"Red Lion, Red Lion, come out of your den!Whoever you catch will be one of your men."
"Red Lion, Red Lion, come out of your den!Whoever you catch will be one of your men."
When the Red Lion thinks the players are sufficiently near to give him a good opportunity to catch one, he makes a sudden sortie and catches any player that he can. The player is not his prisoner until the Lion has held him and repeated three times "Red Lion!" Both the Lion and his prisoner must hurry back to the den, as all of the other players may turn upon them at once to drive them back with blows. This is generally restricted to hitting with caps. Thereafter, when the Red Lion issues forth, he must take the prisoner with him, hand in hand, both of them endeavoring together to catch one of the other players by putting their arms over his head.
The Red Lion and his man may not issue, however, from their den until the chief calls "Cow catcher!" or some other signal, as explained below. As in the previous case, when a prisoner is caught, he and his captors hurry to the den to avoid the buffeting of the other players. Each time that the Red Lion goes forth, all of his prisoners must go with him. The method in which they go, however, and in which they capture their prey, will be determined by the signals of the chief. When he calls "Cow catcher!" they must all run out in a long string, hand in hand, and capture theirprisoner by any two in the line slipping their clasped hands over his head. If the chief calls "Tight!" the Red Lion and his men go forth in the same way, holding hands, and try to capture a player by surrounding him and so take him to the den. Should the chief call "Doubles!" then the Red Lion and his men come forth two by two, and try to capture their prisoners. The order in which these varied commands are given is entirely at the discretion of the chief.
At any time when the Red Lion and his men are out on the hunt, any of the other players may try to break apart the clasped hands of the hunters. Whenever this is done, the lions must rush back to their den, being driven back and buffeted by the outside players. The game ends when all of the men have been captured by the Red Lion's party. The last man to be caught is the winner, and becomes Red Lion for the next game.
(Ring-a-lee-ve-o)
10 to 30 or more players.
Out of doors.
This is a form of Hide and Seek in opposing parties. Players who are caught are prisoners and may be freed as described. The method of capture also differs from that in some other forms of Hide and Seek.
This is a form of Hide and Seek in opposing parties. Players who are caught are prisoners and may be freed as described. The method of capture also differs from that in some other forms of Hide and Seek.
A small goal or den about five feet square is drawn at some central point.
Two leaders are chosen who alternate in choosing players, until all are disposed in two groups. Lots are drawn or counting out resorted to between the captains to determine which side shall start out first. The remaining group takes its place in the den while the opponents go to some distant point, from which they call "Ready!" and immediately scatter and hide.
The group in the den, as soon as they hear the call "Ready!" start out for the chase, leaving one of their number to guard the den. Whenever a player is caught (tagging is not enough; the player must be firmly secured), the catcher calls "Caught! Caught! Caught!" and leads his prisoner to the den. The object of thegame is to make prisoners of all of the hiding team. A prisoner may be freed from the den by one of the players from his group running out from his hiding place and tagging him. This may only be done, however, by the rescuer getting both feet in the den. Should this be accomplished, the rescuer calls "Ring-a-lievio!" as he dashes through the den, and both run for safety. The den keeper tries to catch them as they run away, but may not chase them beyond certain boundaries, which must be determined beforehand. Only one prisoner may be freed at a time. Prisoners are most easily freed when there are several in the den at once and the den keeper's attention is distracted to one side of the den while the prisoners are freed from the other.
This game, like all hiding games, is especially adapted to open spaces, offering many hiding places, such as the edge of a wood, a garden, park, or playground having considerable shrubbery, or to a village street.
This game, like all hiding games, is especially adapted to open spaces, offering many hiding places, such as the edge of a wood, a garden, park, or playground having considerable shrubbery, or to a village street.
10 to 60 players.
Playground; gymnasium; parlor.
This may be made a very amusing game for young children. One is chosen for ringmaster and stands in the center. If he can flourish a whip like a true ringmaster in the circus, the interest of the game will be enhanced. The other players form a circle around him without clasping hands.
