This is a game of the Eskimos, reported by Lieutenant Schwatka.
This is a game of the Eskimos, reported by Lieutenant Schwatka.
ESKIMO JUMPING RACE.—Fold the arms across the breast with the knees rigid and the feet close together. Jump forward in short jumps of an inch or two.
This is the regular form of one of the games of the Eskimos, reported by Lieutenant Schwatka.
This is the regular form of one of the games of the Eskimos, reported by Lieutenant Schwatka.
ANKLE THROW.—This feat consists in tossing some object over the head from behind with the feet. A bean bag, book, or basket ball, is held firmly between the ankles. With a sudden jump, the feet are kicked backward so as to jerk the object into an upward throw, which should end in its curving forward over the head. It should be caught as it comes down.
ARM'S LENGTH TAG.—Two players stand each with an arm extended at full length at shoulder level, and try to touch each other without being touched in return. This will require some rapid twisting, dodging, and bending. A touch on the extended hand does not count.
BACKSLIDING.—The hands are placed palm to palm behind the back with the fingers pointing downward and thumbs next to the back. Keeping the tips of the fingers close to the back and the palms still together, the hands are turned inward and upward until the tips of the fingers are between the shoulders, pointing upward toward the head, and the thumbs outside.
CATCH PENNY.—One elbow is raised level with the shoulder, the arm being bent to bring the hand toward the chest. Three or four pennies are placed in a pile on the bent elbow. Suddenly the elbow is dropped and the same hand moved downward quickly in an effort to catch the pennies before they fall to the ground.
CHINESE GET-UP.—Two persons sit on the floor back to back with arms locked, and retaining such relative positions they try to stand upright.
COIN AND CARD SNAP.—Balance a visiting card on the tip of the middle or forefinger. On top of the card place a dime or nickle; this should be exactly over the tip of the finger and in the middle of the card. Snap the edge of the card with a finger of the other hand, so that the card will be shot from under the coin and leave the coin balanced on the finger.
DOG COLLAR.—Two players on hands and knees on a mat, rug, or cushion, face each other with about three feet distance between them. A knotted towel or a strap, or anything that will not chafe or cut the flesh, is thrown over both heads like a collar, being long enough to encircle the two. The head should be held well upward to prevent this from slipping off. At a signal, the players pull against each other, each trying to pull the opponent from the mat or to pull the collar from around his neck.
DOG JUMP.—The performer holds a stick horizontally between the forefingers of his hands, pressing with the fingers to keep it from falling. Keeping the stick in this position, he should jump over it forward and then backward. The same feat may be performed by pressing together the middle fingers of the two hands without a stick and jumping over them forward and backward, as a dog jumps through curved arms.
DOT AND CARRY TWO.—This is a spectacular feat of strength for three performers, A, B, and C. They stand in line, side by side, A standing in the center with B on his right and C on hisleft. He stoops down and passes his right hand behind the left thigh of B, and clasps B's right hand. He then passes his left hand behind C's right thigh, and takes hold of C's left hand. B and C pass each one arm around A's neck, and A, by raising himself gradually to a standing position, will find that he is able to lift the other two from the ground.
HAND STAND SALUTE.—A player is required to stand on his hands with legs stretched at full length in the air, and then wriggle the feet at the ankles.
HEEL AND TOE SPRING.—A line is drawn on the floor. The performer places his heels against this line, bends down, grasps the toes with the fingers underneath the feet and pointing backward toward the heels. He then leans forward slightly to get an impetus, and jumps backward over the line.
This same feat may be reversed. Standing in the same position, the performer toes a line and jumps over it forward.
JUG HANDLE.—The performer places his hands across the chest, with the tips of the middle fingers touching and the elbows extending on each side like a jug handle. Another player tries to pull the arms apart, either by working at them separately or together. Jerking is not permissible; the pull must be steady.
Until one has tried this, it is surprising to find that even a strong person cannot overcome a weaker one in this position.
LAST AND FIRST.—Place one foot immediately behind the other. On the rear foot place a small object, such as a light book, a slipper, or a small stick. With a sudden movement lift the forward foot, at the same instant hopping on the rear foot with a kicking movement forward, so as to throw the object forward beyond a given mark.
