GAMES AND PLAY FOR SCHOOL MORALE A COURSE OFGRADED GAMESFORSCHOOL AND COMMUNITYRECREATION ISSUED BY COMMUNITY SERVICE, Inc. One Madison Avenue, New York City ARRANGED BY "MEL" SHEPPARDDepartment of Recreation and Physical Education ANNA VAUGHANDirector of Recreation Community Council of Michigan Copyrighted 1920 COMMUNITY SERVICE COMMUNITY SERVICE is the medium through which the residents of acommunity get together and really become members of that community witha consequent real interest in community welfare, prosperity andstability. COMMUNITY SERVICE is CITIZENSHIP. It promotes Americanization. Itdenotes PROGRESSIVENESS. Any individual of the community with a realand active interest in the community is a better citizen. COMMUNITY SERVICE provides an opportunity for people to meet as folks, as neighbors representing no one but themselves, and the ideas theycherish most. The towering advantage of Community Service is that it isthe one movement to which everybody can belong. COMMUNITY SERVICE is a community organized for service. This communityhas a real existence with a soul and personality of its own. TheCommunity needs something to do as a community. COMMUNITY SERVICE is an antidote for idle time. The success of a personor a community is not determined by the number of hours they are busy, but by what they do in their idle time. COMMUNITY SERVICE offers every stranger who comes to a Community "theglad hand, " displays true friendship to them and shows that we as acommunity care for his welfare. COMMUNITY SERVICE promotes good will. There is no ritual for CommunityService, just as there is no ritual for friendship. Friendship is afact. Most men and women have a talent for it. Community Serviceorganizes and develops that talent until it is made to render a worldservice. It makes the community a fact instead of a name. PEACE TIME service is a war debt that Conscience and Patriotism mustpay. FOREWORD By Anna Vaughan "Mel" Sheppard It is just as essential that the teacher who enters a schoolroom inSeptember know how to play with children as to teach them. By no bettermeans, perhaps, may the spirit of friendship and co-operation be sothoroughly strengthened and firmly established as through games. The mental, moral and physical growth attained through participation ingames cannot be overestimated. To listen to directions, to understandthem thoroughly and to execute them exactly as given require alertattention and accurate motion. To play fair, win honestly and accept defeat cheerfully, remembering atall times to be courteous to opponents, are invaluable lessons, andconducive to good citizenship. Active games quicken the sense perceptions. Through them the dull, passive mind is aroused to an active interest in external things towhich the hitherto inert body is forced to respond. As a result thechild observes more closely, thinks more clearly and moves with greaterease. To rhythmic games may be attributed the freedom of movement, gracefulcarriage and appreciation for and response to rhythm by which the childattempts to give expression to his inmost feelings. By correlation with language, quiet games furnish a successful meansfor establishing correct habits of speech. Correlated with number, muchvaluable drill in the fundamental processes may be secured in a mostdelightful and informal way. All children love to play, and, cosmopolitan as is the blend of ourpublic schools today, in the recreation period is found an opportunityfor universal expression not afforded in other activities of the day. Keenly sensitive to their surroundings, they are quick to catch theenthusiasm of their leader. The child, timid and retiring of disposition, becomes a creature ofinitiative, while not infrequently the forward, self-assured child isgiven a much needed lesson in self-restraint. Through his skilldisplayed in playing games involving contest, a formerly unappreciatedchild compels the respect and admiration of his classmates, a tributethat may play no small part in influencing his course in after life. It is only by getting into the game with the children and encouragingthem to play naturally, permitting them to get all the joy there is inthe performance hereof, that games may be made of greatest service. Theeffects of such play cannot fail to dispel the artificial atmospherewhich for various reasons permeates many of our schools today, and toestablish, in its place, wholesome and natural conditions, that willchallenge the child's best efforts and render school life pleasant aswell as profitable. Graded Games for Schools and Community Recreation The Indoor Recreation Work is given in the form of plays and games. While the plays and games listed have been carefully arranged andgraded with a view to adapting them to the schoolroom, many of them aresuited to playground, hall and gymnasium use. It is suggested that at least one game period a day be given out ofdoors during the pleasant weather. Rules to Be Observed in Giving Games 1. Teacher should be familiar with the game before giving it. 2. Teach by imitation in the story-plays and rhythm, as best results come from the teacher playing with the children. 3. Be sure that the air is fresh when giving a game. 4. In every rest period give a breathing exercise. 5. See that all the children have a part in the game. 6. Upon the spirit which the teacher puts into it, depends the success of the game. Story Plays are imitations of well-known activities. They may beexperiences related to home activities, the surroundings near the home, the season and to school work. Capitalize the child's imagination and experience as a basis fordeveloping Story Plays, keeping in mind the types of exercise necessaryto give the children the proper amount of exercise. The following is illustrative of the forms of exercise to be found in astory play: A Day in the Woods Stretching--Reach up high. Take your coat and hat. Leg movement--Walk quickly (skip) to the woods. (Each two rows walk around one row of desks. ) Head exercise--Look up at the bright autumn leaves. Arm exercise--Raise your arms and touch them. Trunk and Arm exercise--Rake the fallen leaves. (Lean forward, bending body forward to either side. ) Knee Bending--Run and jump into the pile of leaves. Breathing--Breathe in the fresh air. Suggestive List of Story Plays Home activities--Washing, ironing, baking, sewing, sweeping, dusting. Industrial Activities--Fireman, soldier, shoemaker, blacksmith, carpenter, etc. Seasonal Activities: Fall--Nutting, Thanksgiving, Jack Frost, gathering apples, etc. Winter--Christmas Toys, Snow Fort, Valentine Day, Washington'sBirthday. Spring--Flying Kites, making a garden, trees in a storm. Summer--The Playground, swimming, picking flowers, a day at the circus. Correlate rhythmic exercises with the reading language and nature work. The movements may be executed to music, Victrola or piano being used. Walking fast Walking slow Jumping Running Ringing bell Marching Hopping Clapping Beating drum Blowing bubbles Fairies skipping Birds flying Boats sailing Blowing bugle Blowing up a balloon Climbing a steep hill Imitate a steam engine Smell the pretty rose Galloping horses Hammering Rabbits jumping Ducks waddling Skating Raking garden Rowing boat Bouncing ball Throwing snowballs Elephant's walk Giant striding Goose waddle Turkey strutting Indian walking Walk like a dwarf Crow like a rooster Breathe in the fresh air Blow a feather in the air FOR THE YOUNGER CHILDREN THE CIRCUS All ready for the big circus parade. Choose what you want to do or bein the parade. Now we are at the circus grounds. The band marchesaround the tent. Choose the instrument you want to play. See the big, big elephants in the circus. Let us feed the big elephants. Now look atthe pretty high-stepping horses. See if we can step as high as they. The little baby ponies are coming now. Let us make tiny steps just asthey do. Now the juggler is ready to play. Throw the ball high, way uphigh, and catch it on your nose. Heads up high. Now let's breathe hard, drink in the fresh air and run home to Mother. Introduce skipping, hopping, running, jumping. 1. Stand like soldiers. (Head, eyes, chest, feet. ) 2. March like soldiers. 3. Run like fairies. 4. Run like brownies. 5. Fly like birds. Fly to the woods in front of you. Fly to the woods in back of you. Fly to the woods to the left. Fly to the woods to the right. Play you are trees. Bend to the left; arms sideward or overhead. Bend to the right; arms sideward or overhead. Galloping horses: Hold reins--gallop forward. Skipping children: Skip--lightly and evenly. Bursting bag: 1. Breathe in. 2. Blow. 3. Clap. Blow a soap bubble. Keep a feather in the air. Blow out a candle. Blow a trumpet. Imitate the wind. Imitate a train of cars. Imitate aflute. Blow a whistle. Blow a bugle. MOVING DAY Two adjacent rows, play together. The first of May is moving day. Theseats are houses. One player is chosen to be "It" and he walks up anddown the street between the two rows. At a signal, the residents alongthe street change houses before and behind him and he tries to get ahouse while it is vacant. The seats not occupied and one more must bemarked and not used in the game so that there is at all times oneperson without a house. If the people do not move often enough the onewho is "It" may number the players and then when he calls, two or threenumbers may change places. OLD HEN AND CHICKENS Choose a leader to be the old hen, who goes out of the room. All theothers sit at their seats, heads bowed on the desk. Touch four on thehead. Immediately they become little chickens. The old hen is recalledand as she says "Cluck! Cluck!" the four wee chicks answer "Peep!Peep!" The mother hen tries to locate them by sound. The chickdiscovered first becomes the old hen. GOOD MORNING GAME One child is chosen as leader. He stands in front of class facing theblackboard; the teacher steps lightly down among children and touches apupil on the head who says to the leader "Good Morning John Brown. " Theleader responds by saying "Good Morning, Mary Smith. " If the leaderfails to recognize voice of the pupil speaking, his place is taken bythat child and the game continues. This game is especially goodexercise in ear training. BIRDS LEARNING TO FLY Mother bird and little birds all stretch wings. Look up at the prettyblue sky. Fly around lightly. Tuck wings under and hop. Drink from thepretty brook. Stretch wings ready to fly back home. Tired, breathe, raise and lower wings. Rest in your little nest. AUTOMOBILE Let us go for a spin in the park. Stoop, crank your automobile. Stepinto the