LAST COUPLE OUT

This game has sometimes been called Lame Goose.It is admirable for players of all ages, but, like all "dare" games, is especially good to overcome timidity. Timid children should be encouraged to venture near the fox and to take risks in giving their challenge.

This game has sometimes been called Lame Goose.

It is admirable for players of all ages, but, like all "dare" games, is especially good to overcome timidity. Timid children should be encouraged to venture near the fox and to take risks in giving their challenge.

(Widower; Last Pair Pass)

11 to 31 or more players.

Playground; gymnasium.

An odd number of players is required for this game. One is chosen for catcher, who stands at one end of the playground with his back to the other players. The other players stand in couples in a long line behind him, facing in the same direction that he does. The catcher should be not less than ten feet in front of the first couple.

diagram: Last Couple OutLast Couple Out

The catcher calls, "Last couple out!" when the last pair in the line runs toward the front, the right-hand one on the right side of the double line, and the left-hand one on the left side, and try to join hands in front of the catcher. The catcher may not chase them before they are in line with him, and may not turn his head to see when or from where the runners are coming. They shouldtry to gain their end by varying the method of approach, sometimes both circling far out beyond him on either side, or one of them doing this and the other running in close toward the lines.

If the catcher succeeds in catching one of the players before that player can clasp hands with his partner, these two, catcher and caught, form a couple and take their places at the head of the line, which should move backward one place to make room for them, and the other player of the running couple becomes catcher. If neither be caught, they are free;i.e.out of the game.

In the Scotch and Swedish forms of this game, the title is "Widow" or "Widower," the catcher supposedly taking the part of the bereaved one and trying to get a mate. It has been suggested that the game has descended from old methods of marriage by capture.

In the Scotch and Swedish forms of this game, the title is "Widow" or "Widower," the catcher supposedly taking the part of the bereaved one and trying to get a mate. It has been suggested that the game has descended from old methods of marriage by capture.

10 to 60 players.

Schoolroom.

This is a schoolroom adaptation of the game usually known as "Three Deep," or "Third Man." It is one of the most interesting and popular schoolroom games.

This is a schoolroom adaptation of the game usually known as "Three Deep," or "Third Man." It is one of the most interesting and popular schoolroom games.

One player is chosen to be runner and another chaser. The remaining players are seated. The game starts with quite a distance between runner and chaser. The first object of the game is for the chaser to tag (touch) the runner. Should he do this, they immediately change parts, the previous chaser having to flee instantly for safety with the previous runner, now chaser, after him. The greatest sport of the game comes in, however, in the way the runner may save himself at any time from being tagged by the chaser by standing at the rear of any row of seats and calling "Last man!" As soon as he does this, the one sitting in the frontrow of that line of seats becomes liable to tagging by the chaser, and must instantly get up and run. As soon as he has left his seat, the entire line moves forward one seat, leaving a seat at the rear for the "last man." There may be no moving of this kind, however, until the runners are out of the aisle.

As in all running games in the class room, the seated players must keep their feet under the desks and out of the aisles.

It will be seen that all of the players must be very alert to watch the actions of the runner, but especially those sitting in the front seats, as at any moment one of them may have to become runner. The last man must never fail to call out the words "Last man!" when he takes his stand at the rear of a row of seats. He is not considered to have taken refuge until he does this.

50 to 60 or more players.

Playground; gymnasium.

This is a leapfrog game. One player is chosen to be "back," and he chooses a leader, generally the poorest jumper, and a "footer"—the best jumper. A starting or "taw" line is drawn on the ground and the back stands with his side parallel to it. The other players line up in single file at some distance, with the leader at the head and the footer at the rear of the line. The footer dictates the way in which the back is to be cleared and his distance from taw. For instance, he may, having put a long distance between the back and the line, require a run of a limited number of steps, or a hop and skip (specifying the number), before the jump. The leader makes the first jump as prescribed by footer, and the others, in turn, including the footer. Any player failing in the feat becomes back. Any player who is doubtful of success may call upon the footer to perform the feat. If the footer fails, he becomes the back. If the challenge be successfully met, the one making the challenge becomes back.

