[Illustration: RING A' ROSES _From the painting by Fred Morgan_ _Frontispiece_] GAMES FOR THE PLAYGROUND, HOME, SCHOOLAND GYMNASIUM BY JESSIE H. BANCROFT ASSISTANT DIRECTOR PHYSICAL TRAINING, PUBLIC SCHOOLS, NEW YORK CITY;EX-SECRETARY AMERICAN PHYSICAL EDUCATION ASSOCIATION; MEMBER AMERICANASSOCIATION FOR THE ADVANCEMENT OF SCIENCE; AUTHOR OF "SCHOOLGYMNASTICS, " ETC. , ETC. New York THE MACMILLAN COMPANY 1922 _All rights reserved_ COPYRIGHT, 1909, BY THE MACMILLAN COMPANY. Set up and electrotyped. Published, December, 1909. Norwood Press J. S. Cushing Co. --Berwick & Smith Co. Norwood, Mass. , U. S. A. TABLE OF CONTENTS PAGE INTRODUCTION 1 TO THE TEACHER OF GAMES 26 COUNTING-OUT; CHOOSING SIDES; WHO'S "IT"? 35 MISCELLANEOUS ACTIVE GAMES 43 QUIET GAMES 211 FEATS AND FORFEITS 243 SINGING GAMES 259 BALLS AND BEAN BAGS 295 _a. _ Specifications for Balls, Bean Bags, and Marking Grounds, etc. 297 _b. _ Bean Bag and Oat Sack Games 303 _c. _ Ball Games 319 INDEXES GAMES FOR ELEMENTARY SCHOOLS, FIRST TO EIGHTH YEARS 427 GAMES FOR HIGH SCHOOLS 433 GAMES FOR PLAYGROUNDS, GYMNASIUMS, AND LARGE NUMBERS 435 GAMES FOR BOYS' AND GIRLS' SUMMER CAMPS 440 _a. _ Active Games 440 _b. _ Quiet Games 442 HOUSE-PARTY AND COUNTRY-CLUB GAMES 444 _a. _ Active Games 444 _b. _ Quiet Games 445 GAMES FOR CHILDREN'S PARTIES 446 _a. _ Active Games 446 _b. _ Quiet Games 447 SEASHORE GAMES 449 ALPHABETICAL INDEX 451 LIST OF ILLUSTRATIONS RING A' ROSES _Frontispiece_ FACING PAGE ALL-UP RELAY RACE 45 BUYING A LOCK 58 CATCH-AND-PULL TUG OF WAR; A HIGH SCHOOL FRESHMAN CLASS 60 FORCING THE CITY GATES 89 HOW MANY MILES TO BABYLON? 108 JUMPING ROPE ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL 118 OYSTER SHELL 143 PITCH PEBBLE 147 PRISONER'S BASE 158 ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS, FORT CLARK, NORTH DAKOTA 169 SNOW SNAKE 182 A CITY PLAYGROUND 200 FLOWER MATCH 220 SKIN THE SNAKE 252 DRAW A BUCKET OF WATER 263 THE DUCK DANCE 276 BALLS 297 CAPTAIN BALL IN A HIGH SCHOOL 342 CIRCLE STRIDE BALL 358 DRIVE BALL 375 BALL GAME ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL 400 TETHER BALL 409 INTRODUCTION INTRODUCTION PURPOSE AND PLAN. --This book aims to be a practical guide for theplayer of games, whether child or adult, and for the teacher or leaderof games. A wide variety of conditions have been considered, includingschools, playgrounds, gymnasiums, boys' and girls' summer camps, adulthouse parties and country clubs, settlement work, children's parties, and the environment of indoors or out of doors, city or country, summer or winter, the seashore, the woodland, or the snow. The gameshave been collected from many countries and sources, with a view tosecuring novel and interesting as well as thoroughly tried and popularmaterial, ranging from traditional to modern gymnasium and athleticgames. An especial effort has been made to secure games for particularconditions. Among these may be mentioned very strenuous games forolder boys or men; games for the schoolroom; games for large numbers;new gymnasium games such as Nine Court Basket Ball and Double CornerBall; games which make use of natural material such as stones, pebbles, shells, trees, flowers, leaves, grasses, holes in the sand orearth, and diagrams drawn on the ground. The description, classification, and arrangement of the games havebeen made with the steadfast purpose of putting them into the mostworkable form, easily understood, with suggestions for getting themost sport and playing value out of them, and with means of readyreference to any class of games for use under any of the conditionsmentioned. The series of indexes which accomplish this last-mentionedpurpose make it possible to classify the games in many different ways, sparing the reader the necessity for hunting through much unrelatedmaterial to find that suited to his conditions. The index for schoolsis essentially a graded course of study in games. The ball games requiring team play have been described according to ananalytic scheme not before used for the class of games given in thepresent volume, which makes it possible to locate at a glanceinformation about the laying out of the ground, the number, assignment, and duties of players, the object of the game, rules andpoints of play, fouls, and score. The various kinds of balls aredescribed with official specifications. Diagrams for all kinds ofgames have been supplied unsparingly, wherever it seemed possible tomake clearer the understanding of a game by such means, and pictorialillustration has been used where diagrams were inadequate. The musicfor all singing games is given with full accompaniment. Suggestionsfor the teaching and conduct of games are given, with directions forfloor formations. Means of counting out and choosing sides and playersare described, and one section is devoted to forfeits. Under each of the main divisions chosen--miscellaneous active games, quiet games, singing games, bean-bag games, and ball games--thematerial has been arranged in alphabetic order to facilitate readyreference, although a general alphabetic index is appended. In short, the book aims to bring together all related material and everyavailable device for making it readily accessible and easilyunderstood. * * * * * [Sidenote: Original research] SOURCES AND NATURE OF MATERIAL. --The material in this volume, asidefrom that accumulated through a long experience in the teaching andsupervision of games, has been collected through (1) special originalresearch, and (2) bibliographical research. The original research hasbeen made among the foreign population of New York City, wherepractically the entire world is accessible, and in other sections ofthe United States. This has resulted in some entirely new games thatthe writer has not found elsewhere in print. From among these may bementioned the Greek Pebble Chase, the Russian Hole Ball, the ScotchKeep Moving, the Danish Slipper Slap, and, from our own country, amongothers, Chickadee-dee from Long Island, and Hip from New Jersey. Entirely new ways of playing games previously recorded have beenfound, amounting not merely to a variation but to a wholly new form. Such is the method here given for playing Babylon, a form gatheredfrom two different Scotch sources. Another example is the game ofWolf, for which additional features have been found that add greatlyto its playing value, especially the rule whereby the wolf, whendiscovered by the sheep who are hunting for him, shall take a jumptoward the sheep before his chase after them begins; or, should hediscover them first, the requirement that they take three steps towardhim before the chase begins. Such points add greatly to the sport of agame, and with the spoken formulas that accompany them form a richfind for both student and player. One may not well refer to the original research without mention of thecharm of the task itself. It has been one of the sunniest, happiestlines possible to follow, attended invariably with smiling faces andlaughter on the part of old or young, native or foreign, the peasantpeople or those more sophisticated. [Sidenote: Bibliographical research and results] The bibliographical research has covered a wide field. Heretofore theprincipal sources in English for the collector of games have been theinvaluable and scholarly folklore compilations of Mr. William WellsNewell (_Songs and Games of American Children_) and Mrs. Alice B. Gomme (_Traditional Games_ in the _Dictionary of British Folk Lore_). The earlier British collection by Strutt (_Sports and Pastimes of theEnglish People_) has also been a source of great value. In the UnitedStates considerable collecting and translating of games have from timeto time been done by the physical training magazine, _Mind and Body_. For all modern athletic games an invaluable service has been renderedby Messrs. A. G. Spalding and Brothers in the publication, since 1892, of the _Spalding Athletic Library_, under the direction of Mr. A. G. Spalding and Mr. James E. Sullivan. The author is greatly indebted toall of these sources. In addition, hundreds of volumes have beenconsulted in many fields including works of travel, reports ofmissionaries, etc. This has resulted in games from widely scatteredsources, including European countries, the Orient, the Arctic regions, and the North American Indians. While in such a mass of materialthere are some games that are found in almost all countries, so thatone is continually meeting old friends among them, a very considerableharvest of distinctive material has been gathered, eloquent ofenvironment, temperamental, or racial traits. Such, among many others, are the Japanese Crab Race; the Chinese games of Forcing the CityGates, and Letting Out the Doves; the Korean games with flowers andgrasses; the North American Indian games of Snow Snake and RollingTarget; and the poetic game of the little Spanish children about theMoon and Stars, played in the boundaries marked by sunshine andshadow. [Sidenote: Standard Material] But the object of the book has been by no means to present only novelmaterial. There is an aristocracy of games, classic by all the rightsof tradition and popular approval, without which a collection would beas incomplete as would an anthology of English ballads without _RobinHood_, _Sally in our Alley_, or _Drink to me only with thine Eyes_. These standard games are amply represented, mingled in the true spiritof American democracy with strangers from foreign lands and the newcreations of modern athletic practice. [Sidenote: Local color and humor in games] The games, old and new, are full of that intimation of environmentwhich the novelist calls local color, often containing in the namealone a comprehensive suggestiveness as great as that of an Homericepithet. Thus our familiar Cat and Mouse appears in modern Greece asLamb and Wolf; and the French version of Spin the Platter is My Lady'sToilet, concerned with laces, jewels, and other ballroom accessoriesinstead of our prosaic numbering of players. These changes that a gametakes on in different environments are of the very essence offolklore, and some amusing examples are to be found in our owncountry. For instance, it is not altogether surprising to find a gamethat is known under another name in the North called, in SouthernStates, "Ham-Ham-Chicken-Ham-Bacon!" The author found a good exampleof folklore-in-the-making in the game usually known as "Run, Sheep, Run!" in which a band of hidden players seek their goal under theguidance of signals shouted by a leader. As gathered in a Minnesotatown, these signals consisted of colors, --red, blue, green, etc. Thissame game was found in the city environment of New York under the nameof Oyster Sale, and the signals had become pickles, tomatoes, andother articles strongly suggestive of a delicatessen store. Thebutterfly verse for Jumping Rope is obviously another late productionof the folklore spirit. The lover of childish humor will find many delightful examples of itamong the games, as where little Jacky Lingo feeds bread and butter tothe sheep (Who Goes Round My Stone Wall?); or the Mother, trying theOld Witch's apple pie, discovers that "It tastes exactly like my childMonday!" The tantalizing "nominies" or "dares, " as in Fox and Geese, and Wolf, and the ways in which players are trapped into false starts, as in Black Tom, are also highly amusing. * * * * * PRINCIPLES OF SELECTION. --In the selection of material for this work, a marked distinction has been made between games, on the one hand, and, on the other, the unorganized play and constructive activitiesincluded in many books of children's games. While the term "play"includes games, so that we "play games, " it applies also to informalplay activities, such as a child's "playing horse, " "playing house, "or playing in the sand. In such unorganized play there are no fixedrules, no formal mode of procedure, and generally, no climax to beachieved. The various steps are usually spontaneous, notpredetermined, and are subject to individual caprice. In games, on thecontrary, as in Blind Man's Buff, Prisoners' Base, or Football, thereare prescribed acts subject to rules, generally penalties for defeator the infringement of rules, and the action proceeds in a regularevolution until it culminates in a given climax, which usuallyconsists in a victory of skill, speed or strength. In a strictlyscientific sense, games do not always involve the element of sport orplay, being used in many forms among primitive peoples for seriousdivinatory purposes. It is perhaps needless to say that all of thegames in the present collection are for the purpose of sport andrecreation. [Sidenote: Playing values] The four hundred games here published are selected from a far largernumber. No game has been included that has not been considered to havestrong playing values, by which term is meant, in addition to otherqualities, and above all others, the amount of sport and interestattending it. The points of play that contribute to the success of agame have been secured from experience, and unfamiliar games have beenthoroughly tested and the points of play noted for older or youngerplayers, large or small numbers, or other circumstances. [Sidenote: Elements of games] Games may be analyzed into certain elements susceptible ofclassification, such as the elements of formation, shown in the circleform, line form, or opposing groups; other elements are found in modesof contest, as between individuals or groups; tests of strength orskill; methods of capture, as with individual touching or wrestling, or with a missile, as in ball-tag games; or the elements ofconcealment, or chance, or guessing, or many others. These variouselements are like the notes of the scale in music, susceptible ofcombinations that seem illimitable in variety. Thus in the GreekPebble Chase, the two elements that enter into the game--that of (1)detecting or guessing who holds a concealed article, and (2) achase--are neither of them uncommon elements, but in this combinationmake a game that differs in playing value from any familiar game, andone affording new and genuine interest, as evidenced by the pleasureof children in playing it. Indeed, the interest and sport were fullyas great with a group of adult Greek men who first demonstrated thisgame for the author. This element of guessing which player holds aconcealed article is found again in a different combination in theScotch game of Smuggling the Geg, where it is used with opposinggroups and followed by hiding and seeking. This combination makes awholly different game of it, and one of equal or even superior playingvalue to the Pebble Chase, though suited to different conditions. Because of this wonderful variety in combinations, leading to entirelydifferent playing values, the author has found it impossible to agreewith some other students of games, that it is practicable to select afew games that contain all of the typical elements of interest. Suchlimitation seems no more possible than in painting, poetry, music, orany other field of spontaneous imitative or creative expression. There will doubtless always be some games that will have large popularfollowing, playing on the "psychology of the crowd, " as well as onthat of the players. Thus we have the spectacle of so-called nationalgames, Baseball and Football in America, Handball in Ireland, Pelotain Spain, and so on; but natural expression through games has alwaysbeen and probably always will be infinitely varied, and should be ifthe psychology of the subject is to be taken as a guide. In the arrangement of material there has many times been a strongtemptation to classify the games by their historic, geographic, psychologic, or educational interests; by the playing elementscontained in them; or by several other possible methods which are ofinterest chiefly to the academic student; but these have each in turnbeen discarded in favor of the original intention of making the bookpreëminently a useful working manual for the player or leader ofgames. [Sidenote: Varying modes of play] The same games are found not only in many different countries andlocalities, but under different names and with many variations in theform of playing them. This has necessitated a method of analyticalstudy which has been followed with all of the games. A card cataloguehas been made of them, and in connection with each game notation hasbeen made of the various names under which it has been found, anddetails of the differences in the mode or rules of play. The choice ofrules or directions has been determined chiefly by the playing valuespreviously alluded to, those directions having been selected whichexperience has shown to make the most interesting game. Sometimesthese differences are so great as to amount to a different game, orone suited to different ages of players. In a few instances, as withPrisoners' Base, Captain Ball, Zigzag Ball, etc. , it has seemed bestto present several typical forms of the same game with an analyticstatement of the differences, leaving the leader to select the formbest adapted to his conditions. At no time, however, has there beenany attempt to present all games or all forms of any one game. Thatwould be merely to make a compendium of all possible material. Apurposeful selection has been made throughout. The choice of names could not well be made on any one principle. Wherever feasible, the name that has seemed to have the widest voguehas been adopted. In other instances it has appeared best to make adifferent selection to avoid too great similarity in names. Somegames, especially those from foreign sources, came without names andhave had to be christened. In the case of several modern adaptationsof old games, a name bestowed by some previous worker has beencontinued, if especially descriptive or appropriate. [Sidenote: Games for boys and girls] No distinction has been made in general between games for boys andgirls. The modern tendency of gymnasium and athletic practice is awayfrom such distinctions, and is concerned more with the time limits orother conditions for playing a game than with the game itself. This isa question that varies so much with the previous training andcondition of players on the one hand, and on personal opinion orprejudice on the other, that it has been thought best to leave it fordecision in each individual case. * * * * * THE USES OF GAMES. --The use of games for both children and adults hasa deep significance for the individual and the community through theconservation of physical, mental, and moral vitality. [Sidenote: Sense perceptions] Games have a positive educational influence that no one can appreciatewho has not observed their effects. Children who are slow, dull, andlethargic; who observe but little of what goes on around them; whoreact slowly to external stimuli; who are, in short, slow to see, tohear, to observe, to think, and to do, may be completely transformedin these ways by the playing of games. The sense perceptions arequickened: a player comes to see more quickly that the ball is comingtoward him; that he is in danger of being tagged; that it is his turn;he hears the footstep behind him, or his name or number called; hefeels the touch on the shoulder; or in innumerable other ways isaroused to quick and direct recognition of and response to, thingsthat go on around him. The clumsy, awkward body becomes agile andexpert: the child who tumbles down to-day will not tumble down nextweek; he runs more fleetly, dodges with more agility, plays moreexpertly in every way, showing thereby a neuro-muscular development. [Sidenote: Social development] The social development through games is fully as important and aspronounced. Many children, whether because of lonely conditions athome, or through some personal peculiarity, do not possess the powerreadily and pleasantly to coöperate with others. Many of their elderslack this facility also, and there is scarcely anything that can placeone at a greater disadvantage in business or society, or in any of therelations of life. The author has known case after case of peculiar, unsocial, even disliked children, who have come into a new power ofcoöperation and have become popular with their playmates through theinfluence of games. The timid, shrinking child learns to take his turnwith others; the bold, selfish child learns that he may not monopolizeopportunities; the unappreciated child gains self-respect and therespect of others through some particular skill that makes him adesired partner or a respected opponent. He learns to take defeatwithout discouragement and to win without undue elation. In these andin many other ways are the dormant powers for social coöperationdeveloped, reaching the highest point at last in the team games whereself is subordinated to the interests of the team, and coöperation isthe very life of the game. [Sidenote: Will training] Most important of all, however, in the training that comes throughgames, is the development of will. The volitional aspect of the willand its power of endurance are plainly seen to grow in power ofinitiative; in courage to give "dares" and to take risks; indetermination to capture an opponent, to make a goal, or to win thegame. But probably the most valuable training of all is that ofinhibition--that power for restraint and self-control which is thehighest aspect of the will and the latest to develop. The little childentering the primary school has very little of this power ofinhibition. To see a thing he would like is to try to get it; to wantto do a thing is to do it; he acts impulsively; he does not possessthe power to restrain movement and to deliberate. A large part of thedifficulty of the training of children at home and at school lies inthe fact that this power of the will for restraint and self-controlis undeveloped. So-called "willfulness" is a will in which thevolitional power has not yet been balanced with this inhibitive power. One realizes in this way the force of Matthew Arnold's definition ofcharacter as "a completely fashioned will. " There is no agency that can so effectively and naturally develop powerof inhibition as games. In those of very little children there arevery few, if any, restrictions; but as players grow older, more andmore rules and regulations appear, requiring greater and greaterself-control--such as not playing out of one's turn; not starting overthe line in a race until the proper signal; aiming deliberately withthe ball instead of throwing wildly or at haphazard; until again, atthe adolescent age, the highly organized team games and contests arereached, with their prescribed modes of play and elaboraterestrictions and fouls. There could not be in the experience of eitherboy or girl a more live opportunity than in these advanced games foracquiring the power of inhibitory control, or a more real experiencein which to exercise it. To be able, in the emotional excitement of anintense game or a close contest, to observe rules and regulations; tochoose under such circumstances between fair or unfair means and toact on the choice, is to have more than a mere knowledge of right andwrong. It is to have the trained power and habit of acting on suchknowledge, --a power and habit that mean immeasurably for character. Itis for the need of such balanced power that contests in the businessworld reach the point of winning at any cost, by fair means or foul. It is for the need of such trained and balanced power of will that ourhighways of finance are strewn with the wrecks of able men. If thelove of fair play, a sense of true moral values, and above all, thepower and habit of will to act on these can be developed in our boysand girls, it will mean immeasurably for the uplift of the community. [Sidenote: Evolution of play interests] The natural interests of a normal child lead him to care for differenttypes of games at different periods of his development. In otherwords, his own powers, in their natural evolution, seek instinctivelythe elements in play that will contribute to their own growth. Whengames are studied from this viewpoint of the child's interests, theyare found to fall into groups having pronounced characteristics atdifferent age periods. [Sidenote: Games for various ages] Thus, the little child of six years enjoys particularly games in whichthere is much repetition, as in most of the singing games; gamesinvolving impersonation, appealing to his imagination and dramaticsense, as where he becomes a mouse, a fox, a sheepfold, a farmer, etc. ; or games of simple chase (one chaser for one runner) asdistinguished from the group-chasing of a few years later. His gamesare of short duration, reaching their climax quickly and making butslight demand on powers of attention and physical endurance; theyrequire but little skill and have very few, if any, rules, besides themere question of "taking turns. " In short, they are the games suitedto undeveloped powers in almost every particular but that ofimagination. Two or three years later these games are apt to seem "babyish" to achild and to lose interest for him. His games then work through alonger evolution before reaching their climax, as where an entiregroup of players instead of one has to be caught before the game iswon, as in Red Lion, Pom Pom Pullaway, etc. He can watch more pointsof interest at once than formerly, and choose between severaldifferent possible modes of play, as in Prisoners' Base. He gives"dares, " runs risks of being caught, and exercises his courage in manyways. He uses individual initiative instead of merely playing in histurn. This is the age of "nominies, " in which the individual playerhurls defiance at his opponents with set formulas, usually in rhyme. Players at this time band together in many of their games in opposinggroups, "choosing sides"--the first simple beginning of team play. Neuro-muscular skill increases, as shown in ball play and in agiledodging. Endurance for running is greater. When a child is about eleven or twelve years of age, some of thesecharacteristics decline and others equally pronounced take theirplace. "Nominies" disappear and games of simple chase (tag games)decline in interest. Races and other competitive forms of runningbecome more strenuous, indicating a laudable instinct to increasethereby the muscular power of the heart, at a time when its growth ismuch greater proportionately than that of the arteries, and the bloodpressure is consequently greater. A very marked feature from now on isthe closer organization of groups into what is called team play. Teamplay bears to the simpler group play which precedes it an analogousrelation in some respects to that between modern and primitivewarfare. In primitive warfare the action of the participants washomogeneous; that is, each combatant performed the same kind ofservice as did every other combatant and largely on individualinitiative. The "clash of battle and the clang of arms" meant anindividual contest for every man engaged. In contrast to this thereis, in modern warfare, a distribution of functions, some combatantsperforming one kind of duty and others another, all working togetherto the common end. In the higher team organizations of Basket Ball, Baseball, Football, there is such a distribution of functions, someplayers being forwards, some throwers, some guards, etc. , though theseparts are often taken in rotation by the different players. Thestrongest characteristic of team play is the coöperation whereby, forinstance, a ball is passed to the best thrower, or the player havingthe most advantageous position for making a goal. A player who wouldgain glory for himself by making a sensational play at the risk oflosing for his team does not possess the team spirit. The traits ofcharacter required and cultivated by good team work are invaluable inbusiness and social life. They are among the best possible traits ofcharacter. This class of games makes maximal demands upon perceptivepowers and ability to react quickly and accurately upon rapidlyshifting conditions, requiring quick reasoning and judgment. Organization play of this sort begins to acquire a decided interest atabout eleven or twelve years of age, reaches a strong development inthe high schools, and continues through college and adult life. [Sidenote: Relation between development and play] Such are the main characteristics of the games which interest a childand aid his development at different periods. They are all based upona natural evolution of physical and psychological powers that can beonly hinted at in so brief a sketch. Any one charged with theeducation or training of a child should know the results of modernstudy in these particulars. The fullest and most practical correlation of our knowledge of thechild's evolution to the particular subject of play that has yet beenpresented is that of Mr. George E. Johnson, Superintendent ofPlaygrounds in Pittsburgh, and formerly Superintendent of Schools inAndover, Mass. , in _Education by Plays and Games_. The wonderfulstudies in the psychology of play by Karl Groos (_The Play of Animals_and _The Play of Man_), and the chapter by Professor William James on_Instinct_, show how play activities are expressions of great basicinstincts that are among the strongest threads in the warp and woof ofcharacter--instincts that should have opportunity to grow andstrengthen by exercise, as in play and games. We have come to realizethat play, in games and other forms, is nature's own way of developingand training power. As Groos impressively says, "We do not playbecause we are young; we have a period of youth so that we may play. " The entire psychology of play bears directly on the subject of games. Indeed, although the study of games in their various aspects is ofcomparatively recent date, the bibliography bearing on the subject, historic, scientific, psychologic, and educational, is enormous anddemands a distinct scholarship of its own. [Sidenote: Age classification] It is highly desirable that a teacher should know the significance ofcertain manifestations in a child's play interests. If they should notappear in due time, they should be encouraged, just as attention isgiven to the hygiene of a child who is under weight for his age. Butit should not be inferred that any hard and fast age limits may be setfor the use of different plays and games. To assign such limits wouldbe a wholly artificial procedure, and yet is one toward which there issometimes too strong a tendency. A certain game cannot be prescribedfor a certain age as one would diagnose and prescribe for a malady. Nothing in the life of either child or adult is more elastic than hisplay interests. Play would not be play were this otherwise. Thecaprice of mood and circumstance is of the very soul of play in any ofits forms. The experience of the writer has been chiefly away from dogmaticlimitations in the use of games. Very young players and adults alikemay find the greatest pleasure and interest in the same game. Previoustraining or experience, conditions of fatigue, the circumstances ofthe moment, and many other considerations determine the suitablenessof games. To illustrate, the author has known the game of Three Deep, which is one of the best gymnasium games for men, to be played withgreat interest and ability by a class of six-year-old boys; and thesame game stupidly and uninterestedly bungled over by a class of mucholder boys who had not had previous training in games and were notalert and resourceful. Similarly, the comparatively simple game ofBombardment may be interesting and refreshing for a class of tiredbusiness men, while high-school pupils coming to care largely for teamplay may prefer Battle Ball, a more closely organized game of the sametype. In general, boys and girls dislike the mode of play they havejust outgrown, but the adult often comes again to find the greatestpleasure in the simpler forms, and this without reaching secondchildhood. [Sidenote: Graded course of study on games] The index of games for elementary and high schools contained in thisvolume constitutes a graded course based on experimental study ofchildren's interests. This grading of the games for schools is made, not with the slightest belief or intention that the use of a gameshould be