machine. Ride around the track; blow your horn. Pump up yourflat tire. Bend and stretch arms upward to rest them. Ride home. Breathe in the good fresh air. Put your automobile into the garage. A DAY AT THE BEACH Run down to the beach, one row at a time. Stoop, gather a handful ofstones. Raise hand, high, throw stones out into the sea. Now dig a wellwith your shovel. Put shovel down hard, throw sand over shoulder. Seethe big wave coming in. Run and see how near you can come to it withoutwetting your feet. Run back quickly as wave comes nearer. Wade out intothe water. Lift knee high. Mother is calling. Run home quickly. Take along, deep breath. OUT FOR A PICNIC Pack your baskets. Hang them over your arm. Run down to the street car. Give your fare to the conductor. Step down from the car very carefully. Look up and down for passing automobiles. Run down to the beach. Readyfor lunch baskets. Eat your lunch. Drink the cool spring water. Now forthe whirligig. Choose a galloping horse. Ready--go. Stop, slowly. Getoff the merry-go-round. Run for the street car. Wave good-bye to yourfriends. Take a deep breath. First Grade SQUIRREL IN TREES Three players stand so as to represent a hollow tree, facing centerwith hands on each other's shoulders; a fourth player stoops within torepresent a squirrel. Let the other players see how this is done andthey in the same way form groups of four. There must be one extraplayer, who is a squirrel without a home. Upon a signal by the teacherall the squirrels must change trees and the homeless squirrel tries toget a tree. This leaves another squirrel without a home. And the gameis repeated. After a time let each squirrel change places with one ofthe players of the tree so as to give all a chance to be squirrels. BEAN BAG PASSING The class is arranged so that there are the same number of players ineach row. A bean bag is placed on each front desk. At a given signalthe occupant of the front seat passes it overhead to the pupil behindhim, who passes it to the next and so on until it reaches the end ofthe row, when it is returned the same way. The row returning the bag tothe front desk soonest, wins. CROSSING THE BROOK Draw two parallel lines on the floor with chalk to represent the banksof the brook. The players form in line and take a running jump acrossthe brook. Those who step into the brook must run home to put on drystockings. Those who succeed in jumping across the brook continue roundthe course and jump again, this time increasing the width of the brook. Standing jump may be used in playing this game. DAYS OF WEEK Name first row across the room, Monday; second, Tuesday; third, Wednesday, etc. Teacher stands in front of room with rubber ball. Asshe bounces the ball, she calls "Thursday. " The row named Thursday runto the front. The child catching the ball takes place of teacher. Thechildren failing to catch ball pass to their seats. The new teachercontinues game until the ball is caught. WEE BOLOGNA MAN I am the wee Bologna Man. Always do the best you can To follow the wee Bologna Man. A leader resourceful in ideas and brisk in movement stands in front ofand facing the other players and rapidly repeats this verse, performingsome action that the other players immediately imitate--such as beatinga drum, playing a fiddle, sawing wood. Without pausing he varies hisactions, the others continuing to follow his movements. Rapidity oftime and vivacity determine the success of the game. DO THIS, DO THAT All players stand facing one of their number who is the leader. Theleader assumes any position or imitates any action, at the same timesaying "Do this, " and the others immediately imitate. Should the leaderat any time say "Do that!" instead of "Do this!" any player whoimitates the action performed must be seated. The leader may choose anypositions that are familiar, such as arm movements, head bendings, trunk bendings, jumping, hopping, etc. , or imitate familiar actions, such as sawing, hammering, washing, ironing, sewing, sweeping, flying, etc. I SAW Class stands as for gymnastics. The teacher, beginning with the firstfile, asks the leader, "What did you see?" The leader suggests someactivity as "I saw a butterfly flying, " "I saw a boy beating a drum, ""I saw a chicken hopping on one foot, " "I saw a drum major leading aband, " "I saw a horse galloping down the street, " "I saw a boy rollinga hoop, " etc. Each row in turn imitates its leader, following himaround the room and back to place. SQUIRREL GAME Players all seated but one, heads on desks, eyes covered, one hand ondesk with palm up. The odd player is a squirrel. The squirrel passes upand down between the rows and puts a nut in some player's hand. Thisone rises and chases the squirrel. If the squirrel is caught beforereaching his own seat, the one caught becomes squirrel. If the squirrelis not caught, he can be squirrel again. I SAY STOOP One person is chosen leader, taking his place before the class which isstanding at their seats. Whenever the leader says "I say stoop!" bothhe and the class stoop and quickly rise again. But when he says "I saystand!" and stoops as before, the class must remain standing. Herepeats his commands in rapid succession and any player who makes amistake must be seated. GAME FOR ALERTNESS Draw a circle on the floor. Call upon a child to run into the circle, while you count ten. If he succeeds in getting both feet into thecircle before you finish counting he is safe. Otherwise he is out ofthe game and must perform some other task before taking his seat. CHARLEY OVER THE WATER Players stand in a circle, hands joined. One player is chosen to beCharley. If more than twenty players have several Charlies. Charleystands in the center. The other players, skipping around him, repeat: Charley over the water, Charley over the sea, Charley caught a blackbird, can't catch me. At the last word, the players stoop and Charley tries to tag thembefore they reach that position. If successful, the player taggedchanges places with him. HICKORY, DICKORY, DOCK Hickory, Dickory, Dock, (Move arms to right, left, right, in pendulum fashion. Stamp right--left. ) The mouse ran up the clock. (Run four steps forward. ) The clock struck "One!" (Pause a moment to listen on "One"--clap hands) And down he ran. (Run four steps back to place. ) Hickory, Dickory, Dock. (Swing arms right, left, right. Stamp left, right. ) SEE SAW, MARGERY DAW (Mother Goose Melody. ) 1. See Saw--Margery Daw. (Arms sideward raise, sway body to left and right. ) 2. Jack shall have a new master. (Partners join hands--skip forward four steps. ) 3. But he shall have a penny a day. (Step left, point right toe forward, shaking right forefinger at partner and left hand on hip. ) 4. Because he won't work any faster. (Join both hands with partner, skip around in place four steps. ) THE LEAVES 1. The leaves are green, the leaves are brown. They hang so high they will not come down. Leave them alone until frosty weather And then they will all come down together. Rhythmic--The above is an old English circle game. During the first3-1/2 lines skip or run around the circle, stretching arms highoverhead, and on "Come down together, " drop to the floor. RUN FOR YOUR SUPPER Players in a circle. One player chosen by teacher goes around inside, holds out his hand between two players and says, "Run for your supper. "The two players run around opposite ways outside. The one who returnsfirst to the vacant place wins, and may start the next runners. Second Grade SCARF RELAY Divide the room into teams of three rows each. In front of each team, some six or eight feet distant, place a chair with a scarf tied toeach. The first child in each team acts as leader. He runs to thechair, unties the scarf and returns with it to the child sitting backof him. That child in turn runs quickly to the chair and reties thescarf and returns to his seat. The next child runs to the chair andunties the scarf, runs back with it to the next child and the gamecontinues. The object is to see which team finishes first. By keepingthe feet under the desks and returning by the same aisle as they cameforward, the game proceeds quickly and quietly. TEACHER AND CLASS One player is chosen for "teacher". The others stand in a line side byside, facing her at an interval of five to ten feet. If there are manyplayers, make several groups of this kind, keeping a distinct intervalbetween groups. The teacher starts the game by tossing the ball to each pupil in turn, and it is immediately tossed back to her. If a pupil misses, he goes tothe foot of the line. If the teacher misses, the player at the head ofthe line takes her place, the teacher going to the foot. Make theaction as rapid as possible. SLAP JACK The players join hands and form a circle. One is chosen to be "it" andruns on the outside. He taps another player, who quickly runs inopposite direction. The place he left remains vacant until one or theother shall have returned to it first. The unsuccessful playercontinues the running. The players upon meeting may exchange greetings, bow to each other or shake hands, before completing the circuit. HAND TAG The players form a circle facing inward. A tagger stands in the centerof the circle. The players raise their hands forward, palms upward. Assoon as a tagger tries to slap a hand it should be quickly lowered. Theone who is tagged takes the place of the tagger. DROP THE BEAN BAG OR HANDKERCHIEF Players join hands and form a circle. One is chosen to be the runnerand runs around the outside of the circle, dropping the bean bag orhandkerchief on the floor directly behind one of the players. Thisplayer picks up the bag (or handkerchief) and tries to tag the runnerbefore he can reach the vacant place in the circle. If he succeeds hereturns to his place and the runner drops the bag (or handkerchief)behind someone else. If he fails he becomes the runner. CHANGING SEATS The class is seated in full rows, each two rows playing together. Onepupil having no seat stands in the aisle between the two rows. The teacher claps her hands once and all exchange seats as rapidly aspossible. The pupil in the aisle attempts to secure one of the vacantseats. If he succeeds the one left without a seat stands in the aisle. The game is repeated as before until the teacher claps her hands twicewhen all take their own seats. CAT AND RAT The players join hands and form a circle. One is chosen "rat" andstands inside the circle. Another is the "cat" and takes her placeoutside. The "cat" tries to catch the "rat". The players favor the"rat" and allow him to run in and out of the