The back.—Any player who bends over to make a back for others to leap over is called the "back." He must rest his hands on his knees or near themto make a firm back. It is against the rules for any player making a back to throw up his back or bend it lower while a player is leaping over it; but each player, before jumping, may say "High back!" or "Low back!" which the one who is down must adjust before the jumper starts. He then must do his best to keep the back perfectly level and still, unless the game calls for a different kind of play. In some games the back stands with his back toward the jumpers, and in others with his side toward them. If he is to stand on a certain line, he must "heel it" if with his back toward them, or, if his side be toward them, stand with one foot on either side of the line.The jumper.—The player who leaps must lay his hands flat on the back at the shoulders and not "knuckle,"i.e.double under his fingers. Any player transgressing this rule must change places with the back. The back must be cleared without touching him with the foot or any part of the body except the hands. Such a touch is called "spurring," and the transgressor must change places with the back if the latter stands upright before the next player can jump over him. If he does not stand upright in time, he remains back. When a leap is made from a starting line or taw, the jumper may not put his foot more than half over the line. Good jumpers will land on the toes with knees bent and backs upright, not losing the balance.

The back.—Any player who bends over to make a back for others to leap over is called the "back." He must rest his hands on his knees or near themto make a firm back. It is against the rules for any player making a back to throw up his back or bend it lower while a player is leaping over it; but each player, before jumping, may say "High back!" or "Low back!" which the one who is down must adjust before the jumper starts. He then must do his best to keep the back perfectly level and still, unless the game calls for a different kind of play. In some games the back stands with his back toward the jumpers, and in others with his side toward them. If he is to stand on a certain line, he must "heel it" if with his back toward them, or, if his side be toward them, stand with one foot on either side of the line.

The jumper.—The player who leaps must lay his hands flat on the back at the shoulders and not "knuckle,"i.e.double under his fingers. Any player transgressing this rule must change places with the back. The back must be cleared without touching him with the foot or any part of the body except the hands. Such a touch is called "spurring," and the transgressor must change places with the back if the latter stands upright before the next player can jump over him. If he does not stand upright in time, he remains back. When a leap is made from a starting line or taw, the jumper may not put his foot more than half over the line. Good jumpers will land on the toes with knees bent and backs upright, not losing the balance.

The leapfrog games here given in alphabetic order include:—

I.With One Back:II.With Two or More Backs:Leader and FooterBung the BucketLeapfrogJohnny Ride a PonyLeapfrog RaceCavalry DrillParSaddle the NagSpanish FlySkin the Goat

2 to 100 players.

Playground; gymnasium.

The first player makes a back, standing either with his back or his side toward the one who is to leap over. The next player runs, leaps over the back, runs a few steps forward so as to allow space for a run between himself and the first player, and in his turn stoops over and makes a back. This makes two backs. The third player leaps over the first back, runs and leaps over the second, runs a short distance and makes a third back, etc., until all the players are making backs, when the first one down takes his turn at leaping, and so on indefinitely.

VARIATION.—This may be made much more difficult by eachplayer moving only a few feet in advance of the back over which he has leaped, as this will then leave no room for a run between the backs, but means a continuous succession of leaps by the succeeding players.

10 to 100 players.

Playground; gymnasium.

The players are lined up in two or more single files, as for the simplest form of leapfrog, but the game is a race between the different files.

The first player takes his place on the starting or taw line and makes a "back," with his head away from the file. The next player immediately jumps over and makes a back one pace forward of the first player. The third jumps over the backs of the two and makes a third back, and so on until all are down, when the first player jumps over all in succession, but steps one side when he has vaulted over the last back. The others all follow.

The line wins which is first reduced to one player in the position of "back." In other words, when every player in the line has jumped over the back of every other player.

A burlesque on this game, which has in it some good sport and exercise, consists in crawling between the feet of the players instead of jumping over their backs. This may be done for every player in the line, or the two methods alternated, leaping over the back of one, crawling between the feet of the next, etc.

3 to 30 players.

In doors or out of doors.

This game is particularly suitable for young children. The players stand in groups of three. One in each group, usually the smallest, represents a dove; one a hawk, larger than the dove or a swifter runner; and the third the owner of the birds. The dove stands in front of the owner, holding her by the hand. Thehawk stands behind, also held by the hand. The owner throws the dove from her with a gesture of the hand, first toward herself and then away, as a dove might be tossed for flight in the air, and the little dove sails away, with arms floating like wings. When the dove has a sufficient start, so that the larger and swifter hawk may not get her too easily, the owner throws the hawk in the same way. The hawk runs with outstretched arms also as though flying, and tries to catch the dove, but is obliged to run over exactly the same route as the dove. At her discretion the owner claps her hands as a signal for the two pet birds to return to her, the dove trying to get back without being caught by the hawk. The clapping for the return of the birds is always done with hollowed palms to make a deep sound. The owner gives this when the dove has reached the farthest point to which she thinks it best for her to go, the judgment for this being determined sometimes by the gaining of the hawk on his prey. The dove may not turn to come home until the signal be heard.