confined to any particular grade or age of pupils, butlargely, among other considerations, because it has been foundadvantageous in a school course to have new material in reserve aspupils progress. The games have usually been listed for the earliestgrade in which they have been found, on the average, of sufficientinterest to be well played, with the intention that they be usedthereafter in any grade where they prove interesting. This schoolindex by grades, which includes most of the games, will be found ageneral guide for the age at which a given game is suitable under anycircumstances. [Sidenote: Relation of games to school life] The relation of games to a school programme is many-sided. To sit fora day in a class room observing indications of physical and mentalstrain and fatigue is to be convinced beyond question that theschoolroom work and conditions induce a tremendous nervous strain, notonly through prolonged concentration on academic subjects, but throughthe abnormal repression of movement and social intercourse thatbecomes necessary for the maintenance of discipline and properconditions of study. As a session advances, there is needed a steadyincrease in the admonitions that restrain neuro-muscular activity asshown in the unnecessary handling of books and pencils and generalrestlessness; also restraint of a desire to use the voice andcommunicate in a natural outlet of the social instinct. One is equallyimpressed with the prolonged continuance of bad postures, in which thechest is narrowed and depressed, the back and shoulders roundedforward, and the lungs, heart, and digestive organs crowded upon oneanother in a way that impedes their proper functioning and inducespassive congestion. In short, the nervous strain for both pupil andteacher, the need for vigorous stimulation of respiration andcirculation, for an outlet for the repressed social and emotionalnature, for the correction of posture, and for a change from abstractacademic interests, are all largely indicated. Nothing can correct theposture but formal gymnastic work selected and taught for thatpurpose; but the other conditions may be largely and quickly relievedthrough the use of games. Even five minutes in the class room will dothis, --five minutes of lively competition, of laughter, and ofabsorbing involuntary interest. The more physical activity there is inthis the better, and fifteen minutes of even freer activity in thefresh air of the playground is more than fifteen times better. The typical school recess is a sad apology for such completerefreshment of body and mind. A few pupils take the center of thefield of play, while the large majority, most of whom are in greaterneed of the exercise, stand or walk slowly around the edges, talkingover the teacher and the lesson. An organized recess, by which ismeant a programme whereby only enough classes go to the playground atone time to give opportunity for all of the pupils to run and play atonce, does away with these objections, if some little guidance orleadership be given the children for lively games. The best disciplinethe writer has ever seen, in either class room or playground, has beenwhere games are used, the privilege of play being the strongestpossible incentive to instant obedience before and after. Besides, with such a natural outlet for repressed instincts, their ebullitionat the wrong time is not so apt to occur. Many principals object torecesses because of the moral contamination for which those periodsare often responsible. The author has had repeated and convincingtestimony of the efficacy of games to do away with this objection. The game becomes the one absorbing interest of recess, and everythingelse gives way before it. Dr. Kratz, Superintendent of Schools inSioux City, Iowa, was one of the first school superintendents in thecountry to go on record for this benefit from games, and much fullerexperience has accumulated since. [Sidenote: Sociological and economic significance of games] The growth of large cities has been so comparatively recent that weare only beginning to realize the limitations they put upon normallife in many ways and the need for special effort to counterbalancethese limitations. The lack of opportunity for natural play forchildren and young people is one of the saddest and most harmful inits effects upon growth of body and character. The number of childrenwho have only the crowded city streets to play in is enormous, and anyone visiting the public schools in the early fall days may readilydetect by the white faces those who have had no other opportunity tobenefit by the summer's fresh air and sunshine. The movement toprovide public playgrounds for children and more park space for allclasses in our cities is one connected vitally with the health, strength, and endurance of the population. The crusade againsttuberculosis has no stronger ally. Indeed, vital resistance to diseasein any form must be increased by such opportunities for fresh air, sunshine, and exercise. This whole question of the building up of astrong physique is an economic one, bearing directly on the industrialpower of the individual, and upon community expenditures for hospitalsand other institutions for the care of the dependent and disabledclasses. The crippling of moral power is found to be fully as much involvedwith these conditions as is the weakening of physical power. Policedepartments have repeatedly reported that the opening of playgroundshas resulted in decrease of the number of arrests and cases ofjuvenile crime in their vicinity; also decrease of adult disturbancesresulting from misdeeds of the children. They afford a natural andnormal outlet for energies that otherwise go astray in destruction ofproperty, altercations, and depredations of many sorts, so that thecost of a playground is largely offset by the decreased cost fordetection and prosecution of crime, reformatories, and relatedagencies. [Sidenote: Children of the rich] It would be a mistake to think that the children of the poor are theonly ones who need the physical and moral benefit of normal childishplay. One is forced to the conclusion that many children of the richare even more to be pitied, for the shackles of conventionalityenslave them from the outset. Many are _blasé_ with opera and pictureexhibits--typical forms of pleasure for the adult of advancedculture--without ever having had the free laughter and frolic ofchildhood. That part of the growing-up process most essential forcharacter is literally expunged from life for them. One need spend butan hour in a city park to see that many children are restrained fromthe slightest running or frolic because it would soil their clothes orbe otherwise "undesirable. " The author recalls a private school forgirls in which laughter was checked at recess because it was"unlady-like. " [Sidenote: Teachers of games] In contrast to this barbarous repression are some delightful instancesof provision for normal childish play and exercise for such children. In one of our large Eastern cities a teacher was employed for severalseasons to play games with a group of children on a suburban lawn towhich all repaired twice a week. This was genuine play, full ofexercise and sport and laughter. In another Eastern city a teacher wassimilarly employed for many seasons to coach a Basket Ball team in thesmall rear area of the typical city residence. Teachers of physicaltraining and others are doing much to organize this sort of exercise, including tramping clubs and teams for cross-country runs, and theencouragement of Tether Ball and other games suited to limitedconditions. [Sidenote: Investment-value of recreation] As a nation we are slow to learn the value of recreation. We go to theextremes of using it either not at all or so excessively as to exhaustnervous energy to the point where "the day we most need a holiday isthe day after a holiday. " This may be different when we learn morefully that the recuperative power of short intervals of completerelaxation has a genuine investment value. The increased output ofenergy afterward, the happier spirits, prolonged endurance, clearerthinking, and the greater ease and pleasure with which work is done, more than compensate for the time required. It has been stated thatone large manufacturing concern has found it greatly to its advantageto give a daily recess period to its employees at its own expense, theloss of working time being compensated in the quality of the outputfollowing, which shows, for instance, in the fewer mistakes that haveto be rectified. The welfare work of our large stores and factoriesshould provide opportunity, facilities, and leadership for recreativeperiods of this character. [Sidenote: Brain workers] For the brain worker such benefit from periods of relaxation is evenmore apparent. Our strenuous and complicated civilization makes moreand more necessary the fostering of means for complete change ofthought. When this can be coupled with invigorating physical exercise, as in active games, it is doubly beneficial; but whether games beactive or quiet, the type of recreation found in them for both childand adult is of especial value. It affords an emotional stimulus andoutlet, an opportunity for social coöperation, an involuntaryabsorption of attention, and generally an occasion for heartylaughter, that few other forms of recreation supply. The list in this volume of games for house parties and country clubsis given with the hope of making games more available for adults, though with the knowledge that guests on such occasions take in a widerange of ages, and many games for young people are included. These areequally appropriate for the home circle. In addition, the so-calledgymnasium games offer some of the finest recreative exercise. [Sidenote: Play of adults with children] The author would like to make a special plea for the playing togetherof adults and children. The pleasure to the child on such occasions issmall compared to the pleasure and benefit that may be derived by thegrown-up. To hold, in this way, to that youth of spirit whichappreciates and enters into the clear-eyed sport and frolic of thechild, is to have a means of renewal for the physical, mental, andmoral nature. In a large city in the Middle West there is a clubformed for the express purpose of giving the parents who are membersan opportunity to enjoy their children in this way. The club meets oneevening a week. It is composed of a few professional and business menand their wives and children. It meets at the various homes, thehostess being responsible for the programme, which consists of musicalor other numbers (rendered partly by the children and partly by theadults), of occasional dancing, and of games, some of which mustalways call for the mutual participation of the children and theirelders. A more beautiful idea for a club could scarcely be devised. Itis also a tragic fact that, lacking such an occasion, many parentshave little opportunity to enjoy their children, or, alas! even toknow them. [Sidenote: Games in country life] Another illustration may indicate even more strongly the benefits fromsuch social gatherings of adults and children. In a small town wherethe young boys and girls spent more evenings than seemed wise inplaces of public amusement, a teacher of physical training not longago opened a class for them expressly to meet this situation. Theprogramme included games, dancing, and formal exercise, and a specialeffort was made to teach things of this sort that might be used forgatherings at home. The class fulfilled its object so well that theparents themselves became interested, began to attend the sessions andparticipate in the games, until they were an integral part of all thatwent on, --a wholesome and delightful association for all concerned, and one that practically ended the tendencies it was designed toovercome. Mr. Myron T. Scudder, in his practical and stimulating pamphlet ongames for country children (_Country Play; A Field Day and Play Picnicfor Country Children_. Pub. By _Charities_, N. Y. ), points out a veryreal factor in the failure of American country life to hold its youngpeople when he cites the lack of stimulation, organization, andguidance for the play activities of the young. It is a mistaken ideathat country children and youths have through the spaciousness ofenvironment alone all that they need of play. Organization andguidance are often needed more than for the city children whoseinstincts for social combination are more acute. * * * * * ORIGINS. --One may not close even a brief sketch of games and theiruses without reference to the topic of origins. This has been studiedchiefly from two different viewpoints, that of ethnology, in which thework of Mr. Stewart Culin is preëminent, and that of folklore, inwhich in English Mrs. Gomme and Mr. Newell have done the mostextensive work. Both of these modes of study lead to the conclusionthat the great mass of games originated in the childhood of the raceas serious religious or divinitory rites. Indeed, many are so usedamong primitive peoples to-day. Very few games are of moderninvention, though the development of many to the high point oforganization and skill in which we know them is very recent. BasketBall was a deliberate invention, by Dr. James Naismith, then ofSpringfield, Mass. , in 1892; Base Ball and Tennis, as we know them, were developed during the last half century from earlier and simplerforms; Indoor Base Ball was devised by Mr. George W. Hancock, ofChicago, in 1887; Battle Ball and Curtain Ball, both popular gymnasiumgames, were devised by Dr. Dudley Allen Sargent, of HarvardUniversity. In ethnology the study of the origin and distribution of games"furnishes, " says Mr. Culin, "the most perfect existing evidence ofthe underlying foundation of mythic concepts upon which so much of thefabric of our culture is built. " The most scientific work on theentire subject of games lies in this direction. As revealed by boardand other implement games the element of sport does not originallyinhere in a game, the procedure being a rite of magic or religion, pursued mainly as a means of divination. In Mr. Culin's opinion, "theplays of children must be regarded apart from games, being dramaticand imitative, although copying games as they [the children] copyother affairs of life, and thus often preserving remains ofceremonials of remote antiquity. " From the folklore viewpoint Mrs. Gomme and Mr. Newell have brought tobear on games a wealth of knowledge of old customs and beliefs, discerning thereby a significance that might otherwise pass unnoticedand unappreciated. Thus we have the recognition of old well-worshiprites in the little singing game "Draw a Bucket of Water"; of ancienthouse ritual in some of the dramatic games; in others the propitiationof deities that preside over the fertility of the fields; survivals ofborder warfare; of old courtship and marriage observances, and manyother rites and customs. Sometimes this recognition is merely one ofanalogy or association, leading to a surmise of the origin of a game;sometimes it is supported by old records and drawings or referencesfound in early literature. While often not so exact as the strictlyscientific method, this folklore study throws a flood of light on theheritage of games that passes from child to child, giving to thesubject added dignity and worth. One comes to appreciate that thechildhood bereft of this heritage has lost a pleasure that is itsnatural right, as it would if brought up in ignorance of Jack theGiant Killer, Beauty and the Beast, or Robinson Crusoe. The class of games studied by the folklorists mentioned includesmainly those of active and dramatic character as distinguished fromthe board and implement games. Mrs. Gomme sees in their form, methodof playing, the dialogue often included, and the fact of theircontinuance from generation to generation, an expression of thedramatic instinct, and considers them a valuable adjunct in the studyof the beginnings of the drama. The student of games must find ofgreat interest Mrs. Gomme's classification by formation, the line formbeing considered to represent, or to have grown out of, a contestbetween people from different countries or localities; the circleformation a representation of customs prevailing in one village, town, or tribe, and so on, with the arch form or tug of war, the winding-upgames (as in Snail), etc. Viewed in this light of their origin, games are especiallyfascinating. They take one back to the atmosphere that pervadesromance: to quaint chronicles of kings and courtiers setting forth inbrilliant train for some game that is the heritage of the child ofto-day; to ladies-in-waiting on the Queen playing Babylon; toshepherds congregating on the moors, or early village communitiesdividing, over some forerunner of our college Football; to villagelads and lasses dodging through the cornstalks with Barley Break, ormilkmaids playing Stool Ball with their stools. For while it isrightly said that the serious occupations of adults at one periodbecome the games of children at another, the statement omits anintermediate fact that strongly impresses the student of games:namely, that these activities, which at first were serious rites havebeen used for sport by adults themselves before being handed down tochildren; as though the grown folk should masquerade for a time intheir outworn garments before passing them on to followinggenerations. Considering the varied interests that find expression inthese games, one is further impressed with the fact that humanitypasses thus in review its entire range of experience, transmuting intomaterial for sport the circumstances of love and hatred, sorrow andrejoicing, fear and veneration. Nothing is too exalted or humble, toosolemn or fearsome, to be the subject of these frolic events. Naturein all her panoply is here in dramatized form or reference--earth, stone, fire, and water; verdure and the kingdom of living things frombeast to man; the seasons and the planets. Industry, love and war, fiends and deities, death itself and the hereafter, all pass inreview, for one who sees the hidden significance, like a panorama ofexistence, as they passed, a plaything and a jest, before the gods ofOlympus. It would seem as though humanity, viewing in long perspectiveits own experiences, had found them all at last fit subjects to "Beget the smiles that have no cruelty. " * * * * * One dares to hope that this little craft, bearing as it does such afreight of gladness, may leave behind a wake of cheer, and laughter, and happiness. JESSIE H. BANCROFT. MARCH, 1909. ACKNOWLEDGMENTS Detailed acknowledgment is made throughout the volume to variousauthors and publishers. A general assurance of most gratefulappreciation is here tendered to many who have responded with materialand suggestions in the research, and to the numerous teachers whoseresourcefulness has led to the adaptation of many games to schoolconditions. The author regrets the impracticability of mentioning allof these by name. Especial acknowledgment is due Mrs. Marie Talbot Constant for mostvaluable and varied assistance, particularly in bibliographicalresearch and cataloguing of games; and to Miss Lilian M. McConvillefor testing and adapting many foreign games collected for the presentvolume. TO THE TEACHER OF GAMES The following suggestions are made with a view to the use of gamesunder any circumstances, though many of them apply especially to largenumbers of players under the guidance of a teacher or leader, as inplaygrounds and schools. The leader or teacher of a playground should approach his or her worklargely in the spirit of the host or hostess whose duty it is to seethat each individual guest is happy and has opportunity to share allof the pleasures of the occasion. But much more than this is involvedin the relation of teacher and pupil. The teacher of games, or leaderof children's play, needs, like all teachers, to have a sympatheticpersonal understanding of the players; a quick insight into characterand motive; a knowledge of what to look for in the child's developmentat different periods, as indicated in the Introduction; and to be, inshort, guide, philosopher, and friend. The teacher should never hesitate, from questions of personal dignity, to participate in the play of children. Nothing can more quickly gainthe respect and affection of a child than such participation. Everyadult can doubtless recall the extreme pleasure experienced inchildhood when some grown person entered into the childish play. Inschools, where there is necessarily so much of formal discipline anddealing with large numbers _en masse_, one of the most valuableeffects of games is to produce a more natural and sympatheticrelationship between teacher and pupil, and a fuller appreciation onthe part of the teacher of child nature. This effect from the use ofgames has been noted by scores of teachers, even those who were atfirst opposed to such use. Every teacher will have his or her individual methods for teaching, discipline, and management of games. The following generalsuggestions, however, are the result of experience, and may be ofassistance to the novice, at least. [Sidenote: How to teach a game] The best method of teaching a game is to make a full explanation of itbefore the pupils take their places to play. If this be in aschoolroom, illustrative diagrams may often be drawn on theblackboard, and it is sometimes helpful, there or elsewhere, to have afew pupils go slowly (not running) through the general form of thegame, to illustrate it to the others. In a playground the same methodmay be used by having the players sit, if that be feasible, or byhalting them in a march or after gymnastic exercises, to listen to theexplanation. Never try to teach and play a game at the same time. Theonly exception to this rule should be where there is a large anddisorderly crowd with which to deal. Then it may occasionally be bestto start a game to gain interest and attention, and then halt forfurther explanation. [Sidenote: Class and group games] It often becomes necessary for the sake of discipline and unity tounite all of the players in a playground in one game. Comparativelyfew games, however, are successful when played by very large numbers. A special index has been prepared of such games, however, and will befound at the end of the present volume. Classes may often be broughtinto order and attention in a playground by the simple device ofmarching, the march to end in one game for all of the players, orseveral games in groups. An indication that too many players are taking part in a game isalmost invariably to be found in a lack of interest on the part of theplayers, arising usually from the infrequency with which each playergets an opportunity to participate. The ultimate test of any game, however, from the recreative standpoint must be one of interest, andthis is often found among players who are not participating in theaction if competition be close. A teacher should watch closely forwaning interest, and may often save the situation by dividing theplayers into two or more groups. Many games that are commonly listedfor as many as sixty players are given in the present index as usefulfor "thirty or more. " By this is meant that the best playing values ofthe game are lost when played by more than thirty, although it ispossible to use the game with a larger number. Very frequently eventhese games are far better played by smaller groups. A resourceful teacher will find many ways of adapting games to largenumbers. Among such devices may be mentioned (1) increasing the numberof runners and chasers; for instance, in the game of Cat and Rat, there may be several cats and several rats; (2) in the circle games ofsimple character, especially the singing games, the circle may beduplicated, thus having two concentric circles, one within the other;(3) in many ball games it will be found possible to put more than oneball in play, as in Bombardment or Circle Club Bowls. Such suggestionsas this are often made in the present volume in connection with thedescription of the games. Group play, by which is meant the division of a large number ofplayers into smaller squads or groups, is undoubtedly the best methodfor getting the best sport and the greatest playing values out of mostgames. Such a division of players is not always an easy matter toinaugurate, untrained players being inclined to follow the teacherfrom point to point in the playground. This may be obviated byappointing group leaders, each of whom should understand the game tobe played and be appointed to take charge of it. Older children, andalmost invariably the children who are disorderly or inclined todisturb the general harmony and discipline of the playground, are thebest ones to charge with such responsibility. This method serves thedouble purpose of quelling their disorderly propensities by occupyingthem in a position of responsibility, and takes care of a group ofplayers at the same time. When the group method is used in schools, itis advisable to appoint the leaders of the groups, or allow thechildren to elect them, before leaving the class room for theplayground. [Sidenote: Choice of games] The choice of games to be played should be left to a vote orsuggestion of the players. The teacher's function in this regard is tosuggest, not to dictate. In schools this choice may generally best bemade in the class room, before a class goes to the playground. A teacher should be ready with suggestions for new games or occupationof some sort when interest wanes in a game that is being played; but anew game should not be suggested until there is evidence that playersare tired of the old one. Do not make the mistake of thinking thatchildren want to play games incessantly during a half-day session of aplayground. Children like quiet pursuits occasionally as well as doadults, and it is well to alternate games with such quiet periods andalso with marching, gymnastics, folk dancing, or periods of freeactivity. So-called quiet games will be found useful under suchcircumstances. [Sidenote: Discipline] Each playground leader or teacher should be provided with a whistle. This saves a great deal of strain on the voice, and should beunderstood from the outset to command instant quiet, all play to besuspended when it is heard. The most joyous play goes always with thebest discipline. Both children and adult players like strength anddecision in a teacher or leader. Indeed, they instinctively placethemselves under the leadership of the decided and dominant charactersamong themselves. It has been the experience of the author thatdiscipline in schools is greatly helped by the playing of games, partly because the privilege of play or its loss is one of thestrongest incentives to order at other times, but also because of thehappy outlet afforded for normal tendencies and the disciplinarytraining of the games themselves. [Sidenote: Playing values] Get the playing values out of games. By this is meant, see that everychild gets as much opportunity as possible for participation in theactual physical exercise of the game and in all the phases of playthat make him a successful, alert, resourceful player. The result ofthis and the test of it will be the amount of interest and sport inthe games. _Do not make the games too serious. Get laughter and frolicout of them. _ Encourage timid pupils to give dares and to take risks. No class ofplayers needs more sympathetic or tactful understanding and help froma teacher than the timid. Such children often suffer greatly throughtheir shyness. They should first be brought into play in some form ofgame that does not make them conspicuous; one, for instance, in whichthey do what all the other players do, or merely take turns. Suchchildren should be encouraged by praise of their successful efforts, and especial care should be taken not to call attention to theirfailures. See that the selfish or most capable children do not have the lion'sshare of the play; the opportunities should be equally distributed. Itis often necessary for a teacher to distinguish betweenself-assertiveness, which is a natural phase of the development ofthe sense of individuality, or selfishness and "bullying, " which areexaggerated forms of the same tendency. Both may need repression andguidance, but only the latter are reprehensible. Encourage each pupil to be alert to see when it is his turn and to bequick in play. Every game should be a sense-training game, developingpower for quick perception of external stimuli and quick and expertreaction to such stimuli. In chasing games, encourage interesting chases, the runner to takeunexpected turns and dodges, making capture difficult. The shortestdistance between two points for a chase often makes a dull game, devoid of sport. Young players will need to be helped to use reason and judgment ingames, as to when to run risks of capture, how to attack theopponent's weakest point, etc. Do not treat children as though they were made of glass and fear tosee them tumble down. Every child, boy or girl, ought to be able tobear a few falls, knocks, and bruises. This is nature's way oftraining a child to be more observant or agile. Besides, physicalhardihood is one of the best possible results from the playing ofgames. Do not coddle a child who has received an injury. Cultivate astoic spirit. If it be a slight injury, have the child go on with hisplay and he will soon forget it. If it require treatment of any sort, take the player at once away from the playground or vicinity of theother players and apply first-aid remedies until medical assistancecan be obtained. [Sidenote: Team play] Team play is one of the highest forms of play. The teacher should lookfor the beginning of the tendency toward it as shown in a fondness forthe play of opposing groups, manifest from ten to twelve years of age. This tendency should be encouraged and developed into more closelyorganized types of team games. The greatest value of team play lies inthe coöperation of the players, all working together for a common end, a player's thought and effort being to do what is best for his teamrather than to use his skill for individual glory. [Sidenote: Enforcement of rules] The number and difficulty of rules and regulations governing a game gothrough a steady increase as children grow older. The games for verylittle children have practically no rules except the following ofturns in rotation. Later come such games as those in which a player'sturn comes only on a given signal, and it is a foul to start beforethis signal, as in relay races. Many other types of rules appear asthe games progress. These reach their culmination in ball games where, amid the excitement of a game, a player must exercise heedfulness andrestraint in the method of playing upon a ball, the range of movementallowed from a given base, and many other points. A teacher should understand clearly that the inhibitive power of thewill necessary for the observation of rules is a slow and latedevelopment, and that its training by means of rules is one of themost important educational features in the use of games. (SeeIntroduction. ) Players should therefore not be expected to take partin a game that is much beyond their power in this regard. A teachershould not announce a rule unless sure that it is reasonable to expectthe players to observe it. Having announced a rule, however, enforceit to the full extent. To condone the infringement of a rule isequivalent to a lie in its injury to the moral nature of a player. Itis a weak-willed teacher who does not enforce rules. Players willrespect far more a strict disciplinarian than a weak one. Every playerwho infringes a rule should suffer the full penalty therefor. Only bysuch means can there be trained the strength of will to avoid suchinfringement in the future, for it should be repeated that suchinfringements are not always the result of intentional cheating. Theyindicate very often an undeveloped power of will, and the teachershould be able to discriminate between the sneaking cowardice thatwould win unfairly and mere lack of power. Both causes, however, should lead to the same result of suffering the full penalty for