LATH AND PLASTER.—Rub the top of the head with one hand, and simultaneously pat the chest with the other hand. Reverse the movement, patting the head and rubbing the chest. Do each of these things with the hands changed, the hand that was on the chest being placed on the head, andvice versa.
PICK ME UP.—The performer is required to stand against the wall, drop a handkerchief at his feet, and without bending the knees stoop and pick up the handkerchief.
PICK UP AND PUSH UP.—A line is drawn about two feet from a wall, which is toed by the performer, facing the wall. Betweenthe line and the wall is placed a stool directly in front of the performer. The player leans forward, puts the top of his head against the wall, picks up the stool with his hands, and pushes himself backward to an upright position, getting an impetus from the head only, and lifting the stool as he does so.
PINCUSHION.—On a chair having a cane or rush or wooden bottom a pin is stuck on the edge of the seat, or just under the edge, well around on one side toward the back. The performer starts sitting in the chair, and without leaving it, or touching his hands or feet to the floor, must reach around so as to remove the pin with his teeth.
PRAY DO.—A line is marked on the floor. The performer stands with his toes on the line, and without using his hands or moving his feet, kneels down and gets up again.
RABBIT HOP.—This should be done on a soft mat or cushion. The performer kneels; then sits back on the heels and grasps the insteps with his hands. From this position he leans suddenly forward, and while doing so pulls the feet up from the floor. In the instant that his weight is released, he hitches forward on the knees, the two knees moving forward alternately.
ROTARY.—Raise both arms above the head. Move both with a rotary motion in opposite directions, describing a circle in the air, with the right hand moving forward and with the left moving backward simultaneously.
Extend both arms in slanting position downward from the shoulders, elbows straight. Describe circles in the air with both arms, the hands at about the level of the hips, the right turning forward and the left backward.
"RUBBER NECK."—In this feat a kneeling performer is required to pick a card up from the floor with his teeth, both hands being behind his back. The card is placed in front of him at the length of his forearm and hand from one knee. This distance is measured by placing the elbow against the knee and stretching the forearm and the hand at full length on the floor; the point which the middle finger reaches is the point at which the card must be placed. The card has the ends folded down so as to rest like a small table on the floor. The nearer edge of it must rest on the line determined as above specified.
SCALES.—Hold a weight out at arm's length for a given time.
SIAMESE TWINS.—Two players (two boys or two girls), of about the same height and weight, stand back to back and lock arms. The object is to walk in one direction, using first the legs of one player and then those of the other. This may be done by one player moving his feet forward slightly. This is accomplished by both bending the knees, and the player on the side toward which progress is to be made sliding his feet forward. Bracing his feet in the new position, he straightens his entire body upright, drawing the rear player after him until both are in the same relative position as at the start. This constitutes one step, and is repeated over as long a distance as may be specified or desired.
plate: SKIN THE SNAKESKIN THE SNAKEReprinted from Dr. Isaac T. Headland's "Chinese Boy and Girl," by kind permission of Messrs. Fleming H. Revell and Co.
SKIN THE SNAKE.—This is a feat for several performers—from five to fifty or more, and is suitable for the gymnasium. The players stand in a line, one behind another, with a short distance between. Each player bends forward and stretches one hand backward between his legs, while with the other hand he grasps that of the player in front, who has assumed the same position. When all are in position, the line begins backing, the player at the rear end of the line lying down on his back, and the next player walking backward astride over him until he can go no farther, when he also lies down with the first player's head between his legs. This backing and lying-down movement continues until all the players are lying in a straight line on the floor. Then the last one to lie down gets up and walks astride the line toward the front, raising the man next behind him to his feet, and so on until all again are standing in the original position. The grasp of hands is retained throughout.
It hardly need be said that this game is of Chinese origin. It makes a very funny spectacle, especially if done rapidly.
It hardly need be said that this game is of Chinese origin. It makes a very funny spectacle, especially if done rapidly.