The ringmaster turns and moves around in a circle, snapping his whip at each flourish, and calling the name of some animal. The players in the circle immediately imitate the animal, both as to its movements and cries. For instance, for a bear they claw or run on "all fours," or climb and at the same time growl; for a frog they may hop or swim and croak. The list may include the hopping kangaroo, the snarling and springing tiger, the humped and swaying camel, the balking and braying donkey, the flopping and barking seal, the scratching and cackling hen, the ponderous and mooing cow, the neighing and galloping horse, etc.
The ringmaster at his discretion may announce, "We will all join the circus parade!" whereupon all of the animals shouldgallop around the circle in characteristic movements, each choosing an animal that he likes to represent.
10 to 100 players.
Out of doors.
This game is best played in the country, where there are woods in which the robbers may hide.
This game is best played in the country, where there are woods in which the robbers may hide.
The players are divided between robbers and soldiers, there being about ten robbers to fifty soldiers (the proportion of one to five). The larger and stronger players are usually selected for the robbers. The soldiers have one General who directs their movements, and the robbers a Captain. The robbers are given five or ten minutes' start from the prison. The soldiers stand at this place, marked as their fort or prison, until the General gives the command for the search to begin. The object of the robbers is to hide so that the soldiers may not find them, and when found, to resist capture if possible. They may hide by climbing trees or dodging behind them, conceal themselves in underbrush, under dead leaves, etc. If played aright, the game should be a very strenuous one, the resistance offered by the robbers requiring several soldiers to overcome. A robber may resist all of the way to prison. A guard is appointed by the General for the prison, and prisoners may run away at any time if not prevented by the guard.
The soldiers, in attempting to locate the robbers, will use many devices besides a simple hunt. For instance, they will form a large circle and gradually work in toward the center, thus surrounding any robbers who may be hidden within the territory so covered. The game is won when all of the robbers have been made prisoners. Old clothes are quite in order for this game.
The soldiers will find whistles of advantage for signaling each other for help.
This game has been a favorite one for many generations with the boys at a large school near Copenhagen.
This game has been a favorite one for many generations with the boys at a large school near Copenhagen.
plate: ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS, FORT CLARK, NORTH DAKOTAROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS, FORT CLARK, NORTH DAKOTAFrom painting by Maximilian, Prince of Wied.Reproduced by kind permission of the Bureau of Ethnology, Washington D.C., from "Games of the North American Indians," by Stewart Culin.
2 to 30 players.
Gymnasium; playground.
This game consists in shooting or hurling through a rolling hoop a stick or gymnasium wand. The hoop may be from six inches to two feet in diameter. The smaller hoop is adapted only to expert players; it is well to begin with a hoop the size of a barrel hoop.
Where there are numerous players, they are divided into opposing teams, which alternate in throwing at the target (hoop). These players take places at intervals of about five feet along one side of the playground, each holding a spear (stick) to hurl at the hoop as it passes him. Another player stands at one end of the ground and sends the hoop rolling the full length of the space covered by the playing team; its course should be from ten to twenty feet distant from the line-up of the team and parallel to the latter.
As the hoop passes him, each player in turn hurls his spear at it. This is best done with the spear held horizontally at a height of about the middle of the hoop. Each spear that successfully goes through the hoop scores one point for its team. Each team has three rounds, and then gives place to the opponents. The team first scoring one hundred points wins the game.
When there are not enough players to put into teams, each player scores independently, the first to make twenty points winning.
For obvious reasons of safety, no player should be allowed on the side toward which the spears are hurled. This game may be played capitally with bean bags instead of sticks.
This is an adaptation of one of the hoop and pole games played by the North American Indians, and is almost the only game of theirs that has not been previously adopted by the whites. The instant success of the game with boys, who ask to stay after school to play it, would indicate a valuable acquisition. Different tribes of Indians play with different sized hoops, the illustration showing a very small one. The author is indebted for this to the remarkable collection,Games of the North American Indians, by Mr. Stewart Culin.
This is an adaptation of one of the hoop and pole games played by the North American Indians, and is almost the only game of theirs that has not been previously adopted by the whites. The instant success of the game with boys, who ask to stay after school to play it, would indicate a valuable acquisition. Different tribes of Indians play with different sized hoops, the illustration showing a very small one. The author is indebted for this to the remarkable collection,Games of the North American Indians, by Mr. Stewart Culin.