anyinfringement of rules. [Sidenote: Honor] Teach players to play to win--with all their might. But with thiscultivate a sense of honor. Have them realize that any victory notearned strictly by their own merits or those of their team is adisgrace rather than a cause for congratulation. No better opportunitycan ever be found for inculcating the knowledge that to be trusted isfar greater than to be praised. A player should scorn rewards notbased on merit, and should be led to feel that a defeat resulting froman honest trial of strength is an honorable defeat; that the realissue is as much concerned with the amount of effort put forth as withthe comparative results of it measured with some other player. Adefeated player should be led to recognize and do honor to the prowessof his adversary, and so to congratulate him honestly. A sense ofsuperior power should never degenerate into gloating over a defeatedadversary or into contempt for his weaker ability. Many thrillingexamples of honest mutual admiration between victor and vanquished maybe gleaned from the history of warfare, as when Grant handed back thesword of surrender to Lee. In athletic games players should learn that to question or dispute thedecision of judges or other officials presiding over games isthoroughly unsportsmanlike and a species of dishonor. Having onceplaced themselves under officials, decisions must be accepted withoutcavil at the time. The natural desire to learn how a decision wasreached in an athletic event must be held in check until the judgeshave opportunity to announce fouls or other features of scoring thatdetermine the result. It should always be borne in mind, by bothplayers and coaches, that the officials, who are each concentrating onsome one feature of the play, know what happens far more accuratelythan the general observer. It is also thoroughly unsportsmanlike, andcounts as a foul, disqualifying a player, if he receive directions orcoaching of any sort from an instructor during a game. FLOOR FORMATION. --The terms "formation" and "floor formation" arecommonly used to designate the placing of players in the playgroundand gymnasium in the lines, circles, groups, or opposing sides, necessary for the starting of a game. To accomplish this dispositionof the players quickly and without confusion requires a clearknowledge of methods on the part of the teacher. Some methods are hereoffered, but before giving them in detail a word should be said of thediffering psychological effects of the various formations. The circle or ring formation has a pronounced tendency toward a spiritof unity among players. Each player may see and become somewhatacquainted with all other players in a group, in a way not practicablein any other formation. Any one who has met strangers at a dinnerparty or committee meeting gathered at a round table will comprehendthe significance of this. In the kindergarten, this principle is usedlargely, each day's exercises opening with the pupils in a circle. Agame in circle formation is therefore often one of the best means ofmaking acquainted players who are strangers to each other, and ofgiving a sense of united interest to a heterogeneous group. The sense of being united in a common interest, or _esprit de corps_, may be gained to some extent in some general forms of playgroundactivities such as marching. As children grow into the tendency toenjoy group or team play, the competitive spirit becomes very strong, and games in which the players work in competitive teams, as in relayraces, or in opposing sides, as in Bombardment, may serve the purposeof continuous mutual interest. As a rule the competitive spirit isstrong in games in the line and group formations, and, indeed, isusually the basis of such formations. For all formations pupils should be trained to move quickly. Formations made from marching order may often be done on thedouble-quick. RING FORMATION. --For small numbers of players no formal procedure isneeded to get the players into a ring formation. For very littlechildren the teacher should simply stretch his or her own handssideways, taking a child by either hand to show what is wanted, andtelling the others to form a circle. All will naturally clasp hands inthe same way. Children should be urged to move quickly for suchformations. For some games the hands remain clasped. For others thehands are dropped (unclasped) after the ring is formed. The distancebetween players may be gauged by the stretch of the arms when thehands are clasped, making the ring larger or smaller. With olderplayers the teacher's participation in the formation of the circle isnot necessary, the mere command to "Form circle!" being adequate. For large numbers the ring formation is best achieved from a linestanding in single file. The players should march or run, the leaderof the file describing a circle and joining hands with the rear playerof the file, all of the others joining hands similarly with theirneighbors. CONCENTRIC CIRCLES. --Where players are to be placed in two circles, one within the other, as in Three Deep, Zigzag Ball, or some of thesinging games for large numbers, players should march in a column oftwos (two by two), and the leaders should describe a circle until theends meet. All then face inward. Another method of forming concentric circles is to form a singlecircle, and have every alternate player step inwards. Or the playersmay number off by twos, and those bearing the odd (or even) numberstake one or two steps toward the center of the circle. Allnumbering-off methods, however, are comparatively slow. OPPOSING TEAMS OR LINES. --For assigning large numbers of playersquickly in opposing teams or lines, the following methods are amongthe most orderly:-- I. The players "fall in" for a march in single file. They march up thecenter of the room or ground; the first player turns to the right andthe next to the left, and so on alternately, taking stations at thesides of the ground; they are thus separated into two opposing groups, those which turn to the right forming one group or team, and those tothe left another. This method is even quicker if players march in columns of twos orfours, alternate ranks turning to alternate sides. II. Players may be required to march in columns of twos (two abreast), halt, and those in one file of the column step to one side of theplayground instead of marching to the front and separating, as in I, and those in the other file to the opposite side. _Where an even division of running ability, or height for catchingballs, is necessary, players should be sized when lining up for eitherof the above methods. _ III. When players in a gymnasium or playground have already beennumbered for gymnastic purposes, the odd numbers may be directed toone end of the playground to form one team, and the even numbers tothe opposite end for the other team. GROUP FORMATIONS. --To get players into many small groups, a divisionmay often best be made from the marching formations. Players may bebrought for this purpose into columns of four or more (marching fourabreast), halted, and each file in turn directed to some particularlocation in the playground. Where time is not a consideration, or the number of players issmaller, more deliberate methods of counting out, choosing sides, etc. , may be used, described in the chapter on "Counting out. " COUNTING-OUT; CHOOSING SIDES COUNTING-OUT; CHOOSING SIDES AND TURNS; "WHO'S IT?" Counting-out rhymes and other methods of choosing players for games form one of the most interesting topics in the whole study of children's games. Such rhymes and methods are found in use all over the world and are prehistoric, having descended like the great mass of children's games from the serious practices of adults in the childhood of the race. Classic literature has innumerable references to such customs, as where in the _Iliad_ the heroes cast lots in the cap of Atrides Agamemnon to know who shall go forth to battle with Hector, or choose by similar means their places in the funeral games for Patroclus. Many instances of the use of these practices are recorded in Scripture, including the famous one of the casting of lots for the seamless garment. Much collecting and investigating have been done as to these methods, several collections of counting-out rhymes, covering hundreds of examples, having been made in the interests of folklore, the history of magic, etc. Such rhymes are found in Asia, Africa, Europe, and America, not to mention the Sandwich Islands and other places presenting primitive conditions. The largest collection and most thorough study published in America was that made by Mr. H. Carrington Bolton of the Smithsonian Institute. These rhymes unquestionably originated in old superstitions and rites, including incantations of the old magicians and practices of divination by lot. The doggerel of counting-out rhymes is often traceable to old Latin formulas used for these purposes, a fact that shows the absurdity and artificiality of purposely manufactured rhymes. In the majority of games it is necessary to assign various players totheir parts in some manner that shall be strictly impartial. Thus, oneplayer may have to be chosen to be "It"--that is, to take theprominent, arduous, or often disadvantageous or disagreeable part; forexample, the part of "Black Tom" in the game of that name, the "blindman" in blindfold games, etc. In many other games the players have todetermine who shall have the first turn, or the order of rotation inwhich all shall play, as who shall be the first back in leapfrog, etc. In still other games, such as Prisoners' Base, Black and White, andmany ball games, opposing sides or teams have to be chosen. Somegames have their own distinctive methods of assigning parts, but inmost cases any method may be used. A few of the most popular, practical, and useful methods are given here. (See also _FloorFormations_ in previous chapter. ) For very little children, the teacher or leader should choose orassign the players for the different parts, such as who shall be thefirst cat or mouse in the game of "Kitty White, " or who shall go intothe center in many of the singing games. This method is often used forparlor games in children's parties by the hostess, though many othermethods may be used. For older players, the following methods will befound helpful. COUNTING-OUT. --This is a very popular method among children. Oneplayer in the group, generally self-appointed, but sometimes chosen bypopular consent, does the "counting out. " He repeats a rhyme orjingle, touching one player on the chest for each accent of theverses. He always begins with himself and then touches the first oneon his left, and so on around the circle or group in regular order. Any player to whom falls the last word is "out"; that is, he iseliminated from the succeeding counting and is not to be "It, "generally a matter for rejoicing. Such a player steps out of the groupat once. This counting is continued, the verses being repeated overand over, until only two players are left, when the formula is againgone over, the one to whom the last word falls being free, and theremaining player "It. " When a verse is not long enough to go aroundthe entire group, the player at his discretion may lengthen it byadding "One, two, three, --out goes he!" (or she); or "O-U-T spellsout!" From many verses the following, without which no collection could wellmake its appearance, are chosen as typical for the purpose:-- "Onery, twoery tickery tee, Hanibal, Crackible, turnablee. Whing, whang, muskadan, Striddledum, straddledum, twenty-one!" The following counting-out rhyme is famous in literary annals ashaving been taught to Sir Walter Scott before his open fire by thatdainty little maiden, Marjorie Fleming:-- "Wonery, twoery, tickery seven; Alibi, crackaby, ten and eleven; Pin, pan, muskydan; Tweedle-um, twoddle-um, Twenty-wan; eeerie, ourie, owrie, You, are, out!" The following are old and popular forms:-- "Enna, mena, mina, mo, Catch a nigger by the toe; If he hollers, let him go, Enna, mena, mina, mo!" "Monkey, monkey, bottle of beer; How many monkeys are there here? One, two, three, out goes he (or she!)" "Aina, maina, mona, mike, Bassalona, bona, strike; Hare, ware, frown, hack; Halico, balico, wee, wo, wy, whack!" "Little fishes in a brook, Father caught them with his hook. Mother fried them in a pan, Father ate them like a man. " HOLDERS. --A favorite method of choosing players, especially with boys, is that called "holders" or "hand holders. " When a group of boysdecides to play a game, one suddenly shouts, "Picker up!" picks up apebble and hands it to another boy. The one who picks it up is calledthe stone picker, and is "out" to start with; that is, he does nothave to take part in the guessing of hands which follows. Mr. Beard, who has recorded from observation this method of choosing players, gives an additional point which the writer has not happened upon. He says that the first player has scarcely shouted "Picker up!" before another cries "Wipe-'er-off!" and a third, "Stone holder!" "Picker-up hands the stone to Wipe-'er-off. Picker-up is then free. Wipe-'er-off makes a great show of wiping the stone off on his trouser leg, and hands it to Stone-holder. Wipe-'er-off is then free, and Stone-holder puts his hands behind him, " etc. This preliminary of handing the stone is often omitted, especially where a large group is to play, as the first holder of the stone has in a large group a good chance to go "out" as the guessing proceeds. The person who holds the stone (a coin, button, or any small objectmay be used) places his hands behind his back so that the otherplayers may not know in which hand he disposes the stone and thenholds his closed fists out in front of him, with the backs of thehands (knuckles) upward. The first player on his left steps forwardand touches the hand in which he thinks there is no stone. The holderopens that hand; if the guess has been correct, the guesser is "out"and the holder must go through the same performance with the nextguesser. Should the one who guesses touch the hand which holds thestone instead of the empty hand, then he must become holder, takingthe stone and going through the same play with it, the holder fromwhom he took it being "out. " In other words, the object of theguessing is to choose the hand which is empty, a successful guessputting the guesser out, a wrong guess making him the next holder andputting the preceding holder out. DRAWING CUTS. --In this method of choosing players, a blade of grass orhay or a slip of paper is provided for each player in the group. Theseshould all be cut of approximately the same length, with the exceptionof one which should be quite short. One player, the holder, holdsthese in a bunch in one hand, first getting even all of the ends thatare to show. The other ends are concealed in the hand, so that it isimpossible, by looking at the extended ends, to tell which is theshort piece. Each player in the group then draws one of the slips orpieces, the one who gets the short piece being "It. " If desired, the slips may be put in a hat or box, the players drawingwithout looking in. This method is quite suitable for parlor games, where it is much used. TOSS-UP. --The toss-up is a very simple and popular method of choosingplayers. It consists in tossing a coin in the air and allowing it toland on the ground, to see which side will fall uppermost, each playerhaving previously chosen a side, or, in other words, taken his chanceon that side landing upward. Generally a coin is used, but a stonewill do as a substitute, one side being marked. Shells may also beused, the throw to be determined by the light or dark side or theconvex or concave side falling upward. The method of tossing is thesame for any of these articles. One player tosses the coin in the air, the players having chosen "heads" or "tails"; the side of the coinhaving the date on it is called "heads, " the other side "tails. " Theside wins which falls uppermost. If a coin or shell does not lie flaton the ground, but rests edgewise, the toss does not count. When thismethod is used by a group of players, each player is considered outwho makes a lucky guess. Any player who guesses the wrong side takesthe next turn for tossing the coin. Sometimes it is required that thechoice (of heads or tails) shall be made while the coin is in the air, probably to avoid any juggling on the part of the tosser. RACING; LAST OVER; ETC. --A popular method of determining who shall be"It" for a game is for the players to race to a certain point, thelast one to reach it being "It. " Or one of a group of players decidingon a game may say "Last over the fence!" when all climb or vault overa fence, the last one over being "It. " In the gymnasium this method issometimes used when the players are grouped in the center of thefloor. Upon hearing the shout "Last over!" they all scatter and jumpover any available piece of apparatus, bars, horse, etc. , the last oneto vault being "It. " The Wabanaki Indians use an interesting method, combining counting-outand racing. The players being gathered in a group, each player putsout two fingers, resting them on the ground, a stone, or anyconvenient place. A counting-out rhyme is then used, one finger beingtouched for each accent. A finger is doubled under whenever a verseends on it, until only three fingers are left. The owners, whetherthey be two or three players, immediately start on a run, the counterchasing them. The one caught is "It. " Some games have each their own distinctive method of choosing players, as in Duck on a Rock. These methods are described with the gameswherever they have been obtainable. CHOOSING SIDES. --For many games the players are divided into twoopposing groups or teams. When there is no special leader or captainfor each group, some of the above methods of counting-out or choosingare used for assigning players to one side or the other. In mostgames, however, where there are opposing groups, a captain or leaderis first selected. This part sometimes goes to the person who firstshouts for it, but it is more usual for the players to choosecaptains, as special qualities are generally needed in persons in thatposition, and even young children are glad to place themselves understrong leadership. Captains or leaders, however, may be chosen by anyof the previously mentioned methods, or they may be selected by ateacher or leader. Two captains or leaders having been chosen, each chooses his ownplayers, the choice being made alternately one at a time, the firstcaptain selected generally having first choice. A good captain willselect his players for the playing qualities needed in the particulargame to be played. These qualities will vary in different games, anddifferent players may be chosen for excellence in one particulardirection, such as swift running, agile dodging, boldness in givingdares and taking risks; in ball games, skill in catching or throwing, or other forms of play; and in all games, the ability to "play fair, "and to coöperate generously and with good temper. A player may beunskillful, and yet very valuable as a general helper if he possessesthe qualities for coöperation. The unpopular player is nearly always aselfish person, one who disregards rules or tries to win unfairly. Aside from the general contempt engendered by such qualities, a playerhaving them is undesirable because he gets his side into disputes orruns a greater risk of increasing the opponent's score with fouls. MISCELLANEOUS ACTIVE GAMES [Illustration: ALL-UP RELAY RACE] MISCELLANEOUS ACTIVE GAMES ALL UP RELAY _10 to 60 or more players. _ _Playground; gymnasium; schoolroom. _ The players are divided into two or more groups of like numbers whichcompete against each other. The different groups line up in singlefile behind a starting line drawn on the ground. Directly in front ofeach team, at the opposite end of the running space (which should befrom twenty to fifty feet long), are drawn two circles, each threefeet in diameter, and placed side by side, with rims touching. In oneof the circles of each pair three Indian clubs are placed. On a signal, number one of each file runs forward and with one handonly, changes the clubs from one circle to the other. Each club mustbe made to stand, and none must touch the outline of the circle. Assoon as each player finishes this, he runs back to his file, touchesthe next player on the hand, and passes off, back of the line. Thesecond player should be waiting for this "touch-off" with toe on thestarting line and hand outstretched. This second player, on receiving the touch-off, runs forward to thecircles and changes the clubs from the second ring back to the first, observing the same rules of procedure. Each player, in turn does this, the file winning whose last player is first to dash over the startingline on his return. This is a very popular game for athletic contests, especially for younger girls. When used in this way, an especially careful observation should be kept for fouls by official judges. One foul is scored against a team for (_a_) each time a runner starts over the line without the "touch-off"; (_b_) each time both hands are in play at once in changing the clubs; (_c_) each club that is not replaced after falling; (_d_) each club that is left standing anywhere but within the circle for which it was intended. When played thus, according to strict athletic rules, the teams win in the order of finishing plus the smallest score on fouls. Thus, if team A finishes first with six fouls, team B finishes second with four fouls, and team C finishes third with no fouls, team C wins, being given first place, team B second place, and team A third place. Teams Order of Finishing Number of Fouls Order of Winning A 1 6 3 B 2 4 2 C 3 0 1 ANIMAL BLIND MAN'S BUFF _10 to 30 or more players. _ _Parlor; gymnasium; playground. _ One player is blindfolded and stands in the center of a circle with awand, stick, or cane in his hand. The other players dance around himin circle until he taps three times on the floor with his cane, whenthey must stand still. The blind man thereupon points his cane at someplayer, who must take the opposite end of the cane in his hand. Theblind man then commands him to make a noise like some animal, such asa cat, dog, cow, sheep, lion, donkey, duck, parrot. From this theblind man tries to guess the name of the player. If the guess becorrect, they change places. If wrong, the game is repeated with thesame blind man. The players should try to disguise their natural tones as much aspossible when imitating the animals, and much sport may be had throughthe imitation. Players may also disguise their height, to deceive theblind man, by bending their knees to seem shorter or rising on toes toseem taller. Where there are thirty or more players, two blind men should be placedin the center. There is much sport in this game for either children or adults or both together. The author has known it to be the occasion for great merriment under all three circumstances. ANIMAL CHASE _10 to 30 or more players. _ _Playground; gymnasium. _ Two pens are marked off in distant corners of the playground. Oneplayer, called the chaser, stands at one side of one of these pens. The other players stand within the pen that is nearest the chaser. Allof the players in the pen are named for different animals, there beingseveral players of each kind. Thus there may be a considerable numbereach of bears, deer, foxes, etc. The chaser calls the name of anyanimal he chooses as a signal for the players to run. For instance, hemay call "Bears!" whereupon all of the players who represent bearsmust run across to the other pen, the chaser trying to catch them. Any player caught before reaching the opposite pen changes places withthe chaser. The particular point of difference between this and some other similar chasing games is that the chaser may not know just which of the players in the pen will start out in response to the name of the animal that he calls. ARROW CHASE _8 to 16 players. _ _Out of doors. _ This game is especially adapted to surroundings where a very deviouschase may be given, with many opportunities for the runners to go outof sight, double back on their course, etc. , as in a village. The players are divided into two parties. One of these parties, eachmember having a piece of chalk, starts out on a run over any routechosen by their leader. Every ten feet the runners must chalk a smallarrow somewhere along their path, the object of the hunting partybeing to overtake these runners, discovering their course by thearrows. No attempt is made to get back to a goal, as in many othergames of chase. The hunting party at the starting place counts two thousand to givethe runners a full start, and then pursues them. The runners will useall possible finesse in making it difficult to find their arrows, although it is a rule of the game that the arrow must be in plainsight, though not necessarily from the point of view of the coursetaken. It may be marked on the farther side of a post, stone, etc. , orat a considerable height, or near the ground, but never under a ledgeor where it might not be seen plainly by any one standing in front ofit. The runners will naturally take a course that will eventually bringthem back to the starting point, the chasers, however, trying toovertake them before they can accomplish this. AUTOMOBILE RACE _20 to 30 players at once. _ _Schoolroom. _ This schoolroom game is played with most of the class sitting, being arelay race between alternate rows. The first child in each alternaterow, at a signal from the teacher, leaves his seat on the right side, runs forward around his seat and then to the rear, completelyencircling his row of seats, until his own is again reached. As soonas he is seated, the child next behind him encircles the row of seats, starting to the front on the right side and running to the rear on theleft side. This continues until the last child has encircled the rowand regained his seat. The row wins whose last player is first seated. The remaining alternate rows then play, and lastly the two winningrows may compete for the championship. The interest may be increased by calling the race an internationalone, the teacher providing small flags of different nations, or thechildren may cut and paint these of paper. The first child in each rowchooses the country he will represent by the selection of a flag atthe beginning of the game. This he places on the rear desk, and it isheld aloft by the last player when he regains his seat, indicatingthat his country has come in first, second, etc. , in the automobilerace. BARLEY BREAK _6 to 18 players. _ _Playground; gymnasium. _ A long, narrow strip of ground is needed for this game, divided intothree spaces measuring from ten to fifty feet square. The central oneof these three spaces is called the barley field. In each of the threestands a couple of players (or more, as hereinafter described). Thecouple in the center is obliged to link arms; therefore the centerplace is the most difficult and considered disadvantageous. Thecouples in the other spaces advance, singly or together, into thebarley field, trampling the barley by dancing around the field as muchas they can without being caught. These couples need not link arms. When one of these is caught, he must remain inactive in the barleyfield until his partner is also caught. The couple owning the barleyfield may not step beyond its limits, nor may the couple being soughttake refuge in the field opposite to their own. When the two arecaught, they become warders of the barley field, changing places withthe previous couple, and any others who have been caught return totheir own fields. The game is made interesting by not confining theeffort to catching two members of the same couple in succession. Bothcouples in the adjoining fields should venture far into the barley, taunting the couple who have linked arms by calling "Barley break!"These, in turn, will assist their object by making feints at catchingone player and turning suddenly in the opposite direction for another. The number of players may be increased by putting three couples in thecenter (barley field) and two or three couples at each end. This game is centuries old and used to be played at harvest time around the stacks in the cornfields. BASTE THE BEAR _10 to 30 or more players. _ _Playground; gymnasium; parlor. _ One player is chosen to be bear, and sits in the center on a stool. The bear chooses a second player to be his keeper. The keeper standsby the bear, each of them holding an end of a short rope about twofeet in length and knotted at either end to give a firm hold. The restof the players stand around in a circle inclosing these two. Theobject of the players is to tag (baste or buffet) the bear, withoutthemselves being tagged by the bear or his keeper. The players mayonly attack the bear when the keeper calls "My bear is free!" Should aplayer strike at the bear before the keeper says this, they changeplaces, the striker becomes bear, the former bear becomes the keeper, and the keeper returns to the ring. The keeper does his best toprotect his bear by dodging around him on all sides to prevent theattacks of the players who dodge in from the circle to hit him. Should the keeper or bear tag any player, the same exchange is made;that is, the player tagged becomes bear, the former bear the keeper, and the keeper returns to the ring. Should a rope not be conveniently at hand, the game may be played inany of the three following ways: (1) by the bear and his keeperclasping hands; (2) a circle may be drawn around the bear beyond whichthe keeper may not go; (3) the keeper may be subjected to the generalrule of not going more than two steps away from the bear in anydirection. Where there are more than thirty players, two or more rings should beformed, each having its own bear and keeper. This is an old game, popular in many countries. It contains excellent sport, with opportunity for daring, narrow escapes, and much laughter. BEAR IN THE PIT _10 to 30 players. _ _Playground; gymnasium. _ A bear pit is formed by the players joining hands in a circle with onein the center as the bear. The bear tries to get out by breaking apartthe bars (clasped hands), or by going over or under these barriers. Should he escape, all of the other players give chase, the onecatching him becoming bear. This is a favorite game with boys, and is not so rough a game as Bullin the Ring, the means of escape for the bear being more varied. Hecan exercise considerable stratagem by appearing to break through thebars in one place, and suddenly turning and crawling under another, etc. BEND AND STRETCH RELAY _10 to 60 players. _ _Schoolroom. _ This game consists in a sideways passing of two bean bags and twodumb-bells alternately. This amount of apparatus should be placed onthe floor in the outer aisle beside each player in one of the outsiderows, say that to the left of the pupils. On the command "Go!" each player in this first row picks up adumb-bell, raises it overhead, and there passes it to his own righthand, which is then extended sideways at shoulder level, where thenext player takes it. The dumb-bells are passed across the room inthis manner, each player stretching his arms high overhead, when hepasses the bell from his left to his right hand. The last player whoreceives the bell places it on the floor beside him in the outeraisle. As soon as the first player has passed the first dumb-bell, he picksup a bean bag by bending down to the left, then straightens upward, passes the bag over his head to his own right hand, and then bendsdeeply to the right and places the bean bag on the floor at his rightside. He immediately straightens to an erect position, when the nextplayer bends, takes up the bag, passes it over his head, and bends toplace it on the floor at his right side. As soon as he has disposed of the first bean bag, the leader of eachline reaches for the second dumb-bell. This time the bell is passedsimply from hand to hand in front of the body instead of overhead. As soon as the second bell has left his hand, the leader of each linepicks up the second bean