STOOPING PUSH.—Draw a line on the floor. Toe it with the feet spread wide apart. Reach around outside of the legs and grasp a light dumb-bell or other object of similar weight with both hands; throw or slide it forward on the floor from between the feet, the hands being kept together throughout. The object is to see how far the dumb-bell may be thrown without the player losing his balance.
TANTALUS.—The left foot and leg and left cheek are placed closeagainst the wall. The right foot is then slightly lifted in an effort to touch the left knee. Having reached it, the position should be steadily maintained for a few moments.
THUMB SPRING.—This is similar to the Wall Spring, but differs both in method of execution and in general difficulty. The performer places the inner side of the thumbs against a wall, or the edge of a table or window sill may be used. No other part of the hands should touch this surface. The feet should then be moved as far backward as possible. The body will then be leaning forward; and from this position, without any movement of the feet, a sudden push should be made from the thumbs, the object being to recover the upright position. It is well to begin with a slight distance and work up to a greater one.
WALL PIVOT.—One foot is placed against a wall at about the height of the knee. The other foot is thrown over it, the body making a complete turn in the air, so that the free foot may touch the ground in time to sustain the weight before a tumble. Thus, if the right foot be placed against the wall, the left leg will be thrown over it and the body turned over toward the right, the left foot being replaced on the floor to receive the weight. This is usually easier if done with a short run, and is best practiced on a thick gymnasium mattress.
WALL SPRING.—The performer should stand facing a wall and a short distance from it. Keeping his feet in one spot, he should lean forward and place the palms of his hands flat against the wall; from this position he should then make a sudden push and spring backward to an upright position. With some practice, this may be done with a very considerable distance between the feet and the wall.
WOODEN SOLDIER.—The arms are folded across the chest. In this position the performer is required to lie down on the back and rise again to an upright standing position, without assistance from either hands or elbows.
WRIGGLE WALK.—The performer stands with heels together and toes pointed outward. Simultaneously he raises the right toes and the left heel, and turns them toward the same direction, the right toes inward and the left heel outward, pivoting on the opposite toe and heel. This is then reversed, so as to continue progress inthe same direction. Resting on the toes and heel just moved, he lifts the opposite ones; that is, the left toes moving outward, the right heel moving inward, and so progresses for a specified distance.
Many of the things described in the previous section of this chapter may be used as forfeits.Forfeits are used in many games as a penalty for failure, and may be an occasion for much merriment. The usual method of collecting and disposing of the forfeits is for each player when he fails, to deposit with some one person designated for the purpose some article which shall serve to identify him when the penalties are assigned. This may be a ring, some small article from the pocket, a bonbon, a pebble, or flower, a bit of ribbon, or other ornament of dress.When the game is over, the forfeits are redeemed. For this purpose one player is chosen as the judge, who is seated. Behind him stands a player who takes one article at a time from the pile of collected forfeits, holds it over the head of the judge so that he may not see it, and says, "Heavy, heavy hangs over thy head."The judge then asks, "Fine or superfine?" (meaning, boy or girl?)The holder answers, "Fine," if a boy, and "Superfine," if a girl, and adds, "What must the owner do to redeem it?"The judge then pronounces sentence. Part of the sport of this imposing of penalties for forfeits is the ignorance of the judge as to who is the owner of the forfeit.The following penalties are appropriate for the paying of forfeits, and many of the feats previously described are also suitable.The practice of forfeits is prehistoric, and is thought to have originated in the custom of paying ransom for immunity from punishment for crimes. As used in games of later years, the main object has been to make the offender ridiculous.
Many of the things described in the previous section of this chapter may be used as forfeits.
Forfeits are used in many games as a penalty for failure, and may be an occasion for much merriment. The usual method of collecting and disposing of the forfeits is for each player when he fails, to deposit with some one person designated for the purpose some article which shall serve to identify him when the penalties are assigned. This may be a ring, some small article from the pocket, a bonbon, a pebble, or flower, a bit of ribbon, or other ornament of dress.