4 to 30 or more players.
Indoors; out of doors.
This is a simple little game for very little children, consisting simply in dancing around in a circle with clasped hands as the following verse is recited, and "bobbing" down quickly as the ship goes to the bottom of the sea:—
"Three times round went our gallant ship,And three times round went she;Three times round went our gallant ship,Then she sank to the bottom of the sea."
"Three times round went our gallant ship,And three times round went she;Three times round went our gallant ship,Then she sank to the bottom of the sea."
A tumble as the ship goes down adds much to the spirit of the play.
10 to 30 or more players.
Out of doors.
This is a form of hide-and-seek, but the hiding and the seeking are done by parties instead of individually, each party acting under the direction of a captain. Any number of players may take part, but from four to six on a side are perhaps best.
This is a form of hide-and-seek, but the hiding and the seeking are done by parties instead of individually, each party acting under the direction of a captain. Any number of players may take part, but from four to six on a side are perhaps best.
Two captains are chosen, who in turn alternately choose players until all the players are divided into two parties. One party becomes a searching party (chosen by lot, "holders," or counting out between the captains) and remains at the goal, while the other party goes out with its captain, who directs the various individuals where to hide, after agreeing with his party on a series of signals to be used, as described below. When all are hidden, this captain goes back to the searchers, who at once start out on the hunt under the direction of their captain, who may divide or dispose of his party as he sees fit. The captain of the hiding party remains with the searchers, calling out signals to his hidden men which shall enable them to approach nearer to the goal by dodging from one hiding place to another, always trying to keep out of sight of the searchers.Neither party, however, may run for the goal until its own captain shouts "Run, sheep, run!" The captain of the hiding party is generally the first one to give this signal, and he does so whenever he thinks his men are well placed to make the goal. The captain of the searchers naturally gives the signal to his players as soon as he hears his competitor calling it, as the game is won by the party of which one player first reaches the goal.
Should any member of the searching party catch sight of an opposing player before all run for the goal, he tells his captain, who at once shouts, "Run, sheep, run!"
Any signals may be agreed on between the captain of the hiding party and his men; the following are examples:—
"Red!" meaning "Danger."
"Green!" meaning "Go around the house to the left."
"Blue!" meaning "Go around the house to the right."
"Purple!" meaning "Stand still."
"Yellow!" meaning "Keep on going in the same direction and get nearer to the goal."
6 to 30 or more players.
Playground; gymnasium.
This is a game of leapfrog. The players are divided into equal parties, with a chief for each. One of the chiefs stands with his back to a wall or fence, and all of his party bend their backs as for leapfrog, the first with his head against the chief, and the others, one behind the other, in a line stretching out in front of him. Each player in the line braces his shoulder against the stooping player next in front, or each may grasp the forward player around the waist. The heads should all be turned to the same side. One of the opposite side then leaps on the back of the player farthest from the wall, and tries to make his way over the backs of the entire line to the chief to "crown" him; that is, to place his hand on his head. The players who are making "backs" try in every way, without rising to a standing position, to throw this player off and so prevent his crowning their chief. Each player of the "out" side tries in turn to crown the chief. Should they be unsuccessfulthe sides change. If one or more players succeed in crowning the chief, each successful player has a second chance before the sides change. The side that succeeds in oftenest crowning its opponent's chief wins the game. The limit of the game is usually placed at six trials for each side.
10 to 30 or more players.
Playground; house party.
This is a game of hide and seek that reverses some of the usual methods of playing the game. The player chosen to be It, instead of blinding goes out himself to hide, while all of the other players stay at the goal. While one of their number counts one hundred, they must all either blind their eyes or be shut in one room to give the hider a fair chance. After counting, they shout "One hundred!" and all start out to hunt for the hider. Any player discovering him must, after making sure that none of the others observe him, hide in the same place with the hider. If necessary, he must linger near until there is opportunity to do this without being discovered. If there should not be room to hide in the same place, the finder must take a seat in plain sight near the hiding place. Sometimes a large number of players will be seated in a room or in a group out of doors, while the last unfortunate hunters try to locate some clever hiding place which is obviously near but hard to detect. Of course it is better for the players to actually hide with the first hider, if practicable, which probably suggested, on occasion, being "packed in like sardines."