bag, which is the last piece of apparatus tobe passed. The passing of the second bean bag is different from thatof the first. The pupils face sideways to the left, their feet restingin the aisle, and drop the bag behind them to the floor with bothhands, at the same time bending slightly backward. The next playerbends forward, picks up the bag with both hands, and then leansbackward, with his hands stretched high overhead, and drops the bag inhis turn in the aisle behind him. The line wins whose last playerfirst receives the second bean bag. The player in the last linereceiving this bean bag should stand instantly and hold the bean baghigh overhead, the winning line being selected by this signal. This game was originated by Mr. Joseph Cermak, of Chicago, and submitted in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City, in 1906. This game was one that received honorable mention, and is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared. BIRD CATCHER _10 to 60 players. _ _Schoolroom; playground. _ Two opposite corners are marked off at one end of the ground or room, the one to serve as a nest for the birds and the other as a cage. Amother bird is chosen, who takes her place in the nest. Two otherplayers take the part of bird catchers and stand midway between nestand cage. If played in the schoolroom, the remaining players sit intheir seats; if in a playground, they stand beyond a line at thefarther end of the ground which is called the forest. All of theseplayers should be named for birds, several players taking the name ofeach bird. The naming of the players will be facilitated by doing itin groups. If in the class room, each row may choose its name, afterwhich the players should all change places, so that all of the robinsor orioles will not fly from the same locality. The teacher calls the name of a bird, whereupon all of the players whobear that name run from the forest to the nest, but the bird catcherstry to intercept them. Should a bird be caught by the bird catcher, itis put in the cage, but a bird is safe from the bird catchers if itonce reaches the nest and the mother bird. The players should betaught to make the chase interesting by dodging in various directions, instead of running in a simple, straight line for the nest. The distance of the bird catchers from the nest may be determined witha little experience, it being necessary to place a handicap upon themto avoid the too easy capture of the birds. BLACK AND WHITE _10 to 100 players. _ _Gymnasium; playground; parlor; schoolroom. _ One player is chosen as leader, the rest being divided into two equalparties. Each player in one party should tie a handkerchief on theleft arm to indicate that he belongs to the Whites; those in the otherdivision are called the Blacks. The players stand around the groundpromiscuously, the Whites and Blacks being mingled indiscriminately. The leader is provided with a flat disk which is white on one side andblack on the other, and preferably hung on a short string tofacilitate twirling the disk. He stands on a stool at one side or endand twirls this disk, stopping it with one side only visible to theplayers. If the white side should be visible, the party known as theWhites may tag any of their opponents who are standing upright. TheBlacks should therefore drop instantly to the floor, as in Stoop Tag. Should the black side of the disk be shown, the party of Blacks maytag the Whites. Any player tagged drops out of the game. The partywins which puts out in this way all of its opponents. The leadershould keep the action of the game rapid by twirling the disk veryfrequently. This is an excellent game for keeping players alert, and may be the source of much merriment. BLACKBOARD RELAY _10 to 60 players. _ _Schoolroom. _ As here explained, this game is adapted to grammar (sentence construction, and punctuation). It may be made to correlate with almost any school subject, as explained. The class is seated with an even number of pupils in each row. A pieceof crayon is given to the last players in each row, all of whom at agiven signal run forward and write on the blackboard at the front ofthe room a word suitable to begin a sentence. Upon finishing the wordeach player returns at once to his seat, handing the crayon as he doesso to the player next in front of him. This second player at once runsforward and writes one word after the first one, to which it must beara suitable relation. In this way each player in the row adds to thesentence being written by his own row, the last player being requiredto write a word that shall complete the sentence, and to addpunctuation marks. The points scored are 25 for speed (the first row to finish scoringthe maximum, and the others proportionately in the order offinishing), 25 for spelling, 25 for writing, and 25 for grammaticalconstruction, capitals, and punctuation. The row wins which scores thehighest number of points. The following modes of correlation are suggested for this game:-- Arithmetic. --Each relay of pupils writes and solves on the blackboard a problem dictated by the teacher just before the signal to leave their seats. The line wins which has the largest number of problems correct. Multiplication tables may also be written, one step for each pupil. English grammar or punctuation, as explained previously; spelling, the teacher announcing the word for each relay as they leave their seats; authors, each pupil to write the name of an author belonging to a certain period or country; each pupil to write the name of some poem, play, story, essay, or book by an author whose name is given at the outset of the game; or the names of characters from a given literary work or author; or the next line or passage from a memorized selection. Geography. --The names of mountain ranges, rivers, capital cities, boundaries, products. History. --The names (related to a given period if desired) of famous men--statesmen, military men, writers, artists, musicians; of battles, discoveries, etc. BLACK TOM _10 to 30 or more players. _ _Playground; gymnasium. _ Two parallel lines are drawn on the ground with a space of from thirtyto fifty feet between them. All of the players except one stand beyondone of these lines. In the middle territory between the lines the oneplayer who is chosen to be It takes his place, and cries "Black Tom!Black Tom! Black Tom!" repeating the words three times as here given;whereupon the other players must all rush across to the opposite line, being chased by the center player, who catches any that he may. Anyone so caught joins him thereafter in chasing the others. The particular characteristic of this game lies in the fact that thecenter player, instead of saying "Black Tom, " may trick or tantalizethe runners by crying out "Yellow Tom, " or "Blue Tom, " or "Red Tom, "or anything else that he chooses. Any player who starts to run uponsuch a false alarm is considered captive and must join the players inthe center. This is also true for any player who starts before thethird repetition of "Black Tom. " Another way of giving a false alarm is for any one of the centerplayers except the original It to give the signal for running. Anyrunner starting in response to such a signal from any of the chasers, except the original It, thereby becomes captive and must join theplayers in the center. The first one to be caught is center player, or It, for the next game. The game as here given is played in Brooklyn, N. Y. The same game is played in the South under the title of "Ham, ham, chicken, ham, bacon!" the word "bacon" being the signal for the run, any player starting without hearing it having to join the center players. BLIND BELL _5 to 100 players. _ _Parlor; gymnasium; playground. _ All the players but one are blindfolded and scatter promiscuously. Theone who is not blindfolded carries a bell loosely in one hand, so thatit will ring with every step. If desired, this bell may be hung aroundthe neck on a string or ribbon. The blindfolded players try to catchthe one with the bell, who will have to use considerable alertness tokeep out of the way. Whoever catches the bellman changes places withhim. Where there are over twenty players, there should be two or more bellmen. This is a capital game for an indoor party. BLIND MAN'S BUFF _10 to 30 or more players. _ _Parlor; gymnasium; playground. _ One player is chosen to be blindfolded and stands in the center. Theother players join hands and circle around him until the blind manclaps his hands three times, whereupon the circle stops moving and theblind man points toward the circle. The player at whom he points mustat once step into the circle, and the blind man tries to catch him, and when caught must guess who the player is. If the guess be correct, they change places. If not correct, or if the blind man has pointed atan empty space instead of at a player, the circle continues and thegame is repeated. The player who is called into the circle willnaturally try, by noiseless stepping, dodging, etc. , to give the blindman some difficulty in catching him, but when once caught must submitwithout struggle to examination for identification. This is one of the oldest recorded games and is found in practically all countries. The ancient Greeks called it "Brazen Fly. " BODY GUARD _10 to 30 or more players. _ _Playground; gymnasium. _ A small space is marked off at one end of the ground as a "home" orgoal. One player is chosen to be the Panjandrum, an importantpersonage requiring a body guard. Two other players are chosen to bethe guard. The game starts with these three players in the home groundand the balance of the players at large. The three issue forth, withthe two players who act as body guard clasping each other by the handand preceding the Panjandrum as a shield. The object of the game isfor the players at large to touch or tantalize the Panjandrum withoutbeing tagged by his guard. The guard will shift around their charge to avoid these attacks, andthe Panjandrum himself may evade them by moving around his guard. Whenever a guard succeeds in tagging a player, the Panjandrum and hisguards return at once to the home; whereupon the player tagged changesplaces with the Panjandrum, and the game goes on as before. BULL IN THE RING _10 to 30 or more players. _ _Playground; gymnasium. _ All but one of the players stand in a circle with hands firmlyclasped. The odd player stands in the center and is the bull. The bulltries to break through the ring by parting the hands of any of theplayers. If he breaks through, the two players whose hands he partedimmediately give chase to him, and the one catching him becomes thebull. This is a very rough game. BUNCH OF IVY _20 to 60 or more players. _ _Parlor; gymnasium; playground. _ The players in pairs form a ring. The inner player of each couplekneels. The outer player of each couple holds the upraised hand of thekneeling partner and circles around her, asking the followingquestions. The partners reply as indicated, mentioning each time onehour later by the clock, until six o'clock has been reached. "What time does the king come home?" "One o'clock in the afternoon. " "What has he in his hand?" "A bunch of ivy. " This dialogue and the accompanying movement of the players should berhythmic and spirited in time. As the kneeling players say "A bunch ofivy, " they begin clapping their hands in the same rapid time;whereupon the outer players run around the entire ring to the rightuntil each player has returned to her partner, once for one o'clock, twice for two o'clock, etc. , until six o'clock has been reached. Theplayers change places each time after this series of circling, theouter players kneeling, and those who formerly knelt, standing. Thetime of both the dialogue and the running should be rapid to keep thegame spirited. The larger the circle that may be described around eachkneeling player by the partner the better. BUNG THE BUCKET _10 to 30 players. _ _Playground; gymnasium. _ This is a game of leapfrog. The players are divided into two parties. Half of them form one continuous "back, " on which the other half jump, one at a time, until all are seated. The players who form the "back"stand one behind another, the first player resting his head againstthe stomach of one who stands upright, backed by a wall or fence. Eachplayer in turn grasps the coat tail or waist of, and rests his heador shoulder against, the player next in front. They should thus makeone long, even, and solid "back" or row of backs. These are called thebuckets. The other players are called the bungs, and stand at somelittle distance to get a run for the leap. They will naturally selecttheir best leaper as the first of their line, as he may not moveforward after he has once landed on the backs, and it is desirablethat he should leave as much space behind him as possible for theothers to sit. None of the players may move forward after once landingon the backs. If all of the bungs succeed in seating themselveswithout any break occurring among the buckets, it counts one in favorof the buckets. When such a breakdown occurs, the two parties changeplaces, the bungs taking the place of the buckets; otherwise the gameis repeated with the same bungs and buckets. The party wins which hasthe highest score to its credit at the end. [Illustration: BUYING A LOCK _Reprinted from Dr. Isaac T. Headland's "The Chinese Boy and Girl, " bykind permission of Messrs. Fleming H. Revell & Co. _] BUYING A LOCK _5 to 30 or more players. _ _Playground; schoolroom. _ Oh, here we all go to buy us a lock; What kind of a lock shall it be? We'll buy a broom handle; if that will not do, With a poker we'll try it alone. But if neither the broom nor the poker will do, We'll open it then with a stone. This game is suitable for very little children. They stand in a longline or rank side by side, holding hands. While repeating the verse, one end of the line winds in under the raised arms of the last twoplayers at the opposite end, but instead of passing entirely through, as in many other winding games, the player next to the last only turnsfar enough to face in three quarters of a circle, or so that theplayers will eventually, when all have so turned, be brought intosingle file, one standing behind the other. In this position the armsare dropped over the shoulder, so that the player's own left armcrosses his chest with the clasped hands (his own left and hisneighbor's right) resting on his right shoulder. Each player shouldclasp his neighbor's hands at the start, so that the palm of his ownleft hand faces forward and the palm of his own right hand facesbackward. When the whole line has been "locked" in this way, the players unwindin reverse order, still repeating the verse. When players are familiar with the winding and unwinding process, thegame may be played in circle formation instead of line formation; thatis, it will start with all of the players facing inward as they clasphands to form a circle, and the locking or winding will bring themfacing in single file around the circle. This is a favorite game with little girls in China, and is here given with the kind permission of Dr. Isaac T. Headland and Messrs. Fleming H. Revell & Co. , from the book entitled "The Chinese Boy and Girl. " CAT AND MICE _5 to 60 players. _ _Schoolroom. _ One player is chosen to be cat, and hides behind or under theteacher's desk. After the cat is hidden, the teacher beckons to fiveor six other players, who creep softly up to the desk, and when allare assembled, scratch on it with their fingers, to represent thenibbling of mice. As soon as the cat hears this, she scrambles outfrom under the desk and gives chase to the mice, who may savethemselves only by getting back to their holes (seats). If a mouse becaught, the cat changes places with him for the next round of thegame. If no mouse be caught, the same cat may continue, or the teachermay choose another at her discretion. A different set of mice should be chosen each time, so as to give allof the players an opportunity to join in the game. This is a favorite schoolroom game for little children. They should be taught to add sport to the play by giving the cat quite a chase before returning to their seats, instead of seeking safety in the shortest and most direct way. CAT AND RAT _10 to 30 or more players. _ _Playground; gymnasium; parlor. _ One player is chosen for cat and one for rat. The others all form acircle with clasped hands. The cat stands outside of the circle andthe rat inside. The game opens with a conversation between the cat andrat. The cat says:-- "I am the cat. " The rat says:-- "I am the rat. " "I will catch you!" "You can't!" This last defiance is a signal for a chase. The cat tries to get intothe circle, and the rat tries to evade him. Both may run in and out ofthe circle, but the players will assist the rat by raising their handsto let him run under, and they will try to foil the efforts of the catby preventing his breaking through the circle, either inward oroutward. When the rat is caught, he joins the circle and the cat becomes rat, anew cat being chosen from the circle players. This game is a great favorite with young children, and though very similar in its general form to Bull in the Ring, the slight difference of the circle assisting the rat and hindering the cat makes a great difference in the playing qualities of the game, rendering it much less rough than Bull in the Ring. [Illustration: CATCH-AND-PULL TUG OF WAR; A HIGH SCHOOL FRESHMAN CLASS] CATCH AND PULL TUG OF WAR _10 to 100 players. _ _Gymnasium; playground. _ Any number of players may engage in this contest, which is one of thebest for a large number, containing as it does both excellent sportand vigorous exercise. A line is drawn down the middle of the playing space. The players aredivided into two parties and stand one party on either side of theline. The game starts on a signal and consists in catching hold of anopponent by any part of his body, as hand, arm, or foot, reachingover the line and so pulling him across the boundary. Any number ofplayers may try to secure a hold on an opponent and any number maycome to his rescue and try to resist his being pulled over the line, either by pulling him in the opposite direction or by trying to securea hold on one of the opponents. A player does not belong to the enemyuntil his entire body has been pulled over the line. He must then joinhis captors in trying to secure players from across the line. Theparty wins which has the largest number of players at the end of timelimits. CATCH OF FISH _10 to 30 or more players. _ _Playground; gymnasium. _ This is one of the very strenuous games, and affords opportunity forsome very good exercise and sport. A line is drawn across each end of the playground, beyond which theplayers stand in two equal parties, one at one end and one at theother. The players of one party clasp hands to form a fish net. Theplayers in the other party are fish. At a given signal both advancetoward the center of the playground, which represents a stream, theobject of the fish being to swim across to the opposite shore withoutbeing caught in the net. To do this they will naturally dodge aroundthe ends of the net. The net should inclose or encircle any fish that it catches. The fishso caught may not try to break apart the clasped hands forming thenet, but may escape only through the opening where the two ends cometogether. Should the net break at any point by an unclasping of hands, the fish are all allowed to escape, and the players go back to theirrespective goals and begin over again. Any fish caught in the net arethereafter out of the game until all are caught. After the net hasmade one catch, the sides exchange parts, those of the fish that areleft forming the new net, and the first net crossing to the other sideand becoming fish. The two sides thus exchange places and parts, untilall on one side are caught. For a large number of players it is better to have two small netsinstead of one large one, the dodging being livelier and the progressof the game more rapid in every way. CATCH THE CANE _10 to 30 or more players. _ _Playground; gymnasium; schoolroom. _ The players, who should be numbered consecutively, stand in a circleor semicircle. One player stands in the center of the circle or infront of the semicircle, with his index finger on the top of a cane, wand, or closed umbrella, which stands perpendicularly to the floor. Suddenly he lifts his finger from the cane, at the same time callingthe number assigned to one of the players in the circle. The personwhose number is called must run forward and catch the cane before itlies on the floor. If he fails, he must return to his place in thecircle; if successful, he changes places with the center player. This game may have a great deal of sport in it if the action be keptlively and the one who is calling the numbers gives them in unexpectedorder, sometimes repeating a number that has recently been given, thengiving a few in consecutive order, and then skipping over a longseries, etc. FOR THE SCHOOLROOM. --When played in the schoolroom, the player withthe cane should stand in the center of the front of the room. Theother players--part of the class at a time--may be lined up in frontof the first row of desks, or only the players seated in the first rowof seats may be called, according to the number of their row. At thediscretion of the teacher this row may change to the rear row ofseats, each line moving up one seat to make room for them. This is an admirable game for making alert and active, children whoare slow or dull. CAVALRY DRILL _10 to 100 players. _ _Playground; gymnasium. _ This is a game of leapfrog. I. Two players make a back. They stand with backs to the jumpers andplace their inside hands on each other's shoulders with arms extendedat full length to leave a space between. The jumper places a hand oneach of the inside shoulders. The push will be away from the centerand the backs will need to brace themselves for this. II. A back is made by two or more players standing close together withsides toward the jumpers, thus making a back several widths deep tojump over. For whichever form of back is used, any player failing to clear theback without touching it is out of the game, the first two failingbecoming backs for the next round when all have jumped. For largenumbers of players this may be played as a competition betweendifferent groups. CENTIPEDE _9 to 12 players. _ _Gymnasium; seashore. _ The players sit in a circle on the floor, with their feet stretchedout and mingled in a promiscuous pile. One player, who is leader, andstands outside the circle, touches one of the feet (he may mark itslightly with a piece of chalk if desired), and calling on some playerby name, commands him to tell to whom the foot belongs. When thisplayer has named some one, the leader commands the owner of the footto stand up. If the guess be wrong, the leader chases the mistakenplayer and whips him with a knotted handkerchief. If the guess beright, the guesser is released from the game, sits down at one side, and chooses the next one to be It, while the one who was It takes aplace in the circle. This game lends itself especially to the gymnasium or seashore, where the dressing of the feet is inclined to be uniform. The game is played by the modern Greeks. CHANGING SEATS _20 to 60 players. _ _Schoolroom. _ This game is played in several different forms. The following are verypopular. CHANGING SEATS--I The teacher gives the command, "Change right!" whereupon each pupilslips from his own seat to the one across the aisle to the right, thepupils in the farthest right-hand row standing in the outside aisle. The next order may be, "Change left!" when all of the pupils slip backto their own seats, and the row that stood resumes its own. In the same way the orders, "Change forward!" and "Change backward!"may be given, the row of pupils left out each time merely standing inthe aisles. CHANGING SEATS--II In this form of the game the players in the displaced row run aroundthe room and take the vacant row of seats on the opposite side. Forinstance, the teacher gives an order, "Change left!" whereupon all thepupils slip over into the seats next to them on the left, the outsiderow on the left side of the room standing in the aisle. The teacherthen says "Run!" whereupon the pupils who are standing run across thefront of the room and take the vacant row of seats on the right-handside. The teacher may then again say, "Change left!" whereupon theentire class, as now seated, moves one place to the left, the outsideplayers standing in the aisle as did their predecessors; on thecommand "Run!" they, too, run across the room and take the vacant rowof seats on the right-hand side. The command may be given, "Changeforward!" after which the displaced players run around the side of theroom and take the vacant places at the rear; or if the command be"Backward!" the displaced players run forward and take the front rowof seats. The sport of the game consists in rapid changes and unexpectedvariations in the orders given by the teacher. With right conditionsthe command to run may be omitted, the displaced row of pupilsunderstanding that they are to run as soon as they stand. The action of the game may be slightly quickened by having the runningrow divide, half running around the room in one direction and half inthe other. For instance, if the players in the right-hand row havebeen displaced, half of them may run to the rear of the room to reachthe rear half of the outer row of seats on the opposite side, and theother half run across the front of the room to the forward half ofthis row of seats. CHARLEY OVER THE WATER _10 to 30 or more players. _ _Parlor; gymnasium; playground. _ One player is chosen to be Charley, and if there be more than twentyplayers there should be two or more Charlies, to make the action morerapid. Charley stands in the center; the other players join hands in acircle around him and dance around, repeating the rhyme:-- "Charley over the water, Charley over the sea. Charley catch a blackbird, Can't catch me!" As the last word is said, the players stoop, and Charley tries to tagthem before they can get into that position. Should he succeed, theplayer tagged changes places with him. CHICKADEE-DEE _5 to 10 players. _ _Dark room. _ This game is a good one for the loft of an old barn on a rainy day. The writer obtained the game from a group of boys, who found it one oftheir chief sports used in this way. It is necessary to prepare in advance a rather large, soft bag; an oatsack or potato bag may be used. This should be nearly filled with dryleaves or some substitute, and the end gathered up and tied with astring, so as to leave quite a hilt or handle for a firm grasp. Alllight is shut out of the place, so that the sense of hearing will bethe only guide in the game. One player, who is It, is seated on the floor in the center of theloft or room, and holds the sack. The object of the game for thisplayer is to tag or touch any of the other players with the sackwithout leaving his sitting position on the floor. The object of theother players, who are scattered promiscuously, is to approach as nearas possible to the center player, taking him unaware, with a tauntingcry of "Chickadee-dee!" close to his ear. The game starts in perfect silence and darkness. A player steals up tothe center man, calls "Chickadee-dee!" and darts back again as quicklyas possible, the center man whirling his bag around in a circle andhitting out with it in the direction of the voice, trying to hit thisplayer. While he is doing this, another player from some otherdirection repeats the call of "Chickadee-dee!" close to his ear, anddarts back or dodges. Any tactics may be used for dodging, such asdropping to the floor, jumping, or the more usual modes of dodging. Any player hit with the bag exchanges places with the one in thecenter. CHICKEN MARKET _5 to 20 or more players. _ _Indoors; out of doors. _ This is one of the traditional dramatic games. One player is chosen to be market man and another buyer; the rest ofthe players are chickens; they stoop down in a row and clasp theirhands under their knees. The buyer approaches the market man and asks, "Have you any chickens for sale?" The market man answers, "Yes, plenty; will you walk around and try them?" Whereupon the buyer goesup to different chickens and tests them by laying over the head hisclasped hands, palms downward and pressing inward. The buyer pretendsto be dissatisfied with some of the chickens, saying, "This one is tootough, " "This one is too old, " "This one is too fat, " etc. , until atlast he finds one that suits him, the chickens being supposed to gothrough this ordeal without smiling. When a chicken is found that appears to be satisfactory, the buyer andthe market man take him by the arms, one on either side, he stillremaining in his first position with hands clasped under the knees, and swing him forward and backward three times. Should he stand thistest without loosening his own grasp, he is supposed to be all right, and the buyer leads him off to the opposite side of the playground, orhome. The game continues until all of the chickens are sold. Anychicken that smiles, or whose arms give way in the swinging test, mustpay a forfeit, all of the forfeits being redeemed at the close of thegame. Where there are more than ten players, there should be two ormore buyers and sellers. This game is played in various countries: in England as a "Sale of Honey Pots, " in China as a "Fruit Sale, " etc. The version here given is from Italy. CHICKIDY HAND _5 to 30 or more players. _ _Playground; gymnasium. _ One player is chosen to be It, and stands near a post with the fingersof his hands interlocked. The other players, each clasping his ownhands in the same way, crowd around the post and touch it with theclasped hands. The one who is It counts ten, whereupon the players allrun, the one who is It trying to tag any of them. None of the playersmay unclasp their hands until they are tagged, whereupon they areprisoners and clasp hands with It, forming a line which thereafter isthe tagging line, though only the original It may tag the otherplayers. The game is a contest between the tagging line, which triesto recruit and retain its numbers, and the free players, who try (1)to avoid being captured for the tagging line, and (2) to reduce thetagging line by breaking through it; but the players in the line mustresist this. Each time that the line is broken, the one of the twoplayers (whose hands were parted) who stands toward the head of theline is dropped out of the game. A free player may not be tagged afterhe has thrown himself upon (touched) a pair of hands that he is tryingto part. The last player caught by the tagging line is the winner andbecomes It for the next game. CHINESE CHICKEN _5 to 30 or more players. _ _Playground; gymnasium; schoolroom; seashore. _ This game is played with small blocks of wood or bean bags. Stones, or, at the seashore, bathing slippers, may be used instead. These areplaced in straight rows of five to fifteen each, with intervals ofabout ten inches between them. The players are divided into groupsnumbering from five to ten each, and line up as for a relay race, eachbefore one row of blocks or bags. The game is played in the same way by each row of players, and whilethe game may be competitive between the different groups, in itsoriginal form it is for one group only. The first player in a grouprepresents a "lame chicken, " and hops on one foot over each bag untilthe end of the line of bags has been reached. The last bag is thenkicked away by the "lame" (lifted) foot, after which it must be pickedup and carried back over the same route to the first end of the line, when the same player hops back on the opposite foot, kicks away asecond bag, picks it up and returns, and so on until he fails. Onlyone foot may touch the ground at a time, and may touch it but once ineach space between the bags. No bag may be touched except the one atthe end of the line, which is afterward picked up, and this must besecured without putting the lame foot upon the ground. When the "chicken" infringes any