When the game is over, the forfeits are redeemed. For this purpose one player is chosen as the judge, who is seated. Behind him stands a player who takes one article at a time from the pile of collected forfeits, holds it over the head of the judge so that he may not see it, and says, "Heavy, heavy hangs over thy head."
The judge then asks, "Fine or superfine?" (meaning, boy or girl?)
The holder answers, "Fine," if a boy, and "Superfine," if a girl, and adds, "What must the owner do to redeem it?"
The judge then pronounces sentence. Part of the sport of this imposing of penalties for forfeits is the ignorance of the judge as to who is the owner of the forfeit.
The following penalties are appropriate for the paying of forfeits, and many of the feats previously described are also suitable.
The practice of forfeits is prehistoric, and is thought to have originated in the custom of paying ransom for immunity from punishment for crimes. As used in games of later years, the main object has been to make the offender ridiculous.
AFFIRMATIVE, THE.—A player is required to ask a question that cannot be answered in the negative. The question is, "What does y-e-s spell?"
BLARNEY STONE.—The player is required to pay a compliment to each person in the room in turn.
BLIND WALTZ.—Two players are blindfolded and told to waltz together.
CHEW THE STRING.—Two bonbons are wrapped in paper and tied each to a piece of string six yards in length. These are placed on the floor at a distance from each other, the free end of each string beinggiven to one of the two players who are assigned to this penalty. At a signal, each player puts his piece of string in his mouth, and with hands behind back chews rapidly at the string, trying to get it all into the mouth. The one who first gets to his piece of candy is rewarded by having both pieces.
CONSTANTINOPLE.—The player is required to "Spell Constantinople, one syllable at a time." As soon as he gets to the letter "i," all of the other players shout the following syllable, "No!" The speller naturally thinks that he has made a mistake, and commences again. Each time that he gets to the letter "i," the same cry of "No" is made, and the poor victim may become very much confused, and doubt his own memory as to spelling before he discovers the trick.
CORDIAL GREETING, A.—This penalty is imposed upon two players at once. They are blindfolded and led to opposite corners of the room. They are then told to go toward each other and shake hands.
CRAWL, THE.—The player is required to leave the room with two legs and come back with six. He does this by bringing a chair with him when he returns.
DANGEROUS POSITION, A.—The player is required to sit upon the fire. This is done by writing the words "the fire" on a slip of paper, and then sitting on it.
ENNUI.—The player is required to yawn until he makes some one else yawn.
FOOTBALL.—A ball the size of an orange is made of crumpled paper. It is placed on the floor, and the player is required to stand at a point three times the length of his foot from the ball. From this point he is required without bending the knees to kick the ball out of the way.
FORUM, THE.—The player is required to make a speech on any subject assigned by the judge.
FOUR FEET.—The player is required to put four feet against the wall. He does this by placing the feet of a chair against the wall.
GRASSHOPPER.—The player is required to hold one foot in his hand and hop on the other around the room.
HAND-TO-HAND.—A player is given some small article to hold in each hand, such as a flower or lead pencil, and required tostretch both arms at full length sideways, the right arm to the right and the left arm to the left. He is then required to bring both articles into one hand without bending shoulders or elbows; or, to state it differently, without bringing the hands any nearer together. This may be done by placing one of the objects on a table with one hand, turning around, and picking it up with the other hand.
HAYSTACK.—A player is required to make a pile of chairs as high as his head, and then take off his shoes and jump over them. (Jump over the shoes.)
HOTTENTOT TACKLE.—The player is required to cross the arms and grasp the left ear with the right hand and the nose with the left hand. He is then suddenly to release the grasp and reverse the position of the hands, grasping the right ear with the left hand and the nose with the right hand. This should be repeated several times in quick succession.
INSIDE AND OUT.—The player is required to kiss a book inside and outside without opening it. He accomplishes this seemingly impossible task by taking the book out of the room, kissing it there, coming back, and kissing it again inside the room.
JINGLES.—The player is given two pairs of rhymes and required to write a verse of four lines ending with the prescribed rhymes. This same forfeit may be imposed on several different players at once, an added interest arising from comparison of the finished verses.