circle, but try to preventthe "cat" from following him by raising and lowering their arms withoutbending knees. When the "rat" is caught, both join the circle and thenext player to the right or left of each becomes "cat" and "rat". Whenthere are a large number of players, two cats may be chosen. ROUND AND ROUND WENT THE GALLANT SHIP Players form a circle, hands joined. Stepping lightly around thecircle, they recite the following verse, bobbing down quickly on theword "sank": Round and round went our gallant ship, Round and round went she; Three times round went our gallant ship, Till she sank to the bottom of the sea. Rhythmic. JACK BE NIMBLE Place a small object eight to ten inches high upright on the floor torepresent a candlestick. The players run in single file and jump withboth feet at once over the candlestick, while all recite: Jack be nimble, Jack be quick. Jack jump over the candlestick. Each player tries to clear the candlestick without knocking it over. Rhythmic. HUCKLE BUCKLE, BEAN STALK One row of players leave the room. The others hide some small object, placing it in plain sight, but where it would not be likely to be seen, as on the top of a picture frame, in a corner on the floor, behind thesteam pipe, etc. It may be placed behind any other object, so long asit may be seen there without moving any object. When the object hasbeen placed, the players are recalled, and all begin to hunt. As soonas one spies the hidden object, he goes at once to his seat saying, "Huckle buckle, bean stalk!" which indicates to the class that he hasdiscovered it. When all have discovered the object, another row is sentout of the room, and the pupil who found the object first, proceeds tohide it. The game continues until everyone has had a chance to locatethe hidden article. HANDKERCHIEF TAG One player has a handkerchief, one is chaser. The players are scatteredabout the field. The chaser runs after the one who has thehandkerchief, who, to save himself from being tagged, gives thehandkerchief to another, who is chased. Should the chaser tag the oneholding the handkerchief, that one becomes chaser. ALPHABET GAME Divide the class into two teams. Cards about 5×7, containing in largetype the letters of the alphabet, are passed out to each team. Theteacher flashes a word before the class. The players, holding theletters necessary to make the word, come to the front and stand holdingthe cards in front of them, in correct order. The side spelling theword correctly first scores a point. Team scoring most points wins. (Itis advisable to have one letter of the alphabet on one side of the cardand a different letter on the other. ) RUN RABBIT RUN Class lines up in two groups. One group are rabbits, safe in theirhomes. The other group are foxes, walking about in the woods. The oldmother rabbit takes her young ones out to look for food. They gosoftly, because they fear the old fox might see them. Suddenly theleader of the foxes cries out "Run, Rabbit, Run, " at which all therabbits try to reach their homes in safety before the foxes catch them. All those who are caught become foxes, and help catch the remainingrabbits. FAIRIES AND INDIANS Let the girls be Fairies. The boys play they are Indians. The Fairiesare in the woods. They run about and at last fall asleep in the woods, all but one Fairy, who keeps watch while the others sleep. The Indians, who have been hiding behind the trees, come out from their hidingplaces cautiously, and as they approach the sleeping Fairies, the Fairyon guard calls "Indians. " At the call the Fairies rush out to catch theIndians before they get back to their wigwams. Every Indian caughtbecomes a Fairy. Third Grade AUTOMOBILE RACE This game is to be played by the second and fifth, the first and fourthrows, or the third and sixth rows. Place a flag on the front desk of the first row and name that row anautomobile. Place a flag on the front desk of the fourth row and name that row adifferent automobile. At a given signal each child on the front seat rises, runs up one aisleand down the next and places the flag on the desk of the second child, who quickly takes the flag, runs up the aisle and down the next, placing it on the desk of the third child. When the flag reaches thechild in the last seat he brings it to the teacher. The row whichsucceeds in getting the flag back to the teacher first is the winner. To vary this game, name one row a steam engine, another an automobile. Name one a bicycle, another a trolley car. Insist that in every case the children keep their feet under the desksto prevent anyone tripping. Community excitement. TRIP ROUND THE WORLD Geographical. Players form a large circle. Number off by twos. Number one steps infront of number two and kneels facing center of circle. Number twoplaces finger tips on the head of one kneeling. One player stands alonein center. Number ones represent cities. At a given signal, number twosface left and run around the outside of the circle. Suddenly anothersignal is given, when all running stop and get safely behind one of thekneelers. The center player upon hearing the signal attempts to find aplace. If he succeeds someone else is left without a place who, inturn, becomes center player. Let the two circles exchange places and repeat the game. CLUB HUSTLE The players are lined up in files. The leader of each file has an Indian Club. At the word "Go" all jump in half stride position and the club ispassed between the legs, each player passing it on to the next untilthe end of the line has been reached. The last pupil runs to the front and passes it back along the lineagain. When every player has been at the head of the line and theleader is in front again the race is over. The file finishing firstwins the race. This game may be played with bean bags, medicine balls or dumb bells. Speed contest. FLOOR TAG Players form a circle, placing right or left hand on the floor as theteacher indicates. Player who is "it" stands in the center. At a signalthe players stand and move about promiscuously, the player who is "it"attempting to tag one of the others before he gets his hand on thefloor. If he succeeds, the one tagged becomes "it" and the gameproceeds. Off guard. CIRCUS GAME A leader is chosen who stands before class and says "I went to thecircus and saw a bear. " The next child says, "I went to the circus andsaw a bear and ----" naming another animal of his own choice. The nextplayer repeats all that the previous players have said in exactly thesame order, adding a third animal. Insist upon exact wording. Concentrated attention. THE WIND BLOWS Players stand as for gymnastics. Leader stands in front of class andsays "The Wind Blows East, " upon which all turn to the east. If theleader says "The Wind Blows West" all turn to the west. The leadercontinues to give commands and each time the players turn in thedirection in which the wind blows. Occasionally the command "The WindBlows a Whirlwind" is given, whereupon all make a complete circle, returning to original position. Should the order "Whirlwind" be givenby itself all remain still. Anyone caught moving at this point dropsout of the game. The players standing longest become next leader. Following directions. HOOP GAME Wind six hoops each with a standard color. Make six bean bags acorresponding color. This game is played by six files of equal number. In front of each file station a player who holds the hoop in a verticalposition and to his right, shoulder high. Two players, one forscorekeeper the other to return bean bags to the place from which theyare to be thrown, stand a little to the back of player who is holdingthe hoop. Upon a given signal the first player in the file throws hisbean bag, endeavoring to pass it through the hoop, in which event hescores one point for his line. The bean bag is returned to the secondchild in the file, who at the signal throws it through the hoop, ifpossible. The file scoring the greatest number of points wins. Test of skill. FLAG RELAY Divide room into two teams, each team holding a flag. Upon a givensignal the first child in each team runs forward and makes a completecircuit of his team and upon returning gives his flag to the playerbehind him, who, upon receiving it, proceeds to make a circuit, givinghis flag to the third player. The team finishing first wins. Patriotic. TOUCH GAME Players form a circle--one player stands in the center. A basketball ispassed quickly around the circle, moving in one direction only. Theball must not be thrown. If the center player succeeds in touching aplayer when holding the ball, he immediately exchanges places with himand the game continues. Speed defiance. KING OF THE RING A circle is drawn on the ground. The players stand shoulder to shoulderinside of the circle with arms folded, either on the chest or behindthe back. At a signal, the game begins and consists of trying to pushone's neighbor out of the circle with the shoulders. Players must notunfold arms. Anyone doing so or falling down is out of the game. Theone who remains longest in the circle is king. Strength test. BLACKBOARD RELAY Draw a circle on the blackboard directly in front of each row. Supplythe first child in each row with a piece of crayon. At a given signalthe first child in each row stands to the right of his desk, runslightly to the board, makes his mark in the circle and returns by theleft, placing the chalk on the desk of the child behind him as he isseated. The second player stands, runs, makes his mark in the circle, and, returning, places the chalk on the desk of the child behind him. Theothers proceed in like manner; the row finishing first wins. Each child must make his mark within the circle and upon returning siterect, feet under the desk. Speed. NEW ORLEANS The players are divided into two groups--A and B. One group (A)performs some action representing an occupation, as sewing, pickingflowers, driving nails, etc. The other side (B) must guess in a limitednumber of guesses what the motions represent. If it fails, one playerfrom this group must go over to the other group. Then the A's haveanother chance. If the B's guess correctly they may select one from the"A" side and also have another chance to represent an occupation. Theside having the most players at the end of the game wins. After the A's have decided what they are to do they approach the B'sand the following dialogue takes place: A's. Here we come. B's. Where from? A's. New Orleans. B's. What's your trade? A's. Lemonade. B's. How's it made? At the last question, the A's begin the motions previously agreed upon. Intelligence