of these rules, he must at once giveplace to another. The winner is the player who has at the end of thegame the greatest number of bags. This is a Chinese game, taken by kind permission of the author from Miss Adèle Fielde's _A Corner of Cathay_. The Chinese children play it with their shoes in place of the bean bag or block of wood. CHINESE WALL _10 to 60 or more players. _ _Playground; gymnasium. _ The Chinese wall is marked off by two parallel lines straight acrossthe center of the playground, leaving a space between them of aboutten feet in width, which represents the wall. On each side of thewall, at a distance of from fifteen to thirty feet, a parallel line isdrawn across the ground. This marks the safety point or home goal forthe besiegers. One player is chosen to defend the wall, and takes his place upon it. All of the other players stand in one of the home goals. The defendercalls "Start!" when all of the players must cross the wall to the goalbeyond, the defender trying to tag as many as he can as they cross;but he may not overstep the boundaries of the wall himself. All sotagged join the defender in trying to secure the rest of the playersduring future sorties. The game ends when all have been caught, thelast player taken being defender for the next game. [Illustration diagram: CHINESE WALL] This is a capital game for both children and older players, as it affords opportunity for some very brisk running and dodging, especially if the playground be wide. It differs from Hill Dill and several other games of the sort in that there is a more limited space in which the center catcher and his allies are confined. CIRCLE RACE _10 to 30 or more players. _ _Playground; gymnasium. _ The players stand in a circle a considerable distance apart and facearound in single file in the same direction. At a signal all start torun, following the general outline of the circle, but each trying topass on the outside the runner next in front of him, tagging as hepasses. Any player passed in this way drops out of the race. The lastplayer wins. At a signal from a leader or teacher, the circle facesabout and runs in the opposite direction. As this reverses therelative position of runners who are gaining or losing ground, it is afeature that may be used by a judicious leader to add much merrimentand zest to the game. CIRCLE RELAY _9 to 60 or more players. _ _Playground; gymnasium. _ [Illustration diagram: CIRCLE RELAY] The players stand in three or more divisions in single file, facing toa common center. In this formation they radiate like the spokes of awheel. On a signal from a leader, the outer player of each file facesto the right. On a second signal, these outer players all run in acircle in the direction in which they are facing. The object of thegame is to see which runner will first get back to his place. The onewinning scores one point for his line. Immediately upon theannouncement of the score, these runners all step to the inner end oftheir respective files, facing to the center, the files movingbackward to make room for them. The signals are repeated, and thosewho are now at the outer end of each file face and then run, as didtheir predecessors. The line scoring the highest when all have runwins the game. CIRCLE SEAT RELAY _10 to 60 players. _ _Schoolroom. _ This game starts with the players all seated, and with an even numberin each row. At a signal, the last player in each row runs forward onthe right-hand side of his seat, runs around the front desk, andreturns on the left-hand side of his own row. As soon as he is seated, he touches the player next in front on the shoulder, which is a signalfor this one to start. He runs in the same way. This is continueduntil the last player, which in this case is the one sitting in thefront seat, has circled his desk and seated himself with handupraised. The line wins whose front player first does this. This is one of the best running games for the schoolroom. As in allsuch games, seated pupils should strictly observe the rule of keepingtheir feet out of the aisles and under the desks. Players must observe strictly the rule of running forward on theright-hand side and backward in the next aisle, else there will becollisions. CLAM SHELL COMBAT _2 to 30 players. _ _Out of doors; seashore. _ Each of the players is provided with an equal number of clam shells;the players then pair off in twos for the combat. Which of the twoshall have the first play is decided by the players each dropping aclam shell from a height of three feet. The one whose shell fallswith the hollow or concave side down has the first play. Should it bea tie, the trials are repeated until one player is chosen in this way. The play then opens with the unsuccessful player putting a clam shellon the ground, when the opponent throws another shell at it, trying tobreak it. If he succeeds, the opponent must put down another shell. This is kept up indefinitely, until a player's shells have all beenwon by the opposing thrower, or until the thrower fails to hit ashell, or his own breaks in doing so. Whenever one of these thingsoccurs, he loses his turn, and must put down a shell for the opponentto throw at. The player wins who retains an unbroken shell thelongest. Where there is a considerable number of players, they may be dividedinto opposing parties, the players stepping forward in turn at thecall of their respective captains. This is a Korean game, reported by Mr. Culin. CLUB SNATCH _10 to 60 players. _ _Playground; gymnasium. _ This is one of the best competitive chasing games. A goal is marked off across each end of the playground. Midway betweenthe goals, an Indian club is placed; a handkerchief or other similarobject may be used, placed on some support--on a stake driven into theground, laid over a rock or stool, or hung on the end of a branch. Astone or dumb-bell laid on the ground may be substituted. In line withthe club a starting base is marked on each goal line. The players are divided into two equal parties, each having a captain. Each party takes its place in one of the goals. The object of the gameis for one of the runners to snatch the club and return to his goalbefore a runner from the opposite goal tags him, both leaving theirstarting bases at the same time on a signal. The players on each teamrun in turn, the captains naming who shall run each time. The captains toss for first choice of runners; the one who wins nameshis first runner, who steps to the running base, whereupon thecompeting captain names a runner to go out against him, trying toselect one of equal or superior ability. Thereafter the captains taketurns as to who shall first designate a runner. When there is a large number of players, or very limited time, a different method may be used for selecting the runners. All of the players should then line up according to size, and number consecutively by couples. That is, the first couple would be number one, the second, number two, the third, number three, etc. The couples then divide, one file going to one team and the other to the opposite team. The players run thereafter according to number, the numbers one competing, and so on. Each player may run but once until all on the team have run, when each may be called a second time, etc. To avoid confusion, the players who have run should stand on one side of the starting base, say the right, and those who have not run, to the left. [Illustration diagram: CLUB SNATCH] The first runners, having been called by their respective captains tothe starting bases, run on a signal; the players may reach the clubtogether and go through many false moves and dodges before onesnatches the club and turns back to his goal. Should he succeed inreaching the goal before the other player can tag him, his team scoresone point. Should he be tagged before he can return with his trophy, the opponent scores one point. The club is replaced after each run. Ineither case both players return to their original teams. When each runner has run once, the teams exchange goals and run asecond time. The team wins which has the highest score at the end ofthe second round. For large numbers of players there may be several clubs, each havingcorresponding starting bases on the goals, so that several pairs ofrunners may compete at once. One club for twenty players, ten on eachside, is a good proportion. For young players the club may be placednearer one goal than the other at first, as shown in the diagram. This is a capital game as here developed with the feature of scoring, and may be made very popular. COCK STRIDE _3 to 15 players. _ _Playground; gymnasium. _ This game is usually played with boys' caps, but knotted handkerchiefsor balls of crumpled paper may be used. One player is the cock; he isblindfolded and stands in a stride position with his feet wide apartsideways. The other players stand in turn at a point five to ten feetbehind him, and throw their caps forward as far as possible betweenhis legs. After the caps are all thrown, each player moves forward andstands beside his own cap. The cock then crawls on all fours, stillblindfolded, until he reaches a cap. The player whose cap is firsttouched at once becomes an object of chase by the other players, whoare at liberty to "pommel" him when he is captured. He then becomescock for the next round of the game. CROSSING THE BROOK _5 to 60 or more players. _ _Playground; gymnasium; schoolroom. _ This game is a great favorite with little children. A placerepresenting a brook is marked off by two lines on the ground. Forlittle children in the first year of school (about six years old) thismay start with a width of two feet. The players ran in groups and tryto jump across the brook. Those who succeed turn around and jump backwith a standing jump instead of a running jump. On either of thesejumps the player who does not cross the line representing the bankgets into the water and must run home for dry stockings, beingthereafter out of the game. The successful jumpers are led to widerand wider places in the brook to jump (a new line being drawn toincrease the distance), until the widest point is reached at which anyplayer can jump successfully. This player is considered the winner. This game is printed by kind permission of the Alumni Association of the Boston Normal School of Gymnastics, from the book _One Hundred and Fifty Gymnastic Games_. CROSS TAG _5 to 30 or more players. _ _Playground; gymnasium. _ One player is chosen to be It. He calls out the name of anotherplayer, to whom he at once gives chase. A third player at any point inthe chase may run between the one who is It and the one whom he ischasing, whereupon this third player becomes the object of the chaseinstead of the second. At any time a fourth player may run betweenthis player and the chaser, diverting the chase to himself, and so onindefinitely. In other words, whenever a player crosses between theone who is It and the one being chased, the latter is at once relievedof the chase and ceases to be a fugitive. Whenever the chaser tags aplayer, that player becomes It. Considerable sport may be added to thegame by the free players trying to impede the chaser and so help therunner, --getting in the way of the former without crossing between thetwo, or any other hindering tactics. DO THIS, DO THAT _10 to 60 or more players. _ _Playground; gymnasium; schoolroom; parlor. _ All the players stand facing one of their number who is the leader. The one who is leader assumes any gymnastic position or imitates anyaction, at the same time saying "Do this!" and the others immediatelyimitate. Should the leader at any time say "Do that!" instead of "Dothis!" any player who imitates the action performed must be seated, orpay a forfeit, whichever form of penalty has been decided on at thebeginning of the game. Three mistakes of this kind put a player out ofthe game, even when forfeits are the penalty. The leader may choose any gymnastic positions that are familiar, suchas chargings, head bendings, trunk bendings, arm movements, kneebendings, hopping, jumping, dancing steps, etc. ; or imitate familiaractions such as hammering, sawing, washing, ironing, sewing, stonecutting, shoveling, riding horseback, etc. DOUBLE RELAY RACES _10 to 100 players. _ _Schoolroom; playground; gymnasium. _ First two rows (Nos. 1 to 14) stand in aisle II and give way to rearto starting point. Third row (Nos. 15 to 21) stand in aisle III, marchforward and around to right into aisle I, bringing entire 21 pupilsinto formation, as indicated for Team A on diagram. Fifth and sixthrows (Nos. 22 to 35) stand in aisle VI and give way to rear tostarting point. Fourth row (Nos. 36 to 42) stand in aisle V, marchforward and around to left into aisle VII, bringing entire team, Nos. 22 to 42, into formation as indicated for Team B on diagram. FIRST RELAY At commands, "Ready, go!" Nos. 1 and 22, the two leaders of the twoteams, walk to wall in front of them at W/A and W/B, touch the wall, return down aisles III and V respectively, and continue up aisle IV toteacher's desk. When the two leaders, 1 and 22, touch the wall, Nos. 2and 23 start at the "exchange points, " X and X, 1 and 2 touch lefthands across desks, and 22 and 23 touch right hands across desks. Atthe starting point, 1 touches left hand of 3, who starts as soon astouched, 22 touches right hand of 24, who also starts as soon astouched; so on to the last of each team, who finish the game bytouching the desks where the leaders started. Both teams then "aboutface" and march back, Team A through aisles III, II, and I, and Team Bthrough aisles V, VI, and VII, when they are ready for the next relay. [Illustration diagram: DIAGRAM NO. 1--DOUBLE RELAY RACES] SECOND RELAY Same as First Relay, but this time running. [Illustration diagram: DIAGRAM NO. 2--DOUBLE RELAY RACES] THIRD RELAY Same as Second Relay, but this time each leader starts with an eraser, if in the schoolroom, or a dumb-bell in playground, in his hand andgives it to the next pupil at "exchange point, " each successive pupilrepeating the exchange at that point. The third and succeeding pupilsmust wait at each starting point until "touched" before starting. FOURTH RELAY Same as Third Relay, except that a handkerchief, knotted once in themiddle, is substituted for the eraser with which each leader starts. FIFTH RELAY Same as Fourth Relay, except that the leader of each team and thepupil behind him each have an eraser (or dumb-bell), and when meetingat "exchange points, " exchange erasers, the leaders giving the seconderasers to the pupils on the starting points, and so on. SIXTH RELAY Same as Fifth Relay, except that two handkerchiefs are used instead oftwo erasers. SEVENTH RELAY Same as Sixth Relay, except that the handkerchiefs may be _thrown_ and_caught_, instead of being _handed_ or _passed_ to the next pupil. CAUTIONS The value of these games lies in two things, _i. E. _ in the fact thatafter the first two pupils of each team have started and the game isreally under way, there are four pupils on each team actually inmotion, and the game moves so fast that each member of each team haslittle time to do anything besides attending strictly to the game; ifhis team is to have any chance to make a good showing, he must beconstantly on the alert. The second, and still more important, valuable feature of the games, lies in the constant exercise of_inhibition_. Therefore there should be absolutely no "coaching"except by the teacher during training; care should be taken in theFirst Relay to see that all children actually _walk_; no running; whenhands are to be touched, they _must be touched_; when erasers orhandkerchiefs are dropped, they must be picked up by the ones whodropped them before proceeding with the game; if to be exchanged, theymust be exchanged. The intermingling of the two teams in aisle IV does not affect thegame in the least. Diagram 2 is for a schoolroom of seven rows of seats, and six (more orless) deep. The numbers indicate a convenient division, and the pupilsfall in as before. A division of the class into three teams may be made if desired, andif there be sufficient aisles. These games are suitable for boys or girls or mixed classes. Diagram 1 should be used for schoolrooms seating 42, if seven deep;48, if eight deep; 54, if nine deep. Diagram 2 should be used for schoolrooms seating 42, but facing asindicated; 49, if seven deep. Diagram 1 for a schoolroom with five rows and ten deep, using only theoutside and next to the outside aisles. These games may also be played in the gymnasium or playground. They were originated by Mr. J. Blake Hillyer of New York City, and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. They are here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the games first appeared. DROP THE HANDKERCHIEF _10 to 30 or more players. _ _Indoors; out of doors. _ All of the players but one stand in a circle. The odd player runsaround on the outside of the circle, carrying a handkerchief, which hedrops behind one of the circle players. The main idea of the game isto take the circle players unaware with this. Those who form the ringmust look toward the center, and are not allowed to turn their headsas the runner passes them. The one who runs around with thehandkerchief will resort to various devices for misleading the othersas to where he drops it. For instance, he may sometimes quicken hispace suddenly after dropping the handkerchief, or at other timesmaintain a steady pace which gives no clew. As soon as a player in the circle discovers that the handkerchief hasbeen dropped behind him, he must pick it up and as rapidly aspossible chase the one who dropped it, who may run around the outsideof the circle or at any point through or across the circle, his objectbeing to reach the vacant place left by the one who is chasing him. The circle players should lift their hands to allow both runners topass freely through the circle. Whichever player reaches the vacantplace first stands there, the one left out taking the handkerchief forthe next game. This is one of the oldest known games and is found throughout the world. The writer has heard it described by Cossacks, Japanese, Italians, and people of many other nationalities. DUCK ON A ROCK _5 to 30 or more players. _ _Playground; gymnasium. _ [Illustration diagram: DUCK ON A ROCK] Each player is provided with a stone, called a "duck, " about the sizeof a baseball. A large rock or post is chosen as the duck rock, andtwenty-five feet from it a throwing line is drawn. On this duck rockone player places his duck and stands by it as guard. This guard isselected at the outset by all of the players throwing their ducks atthe duck rock from the throwing line. The one whose duck falls nearestto the rock becomes the first guard. The other players stand behindthe throwing line and take turns in throwing at the guard's duck onthe rock with their stones, trying to knock it from the rock. Aftereach throw a player must recover his own duck and run back home beyondthe throwing line. Should he be tagged by the guard while trying to dothis, he must change places with the guard. The guard may tag him atany time when he is within the throwing line, unless he stands withhis foot on his own duck where it first fell. He may stand in this wayas long as necessary, awaiting an opportunity to run home; but themoment he lifts his duck from the ground, or takes his foot from it, he may be tagged by the guard. Having once lifted his duck to run homewith it, a player may not again place it on the ground. The guard may not tag any player unless his own duck be on the rock. Before he may chase the thrower, he must therefore pick up his ownduck and replace it should it have been knocked off. This replacinggives the thrower an opportunity to recover his own duck and run home;but should the duck not have been displaced from the duck rock, thethrower may have to wait either at a safe distance or with his foot onhis own duck if he can get to it, until some other thrower hasdisplaced the duck on the rock, and so engaged the time and attentionof the guard. Several players may thus be waiting at once to recovertheir ducks, some of them near the duck rock with a foot on theirducks, others at a distance. Any player tagged by the guard mustchange places with him, placing his own duck on the rock. The guardmust quickly recover his duck and run for the throwing line aftertagging a player, as he in turn may be tagged as soon as the new guardhas placed his duck on the rock. A stone that falls very near the duck rock without displacing the duckmay also prove disastrous to the thrower. Should a stone fall within ahand span (stretching from finger tip to thumb) of the duck rockwithout knocking off the duck, the guard challenges the thrower byshouting "Span!" whereupon he proceeds to measure with his hand thedistance between the duck rock and the stone. Should the distance beas he surmises, the thrower of the stone has to change places withhim, put his own duck on the rock, and become the guard. This rulecultivates expert throwers. When used in a gymnasium, this game may best be played with bean bags, in which case one bag may be balanced on top of an Indian club for theduck on the rock. The modern Greeks play this game with a pile of stones instead of the one rock or stake with the duck on top. The entire pile is then knocked over, and the guard must rebuild the whole before he may tag the other players. These variations make the game possible under varied circumstances, as on a flat beach, or playground where no larger duck rock is available, and add considerably to the sport. DUMB-BELL TAG _5 to 30 or more players. _ _Gymnasium; playground; schoolroom. _ The players stand, scattered promiscuously, one of their number, whois It, being placed in the center at the opening of the game. Adumb-bell is passed from one player to another, the one who is Ittrying to tag the person who has the dumb-bell. If he succeeds, theone tagged becomes It. A great deal of finesse may be used in this game; in appearing to handthe dumb-bell in one direction, turning suddenly and handing it inanother, etc. Players may move around freely, and the action isfrequently diversified with considerable running and chasing. In the schoolroom this may be played either with the players seated orstanding. EVERY MAN IN HIS OWN DEN _5 to 30 or more players. _ _Playground; gymnasium. _ Each player selects for himself a den; a post, tree, or otherobjective point may serve for this, or the corner of a building, or ifin a gymnasium, a piece of apparatus. One player opens the game by running out from his den. The secondplayer tries to catch (tag) him. The third player may try to catcheither of these two, and so on. The object of the different players isto make captives of the others, as any player caught must thereafterjoin his captor in trying to catch others, thus eventually aggregatingthe different players into parties, although each starts separately, and any one may be the nucleus of a group should he be successful incatching another player. The players may only be caught by those whoissue from a den after they themselves have ventured forth. Forinstance, Number Two goes out to catch Number One. Number Three maycatch either Two or One, but neither of them may catch him. The lastplayer out may catch any of the other players. At any time a playermay run back to his den, after which his again issuing forth gives himthe advantage over all others who may then be out, as he may catchthem. As the players are gradually gathered into different parties, the game becomes more concentrated, and the side wins that capturesall of the players. One player may catch only one opponent at a time. EXCHANGE (Numbers Change; French Blind Man's Buff) _10 to 30 or more players. _ _Parlor; gymnasium; playground. _ One player is blindfolded and stands in the center. The other playerssit in chairs in a circle around him. It is advisable to have thecircle rather large. The players are numbered consecutively from oneto the highest number playing. The game may start with the players sitting in consecutive order, orthey may change places at the outset to confuse the blindfold player, although the changing of places takes place very rapidly in the courseof the game. The blindfold player calls out two numbers, whereupon theplayers bearing those numbers must exchange places, the blindfoldplayer trying meanwhile either to catch one of the players or tosecure one of the chairs. Any player so caught must yield his chair tothe catcher. No player may go outside of the circle of chairs, but anyother tactics may be resorted to for evading capture, such asstooping, creeping, dashing suddenly, etc. This game may be one of the merriest possible games for an informal house party. The writer recalls one such occasion when a prominent manufacturer was blindfolded and had located two players whose numbers he called for exchange, one of them a newly graduated West Point lieutenant, the other a college senior. The business man stood in front of the chair occupied by the lieutenant and close to it, taking a crouching attitude, with his feet wide apart and arms outspread ready to grasp the victim when he should emerge from his chair. Noiselessly the lieutenant raised himself to a standing position in his chair, and then suddenly, to shouts of laughter from the company, vaulted over the head of his would-be captor, while at the same moment the collegian crawled between his feet and took possession of the chair. FARMER IS COMING (THE) _10 to 30 or more players. _ _Playground; gymnasium. _ One player, chosen to be the farmer, is seated. The remaining players, standing at a distance, select a leader who taps some of them on theshoulder as an invitation to go with him to the farmer's orchard forapples. Thereupon they leave their home ground, which has a determinedboundary, and approach as near to the farmer as they dare. The game ismore interesting if they can do this from various sides, practicallysurrounding him. Suddenly the farmer claps his hands and all playersmust stand still, while the leader calls out, "The farmer is coming!"The players try to get safely back to their home ground, the farmerchasing them. He may not start, however, until the leader has givenhis warning. Any player caught by the farmer changes places with him. For the parlor or class room. --This game adapts itself well to indoor use, the farmer sitting on a chair in the middle of the room if in a parlor, or at the teacher's desk if in a schoolroom. The players are home when in their seats, and the farmer, to catch them, must tag them before they are seated. This is a particularly enjoyable game for an older person to play with children, the former enacting the farmer. FENCE TAG _4 to 30 or more players. _ _Indoors; out of doors; schoolroom. _ This game is a great favorite with boys for outdoor play, but may alsobe used in the gymnasium, various pieces of apparatus being used inlieu of a fence. A certain length of fence is chosen for the game. The one who is Itgives the other players a slight start in which to vault over thefence, when he immediately vaults over and tries to tag them. Thistagging may be done only when both players are on the same side of thefence. The dodging is made almost or quite entirely by vaulting or dodgingback and forth across the fence within the length or boundariespreviously determined. Any player tagged must change places with theone who is It. FOR THE SCHOOLROOM. --This game may be used in the schoolroom byvaulting over the seats. When played in this way, it is not allowableto reach across seats or desks to tag a player. The tagging must bedone in the same aisle in which the tagger stands. FIRE ON THE MOUNTAINS _10 to 30 or more players. _ _Playground; gymnasium. _ [Illustration diagram: FIRE ON THE MOUNTAINS] A number of stools are placed in a circle with considerable spacebetween them, there being two stools less than the number of players. If played out of doors, a stone may be used to sit on in place of astool, or the players may stand, each on a spot or base marked on theground. One of the odd players is a leader, and sits or stands in thecenter; the remainder are circle men and take each his place on astool or base, the other odd man standing anywhere in the circlebetween the bases. The object of the game is for the circle men tochange places on a signal given by the leader, each player trying tosecure a stool and avoid being the odd man. The longer the distancebetween stools or bases the greater the sport. The running must bedone in a circle outside of the bases, and no crosscuts through thecircle are allowed. The player in the center repeats in rapid time thefollowing lines:-- "Fire on the mountain, run, boys, run! You with the red coat, you with the gun, Fire on the mountains, run, boys, run!" At any time, at the close of the verse, or unexpectedly, by way ofinterruption to it, the center player will call "Stool!" or "Base!"when all of the players must change bases. There will thus be one oddplayer left out. This player then steps one side and is out of thegame, taking with him a stool belonging to one of the players, so thatthe number of stools is reduced by one; if bases are used, one iscrossed out to show it is out of the game. The center player, whoremains caller throughout, then repeats the verse and the signal forchanging. For each round of the game one player and one stool are taken out ofthe circle, until but two players and one stool are left. These twofinish the game by circling the stool and some objective point acouple of yards away; when the signal to change is then given, thelast one of the two to reach the stool becomes the leader for the nextgame. VARIATION. --This game may be played without eliminating a player foreach round. In this form, each player who is left out when stools orbases are taken must pay a forfeit, but continues actively in thegame. The forfeits are redeemed when each player has been odd man atleast once. In this form of the game, instead of having one leader throughout, theleader (center man) should try to secure a stool for himself when theothers change, the odd man becoming leader. There should then be butone stool or base less than the number of players. This is a Scotch game, the reference to signal fires on the mountains, to red coats, and guns, having an obviously historic origin. FLOWERS AND THE WIND (THE) _4 to 30 or more players. _ _Indoors, out of doors. _ This game is suitable for little children. The players are dividedinto two equal parties, each party having a home marked off atopposite ends of the playground, with a long neutral space between. One party represents a flower, deciding among themselves which flowerthey shall represent, as daisies, lilies, lilacs, etc. They then walkover near the home line of the opposite party. The opposite players(who represent the wind) stand in a row on their line, ready to run, and guess what the flower chosen by their opponents may be. As soon asthe right flower is named, the entire party owning it must turn andrun home, the wind chasing them. Any players caught by the wind beforereaching home become his prisoners and join him. The remaining flowersrepeat their play, taking a different name each time. This continuesuntil all of the flowers have been caught. FOLLOW CHASE _10 to 30 or more players. _ _Gymnasium; playground. _ The players stand in a circle with arms stretched sideways, resting oneach other's shoulders, thus making a wide distance between. Oneplayer is chosen for runner and one for chaser. The game starts withthe runner in one of the spaces under the outstretched arms of theplayers, and the chaser in a similar position on the opposite side ofthe circle. At a signal from a leader both start, the runner weavingin and out between the players or dashing across the circle in any waythat he sees fit; but the chaser must always follow by the same route. If the runner be caught, he joins the circle; the chaser then takeshis place as runner and chooses another player to be chaser. The leader (who may be one of the players) may close the chase if itbecomes too long by calling "Time!" when both runners must return totheir