It is well to make an imaginative atmosphere for little children for this game by telling them of the way doves and hawks are trained as pets.

This game is played by little girls in China, and is one reported by Dr. Headland in his charming book on theChinese Boy and Girl. Some additional points are given here, kindly supplied by Dr. Headland to the author.

This game is played by little girls in China, and is one reported by Dr. Headland in his charming book on theChinese Boy and Girl. Some additional points are given here, kindly supplied by Dr. Headland to the author.

10 to 30 or more players.

Schoolroom; parlor; playground; gymnasium.

This is a quiet game designed to test the memory, and makes an interesting variation when players are tired of active games. The players are all seated, with the exception of one, who is sent from the room. Or if the game be played in an open playground, this one player may blind his eyes in a corner of a wall or fence or behind a bush. When this player is well out of sight and hearing, the leader or teacher beckons one of the players, who leaves the group and hides. If in the schoolroom, this may be done under the teacher's desk or in a wardrobe. The rest of the players then change their seats, and the one who is blinding is called back andtries to tell which player is hidden. When successful, this first guesser may be seated and another chosen to blind. Otherwise the first guesser blinds again.

2 to 30 or more players.

Playground; gymnasium.

A circle is drawn on the ground. The players stand shoulder to shoulder inside the circle, with arms folded either on the chest or behind the back. The play starts on a signal, and consists in trying to push one's neighbor with the shoulders out of the circle. Any player overstepping the line drawn on the ground drops out of the game. Any player who unfolds his arms or falls down is also out of the game.

The Master of the Ring is he who in the end vanquishes all of the others.

(Line Tag; Right Face)

15 to 100 players.

Playground; gymnasium; house party.

All but two of the players stand in parallel lines or ranks, one behind the other, with ample space between each two players and each two ranks; all the players in each rank clasp hands in a long line. This will leave aisles between the ranks, and through these a runner and chaser make their way.

The sport of the game consists in sudden changes in the direction of the aisles, brought about by one player who is chosen as leader and stands aside, giving the commands, "Right face!" or "Left face!" at his discretion. When one of these commands is heard, all of the players standing in the ranks drop hands, face in the direction indicated, and quickly clasp hands with the players who are then their neighbors on the right and left. This brings about a change of direction in the aisles, and therefore necessitates a change of direction in the course of the two who are running.

The success of the game depends largely upon the judgment of the leader in giving the commands, "Right (or left) face!" Theyshould be given quickly and repeatedly, the leader often choosing a moment when the pursuer seems just about to touch his victim, when the sudden obstruction put in his way by the change in the position of the ranks makes necessary a sudden change of direction on his part. The play continues until the chaser catches his victim, or until a time limit has expired. In either case two new players are then chosen from the ranks to take the places of the first runners.

It is a foul to break through the ranks or to tag across the clasped hands.

10 to 60 or more players.

Indoors.

This game may be one of the funniest possible for a house party. The players sit around the room or in a circle. One player who has ready wit is chosen to be ringmaster, or there may be different showmen or ringmasters for each group of animals. The ringmaster takes his place in the center, and will be more effective if furnished with a whip. He shows off in turn different troops of animals, pointing out from two to eight players for each troop, according to the number who are taking part. These must come forth into the center of the ring and go through their paces as indicated by the showman. He may thus display the growling and clawing bear, the hopping and croaking frog, the leaping kangaroo, the roaring and ramping lion, the humped camel, the stubborn and braying donkey, the screaming and wing-flapping eagle, the hooking and mooing cow, the neighing and galloping horse, etc.

For instance, the ringmaster may say: "Ladies and gentlemen: I will now exhibit to you a marvelous troup of snorting hippopotami. Such graceful carriage has never before been seen in these ponderous animals. They have learned to gambol in our Northern clime with even greater grace than they showed in their native jungles. They show almost human intelligence. Sit up there!" (cracking his whip) "Snort to the right! Snort to the left!" etc.

When all of the animals in the menagerie have been displayed, they may all join in a circus parade, each retaining his distinctive character.

(Twelve O'clock at Night)

10 to 30 or more players.

Playground; gymnasium; classroom.

One player is the fox and the others sheep. The fox may catch the sheep only at midnight. The game starts with the fox standing in a den marked in one corner of the playground, and the sheep in a sheepfold marked in the diagonally opposite corner. The fox leaves his den and wanders about the meadow (playground), whereupon the sheep also come forth and scatter around, approaching as close to the fox as they dare. They keep asking him, "What time is it?" and he answers with any hour he chooses. Should he say "Three o'clock," or "Eleven o'clock," etc., they are safe; but when he says "Midnight!" they must run for the sheepfold as fast as possible, the fox chasing them. Any sheep caught changes places with the fox, and the game is repeated. When played in a class room, only a few children should be selected for sheep.