test. DUCKS FLY Children stand in files. Leader stands in front of class and givesnames of various birds saying "Blue birds fly, " or "Sparrows fly, "etc. , raising her arms sideward to shoulder height and down again inimitation of wings. The children follow her motions. After givingsuccessive birds' names, the leader suddenly changes to the name ofsomething that cannot fly, moving her arms as before, while thechildren must keep theirs still. If a child makes a mistake he musttake his seat. The last child standing is the next leader. Intellectual alertness. SIMON SAYS One player chosen to be "Simon" takes his place before the otherplayers. He commands some gymnastic movement as "raise arms forward, bend knees, " etc. As he does so he calls out, "Simon says. " If, however, he omits "Simon says" before his command, the players shouldnot execute the movement, even though he does. Anyone failing in thismust be seated. Intellectual alertness. Fourth Grade FOX AND HOUND The players stand in rank and file. They join hands across the ranks. Afox and hound are chosen. The hound is out to catch the fox. They canonly run where the passageways are open. At the command "change, " theplayers face left or right and join hands in opposite direction. Thecommand to change is given often and each time the course of fox andhound is changed. There is no limit to the number of players. More thanone fox and hound can be used for large groups. Heeding signals. GRAND RIGHT AND LEFT Players in couples, right hands joined, marching in a circle counterclock wise. For convenience call outside circle number two, the innercircle number one. Odd player in center. At the command "Grand Rightand Left, " No. 2 swings No. 1 in front of him and to his right, givinghis left hand to approaching No. 1. Continue around circle in likemanner until command "change" is given. At this point of the game thecenter player tries to get a partner. If he succeeds someone elsebecomes "it" and the game proceeds. A challenge alertness. AUTOMOBILE RELAY Each row represents some popular automobile. The first child in eachalternate row, at a given signal, leaves by the right side, runsforward around his seat, then to the rear of the room on the left side, thus completely encircling his own row of seats. As soon as he isseated, the next child behind him runs in the same manner, and the gamecontinues until the last child has run and has returned to his seat. The row finishing first wins. Community excitement. HOP TOADS The players form a circle, hands joined. One toad stands in the centerholding a rope, at the end of which is tied a bean bag. The center toadswings the rope first in a small circle gradually enlarging the radiusuntil it comes in direct line with the feet of the toads in the circle, who must jump to avoid being hit by the bag. Should anyone in thecircle be hit by the bag he takes the place of the center toad. Dodge game. BEAR IN THE PIT The players join hands and form a circle to represent a bear pit. Onestationed as bear stands in the center. The bear tries to get out ofthe pit under or over or breaking through the bars--(clasped hands). Should he succeed in getting out all the rest give chase. The one whosucceeds in catching him becomes the bear. Strength test. FOLLOW THE LEADER One player chosen as leader performs a series of marching activities;work-a-day occupations, or gymnastic exercises, the other playersimitating him accurately--and responding promptly. Anyone failing to doso retires to his seat and becomes a spectator. This is an old but evernew game. Imitation. BEAR IN THE RING One player is chosen as bear, sits in the center of the room on astool. A second player is chosen to be the keeper. The keeper stands bythe bear holding in his hand a short rope about two feet long, knottedat each end to give a firm hold. The rest of the players stand aroundin a circle and attempt to tag the bear without being tagged by thebear or his keeper. The players may attack the bear when the keepersays "My bear is free. " Should a player strike at the bear before thekeeper says "My bear is free, " they change places. The keeper aims toprotect the bear. As in the case of the bear, if the keeper tags one ofthe players they exchange places and the keeper returns to the ring. Alert attention. FETCH AND CARRY Each player is supplied with a bean bag. On the floor directly in frontof each aisle a circle about eighteen inches in diameter is drawn andclose up to the blackboard. At a given signal the first player in eachrow runs forward, deposits his bean bag in the circle in front of hisaisle and runs back to his seat. As soon as he is seated the playerbehind him runs forward, places his bean bag in the circle and returnsto his seat. The game continues until every player in the row hasdeposited his bean bag. The row finishing scores one. The game is then reversed. The last player in each line runs forward, picks up a bean bag and returns with it to his seat. Upon being seatedhe touches the player in front of him on the shoulder, this being thesignal for that player to run forward, pick up a bag and return. Noplayer is permitted to run before the signal is given. The rowfinishing first scores one. Speed competition. CORNER SPRY Divide your players into four stations, one group in each of the fourcorners of the room. Four captains are chosen, who stand in the center, each with a bean bag and facing his corner of players. At a signal eachcaptain throws his bean bag to each player in his group, who in turnthrows it back to the captain. As the captain throws to the last playerin the group he calls, "Corner Spry!" and runs to the head of the row, the last player taking his place as captain. The group succeeding firstin having all of its players in the captain's place wins the game. Speed competition. SENTENCE RELAY Have the same number of children in each row. Supply the first child ineach row with a crayon. Upon a signal from the teacher the first childin each row stands, runs to the board, and writes one word, that servesas the beginning of a sentence. Upon returning to his seat he gives thecrayon to the next child, who runs to the board and adds another wordand returns to his seat and the next child in turn adds still anotherword. The row completing a sentence first wins. Intellectual competition. FROG IN THE SEA One player is chosen to be frog and sits in the middle of the circle, with his feet crossed tailor fashion. The other players stand in acircle around the frog and repeat: "Frog in the sea, can't catch me. "They dance forward toward the frog, teasing him and trying to keep frombeing tagged by him. Should one be unfortunate enough to be tagged bythe frog, then the tagged player and frog exchange places. The frog isnot allowed to move at any time from his position in the middle of thecircle. Challenge. HOUND AND RABBIT The players stand in groups of three, clasping hands to form a circleor tree. The other players, one for each tree, are rabbits. An extraplayer, who is the hound, tries to steal a tree from one of the rabbitsas they exchange places. The hound then becomes a rabbit, leaving theslow player to be hound. No two rabbits may dodge into the same tree. All rabbits must move at signal. Physical alertness. Fifth Grade DODGE BALL Boys and girls form separate circles. The players form a circle, facinginward. Every other player steps inside the circle, facing outward. Theoutside players throw a basket or tennis ball at those in the center, trying to hit them. The center players run about in the circle tryingto dodge the ball. As soon as a player is hit he must step out of thecircle. The game continues until all have been put out. The game thenbegins over with the other players on the inside. Make five minutes time limit for each side and permit no one to tagabove the knee. Dodge game. FALSE ALARM Two parallel lines are drawn on the ground, about 40 feet distant. Allof the players except one stand beyond one of these lines. In themiddle territory between the lines the one player chosen to be "it"takes his place and cries. "Black Tom! Black Tom! Black Tom!" whereuponall the other players rush across to the opposite line, being chased bythe center player, who catches any that he may. Anyone so caught joinshim thereafter in chasing the others. Sometimes the center player, totantalize or mislead the other players may say, "Green Tom" or "WhiteTom" or anything else he may choose. If a player starts to run upon anysuch false alarm or starts before "Black Tom" has been repeated threetimes, he is taken captive, and must join the players in the center. The first one caught becomes "it" for the next game. No one but theoriginal "it" is permitted to give the signal. Challenge. GOT LEFT The players stand in couples behind each other. One player is chosen tobe catcher and takes his place about ten feet in front of the otherplayers and facing in the same direction. Without turning his head hecalls "Last couple out, one, two, three, " clapping his hands threetimes. The last pair in the line runs forward, the right hand one onthe right side of the double line, and the left hand one on the leftside, and try to join hands in front of the catcher. The catcher maynot chase them before they are in line with him and may not turn hishead to see when and where they are coming. They should try to varytheir method of approach, circling in and out on either side of orclose to the lines. If the catcher succeeds in tagging them before theyclasp hands, the one he does not touch becomes his partner and theytake their place at the front of the line. The tagged player becomescatcher. If they are not caught they are free and the game continuesuntil someone is caught. STATUE TAG Any number of players may participate in the game. The one who is "it"begins the game by striking a posture to be assumed by the otherplayers. To escape being tagged, the players must assume this posture, but no one may do so in safety more than three times. After that he maybe tagged. The first one tagged is "it" and sets a new posture. THIRD MAN Players stand in couples, facing each other, couples scattered in anyway about the room. One player is chosen as runner, another as chaser. The runner is free from being tagged when he steps between the twoplayers of any couple, and the chaser now must chase the one towardwhom the runner turns his back. INDIAN DANCE The players form in a circle about two steps apart. The leader standsin the center holding a cord with a small sand or shot bag attached tothe end. He swings the cord around the circle so that the shot