places in the circle, new ones taking their places. For large numbers there may be two or more runners and an equal numberof chasers, or the players may be divided into smaller groups. With various modifications, this game is found in many countries. As given here, it is of Italian origin. FOLLOW THE LEADER _5 to 60 or more players. _ _Playground; gymnasium; parlor; schoolroom. _ One player, who is especially resourceful or skillful, is chosen as aleader. The others all form in single file behind him, and imitateanything that he does. The leader aims to keep the line moving, andshould set particularly hard tasks for them, such as climbing orvaulting over obstacles, under others, jumping to touch high points orobjects, going through difficult feats, jumping certain distances, taking a hop, skip, and jump, walking backward, turning around whilewalking, walking or running with a book on the head, etc. Any onefailing to perform the required feat drops out of the game or goes tothe foot of the line; or at the pleasure of the players may pay aforfeit for the failure and continue playing, all forfeits to beredeemed at the close of the game. [Illustration: FORCING THE CITY GATES _Reprinted from Dr. Isaac T. Headland's "The Chinese Boy and Girl, " bykind permission of Messrs. Fleming H. Revell & Co. _] FORCING THE CITY GATES _10 to 30 or more players. _ _Playground; gymnasium. _ Two captains are selected, who alternately choose players until allare in two groups. The two sides then line up in two straight lines, facing each other about ten feet apart, and holding hands, each linerepresenting the gates of a city. The captains dispose their men inline as they see fit, but it is advisable to alternate the larger orstronger players with the smaller or weaker ones, to equalize thestrength at the points of attack. The captain of one side then namesone of his players, who steps forward and tries to break through thehands of the opposing side, or he may dodge under them. If he does notsucceed in one place, he may try in another, but may not have morethan three trials. Should he succeed in breaking the opposing line ordodging under, he returns to his side, taking the two whose hands hadbeen parted or evaded, as prisoners to reënforce his side. Should hefail in the third attempt, he is to remain on the side of hisopponents. The captains alternate turns in sending forth a man to"force the city gates. " The players taken from the opposing side mustthereafter work for the side to which they are taken captive, eachprisoner being placed in the line between two of the original team. The side wins which eventually secures all of the opposing players. The action may be made more rapid where a large number are playing bysending out two or more players at once. This is a Chinese game, recorded by Dr. Headland, who has kindly supplied additional points to the author. Some modifications for large numbers have been found advisable under American school conditions. FORTRESS _10 to 100 players. _ _Out of doors; gymnasium. _ This is one of the very strenuous games based on the idea of warfare. The underlying idea is exactly opposite to that of Robbers and Soldiers, being a game of attack and defense rather than of chase and capture. [Illustration diagram: FORTRESS] A fortress is marked on the ground, in the shape of a large square oroblong, the size differing with the area at disposal and the number ofplayers. It should be not less than twenty-five by forty feet indimensions. One or more sides of this may be situated so as to beinclosed by a wall or fence. A line should be drawn five feet insideof the fortress boundaries and another five feet outside of it; thesemark the guard lines or limits for making prisoners. Each partyshould also have its prison--a small square marked in the center ofthe fortress for the defenders, and another at some distant point forthe besiegers. The players are divided into two equal parties, each under the commandof a general, who may order his men at any time to any part of thebattle. One party of players are defenders of the fortress, and shouldscatter over it at the beginning of the attack and keep a sharplookout on unguarded parts at any time. The other players, forming theattacking party, scatter under the direction of their general toapproach the fortress from different directions. This may be done in asudden rush, or deliberately before attacking. At a signal from theirgeneral, the besiegers attack the fortress. The method of combat is entirely confined to engagements between anytwo of the opposing players, and is in general of the nature of a "tugof war. " They may push, pull, or carry each other so long as theyremain upright; but wrestling or dragging on the ground are notallowed. Any player so forced over the guard line becomes a prisonerto his opponent and is thereafter out of the game. If he be abesieger, captured by a defender, he is placed within the prison inthe center of the fortress, and may not thereafter escape or be freedunless the general should make an exchange of prisoners. Should he bea defender, pulled over the outer guard line by a besieger, he istaken to the prison of the attacking party, subject to the same rulesof escape. In the general engagement, players of equal strength shouldcompete, the strong players with strong ones, and _vice versa_. Thecommanders should each give general directions for this to their menbefore the engagement opens. The battle is won by either party making prisoners of all of theopponents. Or it may be won by the besiegers if one of their menenters within the guard line inside the fortress without being touchedby a defender. Should a player accomplish this, he shouts "Hole'swon!" Whereupon the defenders must yield the fortress, and the twoparties change places, defenders becoming besiegers, and _vice versa_. The possibility of taking the fortress in this way should lead togreat alertness on the part of the defenders, as they should leave nopoint unguarded, especially a fence the enemy might scale. The guardline should be drawn inside any such boundaries, and a player enteringin this way must of course get inside the guard line as well as overthe fence. The attacking party on its part will use all possibledevices for dashing into the fortress unexpectedly, such as engagingthe players on one side of the fort to leave an unguarded loophole forentering at another. The attacking general may withdraw his forces at any time for a restor for conference; either general may run up a flag of truce at anytime for similar purposes. Under such conditions the generals mayarrange for an exchange of prisoners; otherwise there is no means offreeing prisoners. FOX AND GEESE (For other games sometimes known by this title, see _Fox Trail_and, in the division of Quiet Games, _Naughts and Crosses_. ) _10 to 30 or more players. _ _Playground; gymnasium. _ One player is chosen to be fox and another to be gander. The remainingplayers all stand in single file behind the gander, each with hishands on the shoulders of the one next in front. The gander tries toprotect his flock of geese from being caught by the fox, and to dothis spreads out his arms and dodges around in any way he sees fit tocircumvent the efforts of the fox. Only the last goose in the line maybe tagged by the fox, or should the line be very long, the last fiveor ten players may be tagged as decided beforehand. It will be seenthat the geese may all coöperate with the gander by doubling andredoubling their line to prevent the fox from tagging the last goose. Should the fox tag the last goose (or one of the last five or ten, ifthat be permissible), that goose becomes fox and the fox becomesgander. A good deal of spirit may be added to the game by the followingdialogue, which is sometimes used to open it:-- The fox shouts tantalizingly, "Geese, geese, gannio!" The geese reply scornfully, "Fox, fox, fannio!" Fox, "How many geese have you to-day?" Gander, "More than you can catch and carry away. " Whereupon the chase begins. This game is found in almost all countries, under various names and representing different animals. FOX AND SQUIRREL _20 to 60 players. _ _Schoolroom. _ The players sit in their seats facing toward the aisles, so that eachtwo adjacent lines have their feet in the same aisle and face eachother. The game consists in passing or tossing some object (thesquirrel), such as a bean bag, basket ball, or hand ball from oneplayer across the aisle to another and back again, zigzagging downeach aisle, to be followed at once by a second object (the fox); theeffort being to have the fox overtake the squirrel before the end ofthe line is reached. With very little children, passing is better than tossing; but with older children, or even with little ones, when more experienced, it is well to use the game as a practice for tossing and catching. The action should be very rapid. The game makes much sport for young children, and they are very fond of it. FOX TRAIL (DOUBLE RIM) (Fox and Geese; Half Bushel) (See also _Fox Trail_ (_Single Rim_). ) _3 to 30 or more players. _ _Out of doors; indoors; snow. _ This form of Fox Trail, like the Single Rim game, is distinctively a snow game, but may be used anywhere that a large diagram may be marked on the ground or floor. This game differs from the Single Rim in the size and complexity of the diagram, there being two rims to the wheel instead of one. It also differs in the fact that there is one more player than the number of dens for the foxes, and in the methods by which the foxes may run or be chased. A large diagram is drawn on the ground, resembling a wheel with tworims. In the snow this is trampled with the feet like a path; on bareground or damp sand it may be drawn with the foot or a stick; in thegymnasium or on a pavement it may be drawn with chalk. The outer rimshould measure from thirty to forty feet in radius; the inner rimshould be ten feet from this. Across the circles are drawn straightlines resembling the spokes of a wheel, the number being governed bythe number of players. Where these spokes touch the outer rim, a denor goal is marked for the foxes, there being one goal less than thenumber of foxes. [Illustration diagram: FOX TRAIL (Double Rim)] One player, who is chosen as hunter, stands at his goal in the centeror hub of the wheel. The balance of the players, who are foxes, takeeach a place in a den on the outer rim, with the exception of the oddfox, who stands elsewhere on the rim, trying to get a den whenever hecan. The object of the game is for the foxes to run from den to denwithout being caught by the hunter. The method of running, however, isrestricted. Both foxes and hunter are obliged to keep to the trails, running only on the lines of the diagram. It is considered poor play to run from den to den around the outerrim, as there is practically no risk in this. The foxes may run in anydirection on any trail, on the spokes of the wheel, or on either ofthe rims. They may turn off on the intersecting trail at any point, not being obliged to run entirely across to the opposite side of therim, as in the simpler diagram given for the other game of this name. No fox, however, may turn back on a trail; having once started, hemust keep on to the next intersecting point. Whenever the huntersucceeds in tagging a fox, the two players change places, the foxbecoming hunter and the hunter fox. [Illustration diagram: FOX TRAIL (Single Rim)] This game is excellent sport, and is one of the most interesting and popular of the chasing games. It is one of the very few distinctive snow games. FOX TRAIL (SINGLE RIM) (Fox and Geese; Half Bushel) (See also _Fox Trail_ (_Double Rim_). ) _3 to 20 players. _ _Out of doors; snow; seashore; gymnasium. _ This is one of the few distinctive snow games, but may be played anywhere that a large diagram may be outlined on the ground. It is very popular with children, and makes an admirable game for older players as well. See the more complicated form, with double-rim diagram, preceding this. A large circle from fifteen to thirty feet in diameter should bemarked on the ground and crossed with intersecting lines like thespokes of a wheel, there being about five such lines (ten spokes). Themore players there are, the larger should be the circle and thegreater the number of spokes; but there is no fixed relation betweenthe number of spokes and players. If played in the snow, this diagrammay be trampled down with the feet; if on the fresh earth or sand, itmay be drawn with the heel or a stick; or if in a gymnasium or on apavement, marked with chalk. One player is chosen to be It or Hunter. He stands in the center, thatis, on the hub of the wheel. The other players scatter around the rimand are foxes. They are not stationed at any one point as in theDouble Rim game, but run or stand anywhere around the rim when notdashing across the spokes. The object of the game is for the foxes tocross the wheel to some opposite point without being tagged by thehunter. They may only run, however, on the prescribed trails, --thatis, on the lines of the diagram. In this form of the game (the SingleRim diagram) they may run only straight across, and are not at libertyto turn an angle at the hub and seek refuge over any other trail thanthe direct continuation of the one on which they started. The hunterchanges places with any one whom he tags. FRENCH TAG _4 to 60 or more players. _ _Indoors; out of doors. _ In this form of tag certain boundaries are agreed upon beyond whichplayers may not run, though they may climb or jump over any obstacleswithin the boundaries. Any player who goes outside of the bounds is at once declared to be Itby the pursuer. Otherwise the game is like ordinary tag, any playerwho is tagged by the chaser becoming It. (See _Tag. _) FROG IN THE MIDDLE _10 to 30 or more players. _ _Parlor; gymnasium; playground. _ One player is chosen for the frog, and sits in the center on the floorwith his feet crossed in tailor fashion. Where there are more thantwenty players, it is well to have at least two such frogs. The otherplayers stand in a circle around the frog, repeating, "Frog in thesea, can't catch me!" They dance forward toward the frog and back, tantalizing him and taking risks in going near him, the object of thegame being for the frog to tag any one of them, whereupon he changesplaces with such player. The frog may not at any time leave hissitting position until released by tagging another player. GARDEN SCAMP _10 to 30 or more players. _ _Playground; gymnasium; schoolroom; parlor. _ This game is a great favorite with children, and may be made anopportunity for much sport with youths and older players. All but two of the players form a ring by clasping hands, theinclosure serving as the garden. Within this one of the odd playerswho is assigned to be the scamp takes his place. The other odd player, the gardener, moves around on the outside of the circle. The gardener calls to the scamp inside, "Who let you in my garden?"and the scamp answers, "No one!" whereupon he starts to run away, thegardener chasing him. The gardener must take the same path followed bythe scamp in and out under the arms of the players, who must lifttheir hands to let them pass. The gardener must also go through all ofthe movements performed by the scamp, who may jump "leapfrog" over anyplayer in the circle, turn somersaults, crawl between the legs of acircle player, double unexpectedly on his path, circle around one ofthe players, or resort to any other device for making the chasedifficult. If the scamp be caught, he becomes gardener, and thegardener joins the circle. The former scamp, now gardener, chooses anew scamp to go into the circle. Should the gardener fail to follow in the exact path of the scamp, orto perform any of the feats or antics of the scamp, the gardener mustat once join the ring, and the scamp then has the privilege ofchoosing a new gardener. FOR THE SCHOOLROOM. --This game may be played by the entire classforming a circle around the room as close to the seats as possible toleave room for the chase outside the circle. Where seats can be turnedup, this should be done, to give the runners opportunity to cross andrecross the center space easily. The scamp, however, may vault overseats in his efforts to escape or delay the gardener. GOING TO JERUSALEM _10 to 60 or more players. _ _Parlor; gymnasium; schoolroom. _ A row of chairs is placed in the center of the room, so that they facealternately in opposite directions, one chair to one side, the next tothe opposite side, etc. There should be one chair less than the numberof players. The game is most interesting when played with musicalaccompaniment. The game starts with all the players seated in the row of chairsexcept one. This odd one is the leader, and his first object is torecruit the players for his trip to "Jerusalem. " He carries a cane andwalks around the row repeating, "I'm going to Jerusalem! I'm going toJerusalem!" in singsong. Every few moments he stops at his discretionand knocks with his cane on the floor behind the chair of some player. Immediately the player thus summoned rises from his chair and followsthe leader, sometimes having a lively scramble to encircle the row ofchairs and catch up with him. The next player knocked for follows thisone, and so on, until all are moving around in single file. The leadermay reverse his direction at pleasure. This general hurry andconfusion for the start may, with a resourceful leader, add much tothe sport of the game. When the players are all recruited, they continue to march around therow of chairs, the main object of the game being the scramble forseats when the music stops, or upon some other signal to sit if therebe no music. The musician will add to the interest of the game by varying the timeof the march from slow and stately time to "double quick. " At anymoment, after all the players are marching, the music may stopsuddenly. Whenever this happens, the players all scramble for seats. There will be one odd player left without a seat. This player isthenceforth out of the game and retires to one end of the room, taking with him one of the chairs. This continues until there are onlytwo players encircling one chair, and the one who secures it wins. Where two players reach a chair at nearly the same time, the chairbelongs to the one who first reached it, or who is sitting more fullyon it. Sitting on the arm of a chair does not count, nor touching itwith the hands or knees. FOR THE GYMNASIUM. --When played in a gymnasium, a row of gymnasiumstools may be used instead of chairs, and the gathering up of theplayers omitted, the game starting with the stools empty. FOR THE SCHOOLROOM. --When played in the schoolroom, the game startswith all of the players ready to march, the first part of the game, inwhich they are recruited, being omitted. The class should march inserpentine form up one aisle and down the next, etc. , instead ofencircling a row of seats. There should be for a large class from oneto six less seats than the number of players. For instance, one seatshould be counted out in each row or each alternate row. The seat thatis not in play may be designated by turning it up, if of that variety, and by placing a book on the desk belonging to it. Wherever played, the game may be carried on without music, simply bythe leader or teacher beating time and stopping when players are tosit; or he may give a signal or a command to "Sit!" GOOD MORNING _10 to 60 or more players. _ _Schoolroom; parlor. _ This is a very pretty sense-training game, --cultivating discrimination through the sense of hearing. Little children are very fond of it, and it is most interesting and surprising to note the development of perceptive power through the playing of the game. One player blinds his eyes. He may do this by going to a corner of theroom and facing the wall, with his hand over his eyes; or a verypretty method is to have him go to the teacher or leader, with hisface hidden in her lap, and her hands on either side of his head, likethe blinders of a horse. The teacher then silently points to some other player in the class, who rises at once and says, "Good morning, David!" (or whatever thechild's name may be). The little guesser, if he has recognized thevoice, responds with, "Good morning, Arthur!" (or other name). If hedoes not guess the voice after the first greeting, the child may berequired to repeat it, until the guesser has had three trials. Shouldhe fail on the third trial, he turns around to see who the player was, and changes places with him. If he names the right player, the guesserretains his position until he fails to guess the voice of the onegreeting him, one player after another being required to stand andgive the greeting "Good morning!" When pupils have become somewhat proficient in the guesser's place, the others should be required to change their seats after the guesserhas blinded his eyes, so that he will not be assisted in his judgmentby the direction from which the voice comes, which is very easily thecase where the other players are in their accustomed seats. Of course the greeting will be varied according to the time of day, being "Good afternoon!" or "Good evening!" as may be appropriate. Occasionally, in a school game, a pupil from another room may becalled in. Should a strange voice be heard in this way, the littleguesser is considered correct if he answer, "Good morning, stranger!" GUESS WHO _10 to 30 or more players. _ _Playground; gymnasium; parlor; schoolroom. _ Where there are more than ten players, it is desirable to have themseparated into several groups. Each group has a leader, and lines upin rank (side by side), with the leader in the middle. One odd playerstands in front of the line, facing it. The odd player asks:-- "Have you seen my friend?" The line answers, "No. " First player:-- "Will you go and find him?" "Yes. " "Put your finger on your lips and follow me!" The player in front then turns around and, with finger to his lips, runs to another part of the ground, all of the row falling in behindand following him, each player with finger on lips. When they havereached a new position, the first player stops with his back to theline, which re-forms in a new order under the direction of its leader, so that the players do not stand in the same relative positions aswhen the odd player faced the line. One player from the row selectedby the leader now steps forward behind the odd player and says, tryingto disguise his voice, "Guess who stands behind you!" If the odd player guesses correctly, he retains his position, turnsaround, and the dialogue begins over again. If the guess be wrong, theone who is It changes places with the one whose name he failed toguess. GYPSY _5 to 10 players. _ _Indoors; out of doors. _ This is one of the traditional dramatic games, obviously an abbreviated form of _Mother, Mother, the Pot Boils Over!_ One player is selected for gypsy, and one for the mother. The othersare children. The gypsy remains in hiding while the mother says to herchildren, pointing to the different ones in turn:-- "I charge my children every one To keep good house while I am gone; You and you, but specially you, Or else I'll beat you black and blue. " The mother then goes away and blinds her eyes. During her absence thegypsy comes in, takes away a child, and hides her. The gypsy repeatsthis until all of the children are hidden. The mother returns andfinds her children gone, whereupon she has to find them. When all havebeen found and brought back home, all chase the gypsy. HANG TAG _10 to 100 players. _ _Playground; gymnasium. _ One player is It, or chaser, and changes places with any other playerwhom he can touch (tag). In this form of the game, however, anyplayer may escape being tagged by hanging from anything overhead whichwill enable him to lift his feet from the floor. When played out ofdoors, where there are trees, players will naturally jump to catchhold of the branches of the trees. In a playground or gymnasium piecesof apparatus may be used for the same purpose. A player is consideredimmune if, instead of hanging by his hands, he throws himself acrosssome obstacle, such as a fence, which enables him to lift his feetfrom the ground. The game is very uninteresting if players each choose a place andremain close to it in the intervals of the game; but it may be madefull of sport if each will take risks and run from point to point, taunting the one who is It by going as near him as possible, orallowing him to approach closely before springing for the overheadsupport. The one who is It may not linger near any player to theextent of trying to tire him out in the hanging position, but mustmove rapidly from one to another. A very interesting form of this game for the gymnasium allows no twoplayers to hang from the same piece of apparatus; the last one takingpossession has the right to remain hanging on the apparatus, the onebefore him being obliged to run at once for another place. This keepsthe players moving and makes the game very lively. TREE TOAD. --This is a form of Hang Tag played by the modern Greeks. Itis played where there are trees, the players jumping to clasp thetrunk of the tree as a means of lifting their feet from the groundwhen the branches are too high to reach. This makes a very funny, vigorous, and interesting form of the game, to be played in a grove orshaded lawn. HAVE YOU SEEN MY SHEEP? _10 to 30 or more players. _ _Playground; parlor; gymnasium; schoolroom. _ The players stand in a circle. One walks around on the outside, andtouching one of the circle players on the back, asks, "Have you seenmy sheep?" The one questioned answers, "How was he dressed?" Theoutside player then describes the dress of some one in the circle, saying, for instance, "He wears a red necktie; he is dressed in grayand has low shoes. " The one questioned then names the player whom hethinks this describes, and if right, at once begins to chase himaround the outside of the circle. Each of the circle players must bevery alert to recognize himself in the description given by theoutside player, for immediately that he is named he must run aroundthe outside of the circle, chased by the player who guessed, and tryto reach his own place before being tagged. The one who gives thedescription does not take part in the chase. Should the runner betagged before returning to his place, he must take the place of thequestioner, running in his turn around the outside of the circle andasking of some player. "Have you seen my sheep?" IN THE SCHOOLROOM. --The players remain seated, with the exception ofthe one who asks the first question of any player he chooses. Thisplayer at once stands, guesses the player described, and chases himaround the room, the one chased trying to gain his seat before beingcaught. If caught, he becomes questioner; if not caught, the samequestioner and guesser play as before. HIDE AND SEEK The following games of hiding and seeking will be found inalphabetical order:-- Hide and Seek I spy! Ring-a-lie-vio Run, Sheep, Run! Sardines Smuggling the Geg Ten Steps Yards Off HIDE AND SEEK _2 to 20 or more players. _ _Indoors; out of doors. _ This is a simple form of "I spy, " played by very little children. Onecovers his eyes or blinds and the others hide. When securely hidden, they call "Coop!" and the one who is It goes in search of them. Thecall of "Coop!" may be repeated at the discretion of the hider. Inthis game the object is won when the searcher discovers the hiddenplayers. There is no race for a goal as in "I spy. " HIDE THE THIMBLE (Magic Music) _5 to 60 players. _ _Schoolroom; parlor. _ One player is sent from the room; while absent, one of those remaininghides a thimble, a cork, or some small object which has beenpreviously shown to the absent one. When the object is hidden, theabsent player is recalled, and proceeds to hunt for the hidden object. While he is doing this, the others sing or clap their hands, the soundbeing very soft and low when the hunter is far away from the object, and growing louder as he approaches it. The piano music is desirable, but for schoolroom use singing is found to be more interesting forall, as well as often more practicable. For very little children handclapping is pleasing and sometimes more easily used than singing. HIGH WINDOWS _10 to 30 or more players. _ _Playground; gymnasium. _ All of the players but one join hands in a circle. The odd player inthe center runs around on the inside of the circle and hits one of theplayers with a wisp of grass, if the game be played out of doors, ortags him if played indoors. Both players then run out of the circle, it being the object of the player who was tagged to catch the oddplayer before he can run three times around the outside of the ring. As the runner completes his third time around, the players in thecircle cry "High Windows!" and raise their clasped hands to let bothof the players inside. Should the one who is being chased succeed inentering the circle without being tagged, he joins the circle and thechaser takes his place in the center. Should the chaser tag thepursued before he can circle the ring three times and dodge inside atthe close, the chaser returns to the circle and the one caught goesagain into the center. It is permissible to vary the chase by running away from the immediatevicinity of the circle. Should the chase then become too long, thecircle players may call "High Windows!" as a signal for the runners tocome in. This call is made at the discretion of a leader, whether hebe one of the circle players appointed for that purpose, or a teacher. HILL DILL _10 to 30 or more players. _ _Playground; gymnasium. _ Two parallel boundary lines are drawn from thirty to fifty feet apart;or the game is often played between the curbings of a street, whichserve as boundaries. One player is chosen to be It, and stands in thecenter. The other players stand in two equal parties beyond theboundary lines, one party on each side. The center player calls out, "Hill, dill! come over the hill!" The other players then exchangegoals, and as they run across the open space the one in the centertries to tag them. Any who are tagged assist him thereafter in taggingthe others. This game is not well adapted to very large numbers of players, as it brings two opposing parties running toward each other in the exchange of goals. It is especially suited to conditions where a very wide central field lies between the goals, thus giving opportunity for the players to scatter. HIP _5 to 30 or more players. _ _Playground. _ All of the players stand in an informal group. One of them is providedwith a stick about the size of a broomstick and about two feet long. He throws this as far as he can, at the same time calling the name ofone of the other players. The one who threw the stick, and all theothers except the one whose name is called, then scatter in a run. Theone who is called must pick up the stick, whereupon he becomes "Hip"and must chase the other players. Any player whom he catches hetouches with the stick (pounding not allowed), and that player at oncejoins him in trying to catch the others. Any one caught by the secondplayer, however, must be held by him until Hip can come and touch theprisoner with the stick, whereupon he also joins Hip's party. As thenumber of players with Hip increases, there may be some pretty lively"tussling" on the part of players who are caught, pending the arrivalof Hip to touch them with the stick, as he may have several to reachin this way, and the interval may be considerable in which the captormust hold his victim. The game ends when all of the players have beentouched by Hip. HOME TAG _4 to 60 or more players. _ _Indoors; out of doors. _ One player is It, or chaser, and changes places with any one whom hecan touch (tag) outside of the safety places called homes. One or moresuch places are chosen to which the players may run at any time forsafety. It is advisable to have these homes widely separated, as atopposite ends of the playground. If the players resort to these homestoo frequently to make a good game, the chaser may call "Three times three are nine; Who does not run is mine. " Whereupon every player