KNIGHT OF THE RUEFUL COUNTENANCE.—This requires two players, one who is assigned to be the knight and the other to be the squire.
The squire takes the knight by the arm and leads him before each lady present. The squire kisses the hand of each lady in turn, and after each kiss carefully wipes the knight's mouth with a handkerchief. The knight must display his grief at the loss of so many opportunities by preserving throughout an unsmiling countenance.
LITTLE DOG TRAY.—The player is required to crawl under the table on all fours and bark like a dog.
LITTLE GERMAN BAND, THE.—Three or four players are told to imitate a little German band, each being required to represent acertain instrument, and all to join in rendering some popular air, which should be assigned.
LITTLE SUNSHINE.—The player is required to walk around the room and bestow a smile on each person in turn.
LUNCH COUNTER.—An apple is suspended at head height on the end of a string from a chandelier or portière pole. The delinquent player is required to walk up to the apple and take a bite from it without help from the hands. For obvious reasons, only one person should be allowed to bite at an apple.
MOODS.—The player is required to laugh in one corner of the room, to sing in the second corner, to cry in the third, and to whistle or dance in the fourth.
NEGATIVE SIDE, THE.—The player is required to answer "No" to a question put to him by each member of the company in turn. This may be made very funny if he be required, for instance, thereby to express dislike for his favorite occupations or friends.
PILGRIMAGE TO ROME, A.—The judge announces that the player who is to redeem this forfeit is about to make a pilgrimage to Rome, and requests that each member of the company give him something to take on his journey. The pilgrim is then required to pass around the room while each person, in turn, presents him with some article, the more inappropriate or difficult or cumbersome to carry the better. These may consist, for instance, of a small chair, a sofa pillow, a house plant, a big basket, a lunch consisting of a nut, etc. These must all be carried at once, and when all have been collected, the pilgrim must make one entire round of the room before laying any of them down.
SAFETY POINT.—The player is required to put one hand where the other cannot touch it. He does this by placing the right hand on the left elbow, orvice versa.
SO NEAR AND YET SO FAR.—Two players are required to stand upon an open newspaper in such a manner that they cannot possibly touch one another. They will find the solution of the problem in placing the newspaper over the sill of a door, and then closing the door between them.
SPOON FOOD.—Two players are blindfolded and seated on the floor, each with a large towel or napkin pinned around the neck like a bib. Each is then given a bowl filled with corn meal or flour,and a spoon. When all is ready, the two players are told to feed each other. This forfeit makes as much sport for the rest of the company as for those engaged in its performance.
THREE QUESTIONS.—The delinquent player is sent out of the room. While he is gone, the remaining players decide on three questions, to which he must reply "Yes" or "No" before he knows what the questions are. When he returns, he is asked if he will answer the first question with "Yes" or "No." Having made his choice, the question is then repeated to him, often resulting in much laughter from the incongruity of the answer. The other questions are answered in the same way.
TIDBIT.—The player is required to bite an inch off the poker. He does this by holding the poker about an inch from his face and making a bite at it.
TOAST OF THE EVENING, THE.—The player is required to propose his or her own health in a complimentary speech about himself or herself.
UMBRELLA STAND.—A closed umbrella or a cane is held upright on the floor by pressing on the top of it with the forefinger. The player is then required to release his hold, to pirouette rapidly, and snatch the umbrella before it falls to the ground.
VERSE LENGTHS.—The player is required to repeat a verse or jingle, stating the number of the word after each word. For example:—
"Yankee,one, Doodle,two, went,three, to,four, town,five," etc.
WALKING SPANISH.—The player is given a cane or closed umbrella. He rests this on the floor, places both hands on top of it, and then rests his forehead on the hands. While in this position, he is required to turn around three times, then suddenly stand with head erect, and walk straight ahead.
ZOO, THE.—The player is required to imitate a donkey or any other animal.
10 to 60 or more players.
Playground; gymnasium.
This is a game for very little children, and with a little suggestion as to the exercises or movements to be illustrated by the "lassie," may be the source of some very good exercise as well as a pleasing game.