This game is enjoyed by children of almost any age.It affords an excellent opportunity for daring and for finesse. Timid children should be encouraged to take risks, approaching near the fox, and surrounding him on all sides. All should be taught to make the chase varied and difficult for the fox, instead of running in a straight line for the goal. The fox has opportunity for much stratagem in choosing for the moment when he says "Midnight!" one in which the players are standing where he could easily catch or corner them. He may also gain advantage by appearing to start in one direction and suddenly changing to another. These elements add zest to the game, cultivate prowess, and make the children brighter and more alert.

This game is enjoyed by children of almost any age.

It affords an excellent opportunity for daring and for finesse. Timid children should be encouraged to take risks, approaching near the fox, and surrounding him on all sides. All should be taught to make the chase varied and difficult for the fox, instead of running in a straight line for the goal. The fox has opportunity for much stratagem in choosing for the moment when he says "Midnight!" one in which the players are standing where he could easily catch or corner them. He may also gain advantage by appearing to start in one direction and suddenly changing to another. These elements add zest to the game, cultivate prowess, and make the children brighter and more alert.

5 to 20 players.

Out of doors.

This game is played when the sun is shining. One of the players is the moon, and takes her place in a large area of shadow, such as would be cast by a large tree or a house. As the moon belongs to the night, she may not go out into the sunshine.

The other players are morning stars, and as they belong to the daylight, their place is in the sun. The morning stars dance around in the sunlight, venturing occasionally into the shadow where the moon is, saying—

"O the Moon and the Morning Stars,O the Moon and the Morning Stars!Who dares to tread—Oh,Within the shadow?"

"O the Moon and the Morning Stars,O the Moon and the Morning Stars!Who dares to tread—Oh,Within the shadow?"

The moon tries to catch or tag them while they are in the shadow. Any star so caught changes places with the moon.

This game is played by the little Spanish children.

This game is played by the little Spanish children.

This is one of the old traditional dramatic games and is found in many countries.

This is one of the old traditional dramatic games and is found in many countries.

One player represents a mother, and the rest are her children, and stand in front of her in a line. One or all of them ask the mother the following question, the mother answering as indicated:—

"Mother, may I go out to play?"

"No, my child; it is such a wet day."

"Look how the sun shines, mother."

"Well, make three round courtesies and be off away."

The children thereupon make three "round courtesies" by whirling around and dipping down suddenly to spread the skirts out. They then run away and pretend to play. Soon they return and knock at the door. The mother asks:—

"What have you been doing all this time?"

"Brushing Jennie's hair and combing Jennie's hair."

"What did you get for it?"

"A silver penny."

"Where's my share of it?"

"The cat ran away with it."

"Where's the cat?"

"In the wood."

"Where's the wood?"

"Fire burnt it."

"Where's the fire?"

"Moo cow drank it."

"Where's the moo cow?"

"Sold it for a silver penny."

"What did you do with the money?"

"Bought nuts with it."

"What did you do with them?"

"You can have the nutshells, if you like."

The last words being rather disrespectful, the mother at once chases the children, calling, "Where's my share of the silver penny?" The players being chased, reply, "You may have the nutshells!" The mother thus catches the children, one after another, and pretends to punish them.

5 to 11 players.

Indoors; out of doors.

This is a traditional dramatic game.

This is a traditional dramatic game.

One player represents an old witch, another a mother, another the eldest daughter, another a pot boiling on the hearth, and the balance are children, named for the days of the week, Monday, Tuesday, etc.

The old witch hides around the corner of a house or other convenient place, and peeps out, while the mother says to her eldest daughter, "I am going away, and I want you to let nothing happen to your sisters." To the others she says, "Monday, you take care of Tuesday, and Tuesday, you take care of Wednesday," etc., until she comes to the last child, when she says, "And Saturday, take care of yourself." Then to the eldest, "Be sure and not let the old witch take any of your sisters. You can also get the dinner, and be sure not to let the pot boil over."

The mother then goes away and stays at a distance out of sight. As soon as the mother has gone, the old witch, stooping, lame, and walking with a stick, comes and raps with her knuckles on the supposed door. The eldest daughter says; "Come in! What do you want?"

Old Witch.Let me light my pipe at your fire; my fire is out.

Eldest Daughter.Yes, if you will not dirty the hearth.

Old Witch.No, certainly; I will be careful.