must run out from his home or goal, or changeplaces with the tagger. HOPPING RELAY RACE _10 to 100 players. _ _Playground; gymnasium; schoolroom. _ A starting line is drawn on the ground, behind which the players standin two or more single files, facing a goal. The goal should be ten ormore feet from the starting line, and may consist of a wall, or a linedrawn on the ground. At a signal the first player in each line hops onone foot to the goal, touches it with his hands (stooping for this ifit be a line on the ground), and hops back to the end of his line, which should have moved forward to fill his place as he started. Hetakes his place at the rear end of the line. He tags the first playerin the line as he passes him, and this player at once hops forward tothe goal. Each player thus takes his turn, the line winning whose lastplayer first reaches the rear of his line, and there raises his handas a signal. If the game be repeated, the hopping in the second round should be onthe opposite foot. FOR THE SCHOOLROOM. --This may be played in the class room by having anequal number of pupils in each row of seats. The players remain seateduntil it is their turn to hop, each hopping from his own seat to theforward blackboard and back to his seat again; or the distance may bemade greater by continuing past his seat to the rear wall and thenback to his seat again. The game starts with those in the rear seats. Each pupil as he takes his seat tags the pupil seated next in front ofhim, who takes this as a signal to start. The line wins whose playerin the front seat first returns and raises a hand to show he isseated. HOUND AND RABBIT _10 to 60 or more players. _ _Playground; gymnasium; schoolroom. _ A considerable number of the players stand in groups of three, withtheir hands on each other's shoulders, each group making a smallcircle which represents a hollow tree. In each tree is stationed aplayer who takes the part of rabbit. There should be one more rabbitthan the number of trees. One player is also chosen for hound. The hound chases the odd rabbit, who may take refuge in any tree, always running in and out under the arms of the players forming thetree. But no two rabbits may lodge in the same tree; so as soon as ahunted rabbit enters a tree, the rabbit already there must run foranother shelter. Whenever the hound catches a rabbit, they changeplaces, the hound becoming rabbit and the rabbit hound. Or the houndmay at any time become a rabbit by finding shelter in an empty tree, whereupon the odd rabbit who is left without shelter must take thepart of the hound. This game may be made very lively, and has much sport in it even for adults. The trees should be scattered promiscuously so that both rabbits and hound may have many opportunities to dodge and run in various directions, with false starts and feints that add zest and interest to such a game. For large numbers of players it is advisable to give each a better chance to participate actively in the game by having the rabbits and trees change parts whenever a rabbit is caught. The hound, and the rabbit who was caught, then choose their successors. [Illustration: HOW MANY MILES TO BABYLON?] HOW MANY MILES TO BABYLON? _10 to 100 players. _ _Indoors; out of doors. _ The players are divided into two lines and stand facing each other, with a distance of about ten feet between. Each line numbers off intwos, and the players in each line take hold of hands. The followingdialogue takes place between the two lines, all of the players in aline asking or answering the questions in unison. The lines rockforward and backward during the dialogue from one foot to another, also swinging the clasped hands forward and backward in time to therhythm of the movement and the words. The time should be rapid. The first line asks:-- "How many miles to Babylon?" Second line:-- "Threescore and ten. " "Will we be there by candle light?" "Yes, and back again. " "Open your gates and let us through. " "Not without a beck [courtesy] and a boo [bow]. " "Here's a beck and here's a boo, Here's a side and here's a sou; Open your gates and let us through. " As the players in the first line say, "Here's a beck and here's aboo, " they suit the action to the words, drop hands, and make each acourtesy, with wrists at hips for the "beck, " and straighten up andmake a deep bow forward for the "boo"; assume an erect position andbend the head sideways to the right for "Here's a side, " and to theleft for "Here's a sou. " Then the partners clasp hands and all runforward in eight quick steps in the same rhythm as the dialogue thathas been repeated, each couple passing under the upraised hands of theopposite couple, which represent the city gates. Having taken theeight steps, the running couple turns around, facing the other linefrom the opposite side. This is done in four running steps, makingtwelve steps in all. The couples that made the gates then turn aroundin four running steps (a total of sixteen steps or beats) until theyface the first line, when they in turn begin the rocking motion andthe dialogue, "How many miles to Babylon?" This is repeatedindefinitely, each line being alternately the questioners and thegates. The time in which the lines are repeated and the accompanying movements should be very brisk and rapid, so as to give life and action to it. The start forward in the run when the couples pass through the gates should be made with a decided stamp or accent on the first step; and the last step with which they turn in place, facing the line after they have passed through the gates, should have a similar accent. The questions and answers should be given with varied intonation to avoid monotonous singsong. Mrs. Gomme ascribes the origin of this game to a time when toll was required for entrance into a city, or for the carrying of merchandise into a walled town. The form here given is of Scottish origin, gathered by the writer, and is different from any published versions that have been consulted. HUCKLE, BUCKLE, BEAN STALK _5 to 60 players. _ _Schoolroom; parlor. _ This game is a form of Hide the Thimble. A thimble, cork, ring, or other small object may be used for hiding. All of the players leave the room save one, who places the object inplain sight but where it would not be likely to be seen, as on the topof a picture frame, in a corner on the floor, etc. It may be placedbehind any other object, so long as it may be seen there withoutmoving any object. This hiding will be especially successful if somehiding place can be found near the color of the object; for instance, if the object be of metal, to hang it from the key of a door, put itin the filigree of a vase, etc. When the object has been placed, theplayers are called into the room, and all begin to look for it. Whenone spies it, he does not at once disclose this fact to the others, but quietly takes his seat, and when seated, says, "Huckle, buckle, bean stalk!" which indicates that he knows where the object is. Thegame keeps on until all of the players have located the object, oruntil the teacher or leader calls the hunt closed. The first one tofind the object hides it for the next game. HUNT (THE) _10 to 30 or more players. _ _Playground; gymnasium. _ The ground is marked off with two goals at opposite ends by parallellines drawn entirely across it. The space between the lines shouldmeasure from thirty to fifty or more feet. One player is chosen forhunter, who stands in the center. The other players are named ingroups from various animals; thus there will be several lions, severaltigers, etc. These groups are divided so that part stand in one goaland part in the other, the number of players being equal in each goalwhen the game opens. The hunter, standing in the center, calls the name of any animal hechooses, whereupon all of the players bearing that name must changegoals. The hunter tries to catch them while they are in his territory. The first player caught must thereafter help the hunter in catchingthe others. The second player caught changes places with the first, the first one then being placed in a "cage" at one side of theplayground and is out of the game. The game ends when the hunter hascaught all of the animals. There are several games very similar to this, but all of them have distinctive points that make them quite different in playing. In the present game the hunter has the advantage of chasing players running from both directions, but there is a comparatively small number of these, and he is placed at the disadvantage of not usually knowing just which players bear the names of certain animals. HUNT THE FOX _20 to 60 or more players. _ _Playground; gymnasium. _ The players stand in two parallel lines or files facing to the front, with about five feet distance between the files, and considerabledistance between each two players in a file, so that the runners mayhave space to run between them. The head player of one file is a foxand the head player of the opposite file the hunter. At a signal the fox starts to run, winding in and out from one side tothe other of his file until he reaches the bottom, when he turns andcomes up the opposite file. The fox is not obliged to run between eachtwo players, but may skip any number that he wishes, and choose hisown track. The hunter must follow in exactly the same trail, beingobliged, should he make a mistake, to go back to the point at which hediverged from the path of the fox. If the fox succeeds in getting backto the head of the second file without being caught, he is consideredto have escaped, and takes his place at the foot of his own file. Should he be caught by the hunter, he changes places with the latter, the hunter going to the foot of the fox's file, and the fox taking thehunter's original place at the head of his file. The second player inthe fox's file, who should have moved up to the front to keep thelines even, is then fox for the next chase. HUNT THE SLIPPER _10 to 30 or more players. _ _Parlor; seashore; gymnasium. _ All of the players but one sit in a circle, with the feet drawn up andknees raised so that a slipper may be passed from hand to hand of eachplayer under his knees. Where both boys and girls are playing, it isdesirable to have the girls alternate as much as possible with theboys, as the slipper is more readily hidden under their skirts. Theplayers pass the slipper or bean bag around the circle under theknees, the object being on their part to evade the vigilance of theodd player, who runs around on the outside of the circle trying totouch the person who holds the slipper. Many devices may be resortedto for deceiving the hunter, such as appearing to pass the slipperwhen it is not in one's hands, or holding it for quite a while asthough the hands are idle, although it is not considered good sport todo this for very long or often. The players will use every means oftantalizing the hunter; for instance, when he is at a safe distance, they will hold the slipper up with a shout, or even throw it to someother person in the circle, or tap the floor with it. When the huntersucceeds in catching the player with the slipper, he changes placeswith that player. When the circle of players is very large, the odd player may take hisplace in the center instead of outside the circle. INDIAN CLUB RACE _10 to 100 players. _ _Gymnasium; playground. _ This game is an adaptation of the Potato Race. See also the related game _All Up Relay_. [Illustration diagram: INDIAN CLUB RACE] The players are lined up in two or more single files, the firstplayers standing with toes on a starting line. A small circle ismarked on the ground to the right of the first player in each file, and just within the starting line. A series of six small crosses isalso marked on the ground in front of each line, at intervals of sixfeet apart, continuing in the same direction as the file, the firstone being ten or fifteen feet from the starting line. An Indian clubis placed on each cross. At a signal, the first runners rush forward, each picks up a club, returns, and places it (standing upright) withinthe small circle, beside his starting place, returns for another, andso on until all six clubs are within the circle. The first players, having finished, pass to the rear of their respective lines, whichmove up to the starting line. At a signal the next row of players take each a club and return it toone of the crosses, returning for another, etc. , until all are placed. The next runners return the clubs to the circle, and so on until eachplayer in the files has taken part. The file wins whose last player isfirst to get back to the starting line after placing the last club. In case of a tie, the last three players from the tied files may berequired to repeat the play. This is one of the best games for training in self-control, and ateacher should strictly enforce the rules. Any player starting overthe line before the signal, or standing with the foot beyond it beforestarting, should go back and start over again. Whenever a club fallsdown, or is not placed on the cross or in the circle, the player whoplaced it must go back and stand it upright or it counts as a foul. I SAY, "STOOP!" _5 to 60 or more players. _ _Playground; gymnasium; schoolroom. _ This game is a variation of the old familiar game "Simon says, " butcalls for much more activity than the latter game. The players stand in a circle, and in front of them the leader orteacher. The teacher says quickly, "I say, stoop!" and immediatelystoops himself and rises again, somewhat as in a courtesy. The playersall imitate the action; but when the leader says, "I say, stand!" atthe same time stooping himself, the players should remain standing. Any who make a mistake and stoop when the leader says, "I say, stand!"are out of the game. This may be made a very amusing little game to fill in a few dull moments, and when used in the schoolroom, it serves to refresh tired minds very quickly. The leader should speak and move very rapidly and make unexpected variations in the order in which the two commands are given. I SPY (See _Hide and Seek_ for list of other games of this type. ) _3 to 30 or more players. _ _Out of doors; indoors. _ One player is chosen to be the spy, who blinds his eyes at a centralgoal while the other players scatter and hide. The spy counts onehundred, upon the completion of which he announces his readiness totake up the hunt by shouting aloud:-- "One, two, three! Look out for me, For I am coming and I can see!" Or he may shout only the word "Coming!" as he leaves the goal, ormerely the last count, "One hundred!" The spy endeavors to detect asmany hidden players as possible, and for each player must dash back tothe goal, hit it three times, and call out, "One, two, three for----, " naming the player. Should he make a mistake in identity, theplayer really seen and the one named by mistake are both free and mayreturn to the goal without further danger. As soon, however, as aplayer knows he has been detected by the spy, he should race with thelatter for the goal, and should he reach it first, should hit it threetimes and call out, "One, two, three for me!" Any player who can thusmake the goal after the spy has started on his hunt may save himselfin this way, whether he has been detected or not. Should all of theplayers save themselves in this way, the same spy must blind for thenext game. This, however, seldom happens. The first one caught by thespy, that is, the first one for whom he touches the goal, becomes spyfor the next game. JACK BE NIMBLE _10 to 60 players. _ _Indoors; out of doors; schoolroom. _ This game is suitable for very little children. Some small objectabout six or eight inches high is placed upright on the floor torepresent a candlestick. This may be a small box, a book, bottle, oranything that will stand upright; or a cornucopia of paper may be madeto answer the purpose. The players run in single file and jump withboth feet at once over the candlestick, while all repeat the oldrhyme:-- "Jack be nimble, Jack be quick, And Jack jump over the candlestick. " When there are more than ten players, it is advisable to have severalcandlesticks and several files running at once. In the schoolroomthere should be a candlestick for each two rows of players, and theseshould encircle one row of seats as they run. JACOB AND RACHEL _10 to 30 or more players. _ _Playground; gymnasium; parlor. _ All of the players but two form a circle with clasped hands. The twoodd players are placed in the center, one of them, "Jacob, " beingblindfolded. The object of the game is for Jacob to catch the otherplayer, "Rachel, " by the sound of her voice; but Rachel is supposed tobe rather coy, and to do all in her power to avoid being caught byJacob, even though she answer his questions. Jacob begins the game by asking, "Rachel, where art thou?" Rachelreplies, "Here am I, Jacob, " and immediately tiptoes to some otherpoint in the ring, trying to evade Jacob's outstretched hands as hegropes for her. Rachel may stoop to evade being caught, or may dashfrom one side of the ring to the other, or resort to any tacticsexcept leaving the ring. Jacob may repeat his question whenever hewishes, and Rachel must answer each time. When Rachel is caught, Jacob returns to the ring, Rachel isblindfolded and chooses a new Jacob, this time taking the aggressivepart and seeking him with the question, "Where art thou, Jacob?" etc. When the game is played by both boys and girls, the names are usedproperly, but where all boys or all girls are playing, the same namesare used, but one of the party is personated by a player of theopposite sex. JAPANESE CRAB RACE _2 to 60 or more players. _ _Gymnasium; playground. _ If there be but few players for this game, it may be played as asimple race, without the relay feature, as here described. For largenumbers the relay idea will be advisable. The players are lined up behind a starting line, in from two to fivesingle files, each containing the same number. Opposite each file, ata distance of from twenty-five to forty feet, there should be drawn acircle about three feet in diameter. The game consists in a race runbackward on feet and hands (or "all fours") to the circles. To start, the first player in each file gets in position, with his heels on thestarting line and his back to the circle for which he is to run; andall start together at a signal, the player who first reaches hiscircle scoring one point for his team. Others follow in turn. Until one has tried this, it would be difficult to realize how thoroughly the sense of direction and the power to guide one's movements are lost while running in such a position. It is one of the jolliest possible games for the gymnasium. JAPANESE TAG _4 to 60 or more players. _ _Indoors; out of doors. _ One player is chaser, or It, and tries to touch or tag all of theother players, the one tagged then becoming chaser. In this form ofthe game, however, whenever a player is touched or tagged, he mustplace his left hand on the spot touched, whether it be his back, knee, elbow, ankle, or any other part of the body, and in that position mustchase the other players. He is relieved of this position only when hesucceeds in tagging some one else. As in other tag games where there are large numbers of players, several players may take the part of the tagger, or It, at the sametime. JOHNNY RIDE A PONY _10 to 60 players. _ _Playground; gymnasium. _ This is a game of leapfrog. The players are divided into two evenparties, except for one leader, one party being the ponies and theother the riders, or Johnnies. The ponies form one long back asfollows: one player stands upright against a wall or fence; the firstback stoops in front of this leader, bracing his head against him;the other players grasp each the waist of the player in front, andstoop with the heads against him or turned to one side (away from thejumper). When the backs (ponies) are ready, the riders all run towardthem from the side, each rider vaulting from the side on to the backof one pony. The ponies try in every way, except by straightening up, to throw their riders while the leader counts fifty. If a rider bemade to touch even one foot to the ground, the ponies have won andscore a point, the riders exchanging places with them. If the poniesfail in this attempt, they must be ponies again. The side wins whichhas the highest score at the end. JUMPING RELAY RACE _10 to 60 or more players. _ _Playground; gymnasium; schoolroom. _ The players are lined up in several single files behind a startingline which is drawn at from ten to fifty feet from a finishing linewhich should be parallel to it. At a signal the first players in eachfile, who have been standing with their toes on the starting line, jump forward with both feet at once and continue the jumping to thefinish line, when they turn and _run_ back to the starting line. Eachplayer, on returning to the starting line, should touch the hand ofthe next player in his file, who should be toeing the line ready tostart, and should begin jumping as soon as his hand is touched by thereturn player. The first jumper goes at once to the foot of the line, which moves up one place each time that a jumper starts out, so thatthe next following player will be in position on the line. The file wins whose last player first gets back to the starting line. [Illustration: JUMPING ROPE ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL] JUMPING ROPE (Skipping) _3 to 100 players. _ _Playground; gymnasium. _ Jumping a rope is admirable for both boys and girls, combining muchskill with invigorating exercise. It should always be done on thetoes, with a "spring" in the ankles and knees to break the jar, andshould not be carried to a point of exhaustion. It may be made one ofthe most interesting competitive games for large numbers, lined up inrelay formation and jumping in turn over a long rope. There shouldthen be one rope for each line. A score should be kept for each team, each feat successfully performed by a player scoring one point for hisor her team. For each round, each player in all teams should performthe same feat. The different series following are for:-- I. Small single rope. II. One large rope. III. Two large ropes. IV. Large single rope and small individual rope. The small single rope or individual rope should be about six feet longfor the average player. A good general rule is to have it just longenough to reach to the shoulders on each side while the player isstanding on it. A rope not made with handles at the ends should have a knot tied ateither end, to prevent untwisting and to give a firm hold. Everyjumper knows how to twist the ends around the hands to make shorter arope that is too long. A long rope should be heavy and from ten to twenty feet in length. Itshould be turned by two players while one or more jump, as indicated. When not used for athletic competition, any player failing in thejumping should change places with one of the turners; that is, should"take an end. " I. Small Single Rope 1. Standing in one place, the jumper turns the rope forward and jumpson the toes of both feet for from ten to twenty-five counts. Prolongedjumping beyond this number to the point of exhaustion should not bedone. 2. Standing in one place, jump five counts on one foot and then fiveon the other. 3. Jump as in 1 and 2, but turn the rope backward instead of forward. 4. Running and skipping, the rope turned forward. 5. Running and skipping, the rope turned backward. 6. Running and skipping, one player in the rope and two others runningand turning the rope. The one who is skipping repeats the verse:-- Butterfly, butterfly, turn around; Butterfly, butterfly, touch the ground; Butterfly, butterfly, show your shoe; Butterfly, butterfly, twenty-three to do. 7. All of the above with two jumpers, each turning one end of therope, the inner hands resting on each other's shoulders. 8. As in 7, but with two jumpers, one standing behind the otherinstead of side by side, a hand of the rear jumper being placed on ahip of the one in front. Each turns one end of the rope. II. One Large Rope 1. The rope should be turned toward the jumper, who should run under. 2. Rope turned away from the jumper, who runs under. 3. Run in; jump once and run out on the opposite side; the rope turnedtoward jumper. 4. Run in, jump once, run out on the opposite side; rope turned awayfrom jumper. 5. Repeat 3 and 4, jumping five or more times before running out. 6. Run in, jump once, and run out backward. 7. The player runs in and jumps while the turners say, "Salt, pepper, mustard, cider, vinegar, " increasing the speed with which the rope isturned as the word _vinegar_ is said. 8. "Rock the Cradle. " The turners of the rope do not make a completecircle with it, but swing it from side to side in a pendulum motion. In this position the player runs in and jumps from one to five timesand runs out on the other side. 9. Run in (_a_) with the rope turned toward the jumper, and then (_b_)away from the jumper, and jump five times and run out, the handsmeanwhile being placed in some particular position, such as held outsideways at shoulder level, clasped behind, placed on the shoulders, or head, or hips, etc. 10. Run in, first with the rope turned toward the jumper and then awayfrom the jumper, and jump in various ways--as on both feet at once; onone foot; on the other foot; on alternate feet with a rocking step, changing from one foot to the other. 11. "Chase the Fox. " The jumpers, instead of taking single turns untileach has missed, choose a leader or fox who goes through the variousjumps as described, all of the others following in single file. Forinstance, the fox runs under the rope without skipping the others allfollow. The fox then turns and runs back; the others follow. The foxruns in and takes any of the jumps described above and runs out, theothers in turn following. 12. Repeat all of the above jumps, running in in pairs, threes, etc. 13. "Calling in. " A player runs in and jumps three times, calling someone in by name on the second jump. They jump once together, and thefirst player runs out on the opposite side. The second player, inturn, calls some one in on his second jump, etc. 14. A player runs in, calls some one in on the first jump, andcontinues jumping to five and then runs out. The player called incalls another on his first jump, etc. , until there are five jumping atone time. It will probably be necessary for players to run out onopposite sides. 15. "Begging. " Two players run into the rope and jump together side byside. While jumping, they change places. One player starts this bysaying, "Give me some bread and butter;" and the other, whilechanging, answers, "Try my next-door neighbor. " This is continueduntil one trips. 16. A player runs in, turns halfway around in two jumps, and runs outon the same side. 17. A player runs in, turns all the way around in two jumps, and runsout on the opposite side. 18. "Winding the Clock. " A player runs in, counts consecutively fromone to twelve, turning halfway around each time, and then runs out. 19. "Drop the Handkerchief. " A player runs in, and while skipping, drops his handkerchief, and on the next jump picks it up again, reciting the lines:-- "Lady, lady, drop your handkerchief; Lady, lady, pick it up. " 20. "Baking Bread. " A player runs in with a stone in his hand, andwhile jumping places it on the ground, straightens up, picks up thestone again, and runs out. 21. A player runs in and works his way while skipping toward one endof the rope. He says to the turner at that end, "Father, give me thekey. " The turner says, "Go to your mother. " The player then jumps tothe opposite end of the rope and says, "Mother, give me the key;" andthe turner at that end answers, "Go to your father. " This is continueda certain number of times, or until the player trips. III. Two Large Ropes In this series two ropes are turned at one time, and this requires considerable skill on the part of the turners and a great deal on the part of the jumpers. When two ropes are turned inward toward each other, the turn is called "Double Dodge, " or "Double Dutch. " When the two ropes are turned outward, away from each other, the turn is called "French Rope. " 1. While the two ropes are turned inward, the players run in, jump, orskip over each rope in turn as it comes, and run out on the oppositeside. 2. Number one is repeated, taking the fancy jumps described under 1for the single rope. 3. The two ropes are turned outward, and the players run in, jump, andrun out, as described above. 4. "Chase the Fox. " This is played with the ropes turning eitherDouble Dodge, or French Rope, and any of the fancy jumps mentionedpreviously are taken, the players going through in single file, following a leader, the fox, who chooses the feat which all are toperform. IV. Large Single Rope and Small Individual Rope While two turners keep the large rope turning, a player turning andskipping his own small rope goes through the following feats:-- 1. The player stands in and jumps five times, both the large and smallropes starting together. He then runs out forward. 2. While turning and skipping his own individual rope, the player runsunder the large rope. 3. The player runs in while his own rope is turning, jumps five times, and runs out on the opposite side. 4. The player stands in, jumps five times, and runs out backward. 