This is one of the most interesting house party games for young people for either out of doors or within.
10 to 60 players.
Schoolroom.
A circle about three feet in diameter is drawn on the floor in the front of the room and serves as a goal. One player is chosen to be It, and stands ten feet from the goal. The other players sitat their desks. The one who is It calls the name of some player, who must at once rise and try to run through the goal and return to his seat without being tagged. In order to do this, he may have to make quite a detour before passing through the goal, or he may be able to run through it at the opening of the chase. The chaser must also run through the goal before he may tag the runner. If the chaser succeeds in tagging the runner, he continues to be chaser, and calls the name of another player to run. If the runner gets to his seat without being tagged, he changes places with the other and becomes It.
This game is printed with the kind permission of the Alumni Association of the Boston Normal School of Gymnastics, from the book entitledOne Hundred and Fifty Gymnastic Games.
This game is printed with the kind permission of the Alumni Association of the Boston Normal School of Gymnastics, from the book entitledOne Hundred and Fifty Gymnastic Games.
4 to 60 players.
Out of doors.
This is a very pretty form of tag, suitable for little children, and they delight in playing it. It hardly need be said that it requires a sunny day.
This is a very pretty form of tag, suitable for little children, and they delight in playing it. It hardly need be said that it requires a sunny day.
The player who is It tries to step or jump on to the shadow of some other player, and if successful, announces the fact by calling the name of the player. That player then becomes It.
The teacher or leader will need to encourage the children to venture boldly into the open spaces, where the shadows become apparent, rather than to huddle on one side of the ground, where the chaser cannot reach the shadows.
(Double Relay)
20 to 100 players.
Playground; gymnasium.
This form of relay race is especially adapted to large numbers in limited space. The action is more rapid than in the single relay, although each runner runs only half as far.
This form of relay race is especially adapted to large numbers in limited space. The action is more rapid than in the single relay, although each runner runs only half as far.
The players are divided into two or more groups of equal numbers. Each group in turn is divided into two divisions, which stand facingeach other in single file, with the leader of each division toeing a starting line. There should be from fifty to one hundred and fifty feet between the starting lines. At a signal, the leaders on one side of the ground run forward, but instead of touching a goal or terminal line at the opposite end of the ground, the runner "touches off" (touches the outstretched hand of) the leader of the line facing him, and passes at once away from the playing space. He should not line up again with his team.
The player thus touched dashes forward in his turn and touches the first player in the file facing him, from which Number One came, and passes off the game limits. Each player thus runs only in one direction, instead of in two, as in a single relay race. The team wins whose last player first dashes across the starting line opposite him.
As in the single relay race, this may be played by handing a flag from one runner to the next, instead of "touching off." If a flag be used, it should not be on a stick because of danger to the eyes.This game may also be played with strict observance of athletic rules. The first runners should then be started with the signals, "On your mark!" "Get set!" (or "Get ready!") and "Go!" There should be a judge to watch fouls for each division of each team, and two judges at the finish. Fouls consist in starting over the line, even with part of the foot, before being touched off, or in a failure to actually touch. The teams win in the order of finishing, plus consideration of the number of fouls, as described for the Potato Shuttle Relay.
As in the single relay race, this may be played by handing a flag from one runner to the next, instead of "touching off." If a flag be used, it should not be on a stick because of danger to the eyes.
This game may also be played with strict observance of athletic rules. The first runners should then be started with the signals, "On your mark!" "Get set!" (or "Get ready!") and "Go!" There should be a judge to watch fouls for each division of each team, and two judges at the finish. Fouls consist in starting over the line, even with part of the foot, before being touched off, or in a failure to actually touch. The teams win in the order of finishing, plus consideration of the number of fouls, as described for the Potato Shuttle Relay.
10 to 30 players.
Out of doors; barn.
This game is suitable for a barn; the greater the number of open doors and windows available in the barn the better.