All of the players but one form a circle, clasping hands. They circle around, singing the first two lines of the verse. While they are doing this, the odd player stands in the center and illustrates some movement which he chooses for the others to imitate. During the last two lines of the verse the players stand in place, drop hands, and imitate the movements of the center player, which he continues in unison with them.
Did you ever see a lassie, a lassie, a lassie,Did you ever see a lassie dothisway andthat?Dothisway andthatway, andthisway andthatway;Did you ever see a lassie dothisway andthat?
Did you ever see a lassie, a lassie, a lassie,Did you ever see a lassie dothisway andthat?Dothisway andthatway, andthisway andthatway;Did you ever see a lassie dothisway andthat?
When a boy is in the center, the word "lassie" should be changed to "laddie."
The player may imitate any activity, such as mowing grass, raking hay, prancing like a horse, or turning a hand organ; may use dancing steps or movements such as bowing, courtesying, skipping, whirling in dance steps with the hands over the head, etc.; or may take any gymnastic movements, such as hopping, jumping, arm, head, trunk, or leg exercises, etc.
Did You Ever See a Lassie?music: Did You Ever See a Lassie?(Listen)
plate: DRAW A BUCKET OF WATERDRAW A BUCKET OF WATER
4 to 60 or more players.
Indoors; out of doors.
This game is played in groups of four, generally by girls. Two players face each other, clasping hands at full arm's length. The other two face each other in the same way, with their arms crossing those of the first couple at right angles. Bracing the feet, the couples sway backward and forward, singing the following rhyme:—
music: Draw a Bucket of Water(Listen)
Draw a bucket of water,For my lady's daughter.One in a rush,Two in a rush,Please little girl, bob under the bush.
Draw a bucket of water,For my lady's daughter.One in a rush,Two in a rush,Please little girl, bob under the bush.
As the last line is said, the players all raise their arms without unclasping the hands and place them around their companions, whostoop to step inside. They will then be standing in a circle with arms around each other's waists. The game finishes by dancing in this position around in a ring, repeating the verse once more.
The illustration shows in the left-hand group the pulling backward and forward; in the rear (center) group the lifting of hands and stooping under; and in the right-hand group the position for dancing around while repeating the verse.
music: DUCK DANCE (THE)(Listen, verses 1-3)(Listen, last verse)
I saw a ship a-sailing, a-sailing on the sea;And oh, it was laden with pretty things for me.There were comfits in the cabin, and apples in the hold;The sails were made of silk, and the masts were made of gold.Four and twenty sailors that sat upon the deckWere four and twenty white mice with chains about their necks.The captain was a duck with a packet on his back,And when the ship began to move the captain cried quack! quack!
I saw a ship a-sailing, a-sailing on the sea;And oh, it was laden with pretty things for me.There were comfits in the cabin, and apples in the hold;The sails were made of silk, and the masts were made of gold.
Four and twenty sailors that sat upon the deckWere four and twenty white mice with chains about their necks.The captain was a duck with a packet on his back,And when the ship began to move the captain cried quack! quack!
The players hold hands and circle rapidly while singing. After the last verse one of the players breaks the circle and with his next neighbor raises his hand high to form an arch, calling "Bid, bid, bid!" which is the call for ducks. The player on the opposite side of the break in the circle proceeds to pass under this arch, the entire circle following, all holding hands and answering "Quack! quack! quack!"
When all have passed through, the two players at the opposite end of the line raise their hands and cry, "Bid, bid, bid!" while the two who first made the arch pass through, drawing the line after them, and calling "Quack! quack! quack!" This passing of the ducks under the gateway is continued during one or two repetitions of the music. The players should repeat "Bid, bid, bid!" and "Quack, quack, quack!" in rhythm during all of this latter part of the play.
10 to 30 or more players.
Indoors; out of doors.
The farmer in the dell,The farmer in the dell,Heigh-o! the cherry-oh!The farmer in the dell.The farmer takes a wife,The farmer takes a wife,Heigh-o! the cherry-oh!The farmer takes a wife.The wife takes a child,The wife takes a child,Heigh-o! the cherry-oh,The wife takes a child.