bag isclose to the ground. Each player on the approach of the bag must jumpup to avoid being hit. Each one struck by the bag or cord steps out ofthe circle, and this is continued until all are out. The last one putout becomes leader and the game continues as before. JOLLY MILLER Place the boys on the left and the girls on the right. The classmarches in a double circle. One child acts as miller, standing in thecenter. With the completion of the song the boys face about. The songis then repeated, the boys marching one way and the girls the other. The miller claps his hands three times and all run for a partner, thepupil not getting one becomes "Miller. " Jolly is the miller, who lives by the mill, The wheel goes round with a right good will, One hand on the hopper, and the other in the sack, The right steps forward and the left stays back. RELAY RACE Players are divided into two or more teams, the members of eachstanding one behind the other, directly back of the starting line. Thefirst player of each team holds a handkerchief in one hand and at theword "Go" runs to a certain goal and returns, handing the handkerchiefto the second in line and taking his place in the rear. This continuesuntil all have run, the team finishing first winning the race. Eachteam has a separate goal, but all must be equally distant. HILL DILL Players are arranged in two opposite lines facing the center. Oneplayer is chosen to be "it" and takes his place in the center of theplayground. The center player then calls, "Hill Dill, come over the hill, Or else I'll catch you standing still. " He claps his hands three times, whereupon the players run across to theother side. While they are crossing, they may be tagged. Those taggedmust then help in catching others until all have been tagged. The lastone tagged begins the game anew. TOMMY TIDDLER'S LAND A square or circle drawn by Tommy around himself represents Tommy'sland. Tommy stands in the center trying to protect his supposed hugestores of treasure from the enemy. The other players try to invade hissacred territory and as they enter they shout, "Here I stand on Tommy Tiddler's Land, Picking up gold and silver. " If Tommy can touch or tag any player, that person becomes Tiddler. TEN STEPS One player who is blindfolded stands in the center of the room. Theother players stand anywhere they wish and in such positions as seemsafest to them. The blindman is then told to take ten steps in anydirection and try to capture a player by groping for him. Ifunsuccessful, he may take ten steps in another direction, and so onuntil someone is captured. The steps may be long or short as theblindman wishes. CIRCLE STRIDE BALL A football or basketball is necessary to the game. All but one of the players stand in circle formation in strideposition, with feet touching those of the next players to make abarricade for the ball. The odd player stands in the center. The center player tries to throw the ball outside of the circle betweenthe feet of the players. The circle players try to prevent the passageof the ball, using only their hands for this purpose. The playcontinues until the center player succeeds in sending the ball throughthe circle, when he changes places with the player between whose feetthe ball has passed. If a circle player moves his feet in any way hemust change places with the player in the center. When the ball hasbeen sent out of the circle without passing between the feet of aplayer, the players turn outward, and the odd man tries to send it backinside, according to the same rules. The center player may appear to intend sending the ball in onedirection, turning suddenly and sending it in another. CENTER BASE One player takes his place in the center, holding a bean bag or ball. The other players form a ring around him, standing a little apart fromeach other. The object of the game is for the center player to returnto the center and touch the ball without being tagged. The center player tosses the ball to anyone in the outside ring andruns out. The player to whom the ball is tossed must catch it, place itin the center of the ring and chase the one who tossed it. This playertries to get back to the center to touch the ball before being tagged. If he is tagged he takes a place in the circle. If he succeeds intouching the ball he again throws the ball to some other player and thegame begins again. If the chase continues too long, time may be calledby the teacher. It is permissible to have two or more balls of different kinds used andseveral sets of runners going at the same time. Sixth Grade THE FLYING BALL The players stand in a circle facing the center, some distance apart. One player called the "center" stands within the circle. A basketballis thrown from one player to another, across the circle, or may bepassed to the nearest neighbor. The center tries to touch the ball. Ifhe succeeds, the one who last threw the ball or dropped it, becomescenter. GUESS WHO Two files, A and B, stand on opposite sides of the room, facing eachother. One player of file A stands in the center of the room facing hisfile. A hollow rubber ball or tennis ball is passed to anyone in fileB, from where the ball is thrown to hit the center player. If he isstruck he will quickly turn and try to discover the ball thrower. If heguesses the right one they exchange places, the one going to the centeralways facing his file. If the center player guesses incorrectly, heremains in the center, but faces about so as to give the other rank achance to hit him. In case the thrower fails to strike he must exchangeplaces with center. BEETLE GOES AROUND The players form a circle, facing inward, with hands behind body. Oneplayer who carries in his hand a towel knotted at one end walks outsidethe circle. After walking or running a short distance, saying "Beetleis out, don't face about, " he puts the beetle in the hands of someone, saying "Beetle move, " at the same time taking his place. The onereceiving the beetle strikes the player to his right, who, trying toavoid the beetle, runs quickly around the circle to his place. If theone to the right is caught, he becomes the new beetle. The gamecontinues until all have had the beetle. Those who have had the beetleonce fold arms, thus avoiding being given the beetle a second time. HAWK AND HEN A file of ten or twelve players, so-called "hens, " stand in line behindeach other, hands on shoulders of player in front. The first playerraises her arms shoulder high to protect those behind her. One player, the "hawk, " tries to catch one of the hens, not the first and second ofthe file. The first hen must face the hawk throughout all the movementsand in order to keep out of the hawk's reach, all the other hens mustkeep in line with her. A hen caught is out of the play. Both the hawkand first hen take position at rear end of the file, the next two hensbecoming hawk and hen. BOGEY-MAN One player, called the Bogey-Man, stands on one goal. All the otherplayers stand on the goal opposite. The Bogey-man runs out and calls"Are you afraid of the Bogey-Man?" at which the other players runforward toward his goal, whereat the Bogey-Man tries to capture one ofthe players. The one caught must follow the Bogey-Man to the oppositegoal and from here both run, with or without joining hands, to catchthe rest of the players. When all have been caught, the first playercaught becomes "Bogey-Man. " DAY AND NIGHT The players are divided into two teams formed in two lines about threefeet apart, facing in opposite directions. Goal ______________________________ | | | | |------------------------------| Day Leader | o | |------------------------------| Night | | |______________________________| Goal The leader has a disk painted black on one side and white on the other. A coin may be used in place of a disk. In front of each party at adistance of about fifteen paces is a goal. The leader throws up thedisk. If the white side is up when the disk has alighted, he calls out"Day. " The day party then rushes toward its goal and the night partypursues, catching as many of the "Day" party as possible. These theytake back to their own goal. The captured members are now out of thegame. The sides return to their places and the disk is thrown up again. The game is continued until all players on one of the sides are out. BOUNDARY BALL The players are arranged as shown in figure. The length of the space isabout thirty paces, "a--a" being the outer boundaries and "b" a centerline. The two parties stand about ten paces from the center line. Amember of the first party throws the ball. The members of the secondparty catch it or stop it from rolling. The catcher then throws theball back to the first party and so on until either party succeeds inpassing the ball across the outer boundary line of the other party. ---------------------------------------------- | ) : b ( | a | ) : ( | a | ) : ( | | ) : ( | ---------------------------------------------- FRENCH BLIND MAN'S BUFF A player blindfolded and furnished with a wand stands in the center ofthe room. The other players join hands and walk or hop around him untilhe signals them to stop, by tapping the floor with his wand. He pointsthe wand at some one in the ring. The one at whom he points takes theend of the wand, and holding it must answer any three questions theblindfolded player may choose to ask. The player who answers maydisguise his voice. If the blindfolded player recognizes the voice, thetwo players change places. BULL IN THE RING The players join hands and form a circle. One is chosen bull andwanders about in the inside, testing the circle in an effort to getout. If he breaks through and escapes the keepers chase him. The onecatching him in turn becomes bull. CALL BALL A basketball is needed for this game. The players, 10 to 30, arenumbered and form a circle, one of the players standing in the center. The object is to catch the ball before the second bounce, when onenumber has been called. The player in the center tosses the ball high up within the circle, atthe same time calling the number of some player. The one called mustquickly run and catch the ball on the first bounce. If he catches theball he tosses it up and calls the number of some other player. If theball is not caught the first player again tosses it up. The ball may becaught on the fly. To vary the game, form sides, numbering the players, the odd numbersforming one side, the even numbers the other. The odd numbers must callon the even, and vice versa. One point is counted for every ballcaught, and the side with the highest score after twenty tosses