The players are divided into two equal parties, one of which personate defenders, and take their places in the barn, with the doors and windows open. The other party are the besiegers, and are stationed outside the barn. The fighting is done by means of weeds specially prepared for the purpose. The weeds commonly called redroot or iron-weed are very good for this. The stems, measuring about a foot and a half in length, are stripped exceptfor a small leaf or tuft of leaves at one end. On the opposite end the root is cut away so as to leave only a small knob which will serve to weight the missile.
The game opens with each party provided with a pile of this ammunition, which is thrown at the opponents through the doors and windows of the barn. A player hit once with a dart is considered "wounded," but may keep on playing. A player hit twice is "killed," and is out of the game. Each party must keep within its own bounds.
The party wins which has the fewest killed at the end of the game.
This was a favorite game with a group of Long Island boys, from one of whom the author obtained it.
This was a favorite game with a group of Long Island boys, from one of whom the author obtained it.
10 to 100 players.
Playground; gymnasium.
This game differs from the track event known as a Relay Race. The form here given is one of the best for engaging in strenuous exercise all of a large number of players in a limited playing space.
This game differs from the track event known as a Relay Race. The form here given is one of the best for engaging in strenuous exercise all of a large number of players in a limited playing space.
A wall or fence is chosen for a goal, or a line may be drawn across the ground for this purpose, or a goal object may be placed for each team, around which each player on the team must run. From fifty to a hundred feet back of this goal, or objective point, and parallel to it, a line is drawn to serve as a starting line.
The players are divided into two or more groups of equal numbers. Each group lines up in single file behind the starting line. If possible, there should be at least five feet distance sideways between the files. The first player of each file stands toeing the starting line, and at a signal runs forward to the goal, touches it with his hand if it be a wall or fence, or with his foot if it be a line on the ground, or runs around it if it be an object. He then runs back to his line and touches the outstretched hand of the next player (called "touching off"), who should have moved forward to toe the starting line. As soon as this touch is received, this player in turn runs forward, touches the goal, and returns in the same way. Each player as he returns leaves the playing space atthe rear. The file moves up one place each time that a runner starts, so that the next player will toe the starting line.
The file wins whose last runner is first to dash across the starting line on his return run. If desired, each runner may hold a flag in his hand and pass it to the next player, instead of merely touching the hand. This flag should not be on a stick, which is dangerous for the runner receiving it.
Starting over the line before being touched by a returning runner is a foul. Where athletic procedure is not observed, this starting over the line may be penalized by having the transgressor go back and start over again. In an athletic event it disqualifies the team, unless the competing teams have made an equal or greater number of fouls.
Where this game is played in strict athletic form, the first start is made in response to the usual signals: (1) "On your mark!" (2) "Get set!" (or "Get ready!") (3) "Go!" In competitive events of this sort, crossing the starting line before being touched off is a foul; also touching a goal object around which the players may have to run. There should be a judge of fouls for each team and two judges at the finish. The team wins which finishes first with the fewest number of fouls, as explained for the Potato Race. The simple "touch-off," and not the handing of flags, is customary in athletic procedure.
Where this game is played in strict athletic form, the first start is made in response to the usual signals: (1) "On your mark!" (2) "Get set!" (or "Get ready!") (3) "Go!" In competitive events of this sort, crossing the starting line before being touched off is a foul; also touching a goal object around which the players may have to run. There should be a judge of fouls for each team and two judges at the finish. The team wins which finishes first with the fewest number of fouls, as explained for the Potato Race. The simple "touch-off," and not the handing of flags, is customary in athletic procedure.
6 to 20 or more players.
Playground; gymnasium.
This is a game of leapfrog, differing from Saddle the Nag in the gradual lengthening of the line of backs, though there are similar features in the two games. The players in this game are not divided into opposing parties.
This is a game of leapfrog, differing from Saddle the Nag in the gradual lengthening of the line of backs, though there are similar features in the two games. The players in this game are not divided into opposing parties.