The eldest daughter lets her in and goes about her work, setting the table or looking on the shelf, when the old witch suddenly stoops down and blows the ashes on the hearth; whereupon the pot makes a hissing sound as though boiling over, and the old witch catches hold of Monday and runs away with her.

The eldest daughter cries out, "Mother, mother, the pot boils over!"

The mother calls back, "Take the spoon and skim it."

"Can't find it."

"Look on the shelf."

"Can't reach it."

"Take the stool."

"Leg's broken."

"Take the chair."

"Chair's gone to be mended."

Mother, "I suppose I must come myself!"

The mother then returns, looks about, and misses Monday. "Where is my Monday?" she demands of the eldest daughter.

The daughter says, "Under the table." The mother pretends to look under the table, and calls "Monday!" then says, "She isn't there." The daughter suggests various places, up on the shelf, down in the cellar, etc., with the same result. Finally, the eldest daughter cries and says: "Oh, please, mother, please! I couldn't help it, but some one came to beg a light for her pipe, and when I looked for her again she had gone, and taken Monday with her."

The mother says, "Why, that was the old witch!" She pretends to beat the eldest daughter, and tells her to be more careful in the future, and on no account to let the pot boil over. The eldest daughter weeps, promises to be better, and the mother again goes away. The old witch comes again, and the same thing is repeated until each child in turn has been taken away, the old witch pretending each time to borrow a different article that is used around the fire, as the poker, the kettle, etc. Finally, the eldest daughter is carried off too.

The pot, which has boiled over with a hissing sound each time the old witch has come to the hearth, now boils over so long and so loudly that the mother hears it and comes back to see what is the matter. Finding the eldest daughter gone too, the mother goes in search of them to the witch's house. On the way she meets the old witch, who tries to turn her from her path by speaking of various dangers.

The mother asks of her, "Is this the way to the witch's house?" and the witch replies, "There is a red bull that way."

"I will go this way."

"There is a mad cow that way."

"I will go this way."

"There is a mad dog that way."

Finally, the mother insists on entering the witch's house. The witch refuses to let her in, saying—

"Your shoes are too dirty."

"I will take them off."

"Your stockings are too dirty."

"I will take them off."

"Your feet are too dirty."

The mother grows angry at this, pushes her way into the house, and calls her children. The witch is supposed, prior to this, to have cooked the children, made them into pies, and put them in a row, naming them apple pie, peach pie, etc. They stand or sit with their faces or heads covered.

The mother approaches them and says, "You have some pies?" The old witch says, "Yes, some very nice apple pie." The mother proceeds to taste the apple pie and says, "This needs more sugar." The witch pretends to stir in more sugar, whereupon the mother tastes again and says, "Why, this tastes exactly like my child Monday!" Monday thereupon uncovers her face and says, "It is Monday!" The mother shakes her and says, "Run away home!" which she does.

This is gone through with each pie in turn, the mother finding them in need of more salt or longer cooking or some other improvement before she discovers in each case one of her children. When all have been sent home, the mother, joined by the children, chases and catches the witch.

This is one of the oldest traditional games, of which many versions are given by Mrs. Gomme and Mr. Newell, both from Great Britain and America. Several incidents here given the present writer has gathered directly from players of the game. According to Mrs. Gomme, the game probably illustrates some of the practices and customs associated with fire worship, worship of the hearth, and ancient house ritual. The magic pot boils over when anything is wrong and as a warning to the mother that she is needed. The incident of the witch taking a light from the hearth is very significant, as, according to an old superstition, the giving of a brand from a hearth gave the possessor power over the inmates of the house. The sullying of the hearth by the old witch in blowing the ashes has also an ancient significance, as fairies were said to have power over inmates of a house where the hearth or threshold had been sullied.

This is one of the oldest traditional games, of which many versions are given by Mrs. Gomme and Mr. Newell, both from Great Britain and America. Several incidents here given the present writer has gathered directly from players of the game. According to Mrs. Gomme, the game probably illustrates some of the practices and customs associated with fire worship, worship of the hearth, and ancient house ritual. The magic pot boils over when anything is wrong and as a warning to the mother that she is needed. The incident of the witch taking a light from the hearth is very significant, as, according to an old superstition, the giving of a brand from a hearth gave the possessor power over the inmates of the house. The sullying of the hearth by the old witch in blowing the ashes has also an ancient significance, as fairies were said to have power over inmates of a house where the hearth or threshold had been sullied.

10 to 30 or more players.

Parlor; schoolroom.