The farmer in the dell,The farmer in the dell,Heigh-o! the cherry-oh!The farmer in the dell.
The farmer takes a wife,The farmer takes a wife,Heigh-o! the cherry-oh!The farmer takes a wife.
The wife takes a child,The wife takes a child,Heigh-o! the cherry-oh,The wife takes a child.
The succeeding verses vary only in the choice in each, and follow in this order:—
The child takes a nurse, etc.The nurse takes a cat, etc.The cat takes a rat, etc.,The rat takes the cheese, etc.
The child takes a nurse, etc.The nurse takes a cat, etc.The cat takes a rat, etc.,The rat takes the cheese, etc.
music: The farmer in the dell(Listen)
The players stand in a circle with one of their number in the center, who represents the farmer in the dell. At the singing of the second verse, where the farmer takes a wife, the center player beckons to another, who goes in and stands by her. The circle keeps moving while each verse is sung, and each time the player last called in beckons to another; that is, the wife beckons one into the circle as the child, the child beckons one for the nurse, etc., until six are standing in the circle. But when the lines, "The rat takes the cheese," are sung, the players inside the circle and those forming it jump up and down and clap their hands in a grand confusion, and the game breaks up.
10 to 60 or more players.
Indoors; out of doors.
This game is especially enjoyed by little boys, for whom there is a comparatively small number of appropriate singing games.
This game is especially enjoyed by little boys, for whom there is a comparatively small number of appropriate singing games.
The players all stand in two lines facing each other. They clap their hands in time with the song, and sing the first verse:—
music: Oh, have you seen the Shah?(Listen)
Oh, have you seen the Shah?Oh, have you seen the Shah?He lights his pipe on a starlight night.Oh, have you seen the Shah?For a-hunting we will go,A-hunting we will go.We'll catch a fox and put him in a box.A-hunting we will go.
Oh, have you seen the Shah?Oh, have you seen the Shah?He lights his pipe on a starlight night.Oh, have you seen the Shah?
For a-hunting we will go,A-hunting we will go.We'll catch a fox and put him in a box.A-hunting we will go.
While the last verse is being sung, the two players at the top of the lines run forward, join hands, and run down between the lines to the foot, turn around, join the other hands, and return between the lines. When they have reached the head again, they unclasp hands and run down the outside of the lines, each on his own side, and take their places at the foot of the lines. By this time the verse should be finished, and it is then sung again, the two players who are now standing at the head running down through the middle, etc. This is repeated until all the players have run, when the two lines join hands in a ring and all dance around, repeating the verse for the last time.
For a large number of players several may run instead of two. The first two then represent foxes, the next four, prancing or galloping horses (all in time to the music), and four others for riders or hunters.
10 to 30 or more players.
Indoors; out of doors.
This is a form of Drop the Handkerchief, differing somewhat in play, and also in that a verse is sung with the game.
All of the players but one stand in a circle with clasped hands; the odd player, carrying a handkerchief, runs around on the outside of the circle, singing the following verse:—
Itiskit, Itasket,A green and yellow basket;I wrote a letter to my loveAnd on the way I dropped it.Some one of you has picked it upAnd put it in your pocket;It isn't you—it isn't you—
Itiskit, Itasket,A green and yellow basket;I wrote a letter to my loveAnd on the way I dropped it.Some one of you has picked it upAnd put it in your pocket;It isn't you—it isn't you—
This last phrase is repeated until the player reaches one behind whom he wishes to drop the handkerchief, when he says, "It is you!" and immediately starts on a quick run around the circle.
Itiskit, Itasketmusic: Itiskit, Itasket(Listen)
The one behind whom the handkerchief was dropped picks it up and at once starts around the circle in the opposite direction, the object being to see which of the two shall first reach the vacant place. The one who is left out takes the handkerchief for the next round.
Should a circle player fail to discover that the handkerchief has been dropped behind him until the one who has dropped it has walked or run entirely around the circle, he must yield his place in the circle to the handkerchief man, changing places with him.
5 to 60 players.
Indoors; out of doors; schoolroom.