One player stands with his back against a wall or fence. Another player stoops, with his head against the breast or stomach of this first player. A third player jumps upon the back thus made and tries to "crown" the player standing against the wall, that is, to place his hand on his head. The player, who is making the "back" tries in every way (except by straightening up) to throw the player off his back and so prevent his crowning of the standing player. If the "back" succeeds in doing this, the one whom he throws off takes his place behind this stooping player in the samegeneral position, grasping him around the waist and bending his head to one side or against the forward player, thus lengthening the line of backs. Another player then jumps on the backs, tries to make his way to the one who is upright and crown him. Any player who succeeds in crowning the upright player changes places with him, the one winning who has done this the most times when the play ends.
2 to 10 players.
Playground; seashore.
Note.—The word "skyte" means a sharp, glancing blow, and as here used indicates the way in which the stones are thrown at the "bob."
Note.—The word "skyte" means a sharp, glancing blow, and as here used indicates the way in which the stones are thrown at the "bob."
This game is played with buttons and stones. Each player is provided with one or more buttons called "men." A small, flat stone about the size of a quarter may be used as a man in place of a button. In addition, each player is provided with a flat stone called a "pitcher." A flat stone, small, but somewhat larger than the pitchers, is placed on the ground as a base on which the men are piled, and is called the "bob." The game consists in hitting the bob with a pitcher so as to knock over the pile of men, the men becoming the property of the thrower or not, according to their position as they fall.
From fifteen to twenty-five feet from the pile of men a line is drawn from which the players throw. Each player in turn toes the line and throws his pitcher so as to strike the bob or base under the pile of men, his object being to make these men fall off. Any men that are knocked off, and lie nearer to the pitcher where it fell than to the bob, become the property of the player who threw the pitcher. The second player then takes his turn, but his play is more difficult than that of the first player, as any men that he drives nearer to the first player's pitcher belong to the latter. Any man which lies nearer to the second player's pitcher, however, than to the bob or to the first player's pitcher, belongs to this second player. This is continued by the different players in succession, the player winning who has the largest number when all of the men are disposed of, or when all have thrown.
(Hands Up)
10 to 30 or more players.
Playground; gymnasium; schoolroom.
The players stand in a circle, with one in the center. Those in the circle bend their elbows, which should touch the sides, and extend their hands in front, with palms downward. The object of the one in the center is to slap the hands of any player in the circle while thus extended. The circle players may bend the hands downward or sideways at the wrist, but may not withdraw the arms, or change the position of the elbow. Any one slapped in this way changes places with the one in the center.
The success of this game will depend upon the alertness of the one who is in the center, who should dodge quickly and unexpectedly from one part of the circle to another, with many feints and false moves that will keep the circle players uncertain where he is going to slap next. Played in this way, the game calls for much alertness on the part of all concerned. The circle should not be too large, or the action will be too slow to be interesting.
SCHOOLROOM.—In the schoolroom this is played in groups with the players seated instead of in a circle. Two rows face each other to form a group, with feet drawn well under the seats. The one who is It walks up and down the aisle.
(Herr Slap Jack; Skipaway)
10 to 30 or more players.
Playground; gymnasium; parlor.
The players stand in a circle, clasping hands. One player runs around the outside of the circle and tags another as he runs. The player tagged immediately leaves his place and runs in the opposite direction. The object of both runners is to get back first to the vacant place. Whoever succeeds wins, and remains in that place, the one left out becoming runner the next time.
This is sometimes varied by having the players bow and shakehands as they meet. This adds an element of self-control, but detracts from the vigor and sport of the game. This game is one of the standard favorites for little children.
SCHOOLROOM.—In the schoolroom this game is played with all of the pupils seated except one. The odd player walks or runs through the aisles, touches some player, and runs on around the room in the direction he is going. The one touched at once leaves his seat and runs around the room in the opposite direction. The one wins who first gets back to the vacant seat. Dodging through aisles to shorten distance is not allowed; the run must be around the outer aisles of the room.
10 to 30 or more players.
Indoors; out of doors.
This game is played with a slipper, or a piece of paper folded in several thicknesses to present a surface of about three by eight inches, firm but flexible. This may be crumpled at one end to form a sort of handle, if desired.