This a French form of a game known in America as Spin the Platter. Each of the players is named for some article of My Lady's toilet, such as her gown, necklace, evening coat, slippers, bracelet, etc. All sit in a circle except one, who stands or crouches in the center and spins a plate or tray, at the same time saying, "My Lady wants her necklace;" or names some other article of the toilet. The player representing the article thus named must rush to the center and catch the plate before it stops spinning and falls to the ground. If successful, the player takes the place of the spinner. If unsuccessful, she returns to her place and pays a forfeit, which is redeemed at the end of the game. The speaker should name the different articles while carrying on a flow of narrative, as, for instance: "My Lady, being invited to a ball at the king's palace, decided to wear herblue gown. With this she called for hersilver slippers, herwhite gloves, herpearl necklace, and abouquetof roses. As the evening was quite cool, she decided to wear herwhite opera coat," etc. The speaker will make several opportunities for introducing mention of the ball, and whenever she says anything about the ball, all the players must jump up and change places, the spinner trying to secure one for herself in the general confusion. One odd player will be left without a place, and she becomes spinner. When boys are playing, they may appropriately take the parts of carriage, horses, footmen, the escort, etc.

(See alsoExchange.)

10 to 30 or more players.

Parlor; playground; gymnasium; schoolroom.

The players stand in a large circle and are numbered consecutively. One player takes his place in the center. He calls two numbers, and the players whose numbers are called must change places while the center player tries to secure one of their places. The one who is left without a place changes places with the center player.

FOR THE SCHOOLROOM.—This game may be adapted by selecting two players as chasers, who take their places in the front of the room. These players are not blindfolded, as in the parlor form of the game. All of the other players are seated, having been numbered. The teacher calls two numbers, when the players bearing those numbers must rise at once and exchange seats, the two chasers trying to catch them before they can get to their seats.

When a game is played under these circumstances, it is not permissible for the chaser to take a vacant seat; he must catch the player who is running for it. No player, having once left his own seat, may return to it, but must keep up the chase until he is caught or reaches the seat for which he is running.

This game gives opportunity for some very lively chasing, with good running and dodging up and down the aisles. As in all running games in the class room, the seated players should keep their feet out of the aisles.For young children it may be found desirable to have only one chaser. It generally adds to the interest of the game to have a general exchange of seats at the opening of the game, immediately after the numbers have been assigned, and before the chasing is commenced, as then the person who calls the numbers is at a loss to know how near or distant those called may be in relation to each other, and this element adds much to the sport of the game.

This game gives opportunity for some very lively chasing, with good running and dodging up and down the aisles. As in all running games in the class room, the seated players should keep their feet out of the aisles.

For young children it may be found desirable to have only one chaser. It generally adds to the interest of the game to have a general exchange of seats at the opening of the game, immediately after the numbers have been assigned, and before the chasing is commenced, as then the person who calls the numbers is at a loss to know how near or distant those called may be in relation to each other, and this element adds much to the sport of the game.

5 to 60 players.

Parlor; schoolroom.

This game is a test of visual memory. When played in a parlor, all the players are seated except one, who passes around a tray ora plate, on which are from six to twenty objects, all different. These may include such things as a key, spool of thread, pencil, cracker, piece of cake, ink bottle, napkin ring, small vase, etc. The more uniform the size and color of the objects the more difficult will be the test. The player who carries the tray will pass at the pace of an ordinary walk around the circle, giving each player an opportunity to look at the objects only so long as they are passing before him. It is not allowable to look longer than this. The observer must then at once write down on a slip of paper the names of as many of the objects as he can remember. The player wins who writes correctly the longest list.

It is sometimes more convenient to have the articles on a table and the players all pass in a line before them.

IN THE SCHOOLROOM.—The objects should be placed on the teacher's desk, so shielded that pupils cannot see them except as they march past the desk. This they should do, returning at once to their seats and writing the list. Used in this way, the game may be made to correlate with nature study, the objects to be observed being grasses, shells, leaves, stones, woods, etc.

10 to 30 or more players.

Playground; gymnasium.

Twelve players make the best-sized group for this game; where there are more players, they should be divided into small groups. All but one of the players stand in a circle with considerable space between each two. The odd man stands in the center. Each player is provided with a stick about two feet in length; canes or wands may be used as a substitute, but the shorter sticks are better; they may be whittled from branches or bits of wood, and should not be pointed at the ends. The odd man tosses his cap or a cloth bag toward the circle. The players endeavor to catch it on their sticks, and keep it moving from one to another, so as to evade the odd man, who tries to recover his property. Should he succeed, he changes places with the one from whom he recovered it. The sticks must be kept upright in the air. A dropped cap may be picked up only by hand, not on a stick. The sticks must always be heldupright. An old stiff hat, or a cap or bag wired around the edge to keep it spread open, makes the best game.