One player is chosen as leader. He repeats or sings the following formula, at the same time going through the motions indicated. The other players must repeat the formula and the motions with him. They may be either seated or standing. The rhythm should be very rapid:—
music: Keep Moving(Listen)
One finger one thumb keep moving,One finger one thumb keep moving,One finger one thumb keep moving.Tra-la! la-la! la-la!
One finger one thumb keep moving,One finger one thumb keep moving,One finger one thumb keep moving.Tra-la! la-la! la-la!
(The thumb and index finger of one hand are separated and brought together, as when a bird's beak is being imitated with the fingers.)
Two fingers two thumbs keep moving,Two fingers two thumbs keep moving,Two fingers two thumbs keep moving.Tra-la! la-la! la-la!
Two fingers two thumbs keep moving,Two fingers two thumbs keep moving,Two fingers two thumbs keep moving.Tra-la! la-la! la-la!
(The thumb and index finger of both hands are moved in similar manner.)
Four fingers two thumbs keep moving,Four ——Four ——Tra-la! ——
Four fingers two thumbs keep moving,Four ——Four ——Tra-la! ——
(The thumb, index, and middle fingers on each hand.)
Six fingers two thumbs keep moving,Six ——Six ——Tra-la! ——
Six fingers two thumbs keep moving,Six ——Six ——Tra-la! ——
(Add the ring finger.)
Eight fingers two thumbs keep moving,Eight ——, etc.
Eight fingers two thumbs keep moving,Eight ——, etc.
(All the fingers.)
Eight fingers two thumbs one hand keep moving,Eight fingers two thumbs one hand keep moving,Eight fingers two thumbs one hand keep moving.Tra-la! la-la! la-la!
Eight fingers two thumbs one hand keep moving,Eight fingers two thumbs one hand keep moving,Eight fingers two thumbs one hand keep moving.Tra-la! la-la! la-la!
(The finger motion is continued, and to it is added an up-and-down shaking of one hand.)
Eight fingers two thumbs two hands keep moving,Eight ——Eight ——Tra-la! ——
Eight fingers two thumbs two hands keep moving,Eight ——Eight ——Tra-la! ——
(A similar movement of the other hand is added.)
Eight fingers two thumbs two hands one arm keep moving, etc.
Eight fingers two thumbs two hands one arm keep moving, etc.
(One arm is moved up and down with the shoulder, elbow, and wrist all active, while the movement of the fingers and of the opposite hand continues.)
Eight fingers two thumbs two hands two arms keep moving, etc.
Eight fingers two thumbs two hands two arms keep moving, etc.
(Add similar movement of the other arm.)
Eight fingers two thumbs two hands two arms one foot keep moving, etc.
Eight fingers two thumbs two hands two arms one foot keep moving, etc.
(The toes of one foot are lifted (bending the ankle) and tapped on the floor as in beating time.)
Eight fingers two thumbs two hands two arms two feet keep moving, etc.
Eight fingers two thumbs two hands two arms two feet keep moving, etc.
(Add similar movement of other foot.)
Eight fingers two thumbs two hands two arms two feet one leg keep moving, etc.
Eight fingers two thumbs two hands two arms two feet one leg keep moving, etc.
(Lift one leg with bent knee and replace the foot on the floor in rhythmic time, while all of the other parts mentioned are kept in motion as previously.)
Eight fingers two thumbs two hands two arms two feet two legs keep moving, etc.
Eight fingers two thumbs two hands two arms two feet two legs keep moving, etc.
(Add similar movement of the other leg.)
Eight fingers two thumbs two hands two arms two feet two legs one head keep moving, etc.
Eight fingers two thumbs two hands two arms two feet two legs one head keep moving, etc.
(Add a nodding movement of the head, forward and backward.)
This is a Scotch game and is full of sport, but will depend largely for its success upon the familiarity of the leader with the order of the movements, and, like most Scotch games, upon the rapid and sustained time in which it is kept going. It is especially good for the schoolroom, as it affords some excellent exercise without the players leaving their seats.
10 to 60 players.
Playground; gymnasium; schoolroom.