One player is chosen to stand in the center. The others stand in a circle, shoulder to shoulder, so that the center player cannot see what goes on behind their backs. The players then pass the slipper from hand to hand behind their backs, taking every favorable opportunity to slap the one in the center with it; but instantly that this is done the player holding the slipper must put it again behind his back and pass it to the next player, to avoid being caught with the slipper in his hand. The one in the center should try to catch any player who thus slaps him before the slipper is passed to another player.
Very rapid action and much sport may be had from this game. It is rulable to hit the center player with nothing but the slipper, but the players will use any other feints they choose to mislead him as to who holds the slipper, pretending to pass it, or making a false move as though to hit him, etc. The center player must catch one of the circle men with the slipper actually in his hands to have it count. Should this be done, he changes places with that player.
This game may be played in the schoolroom, the class beingdivided into groups of ten or twelve players each. It is also an excellent parlor game, and is full of sport if played by quick, alert players.
This game is from Denmark.
This game is from Denmark.
10 or 30 to more players.
Out of doors.
This is an old Scotch game, evidently an outgrowth of smuggling. The "geg" is a small treasure or object easily handled, such as a pocket knife, key, marble, etc.
This is an old Scotch game, evidently an outgrowth of smuggling. The "geg" is a small treasure or object easily handled, such as a pocket knife, key, marble, etc.
The players are divided into two even parties, one called the "Outs" and the other the "Ins." A den about four feet by six in size is marked on the ground in some central place. Both parties agree on boundaries beyond which it is unfair to go, though the space available for play should be very considerable. It is determined by lot or by counting out which of the parties shall be the first Outs, or smugglers, this being the more desirable position. The Outs have the geg, or treasure, which they give to one of their number in a manner that leaves his identity unknown to the Ins. They may do this by going out of sight around a corner of a building and choosing one of their number to take the geg, or by standing in a row within sight of the Ins, with their backs to a wall or fence, and pass the geg from hand to hand behind their backs, making many feints and passes intended to deceive the onlookers.
When the geg has been deposited with one of their number, the Outs run and hide, but before reaching their final hiding place, must give a call of "Smugglers!" This is the signal for the Ins to start on the chase. The object of the Ins is to catch the one player among the Outs who is custodian of the geg. The identity of this player may be a sheer matter of surmise on their part, when they will have to challenge any player whom they may catch. If the player holding the geg can return to the den without being caught, his party wins, and again goes out for the next game. But if the holder of the geg be caught before he gets to the den, the Ins win the game, and become the Outs for the next round.
Whenever one of the Ins catches one of the Outs, the latter is not a prisoner until he is "crowned"; that is, the pursuer must hold him, take off his cap, and place the palm of his hand on the prisoner's head, when he must cease to struggle. The pursuer then demands, "Deliver up the geg!" which must be done at once should this particular smuggler be the one who holds it. This fact is then shouted aloud, and all of the players return to the den. If the player caught should not have the geg, he is allowed to go free.
Of course it is to the interest of the Outs to engage the attention of the Ins as much as possible upon players who do not hold the geg, thus to give the holder of it a chance to make the den and so win for his party.
2 to 10 players.
For the snow.
This game is played with a wooden dart about eight inches long, whittled out of wood about the size of a broomstick, pointed abruptly at one end, and sloping gradually to the other. A narrow track or slide is made down the side of a hill or inclined place, about sixty feet in length. At four different points in this track snow barriers or bumpers are made. The track is iced by throwing water over it and letting it freeze.
Snow DartSnow Dart
The dart is started at a point at the top of the track. It is not rulable to shove it; it must simply be placed on the track and move of its own weight. The object of the game is to pass the dart in this way over as many of the barriers as possible without its leaving the track. Each player scores one point for each barrier, over which the dart passes without leaving the track, the one having the highest score at the end of the playing time winning. The players take turns in sliding the dart. Any player who can successfully pass his dart over all four barriers four times in succession, wins, irrespective of other scores. If desired, the players may play in partners.
This game is an adaptation from one played by the Cree Indians. For it the author is indebted to Mr. Stewart Culin'sGames of the North American Indians.