This game holds the interest of the players intently and is full of sport.

5 to 30 or more players.

Playground.

This is one of the old dramatic games, probably better known in America than any other of this type.

This is one of the old dramatic games, probably better known in America than any other of this type.

One player is chosen to represent the "Old Buzzard"; another player represents a hen, and the remainder are chickens. All the players circle around the buzzard, saying in chorus:—

"Chickany, chickany, crany crow;I went to the well to wash my toe;And when I came back a chicken was gone."

"Chickany, chickany, crany crow;I went to the well to wash my toe;And when I came back a chicken was gone."

The hen finishes by asking alone, "What o'clock is it, old buzzard?" The buzzard crouches on the ground during the repetition of the verse, going through the pantomime of building a fire with sticks, and in answer to the question may name any hour, as eight o'clock, nine o'clock, ten o'clock. So long as the buzzard does not say twelve o'clock, the players continue to circle around, repeating the verse, the final question being asked each time by a different player, until the buzzard finally says, "Twelve o'clock!" When this occurs, the ring stands still, and the following dialogue takes place between the buzzard and the hen:—

Hen.Old buzzard, old buzzard, what are you doing?Buz.Picking up sticks.Hen.What do you want the sticks for?Buz.To build a fire.Hen.What are you building a fire for?Buz.To broil a chicken.Hen.Where are you going to get the chicken?Buz.Out of your flock!

The buzzard, who keeps a crouching attitude with face downcast during this dialogue, suddenly rises on the last words and chases the players, who scatter precipitately. When a player is captured,the buzzard brings him back, lays him down, and dresses him for dinner, while the rest of the players group around. The buzzard asks of the captured chicken, "Will you be picked or scraped?" and goes through the motions of picking feathers or scaling fish, as the chicken decides. The buzzard then asks, "Will you be pickled or salted?" "Will you be roasted or stewed?" each time administering to the recumbent chicken the appropriate manipulations. At the end he drags the victim to a corner, and the game goes on with the remainder of the players.

10 to 60 players.

Schoolroom.

The players are in groups of two rows each, which play together. These two rows face away from each other. Thus the first and second row will turn respectively to the right and left, with their feet in the aisles, toward which they then face. This will leave a free aisle between them, in which the "old man" may run about. The third and fourth rows play together, facing away from each other, and leaving a free aisle for their old man or tagger. This will bring the second and third rows with their feet in the same aisle.

diagram: Old Man TagOld Man Tag

For each group one player is selected to be old man or tagger. The teacher gives a signal, whereupon all of the players stand. The object of the game is for the old man to tag any player who is standing. The players may avoid this by sitting whenever the old man approaches them. Should he succeed in tagging any player, that player must remain seated until the end of the game, but any player who sits to escape tagging must rise again as soonas the old man has moved away from his vicinity. The player is considered to have won who longest avoids the old man.

Children are very fond of this game in many grades, and it may be made very lively, the old man dodging rapidly up and down his aisle, and the other players bobbing quickly up and down from their seats.

Children are very fond of this game in many grades, and it may be made very lively, the old man dodging rapidly up and down his aisle, and the other players bobbing quickly up and down from their seats.

(For boys, seeTrades.)

10 to 60 or more players.

Parlor; playground; schoolroom.

The players are divided into two even parties, which face each other from a short distance. One party advances toward the other, remarking, "Here comes an old woman from the wood." The second party answers, "What canst thee do?" whereupon the old woman replies, "Do anything!" The second party then says, "Work away!" whereupon all the players in the first party proceed to imitate some occupation in which an old woman might engage, and which they have previously agreed on among themselves, such as sewing, sweeping, knitting, digging a garden, chopping wood, kneading bread, stirring cake, washing, ironing, etc. The opposite party tries to guess from this pantomime the occupation indicated. Should they guess correctly, they have a turn to perform in the same way. Should they be unable to guess correctly, the first party retires, decides on another action, and returns. This form of the game is generally played by girls. Boys play the same game with different dialogue under the name of "Trades."

When played in a playground or gymnasium, where there is free space for running, a successful guess should be followed by a chase of the actors by the guessing party, any players caught before a designated goal line is reached having to join the party of their captors. The party wins which secures all of the players.

plate: OYSTER SHELLOYSTER SHELL

10 to 100 players.

Playground; gymnasium.

Two parallel lines are drawn across the center of the playground, with a space of ten feet between them, which is neutral territory.At a considerable distance beyond each line, and parallel to it, a second line is drawn, the space beyond being a refuge for any players of the party belonging to that side. This second line should preferably be at a considerable distance from the starting line, so as to give plenty of opportunity for a good chase during the game.

