give the player who hides a start of as much time as it takes the others to count a hundred in. Some boys, instead of counting from one to a hundred, divide the sum into ten tens, which are counted thus: 1, 2, 3, 1, 2, 3, 1, 2, 3, 1; 1, 2, 3, 1, 2, 3, 1, 2, 3, 1; and so on. These can be rattled through so quickly that your 100 is done and you have started out before, in the ordinary way, seventy would have been reached.

A customary arrangement to avoid taking the hiders too much by surprise is for the boy who stays at the base and counts a hundred to call out when he finishes

"Bushel of wheat! Bushel of rye! All that aren't ready call out 'I'!"

or simply

"One! Two! Three! Look out for me!"

I Spy

"I Spy" combines "Hide and Seek" and "Tag." One player stays in the base, covers his eyes and counts a hundred, while the others run off and hide. On finishing the hundred the player shouts "Coming!" and runs out to look for the others. Directly he catches sight of one of them (and they are not hidden so carefully as in "Hide and Seek"), he calls out his name and the place where he has seen him; as, for instance, "Harry! behind the summer-house!" If there is no mistake and the name is right (it is very often wrong, in which case the player does not move), Harry has to run out and try and catch the other before he reaches the base.

Another way is for as many players to seek as to hide. In this case it is agreed beforehand as to how many of the seekers must be caught by the hiders for the game to be won. If the number is given at four and four are caught, the same side have the privilege of hiding again; but if only three or a smaller number, then the seekers have won and it is they who hide next time.

Chevy, or Prisoner's Base

There is no better running game than this. You first pick sides and then mark off the two camps and take up your station there. The field is arranged thus:--

Place for | | Place for A's | | B's prisoners. | | prisoners. ------------+ +------------

+-------------------------- | A's Camp. | B's Camp. | |

The game is opened by several of the A side running out to some point immediately in front of the two camps. When ready they call "Chevy." As many of the B side then start out to pursue them, each calling his particular quarry by name. The object of each A man is either to get back before the B man who is after him can catch him, or to tempt the B man into ground so near the A camp that he may be caught. In this aim he is helped by the fact that directly his B pursuer called his name and started out another A man probably called out the name of the B man and started to cut him off. No one is allowed to be pursued by two players at once.

If caught, the A man has to go to the place reserved for B's prisoners. Directly he gets there he calls "Rescue"; an A man will then call "Prisoner," and rush out to relieve him; while a B runner is all ready to intercept this A rescuer if he can.

The game is good both for runners who can keep it up a long time and for those who can make short, sharp dashes. The first named decoy the enemy out in pursuit, and the others hold themselves ready to dash across in front of the enemy's camp and cut off any one who is across the line. The rule as to shouting the name of the man you have marked down should be kept.

If there is more than one prisoner they stand just touching hands, in a line which reaches as far as possible toward their own camp, so that the distance between the first prisoner and the rescuer may be shortened. Each new prisoner takes up his place at the back of this line, farthest from the camp. A prisoner is rescued by being touched.

If one side is much weaker than the other a time comes when it is nearly all taken prisoner, with none to rescue except by leaving the camp undefended. Directly a camp is left undefended one of the enemy steps in and "crowns" it and claims the game. More often than not, however, a game of "Chevy" is left undecided. It does not matter in the least, for in this game the fun is more in playing than in winning.

French and English

For this game the ground must be divided by a path or line into two territories--French and English. At the further side of each territory a number of flags--handkerchiefs will do--must be placed at intervals. The players are then divided into the two nations, and the game consists in each side trying to get the flags from the other side, to guard its own, and to catch the enemy when he is off his own ground. Once a player sets foot upon the enemy's territory he must go on, but he cannot be caught if he has a flag in his hands. If he is caught he becomes a prisoner (as in Chevy), and is only released by being touched by one of his own party. A player cannot redeem a prisoner and take a flag at the same time. The game ends when all the flags of one side have been taken.

Black Man

This is rather rough. A line is drawn at each end of the playing place and one player is told off to stand between these lines. The object of the others is to run across, from base to base, without being caught by him: being caught meaning not merely being touched, as in "It," but being really held and stopped. Each one that is caught has to stay in the middle to help catch the others, until no one is left to run across at all.

The player in the middle calls out to the crowd of players, "What'll you do when the black man comes?" and they answer,

"Run right through And never mind you."

This is the signal to begin each rush across from one line to the other.

Stagarino

"Stagarino" is similar to "Black Man," except that all the players who are caught, and whose business it is to catch the others, join hands. Those that run across have therefore to avoid them or to try and break through the wall of arms.

Red Rover

"Red Rover" is also similar to "Black Man," except that instead of all running at the same time, the "Rover" calls out:--

"Red Rover! Red Rover! Let (mentioning name) come over!"

at which the one named has to run from one base to the other. If he is caught, he must assist the "Rover" in catching the others.

Hop, Step, and Jump

This is a change from ordinary racing. The competitors, instead of running against each other, see which can cover the most distance in a hop, a step, and a jump, or, say, three hops, three steps, and three jumps. It needs an umpire to watch very carefully that the step begins exactly where the hop left off and the jump where the step finished.

Follow-My-Leader

This needs no explaining. It is nearly always good fun for a while, and particularly so if the leader has original ideas.

OUT FOR A WALK

On country walks, where there is much to see, one should not be in need of ways to make the time seem shorter. And new walks in the town, or walks where there are interesting shop-windows, are not dull. But the same walks again and again can be very tiring; and it is to help these that the methods which follow have been collected.

A good walking pastime for two is for one to drive the other. Hoops are a great help (see p. 169) and so are dolls' perambulators. But on many walks nothing of this kind is allowed, and one has to fall back on conversation. Telling stories in turns, or making up stories about passers-by, is useful, but it is not every one that is able to do this.

Roadside Whist

In the Channel Islands visitors riding about in large wagonettes pass the time by playing a game called "Roadside Whist." The people on the left seat of the carriage take the right side of the road, and those on the right seat take the left. The conductor teaches them the rules at the beginning of the drive. In our case it is better perhaps to make them for ourselves, to suit our own particular country. Let us suppose that--