wins. ARCH GOAL BALL Basketball and basket goal are necessary equipment. The players (8 to10 on a team) are divided into seven groups and line up in a singlefile in two or more lines, facing a basketball goal. Each line has abasketball and stands behind a starting line. A game is finished when the last man on the team has crossed thestarting line before the others have finished. At a signal each leader passes the ball backward overhead and the nextplayer takes it and passes it on in the same way, and so on down theline. When the last player receives the ball, he runs forward and triesto throw it into the basket standing on a line marked from five to tenfeet from the goal. He is allowed but one throw, when he quickly takeshis place at the front of his line (the line moving backward in placeto make room for him), and he at once passes the ball backwardoverhead. The last player in turn runs forward, tries for the goal, andthis is repeated until each player in line has thrown for goal. Two points are scored for each team making the goal, one point may begiven for finishing first. The team having the highest score wins. Sometimes the game is played with a time limit. In this case eachplayer throws until he succeeds in getting the ball into the basket. The team wins whose last man finished first. CHICKEN AND FOX Two players are chosen--one to be the mother hen and the other to bethe fox, who is after a chicken for his meal. The other players are inthe brood--each one of them grasps the one in front of him, beginningwith the largest, and placing themselves in line behind their mother. As the fox appears the hen says, "What do you want, Fox?" The foxreplies, "I want a chicken. " The hen in turn says, "Where will you getit?" The fox then replies "Out of your flock. " The fox then runs to theright and left trying to pass the mother and get one of the chickens. The one caught becomes fox and the hen takes her place at the end ofthe line. The second in line in turn becomes mother hen. Seventh Grade CHANGING PLACES All players but one stand in a circle of about seven yards or more indiameter facing inward. The odd player stands in the middle. Eachplayer is given a number which he retains all through the game. Theteacher calls out two numbers (but not, of course, that of the playerin the middle) and the players so numbered must change places in thecircle. While they are doing so the odd player must try to get into oneof the vacant places first, and if he is successful the ousted playerbecomes the odd man in the center. STEAL THE HANDKERCHIEF Players form in two lines facing each other and about eight yardsapart. Each line is numbered so that there are corresponding numbers oneach side. The leader then takes a rag, places it midway between thetwo lines. He then calls a number, and the players on each side havingthat number will rush forward and attempt to steal the handkerchief. The one succeeding scores one point for his side. The players returnand the game continues; the side scoring highest wins. ON THE BANK--IN THE POND Players form in a single file. An imaginary line to the left of thecolumn designated as the Bank and an imaginary line to the right of thecolumn designated as the Pond. These lines are about three feet apart. Teacher facing column calls out "On the Bank, " the players jumping ontothe Bank. He then calls out, "In the Pond, " the players jumping intothe Pond. At each command the teacher moves his hand to the oppositeline from which players are located. In order to keep players "on theirtoes, " teacher calls "In the Pond" when the men are in the Pond and atthe same time moves his hand in the direction of the Bank. Those whojump across or remain behind when the command is given to do otherwiseare out of the game. MAZE All the players except two stand in parallel ranks, one behind theother. The distance between each player and each rank is that of"double arms' length, " so that whichever direction the ranks may facewith arms extended horizontally a line of players with finger tipstouching will be formed. The ranks should be drawn up so as to form asquare as nearly as possible. The chaser has to pursue the runner upand down the lines until he catches him, neither being permitted topass under the outstretched arms. The teacher makes sudden changes inthe lines by calling "right turn" or "left turn, " on which all turn inthe required direction, still keeping the arms outstretched. Thesesudden changes alter the direction of the paths down which the twoplayers may run. The interest depends greatly upon the judgment of theleader in giving the commands "right (or left) turn. " They should begiven frequently--and sharply, and often just at the moment when thechaser is about to catch the runner. The game continues until runner iscaught, or a time reached when a new chaser and runner are chosen. The game may be played with hands on hips instead of arms outstretched. BOMBARDMENT Playground or gymnasium suitable place for this game. Basketball andIndian clubs are necessary equipment. Number of players 10 to 40. Theground is divided into two equal fields by a line across the center. Atthe rear of each field a row of Indian clubs is set up, there being thesame number of pins as players. Should the number of pins be so greatas to require their being closer than two feet, a second row should beplaced in front of the first so that each club stands opposite a spacein the preceding row of clubs. The players are divided into two teams, from five to twenty in eachteam. The players stand behind their clubs and the dividing line in anyscattered formation. Several balls should be put in play if a largenumber are playing. The object is to knock down the opponents' clubs. Each player acts bothas a guard to protect his clubs, and as a thrower. He may throwwhenever he can secure a ball, there being no order in which playersshould throw. Balls may be made to displace the opponents' clubs bybeing thrown against the wall behind the clubs so that they willrebound, knocking the clubs down from the rear. No player is permittedto cross the center line. The game is most interesting when severalballs are in play at once. For each club overturned the side whichknocked it down scores one. Every club overturned by a player on hisown side spoils one for the opponents. The game is played in timelimits of from one to twenty minutes, the side winning which has thehighest score at the end of that time. JAPANESE TAG The players are scattered within a limited playing area. This game isplayed like ordinary tag except that "it" must place one hand on thespot where he was tagged and hold it there while trying to tag anotherman. Any player running outside of the playing area automaticallybecomes "it". HOOK ARM TAG Players paired in circular formation, inside arms hooked at elbows, outside hands on hips. Two players stand in the center, one is "it, "the other is chased by "it". The chased player runs about the circleeither inside or out and may hook the elbow of any player. The playerhe catches holds fast to him and a third player is then the one to bechased. If he tags a player chased, before he can hook an arm, thelatter must chase "it" or someone set free by "it, " and the gamecontinues. CROSSING NO MAN'S LAND Formation--In single line. A parallel line is drawn about fifty feet in front and the player being"it" stands between this line and the players. At a signal, playerschange to the opposite line. "It" tries to catch as many runners aspossible. Players so caught must help "it" catch the others. After suchcharge those uncaught assemble themselves and try to charge back toprevious base. Players charge and re-charge until all have been caught. OBJECT RELAY RACE Players stand in files, an equal number in each file. Opposite and atabout fifteen and twenty yards respectively from the front player ofeach file, two circles (about eight inches in diameter) are marked onthe ground, one straight behind the other. In the nearest of each ofthe circles an object (stone, stick, club) is placed. At the command"Go" the first player of each file races to the first circle, seizesthe object and places it in the second circle, five yards off. He thenraces back and touches the outstretched hand of the next player in hisrow. The latter then races to the object and in the same way places itback in the near circle, and so alternately until each player of therow has had his turn. The last player, having deposited the object inthe circle, races back to the line which the front players wereoriginally "toeing". The first row to finish wins. Each player aftertouching the outstretched hand of the "next to run" places himself atthe rear of his row, which keeps moving forward so that the next to runis always "toeing" the original line. PASS AND TOSS RELAY This game is suitable for playground, gymnasium or classroom. Equipmentnecessary is Bean Bag or ball. Number of players preferably 8 to 10 ona team. The players stand in two or more even ranks, facing sidewaysand numbered consecutively. The players at either end step two pacesforward of the ranks, to the points marked 1 and 10 respectively, asthey are to be in a position to catch the ball tossed by some otherplayer. +-------------------------------------+ | O------ O | | 2 3 4 5 6 7 8 9 | +-------------------------------------+ No. 1 of each team tries to return to his original position first. Player No. 1 has a bean bag (or ball) and at a signal for starting runstoward the rear and as he runs tosses the bag to No. 10. The lineimmediately moves forward one place, No. 2 stepping into the placevacated by No. 1. Upon catching the bag, No. 10 takes his place in linewith the rank, and passes the bag to his next neighbor, No. 9. The bagis then passed rapidly up the line until it is received by No. 3, whotosses it to No. 2. No. 2 in turn, as soon as he receives the bag, dashes for the rear, tossing the bag as he goes to the player standingat 10, who in this case will be No. 1. The line again moves up--No. 3now stepping out to the place marked 1. The play is continued until No. 1 is back in his original position. The rank getting the bag around toNo. 1 first after he returns to his original position wins the game. No. 1 should hold the bag up at arm's length as soon as he gets its asa signal that his rank has completed its play. DOWN AND UP Players form in column of files. All spread legs. First player in the column passes some object (stick, stone, hat, eraser, bean bag) back between legs to the next player, whopasses it on. When the last player in the column has received