The players are divided into two equal parties, which take place one on either side of the neutral territory. Each party chooses a color, light or dark, corresponding to the light or dark side of an oyster shell or some other small object which is used in the game.

A neutral odd player who acts as leader takes his place in the center of the neutral territory and tosses the oyster shell into the air. If there be no such leader available, the parties may choose captains to toss the shell alternately. The shell is allowed to fall on the ground. If the light side falls upward, the light party must turn and run for the goal at the opposite end of the ground, the other party chasing them. Any one captured (tagged) must carry his captor back to his home goal on his back. A party scores one point for each prisoner caught. These may be easily counted, as the prisoners carry their victors home pick-a-back. The party first scoring fifty or one hundred points (according to the number of players) wins the game; or the winners may be determined by the largest score when the game ends.

Because of the carrying home of the victors by the players who are caught, it is advisable that some means be adopted to have opponents of nearly equal size. This is easily done by having the players line up according to size at the opening of the game and assigned alternately to the different sides. In any event, the tall players should be placed opposite each other, and the smaller playersvis-a-vis.This game is from the ancient Greeks, and is said to have arisen from a custom of exiling wrangling political opponents by writing their names on an oyster shell and sending from the city the one whose name fell uppermost when the shell was tossed. Some modern adaptations are here given.

Because of the carrying home of the victors by the players who are caught, it is advisable that some means be adopted to have opponents of nearly equal size. This is easily done by having the players line up according to size at the opening of the game and assigned alternately to the different sides. In any event, the tall players should be placed opposite each other, and the smaller playersvis-a-vis.

This game is from the ancient Greeks, and is said to have arisen from a custom of exiling wrangling political opponents by writing their names on an oyster shell and sending from the city the one whose name fell uppermost when the shell was tossed. Some modern adaptations are here given.

10 to 30 or more players.

Playground; gymnasium.

This is a leapfrog game in which the distance of the back from the jumping line is advanced after each round a "foot and ahalf," measured in a certain way called a "par." The game starts with the back at a given distance from the line. After each player has "overed," the back places one foot with the outer edge on the line on which he has been standing, puts the heel of the other foot against the instep so that the second foot will be at right angles to the first, and marks a new line at the point where the toes come. The new line is thus the length of one foot in advance of the first line, plus the width of the other foot at the instep. The players then leap again from the starting line, and as the back moves farther away, they add to their leaps each time, as becomes necessary for the greater distance, as follows: (1) leap; (2) hop and leap; (3) hop twice and leap; (4) hop three times and leap; (5) hop, skip, jump, and leap.

Any player failing to "over" changes places with the back.

4 to 100 players.

Indoors; out of doors; schoolroom.

All of the players but two hook arms in couples. Of the two who are free, one is It or chaser, and the other the runner. The runner may save himself by locking arms with either member of any couple he chooses. Whenever he does so, the third party of that group becomes runner and must save himself in like manner. If the runner be tagged at any time, he becomes It or chaser; and the chaser becomes runner.

To get the proper sport into this game, the couples should run and twist and resort to any reasonable maneuver to elude the runner, who is liable at any time to lock arms with one of them and so make the other a runner.

For large numbers there should be more than one runner and chaser.

5 to 30 or more players.

Gymnasium; playground; out of doors.

One player, who is the leader, holds a small pebble between the palms of his hands, while the others stand grouped around him,each with his hands extended, palm to palm. The leader puts his hands between the palms of each player, ostensibly to drop therein the pebble which he holds, as in the game called "Button, button." The player who receives the pebble is chased by the others, and may only be saved by returning to the leader and giving the pebble to him. This chase may begin as soon as the players suspect who has the pebble. Each player should therefore watch intently the hands and faces of the others to detect who gets it, and immediately that he suspects one, start to chase him. It is therefore to the interest of the player who gets the pebble to conceal that fact until the attention of the group is distracted from him, when he may slip away and get a good start before he is detected. He may do this whenever he sees fit, but may not delay after the leader has passed the last pair of hands. The leader will help to conceal the fact of who has the pebble by passing his hands between those of the entire group, even though he should have dropped the pebble into the hands of one of the first players.

If the pebble holder gets back to the leader and gives him the pebble before being tagged, he continues with the group. If the pebble holder is caught before he can get back to the leader, he must pay a forfeit or change places with the leader, whichever method is decided on before the game opens.

In a crowded playground it is well to require that the chasers follow over exactly the same route as the pebble man. Under such conditions, the game is more successful if limited to ten players to a group.


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