This game is an adaptation from one played by the Cree Indians. For it the author is indebted to Mr. Stewart Culin'sGames of the North American Indians.
plate: SNOW SNAKESNOW SNAKEMenominee Indian holding snow snake preparatory to throwing. From Hoffman.Reproduced from "Games of the North American Indians," by Stewart Culin; with kind permission of the author and of the Bureau of Ethnology, Washington, D.C.
2 to 10 or more players.
For the snow.
This game is played by skimming or skipping sticks over the hard surface of the snow, as stones are skipped over the water. Each player is provided with from three to five small sticks. These may be especially whittled, or they may be pieces of branches. A perfectly smooth stick is best, and one that has some weight to it. Each stick is notched, one notch on the first, two on the second, three on the third, etc.
The players stand at a given line and take turns in skimming their sticks over the surface of the snow, each player throwing but one stick at a time. When each player has thrown, the stick that has gone the farthest scores for the thrower according to the number of notches on it. For instance, if the stick had but one notch, it scores one point for the player; a three-notched stick scores three points, etc. The sticks are then gathered up and put to one side, and each player in turn throws the next stick in his bunch, the successful player of the first round having the first throw in the second round, and scoring in similar manner. This is continued until all of the sticks have been thrown. This may close the game, which is won by the highest scorer, or it may be repeated indefinitely, either with a time limit or until a certain score is reached.
This game is an adaptation of one played by the Wabanaki Indians. The Northern Indians have many games belonging to the Snow Snake class.
This game is an adaptation of one played by the Wabanaki Indians. The Northern Indians have many games belonging to the Snow Snake class.
5 to 30 or more players.
Playground; gymnasium.
This is a game of leapfrog in which the leader (first over) sets feats for the others to perform, as in Follow the Leader, any player who fails taking the place of the back. The following feats are popular:—
The jumper leaps over, touching the back with one hand only and waving his cap with the other.
The jumper leaps over without touching the back.
The jumper makes a quarter turn while going over.
HATS ON DECK.—The leader, as he vaults, places his cap on the back, and must clear without touching it. Each player, in turn, adds his hat to the pile, the last player having to jump over all. If any one knocks over the pile, he must become back, and the game begins over again. If all jump successfully, the last one over then jumps again, removing his hat as he goes over without disturbing the others, and so on until all have been removed.
HATS FULL OF WATER.—The jumper places his own hat on his head upside down and balances it there while leaping over the back.
2 to 10 players.
Out of doors; indoors.
This is a game played by snapping buttons against a wall, their landing point determining a score. Each player has a button. One of the players lays his button on the ground near a wall or fence. The others, in turn, snap their buttons against the wall so as to rebound near to that of the first player. Should the button snapped drop within one hand reach or span (i.e.the distance between stretched thumb and fingers) of the button first laid down, it scores two points for the player throwing it. If it comes within two such spans of the first button, it scores one point. Should it hit this button and bounce away within but one span, it counts four points. Should it so bounce within two spans, it scores three points; and should it go farther than this, it scores but one point. The number of points in the game, twenty-five or fifty, is agreed on at the outset. The players take regular turns, and the first to score the required number wins the game.
(See alsoMy Lady's Toilet)
10 to 30 or more players.
Parlor; schoolroom.
All the players are numbered and seated in a circle, except one, who stands in the center and twirls a platter, tray, or some otherround object. As he starts it spinning, he calls any number that he chooses, and the player bearing that number must at once spring forward and try to catch the platter before it ceases to spin and falls to the floor. If successful, he returns to his place in the circle. If not successful, he takes the place of the spinner and pays a forfeit. The forfeits are all redeemed at the end of the game.
This game may also be played by calling the players by name instead of numbering them.
10 to 30 players.
Children's party; adult house party.
All but one of the players stand in a circle. The odd player is blindfolded and placed in the center. He is given two silver tablespoons. The players in the circle clasp hands and move around until the blindfolded player clicks the spoons together, at which signal the circle must stand still.
The blindfold player then goes up to any one in the circle, and by feeling over the face and head with the bowls of the spoons must identify the player. He may not feel on the shoulders or around the neck, only on the face and head. A player may stoop to disguise his height for this, but otherwise may not evade the touch of the spoons. If the blindfold player correctly identifies the one before him, they exchange places. If incorrect in his guess, the play is repeated.