it heyells "Down" and runs forward astraddle the other players to the headof the column. The other players quickly rise and the object is passedback between the legs until all have carried it forward. ZIG ZAG RELAY Players form in columns of files. Place four bean bags four feet apart at a distance of ten feet in frontof each column in direction of depth. At a signal the first player ineach column runs to the right of the first bag, passes it and then runsto the left of the second, to the right of the third, to the left ofthe fourth and around it and then zig-zags back. When he reaches thestarting line, he touches off a second player who, in turn, proceeds toduplicate the first player's performance. Column finishing firstscores. Eighth Grade CROWS AND CRANES Players form in two lines, back to back and at about one yard interval. One line is designated "Crows" and the other "Cranes. " If the leadercalls out "Cranes, " the Cranes will rush forward about thirty feetacross a safety line, and the line designated as Crows will turn aroundand attempt to tag his opposing player before he has crossed thedistance to the safety line. If the leader calls "Crows, " the Crowswill rush forward to their safety zone. Those who are tagged must goover to the other side. The team having the largest number of playersat the expiration of a given time wins. The game can be made moreintensive by the leader if he drawls out the "r" in either Crows orCranes. JUMPING CIRCLE Players form a circle about 30 feet in diameter. One player in centerholds a light rope about fifteen feet long with a soft weight on oneend. The player in the center swings the rope around so that players inthe circle have to jump it. Player failing to jump the rope has a pointcounted against him or he may be made to withdraw from the game. HINDU TAG The players are scattered in a limited playing area, about fifty feetsquare. One player is "it". He chases players about and may tag anyonewho is in "safe" position (on both knees, forehead on ground). Playersought not to remain in one place, but must move about. Any playertagged is "it". Players should not go out of playing area. Anyone doingso is automatically "it". SWAT TO THE RIGHT Any number of players may participate. Players form a circle, handsbehind back, facing in, eyes closed. One player carrying a swatter(belt, knotted towel, etc. ), runs around outside of circle and placesswatter in someone's hand. The player receiving it immediately hits theplayer to the right. The player who is being hit, runs around thecircle until he is back to his starting position. The player with theswatter follows the runner and swats him until he is back in position. The player with the swatter runs on and places it in the hands of someother player. SQUAT TAG The players are scattered within a limited playing area. One player is"it". He can touch anyone who is not in a full squat position. Theplayer touched becomes "it" and chases about after some other player. Players who for fear of being made "it" remain in the squat positionshould be pushed over. The squat position consists of knees full bentwith hands on hips. TEN STEPS One player who is "it" blinds his eyes and counts ten while all theother players run for hiding places. As soon as the one who is "it"says "ten, " the players must stand motionless wherever they may happento be while he turns at once to look for them. Any player whom he seesmoving must come back to the goal and start over again. The "blinder"repeats this five times, and any player not entirely out of sight thefifth time the blinder turns must change places with him, while theoriginal "it" becomes a spectator. After counting "ten" and turning to look for moving players five times, the hunter counts one hundred to give players chance to reach theirfinal hiding places and the game continues as in regular I Spy. HANG TAG One player is chosen chaser or "it" and changes places with anyone whomhe can tag. Players may escape being tagged by hanging from anythingoverhead which will enable them to lift their feet from the floor. Played out of doors, players will naturally save themselves by catchinghold of the branches of trees. If played in a gymnasium or playgroundpieces of apparatus may be used for the same purpose. Players are alsoconsidered safe if instead of hanging by their hands, they throwthemselves across some obstacle such as a fence, which enables them tolift their feet from the ground. No two players may hang from the samepiece of apparatus. The last one taking possession may keep hisposition, the one before him being obliged to find another place. Thiskeeps the players constantly on the move and the game becomes moreinteresting. CLUB SNATCH A goal is marked off across each end of the playground. An Indian clubis placed midway between the goals. A starting base is marked on eachgoal line in line with the club. The players are divided into two equalteams, each having a captain. Each party takes its place in one of thegoals. The object of the game is for one of the runners to snatch theclub and return to his goal before a runner from the opposite side tagshim, both leaving their starting bases at the same time on a signal. The players on each team run in turn, the captains naming the runnereach time. INDIAN CLUB WRESTLE Players come up in files not more than eight in a file. Each file formsa circle. In the middle of each circle four Indian clubs are placed. Atthe signal "go" each circle joins hands and pulls. When the umpire seesthat any player in any circle has knocked down a club he calls "OutOne. " That player withdraws from the game. All stop playing and waitfor the signal "go" and the play is repeated. When any one of thecircles has been reduced to one player, the game ends, the circlescoring that has the largest number of players left. PASS ROUND Players are in circle formation about four feet apart. They number off, odds forming one team and evens the other. A ball, eraser or someobject is given each team on opposite side of the circle. At a signalthe teams pass the object to the right to members of the same teamonly. Each player must catch the object in his turn. The team whichpasses its object so that it catches up with the opponent's wins. Anyplayer dropping object must regain it himself and pass it on fairly. HUMAN TUG OF WAR Players form in columns of files facing each other. Players stand closetogether, arms placed about the waist of the player in front (graspingthe left wrist with the right hand is the strongest grip). Leadingplayer of each team grasps the opponent about neck or shoulders, teambreaking first or having one or more players pulled over the line afterthirty seconds is the leader. VOLLEY BALL Ten to thirty players may play at one time on playground or gymnasium. Equipment consists of volley ball and tennis net. For large teams this game is best played on a ground measuring fiftyfeet in length and twenty-five in width. A tennis net or a net two feetwide is stretched across the center of the ground from side to side, extending one or two feet beyond the boundary on either side. The upperedge should be from six feet and one-half to seven feet and one-halfabove the ground. The players are evenly divided into two teams. Theyscatter over their respective courts without special arrangement. Acaptain is chosen for each side. An umpire is desirable. Each team tries to keep the ball in lively play toward its opponents'court, as each team scores only on its opponents' failures to returnthe ball or keep it in the air. The ball is put in play by being served by a selected member of eitherteam, who should stand at the rear of his court with one foot on therear boundary line behind the line. From this position the ball istossed upward lightly from one hand and batted with the open palm ofthe other hand over the net and into the opponents' court. The serverhas two trials. A served ball may be assisted on its course by anyother player on the server's side using one or both hands (open palm), no player so assisting the ball on the serve may strike it more thantwice in succession, and the server under such circumstances may notstrike it more than once. Should the ball then fail to land on the opponents' court, the serverloses his second serve. In serving, the ball must be batted at leastten feet by the server before being touched by any other player on hisside. If a return ball hits a player on the server's side and bouncesinto the opponents' court, it is considered no play. The players on aside take turns in serving. A ball which bounds back into the courtafter striking any other object except the floor or ceiling is still inplay. In sending the ball across the net, players should aim for anunprotected part of the opponents' court or try in other ways to placethem at a disadvantage. The service changes to opposite side when theserving side: 1. Allows the ball to touch the floor. 2. Knocks it out of bounds. 3. Fails to return it to the opponents. 4. The ball hits the net during the service. 5. A served ball falls outside the opponents' court. 6. A player on the serving side touches the net at any time. Score. The game consists of twenty-one points--only the serving sidescores. One point is scored when: 1. A good serve is unreturned. 2. Any time when the opponents fail to return the ball which is in play. 3. When the receiving side touches the net. (Should the serving side fail to return a ball to the opponents' court, they are put out. The serve passes to the opponents and no score ismade. ) Scoring on Fouls. 1. Touching the net by a player on the receiving side allows the serving side one point. 2. A ball sent under the net counts one for the opposing side. 3. If the ball strikes any object outside the court and bounds back, although it is still in play, it counts one for the opposing side. A ball sent out of bounds in returning a service scores one point for the opposing team. One point is scored by the opponents whenever a player catches the ball or holds it for even an instant. Group Games for Adults CHARIOT RELAY Players line up at one end of the room. Count off by threes. Each groupjoins hands, and on the command "Go!" they run to the other end of thehall and return without letting go of hands. The first group back wins. HURDLE RACE Place several objects at different distances. Contestants race, jumpingover them. SONG CONTEST Song contestants are supplied with pencil and paper. Standing on onefoot, each writes two lines of a patriotic song. One finishing firstwins. Contestants are supplied with paper and crayon, and asked to draw apicture representing some popular song. The one whose drawing is thebest representation wins the prize. LAUGHING RELAY Line up players in twos. Partners face and march backwards four steps. Leaders draw for first chance. One side named Blues, other Reds. If"Blues" have first chance, they try for the space of thirty seconds tomake the "Reds" laugh. All "Reds" found laughing are recruited to theother side. Three turns constitute a game. The side having mostrecruits at the finish wins. TELEGRAMS Give each player a pencil and paper. Ask each to write the name of thecity (town or state) in which he was born. Then ask each to separatethe letters in the name of his birthplace and, using each letter as theinitial of a word, to compose a telegram. Some interesting combinationsare the result. WHIRLWIND This is an old English game. Arrange as many chairs as there areplayers in a circle. All the players but one are seated. This oddplayer takes his position in the center of the circle. His object is totake the vacant chair, but this the others prevent by hastily moving up(to right or left, as the movements of the person standing indicate) soas to fill the empty seat whenever the standing player approaches it. In this manner, the vacancy is kept at the point farthest from him, andunless he is agile, the player cannot capture it. THE LAUGHING GAME Players form a circle. The first player starts with the word "ha, " thesecond says "ha, ha, " the third "ha, ha, ha, " and so on, each one inturn adding one more ha than has been made by his neighbor. In eachcase, the ha ha's must be made without laughing, which is almost animpossibility. Before the circuit has been completed the entire circleis in peals of laughter. Each one guilty of laughing drops out of thegame. The one remaining longest without laughing wins. GAME OF OPPOSITE Players stand in a circle. An extra player stands in the center, holding in his hands as many pieces of tape as there are players in thecircle. The tape (or ribbons) are of two colors, red and blue. Theopposite ends of each tape are held in the hands of a player. When theleader says "Reds let go, " "Blues, hold on, " the blues will let go, always doing just the opposite of the command given to be obeyed. Commands should be given rapidly and in military tone. When word for"all to hold on" is given the entire circle lets go, and so on. MUSICAL CIRCLE All players sit in a circle. One in the centre is the leader. To eachone is assigned some musical instrument, which he must play. The leaderwaves his baton, but from time to time he will quickly begin topantomime the instrument of someone in the circle. For instance, heplays the cornet, and as soon as he does this, the one to whom thecornet was assigned immediately sits back with folded hands until theleader goes back to his baton. Should a player fail to remark that theleader has taken his instrument he is subject to forfeit. MEMORY TEST A tray piled high with all sorts of objects, as diverse as possible incharacter is brought into the room. The players are given one minute inwhich to take a rapid survey of same. At the end of that period thetray is taken away and the players, with pencil and paper (previouslysupplied them) write down the names of as many of the articles as theycan remember. The one whose list is largest and most correct is thewinner. FINDING A PARTNER An odd number of players participate. At a signal (preferably a musicalaccompaniment), the players, fly or skip promiscuously about the room. When the music stops each player attempts to stand back to back with apartner. The one left without a partner, as the game proceeds, tries tobe successful the next time. NOSE AND TOE TAG This game is played like ordinary tag, with the exception that no onecan be tagged who has his right hand on his toes and left hand on hisnose. SPIRITS MOVE A leader and his accomplice are required in this game. The oneillustrating the game leaves the room. His accomplice passes among theplayers and stopping before one of the number and with handsoutstretched says, "Spirits Move. " The leader from without replies "Letthem move. " Again the accomplice passes among the number and steps infront of another player, saying, as before, with hands outstretched, "Spirits Move. " Again the reply from his accomplice, "Let them move. "He proceeds in this manner until finally he takes his stand beforeanother one of the group saying "Spirits Move and Rest Upon. " Theleader from without completes the sentence by adding the name of theperson over whose head the hands are extended. The trick is simply this: The one over whose head the accomplice'shands rest is the one who spoke last before the leader retired from theroom. HANDS OVER HEAD A leader and his accomplice are necessary to this mystifying game. Theleader leaves the room while his accomplice passes around among theplayers, occasionally stopping in front of one of them, and with handsextending over the player's head says. "Hands Over Head. " The leaderanswers from without "Hands Over Head. " He continues around the circlein like manner until finally he stops in front of a player and withhands extended says "Hands Over Head and Rest Upon" whereupon theleader answers "Hands Over Head and Rest upon (John Smith)" naming theperson over whom the hands are extended. The trick: The accomplice places his hands over the head of the personbefore whom he has been standing at the time the leader withdraws fromthe room. BOTTLES Any number of couples may compete in this game. Arrange two files ofIndian clubs, large bottles or ten pins, five in a file, at a distanceof four feet apart with an aisle of six feet between files. Each coupleis comprised of a man and woman. The man is blindfolded and to hiswrists are attached streamers or reins about three feet long. Thewoman, at a given signal guides her partner by means of these reins onand around each bottle in the first file, returning in like manner bythe second file. The team succeeding in making the circuit without overturning any ofthe bottles wins. In no way is the driver permitted to suggest direction except bydriving with the reins. RELAY SPELLING RACE This game is particularly interesting if the men and women of the partycompete. For each team a pronouncer is chosen who takes his placedirectly to the right of the blackboard immediately in front of histeam, who are standing in file formation, and at a distance of aboutfifteen feet from the blackboard. Each pronouncer is supplied with a list of words previously agreed uponbetween themselves, and consisting of words commonly used butfrequently misspelled, as necessary, parallel, embarrass, harass, etc. At a given signal the first contestant leaves his place in the file, runs to the board and as the pronouncer announces the first word tohim, proceeds to write it on the board, quickly, but legibly, turns andruns to the end of the file, tagging as he does so the second player inhis file. The second contestant in turn, runs to the board, writes theword pronounced to him and in like manner returns to the end of thefile, tagging as he does so the third contestant. No contestant exceptthe first leaves his place until tagged by the returning contestant. With ten contestants to a file, count finishing first as equal to twomisspelled words at first, later to one misspelled word. The sidefinishing first is thereafter entitled to consider 2 (or 1) misspelledwords as correctly spelled in the final count. SUGGESTION FOR CONDUCTING PLAY LEADERS' TRAINING CLASS MELVIN W. SHEPPARD Community Service, Inc. , One Madison Avenue, New York, N. Y. THE PURPOSE The purpose of play leaders' training classes is to develop volunteerleaders who will carry on recreational program in various schools, churches and industrial plants, and later on who will organize playgroups on vacant lots in home vicinities. This will lead toneighborhood activity. As the schools progress those leaders whodisplay more initiative than the others should be noted as a desirablesource from which paid recreational leaders may be drawn by the cityrecreational commission and other agencies. PROCEDURE Before starting the class, confer with superintendents of schools, churches, and industrial leaders, and send to all institutions in thecity, which are likely to be interested, invitations to send delegatesto the proposed class. After organization of the class there should besome classification of its members so that the most efficient work maybe done. It is desirable in nearly every case that there be separate classes forwhite leaders and colored leaders in order that there may be the utmostfreedom of expression and the least hindrance to the enthusiasticparticipation in the games. THE COURSE Experience shows that ten lessons of one hour's duration each will besufficient in which to present a total of thirty games with suchdirections and general suggestions as will enable the leaders to takethe games taught back to their organizations. During the first few lessons, the time should be taken up entirely withthe teaching of games and toward the end of the course train allstudents to act as leaders in turn. This brings out initiative andenables the instructor to prepare tentative lists of the most efficientleaders. Towards the end of the course, the students should dopractically all of the game-leading. By dividing them into groups, eachunder a leader, the instructor can increase his own efficiency and helpmore specifically the individual members of the class. RECOGNITION FOR ATTENDANCE If the instructor deems it advisable, a certificate of attendancetestifying to the interest shown by the student may be presented at theend of the course. It should, however, be made plain that thiscertificate does not indicate that the student is an expert playgrounddirector. An expert playground director is one who not only can directthe games on the playground, but also by his influence makes theplayground an asset to the neighborhood instead of a liability. Unless a book on games is provided as a guide to the course, eachstudent should receive at each lesson a mimeographed copy of thedirection for the games taught at that class, to become a part of hispermanent equipment. Neighborhood organizations, particularly rural schools and vacant lots, can be put in shape for playgrounds through simple and cheap athleticequipment such as volley balls and net, basket balls, quoits, playground balls and bats, medicine balls, which can be purchased at avery reasonable price and will answer all purposes until more elaborateequipment can be obtained.