5. The player runs in while turning his individual rope backward, jumps three times, and runs out. 6. A player jumps in the large rope, at the same time turning andjumping in his own individual rope. Another player runs in, facinghim, in the small rope, jumps with him, and then runs out againwithout stopping either rope. JUMP THE SHOT (Sling Shot) _10 to 60 or more players. _ _Playground; gymnasium. _ For this game a shot bag, such as is used to weight the ends of the rope that is drawn over jump standards, may be used, and the game takes its name from this. This bag, however, being heavy and hard, may lead to accidents by hitting the ankles of players, and other things are more desirable unless the players be expert. A bean bag, sand, or oat bag will do just as well, tied to the end of a rope. The players stand in a circle, with one in the center holding a ropewith a weight on the end. The center player swings the rope around todescribe a large circle on the floor, with a sufficient length of ropeto place the bag in line with the feet of those in the circle. Thecircle players jump to avoid being caught around the ankles by therope. Any one caught in this way must retire from the circle, theplayer winning who longest retains his place. KALEIDOSCOPE (Flower Garden) _5 to 30 or more players. _ _Schoolroom; parlor; playground. _ This is a quiet game, and makes a pleasant and restful change frommore active games. It may be correlated with geography, history, literature, and many other subjects. The players are all seated, with the exception of from four to six, who stand in a line in front of their fellows, each being given, orchoosing, the name of a color, --red, violet, green, etc. The playerswho are seated then close their eyes, and those who represent colorschange places in the line. When they are rearranged, those who areseated open their eyes, and being called upon individually, try toname the colors in their new arrangement, the game being a test ofmemory. IN THE SCHOOLROOM, and for little children, to give more activity thecolors should scatter and run around the room after being named, halting on a signal. The player who is to name them then runs aroundthe room to the different ones as they stand scattered in this way, naming each as he reaches him. CORRELATION. --This game may be correlated with any academic subject in which familiarity with proper names is desired; as in History. --By using the names of generals or statesmen from a given period instead of the colors. Geography. --The names of capital cities, states, rivers, etc. Literature. --The names of the works of a given author; of the authors of a period, or of the characters in a book or play. Nature study. --The names of birds, trees, flowers, or any other branch of nature study may be used. LADY OF THE LAND _4 to 10 players. _ _Indoors; out of doors. _ This is one of the old dramatic games in which various parts are enacted by the different players. One player takes the part of a lady and stands alone on one side. Another represents a mother, and the balance are children, from two toeight in number, whom the mother takes by the hand on either side ofher, and approaches the lady, repeating the following verse; thechildren may join with her in this if desired:-- "Here comes a widow from Sandalam, With all her children at her hand; The one can bake, the other can brew The other can make a lily-white shoe; Another can sit by the fire and spin; So pray take one of my daughters in. " The lady then chooses one of the children, saying:-- "The fairest one that I can see Is pretty [Mary]; come to me. " Mother:-- "I leave my daughter safe and sound, And in her pocket a thousand pound. Don't let her ramble; don't let her trot; Don't let her carry the mustard pot. " The mother then retires with the other children, leaving the daughterchosen with the lady. This daughter sits down behind or beside thelady. As the mother retires, the lady says, under her breath, so thatthe mother may not hear:-- "She shall ramble, she shall trot; She shall carry the mustard pot. " This entire play is repeated until all of the children have beenchosen and left with the lady. The mother then retires alone, andafter an interval in which several days are supposed to have elapsed, calls to see her children. The lady tells her she cannot see them. Themother insists, and the lady finally takes her to where they aresitting. The mother goes to one child and asks how the lady has treated her. The child answers, "She cut off my curls and made a curl pie and nevergave me a bit of it!" The mother asks the next child, who says she cutoff her ear or fingers, etc. , and made a pie, not giving her a bit ofit. When all have told the mother what the lady has done to them, theyall rise up and chase the lady; when captured, she is led off toprison. This is one of the oldest traditional dramatic games, and is found in some form in almost all countries. Sometimes the mother is supposed to be poor, and bestows her children upon the wealthy lady of the land for adoption. It is thought possibly to have come from the country practice in European countries of hiring servants at fairs. LAME FOX AND CHICKENS _10 to 30 or more players. _ _Playground; gymnasium. _ One player is chosen for the fox, and stands in a den marked off atone end of the playground. The rest are chickens, and have a chickenyard at the opposite end of the ground. The chickens advance as nearas they dare to the den of the fox and tease him by calling out: "Lamefox! Lame fox! Can't catch anybody!" The lame fox may take only threesteps beyond his den, after which he must hop on one foot, trying totag the chickens while hopping. All tagged become foxes and go homewith him, thereafter sallying forth with him to catch the chickens. They must all then observe the same rule of taking but three stepsbeyond the den, after which they must hop. Should any fox put bothfeet down at once after his three steps while outside the den, thechickens may drive him back. Care should be taken that the hopping benot always done on the same foot, though a fox may change his hoppingfrom one foot to the other. The chicken last caught wins the game andbecomes the first lame fox in the new game. Where more than thirty players are engaged, the game should start withtwo or more foxes. This game has sometimes been called Lame Goose. It is admirable for players of all ages, but, like all "dare" games, is especially good to overcome timidity. Timid children should be encouraged to venture near the fox and to take risks in giving their challenge. LAST COUPLE OUT (Widower; Last Pair Pass) _11 to 31 or more players. _ _Playground; gymnasium. _ An odd number of players is required for this game. One is chosen forcatcher, who stands at one end of the playground with his back to theother players. The other players stand in couples in a long linebehind him, facing in the same direction that he does. The catchershould be not less than ten feet in front of the first couple. The catcher calls, "Last couple out!" when the last pair in the lineruns toward the front, the right-hand one on the right side of thedouble line, and the left-hand one on the left side, and try to joinhands in front of the catcher. The catcher may not chase them beforethey are in line with him, and may not turn his head to see when orfrom where the runners are coming. They should try to gain their endby varying the method of approach, sometimes both circling far outbeyond him on either side, or one of them doing this and the otherrunning in close toward the lines. [Illustration diagram: LAST COUPLE OUT] If the catcher succeeds in catching one of the players before thatplayer can clasp hands with his partner, these two, catcher andcaught, form a couple and take their places at the head of the line, which should move backward one place to make room for them, and theother player of the running couple becomes catcher. If neither becaught, they are free; _i. E. _ out of the game. In the Scotch and Swedish forms of this game, the title is "Widow" or "Widower, " the catcher supposedly taking the part of the bereaved one and trying to get a mate. It has been suggested that the game has descended from old methods of marriage by capture. LAST MAN _10 to 60 players. _ _Schoolroom. _ This is a schoolroom adaptation of the game usually known as "Three Deep, " or "Third Man. " It is one of the most interesting and popular schoolroom games. One player is chosen to be runner and another chaser. The remainingplayers are seated. The game starts with quite a distance betweenrunner and chaser. The first object of the game is for the chaser totag (touch) the runner. Should he do this, they immediately changeparts, the previous chaser having to flee instantly for safety withthe previous runner, now chaser, after him. The greatest sport of thegame comes in, however, in the way the runner may save himself at anytime from being tagged by the chaser by standing at the rear of anyrow of seats and calling "Last man!" As soon as he does this, the onesitting in the front row of that line of seats becomes liable totagging by the chaser, and must instantly get up and run. As soon ashe has left his seat, the entire line moves forward one seat, leavinga seat at the rear for the "last man. " There may be no moving of thiskind, however, until the runners are out of the aisle. As in all running games in the class room, the seated players mustkeep their feet under the desks and out of the aisles. It will be seen that all of the players must be very alert to watchthe actions of the runner, but especially those sitting in the frontseats, as at any moment one of them may have to become runner. Thelast man must never fail to call out the words "Last man!" when hetakes his stand at the rear of a row of seats. He is not considered tohave taken refuge until he does this. LEADER AND FOOTER _50 to 60 or more players. _ _Playground; gymnasium. _ This is a leapfrog game. One player is chosen to be "back, " and hechooses a leader, generally the poorest jumper, and a "footer"--thebest jumper. A starting or "taw" line is drawn on the ground and theback stands with his side parallel to it. The other players line up insingle file at some distance, with the leader at the head and thefooter at the rear of the line. The footer dictates the way in whichthe back is to be cleared and his distance from taw. For instance, hemay, having put a long distance between the back and the line, requirea run of a limited number of steps, or a hop and skip (specifying thenumber), before the jump. The leader makes the first jump asprescribed by footer, and the others, in turn, including the footer. Any player failing in the feat becomes back. Any player who isdoubtful of success may call upon the footer to perform the feat. Ifthe footer fails, he becomes the back. If the challenge besuccessfully met, the one making the challenge becomes back. LEAPFROG The back. --Any player who bends over to make a back for others to leap over is called the "back. " He must rest his hands on his knees or near them to make a firm back. It is against the rules for any player making a back to throw up his back or bend it lower while a player is leaping over it; but each player, before jumping, may say "High back!" or "Low back!" which the one who is down must adjust before the jumper starts. He then must do his best to keep the back perfectly level and still, unless the game calls for a different kind of play. In some games the back stands with his back toward the jumpers, and in others with his side toward them. If he is to stand on a certain line, he must "heel it" if with his back toward them, or, if his side be toward them, stand with one foot on either side of the line. The jumper. --The player who leaps must lay his hands flat on the back at the shoulders and not "knuckle, " _i. E. _ double under his fingers. Any player transgressing this rule must change places with the back. The back must be cleared without touching him with the foot or any part of the body except the hands. Such a touch is called "spurring, " and the transgressor must change places with the back if the latter stands upright before the next player can jump over him. If he does not stand upright in time, he remains back. When a leap is made from a starting line or taw, the jumper may not put his foot more than half over the line. Good jumpers will land on the toes with knees bent and backs upright, not losing the balance. The leapfrog games here given in alphabetic order include:-- I. WITH ONE BACK: II. WITH TWO OR MORE BACKS: Leader and Footer Bung the Bucket Leapfrog Johnny Ride a Pony Leapfrog Race Cavalry Drill Par Saddle the Nag Spanish Fly Skin the Goat LEAPFROG _2 to 100 players. _ _Playground; gymnasium. _ The first player makes a back, standing either with his back or hisside toward the one who is to leap over. The next player runs, leapsover the back, runs a few steps forward so as to allow space for a runbetween himself and the first player, and in his turn stoops over andmakes a back. This makes two backs. The third player leaps over thefirst back, runs and leaps over the second, runs a short distance andmakes a third back, etc. , until all the players are making backs, whenthe first one down takes his turn at leaping, and so on indefinitely. VARIATION. --This may be made much more difficult by each playermoving only a few feet in advance of the back over which he hasleaped, as this will then leave no room for a run between the backs, but means a continuous succession of leaps by the succeeding players. LEAPFROG RACE _10 to 100 players. _ _Playground; gymnasium. _ The players are lined up in two or more single files, as for thesimplest form of leapfrog, but the game is a race between thedifferent files. The first player takes his place on the starting or taw line and makesa "back, " with his head away from the file. The next playerimmediately jumps over and makes a back one pace forward of the firstplayer. The third jumps over the backs of the two and makes a thirdback, and so on until all are down, when the first player jumps overall in succession, but steps one side when he has vaulted over thelast back. The others all follow. The line wins which is first reduced to one player in the position of"back. " In other words, when every player in the line has jumped overthe back of every other player. A burlesque on this game, which has in it some good sport andexercise, consists in crawling between the feet of the players insteadof jumping over their backs. This may be done for every player in theline, or the two methods alternated, leaping over the back of one, crawling between the feet of the next, etc. LETTING OUT THE DOVES _3 to 30 players. _ _In doors or out of doors. _ This game is particularly suitable for young children. The playersstand in groups of three. One in each group, usually the smallest, represents a dove; one a hawk, larger than the dove or a swifterrunner; and the third the owner of the birds. The dove stands in frontof the owner, holding her by the hand. The hawk stands behind, alsoheld by the hand. The owner throws the dove from her with a gesture ofthe hand, first toward herself and then away, as a dove might betossed for flight in the air, and the little dove sails away, witharms floating like wings. When the dove has a sufficient start, sothat the larger and swifter hawk may not get her too easily, the ownerthrows the hawk in the same way. The hawk runs with outstretched armsalso as though flying, and tries to catch the dove, but is obliged torun over exactly the same route as the dove. At her discretion theowner claps her hands as a signal for the two pet birds to return toher, the dove trying to get back without being caught by the hawk. Theclapping for the return of the birds is always done with hollowedpalms to make a deep sound. The owner gives this when the dove hasreached the farthest point to which she thinks it best for her to go, the judgment for this being determined sometimes by the gaining of thehawk on his prey. The dove may not turn to come home until the signalbe heard. It is well to make an imaginative atmosphere for little children forthis game by telling them of the way doves and hawks are trained aspets. This game is played by little girls in China, and is one reported by Dr. Headland in his charming book on the _Chinese Boy and Girl_. Some additional points are given here, kindly supplied by Dr. Headland to the author. LOST CHILD (THE) _10 to 30 or more players. _ _Schoolroom; parlor; playground; gymnasium. _ This is a quiet game designed to test the memory, and makes aninteresting variation when players are tired of active games. Theplayers are all seated, with the exception of one, who is sent fromthe room. Or if the game be played in an open playground, this oneplayer may blind his eyes in a corner of a wall or fence or behind abush. When this player is well out of sight and hearing, the leader orteacher beckons one of the players, who leaves the group and hides. Ifin the schoolroom, this may be done under the teacher's desk or in awardrobe. The rest of the players then change their seats, and the onewho is blinding is called back and tries to tell which player ishidden. When successful, this first guesser may be seated and anotherchosen to blind. Otherwise the first guesser blinds again. MASTER OF THE RING _2 to 30 or more players. _ _Playground; gymnasium. _ A circle is drawn on the ground. The players stand shoulder toshoulder inside the circle, with arms folded either on the chest orbehind the back. The play starts on a signal, and consists in tryingto push one's neighbor with the shoulders out of the circle. Anyplayer overstepping the line drawn on the ground drops out of thegame. Any player who unfolds his arms or falls down is also out of thegame. The Master of the Ring is he who in the end vanquishes all of theothers. MAZE TAG (Line Tag; Right Face) _15 to 100 players. _ _Playground; gymnasium; house party. _ All but two of the players stand in parallel lines or ranks, onebehind the other, with ample space between each two players and eachtwo ranks; all the players in each rank clasp hands in a long line. This will leave aisles between the ranks, and through these a runnerand chaser make their way. The sport of the game consists in sudden changes in the direction ofthe aisles, brought about by one player who is chosen as leader andstands aside, giving the commands, "Right face!" or "Left face!" athis discretion. When one of these commands is heard, all of theplayers standing in the ranks drop hands, face in the directionindicated, and quickly clasp hands with the players who are then theirneighbors on the right and left. This brings about a change ofdirection in the aisles, and therefore necessitates a change ofdirection in the course of the two who are running. The success of the game depends largely upon the judgment of theleader in giving the commands, "Right (or left) face!" They should begiven quickly and repeatedly, the leader often choosing a moment whenthe pursuer seems just about to touch his victim, when the suddenobstruction put in his way by the change in the position of the ranksmakes necessary a sudden change of direction on his part. The playcontinues until the chaser catches his victim, or until a time limithas expired. In either case two new players are then chosen from theranks to take the places of the first runners. It is a foul to break through the ranks or to tag across the claspedhands. MENAGERIE _10 to 60 or more players. _ _Indoors. _ This game may be one of the funniest possible for a house party. Theplayers sit around the room or in a circle. One player who has readywit is chosen to be ringmaster, or there may be different showmen orringmasters for each group of animals. The ringmaster takes his placein the center, and will be more effective if furnished with a whip. Heshows off in turn different troops of animals, pointing out from twoto eight players for each troop, according to the number who aretaking part. These must come forth into the center of the ring and gothrough their paces as indicated by the showman. He may thus displaythe growling and clawing bear, the hopping and croaking frog, theleaping kangaroo, the roaring and ramping lion, the humped camel, thestubborn and braying donkey, the screaming and wing-flapping eagle, the hooking and mooing cow, the neighing and galloping horse, etc. For instance, the ringmaster may say: "Ladies and gentlemen: I willnow exhibit to you a marvelous troup of snorting hippopotami. Suchgraceful carriage has never before been seen in these ponderousanimals. They have learned to gambol in our Northern clime with evengreater grace than they showed in their native jungles. They showalmost human intelligence. Sit up there!" (cracking his whip) "Snortto the right! Snort to the left!" etc. When all of the animals in the menagerie have been displayed, they mayall join in a circus parade, each retaining his distinctivecharacter. MIDNIGHT (Twelve O'clock at Night) _10 to 30 or more players. _ _Playground; gymnasium; classroom. _ One player is the fox and the others sheep. The fox may catch thesheep only at midnight. The game starts with the fox standing in a denmarked in one corner of the playground, and the sheep in a sheepfoldmarked in the diagonally opposite corner. The fox leaves his den andwanders about the meadow (playground), whereupon the sheep also comeforth and scatter around, approaching as close to the fox as theydare. They keep asking him, "What time is it?" and he answers with anyhour he chooses. Should he say "Three o'clock, " or "Eleven o'clock, "etc. , they are safe; but when he says "Midnight!" they must run forthe sheepfold as fast as possible, the fox chasing them. Any sheepcaught changes places with the fox, and the game is repeated. Whenplayed in a class room, only a few children should be selected forsheep. This game is enjoyed by children of almost any age. It affords an excellent opportunity for daring and for finesse. Timid children should be encouraged to take risks, approaching near the fox, and surrounding him on all sides. All should be taught to make the chase varied and difficult for the fox, instead of running in a straight line for the goal. The fox has opportunity for much stratagem in choosing for the moment when he says "Midnight!" one in which the players are standing where he could easily catch or corner them. He may also gain advantage by appearing to start in one direction and suddenly changing to another. These elements add zest to the game, cultivate prowess, and make the children brighter and more alert. MOON AND MORNING STARS _5 to 20 players. _ _Out of doors. _ This game is played when the sun is shining. One of the players is themoon, and takes her place in a large area of shadow, such as would becast by a large tree or a house. As the moon belongs to the night, shemay not go out into the sunshine. The other players are morning stars, and as they belong to thedaylight, their place is in the sun. The morning stars dance around inthe sunlight, venturing occasionally into the shadow where the moonis, saying-- "O the Moon and the Morning Stars, O the Moon and the Morning Stars! Who dares to tread--Oh, Within the shadow?" The moon tries to catch or tag them while they are in the shadow. Anystar so caught changes places with the moon. This game is played by the little Spanish children. MOTHER, MAY I GO OUT TO PLAY? This is one of the old traditional dramatic games and is found in many countries. One player represents a mother, and the rest are her children, andstand in front of her in a line. One or all of them ask the mother thefollowing question, the mother answering as indicated:-- "Mother, may I go out to play?" "No, my child; it is such a wet day. " "Look how the sun shines, mother. " "Well, make three round courtesies and be off away. " The children thereupon make three "round courtesies" by whirlingaround and dipping down suddenly to spread the skirts out. They thenrun away and pretend to play. Soon they return and knock at the door. The mother asks:-- "What have you been doing all this time?" "Brushing Jennie's hair and combing Jennie's hair. " "What did you get for it?" "A silver penny. " "Where's my share of it?" "The cat ran away with it. " "Where's the cat?" "In the wood. " "Where's the wood?" "Fire burnt it. " "Where's the fire?" "Moo cow drank it. " "Where's the moo cow?" "Sold it for a silver penny. " "What did you do with the money?" "Bought nuts with it. " "What did you do with them?" "You can have the nutshells, if you like. " The last words being rather disrespectful, the mother at once chasesthe children, calling, "Where's my share of the silver penny?" Theplayers being chased, reply, "You may have the nutshells!" The motherthus catches the children, one after another, and pretends to punishthem. MOTHER, MOTHER, THE POT BOILS OVER! _5 to 11 players. _ _Indoors; out of doors. _ This is a traditional dramatic game. One player represents an old witch, another a mother, another theeldest daughter, another a pot boiling on the hearth, and the balanceare children, named for the days of the week, Monday, Tuesday, etc. The old witch hides around the corner of a house or other convenientplace, and peeps out, while the mother says to her eldest daughter, "Iam going away, and I want you to let nothing happen to your sisters. "To the others she says, "Monday, you take care of Tuesday, andTuesday, you take care of Wednesday, " etc. , until she comes to thelast child, when she says, "And Saturday, take care of yourself. " Thento the eldest, "Be sure and not let the old witch take any of yoursisters. You can also get the dinner, and be sure not to let the potboil over. " The mother then goes away and stays at a distance out of sight. Assoon as the mother has gone, the old witch, stooping, lame, andwalking with a stick, comes and raps with her knuckles on the supposeddoor. The eldest daughter says; "Come in! What do you want?" _Old Witch. _ Let me light my pipe at your fire; my fire is out. _Eldest Daughter. _ Yes, if you will not dirty the hearth. _Old Witch. _ No, certainly; I will be careful. The eldest daughter lets her in and goes about her work, setting thetable or looking on the shelf, when the old witch suddenly stoops downand blows the ashes on the hearth; whereupon the pot makes a hissingsound as though boiling over, and the old witch catches hold of Mondayand runs away with her. The eldest daughter cries out, "Mother, mother, the pot boils over!" The mother calls back, "Take the spoon and skim it. " "Can't find it. " "Look on the shelf. " "Can't reach it. " "Take the stool. " "Leg's broken. " "Take the chair. " "Chair's gone to be mended. " Mother, "I suppose I must come myself!" The mother then returns, looks about, and misses Monday. "Where is myMonday?" she demands of the eldest daughter. The daughter says, "Under the table. " The mother pretends to lookunder the table, and calls "Monday!" then says, "She isn't there. " Thedaughter suggests various places, up on the shelf, down in the cellar, etc. , with the same result. Finally, the eldest daughter cries andsays: "Oh, please, mother, please! I couldn't help it, but some onecame to beg a light for her pipe, and when I looked for her again shehad gone, and taken Monday with her. " The mother says, "Why, that was the old witch!" She pretends to beatthe eldest daughter, and tells her to be more careful in the future, and on no account to let the pot boil over. The eldest daughter weeps, promises to be better, and the mother again goes away. The old witchcomes again, and the same thing is repeated until each child in turnhas been taken away, the old witch pretending each time to borrow adifferent article that is used around the fire, as the poker, thekettle, etc. Finally, the eldest daughter is carried off too. The pot, which has boiled over with a hissing sound each time the oldwitch has come to the hearth, now boils over so long and so loudlythat the mother hears it and comes back to see what is the matter. Finding the eldest daughter gone too, the mother goes in search ofthem to the witch's house. On the way she meets the old witch, whotries to turn her from her path by speaking of various dangers. The mother asks of her, "Is this the way to the witch's house?" andthe witch replies, "There is a red bull that way. " "I will go this way. " "There is a mad cow that way. " "I will go this way. " "There is a mad dog that way. " Finally, the mother insists on entering the witch's house. The witchrefuses to let her in, saying-- "Your shoes are too dirty. " "I will take them off. " "Your stockings are too dirty. " "I will take them off. " "Your feet are too dirty. " The mother grows angry at this, pushes her way into the house, andcalls her children. The witch is supposed, prior to this, to havecooked the children, made them into pies, and put them in a row, naming them apple pie, peach pie, etc. They stand or sit with theirfaces or heads covered. The mother approaches them and says, "You have some pies?" The oldwitch says, "Yes, some very nice apple pie. " The mother proceeds totaste the apple pie and says, "This needs more sugar. " The witchpretends to stir in more sugar, whereupon the mother tastes again andsays, "Why, this tastes exactly like my child Monday!" Mondaythereupon uncovers her face and says, "It is Monday!" The mothershakes her and says, "Run away home!" which she does. This is gone through with each pie in turn, the mother finding them inneed of more salt or longer cooking or some other improvement beforeshe discovers in each case one of her children. When all have beensent home, the mother, joined by the children, chases and catches thewitch. This is one of the oldest traditional games, of which many versions are given by Mrs. Gomme and Mr. Newell, both from Great Britain and America. Several incidents here given the present writer has gathered directly from players of the game. According to Mrs. Gomme, the game probably illustrates some of the practices and customs associated with fire worship, worship of the hearth, and ancient house ritual. The magic pot boils over when anything is wrong and as a warning to the mother that she is needed. The incident of the witch taking a light from the hearth is very significant, as, according to an old superstition, the giving of a brand from a hearth gave the possessor power over the inmates of the house. The sullying of the hearth by the old witch in blowing the ashes has also an ancient significance, as fairies were said to have power over inmates of a house where the hearth or threshold had been sullied. MY LADY'S TOILET _10 to 30 or more players. _ _Parlor; schoolroom. _ This a French form of a game known in America as Spin the Platter. Each of the players is named for some article of My Lady's toilet, such as her gown, necklace, evening coat, slippers, bracelet, etc. Allsit in a circle except one, who stands or crouches in the center andspins a plate or tray, at the same time saying, "My Lady wants hernecklace;" or names some other article of the toilet. The playerrepresenting the article thus named must rush to the center and catchthe plate before it stops spinning and falls to the ground. Ifsuccessful, the player takes the place of the spinner. Ifunsuccessful, she returns to her place and pays a forfeit, which isredeemed at the end of the game. The speaker should name the differentarticles while carrying on a flow of narrative, as, for instance: "MyLady, being invited to a ball at the king's palace, decided to wearher _blue gown_. With this she called for her _silver slippers_, her_white gloves_, her _pearl necklace_, and a _bouquet_ of roses. As theevening was quite cool, she decided to wear her _white opera coat_, "etc. The speaker will make several opportunities for introducingmention of the ball, and whenever she says anything about the ball, all the players must jump up and change places, the spinner trying tosecure one for herself in the general confusion. One odd player willbe left without a place, and she becomes spinner. When boys areplaying, they may appropriately take the parts of carriage, horses, footmen, the escort, etc. NUMBERS CHANGE (See also _Exchange_. ) _10 to 30 or more players. _ _Parlor; playground; gymnasium; schoolroom. _ The players stand in a large circle and are numbered consecutively. One player takes his place in the center. He calls two numbers, andthe players whose numbers are called must change places while thecenter player tries to secure one of their places. The one who is leftwithout a place changes places with the center player. FOR THE SCHOOLROOM. --This game may be adapted by selecting two playersas chasers, who take their places in the front of the room. Theseplayers are not blindfolded, as in the parlor form of the game. All ofthe other players are seated, having been numbered. The teacher callstwo numbers, when the players bearing those numbers must rise at onceand exchange seats, the two chasers trying to catch them before theycan get to their seats. When a game is played under these circumstances, it is not permissiblefor the chaser to take a vacant seat; he must catch the player who isrunning for it. No player, having once left his own seat, may returnto it, but must keep up the chase until he is caught or reaches theseat for which he is running. This game gives opportunity for some very lively chasing, with good running and dodging up and down the aisles. As in all running games in the class room, the seated players should keep their feet out of the aisles. For young children it may be found desirable to have only one chaser. It generally adds to the interest of the game to have a general exchange of seats at the opening of the game, immediately after the numbers have been assigned, and before the chasing is commenced, as then the person who calls the numbers is at a loss to know how near or distant those called may be in relation to each other, and this element adds much to the sport of the game. OBSERVATION _5 to 60 players. _ _Parlor; schoolroom. _ This game is a test of visual memory. When played in a parlor, all theplayers are seated except one, who passes around a tray or a plate, on which are from six to twenty objects, all different. These mayinclude such things as a key, spool of thread, pencil, cracker, pieceof cake, ink bottle, napkin ring, small vase, etc. The more uniformthe size and color of the objects the more difficult will be the test. The player who carries the tray will pass at the pace of an ordinarywalk around the circle, giving each player an opportunity to look atthe objects only so long as they are passing before him. It is notallowable to look longer than this. The observer must then at oncewrite down on a slip of paper the names of as many of the objects ashe can remember. The player wins who writes correctly the longestlist. It is sometimes more convenient to have the articles on a table andthe players all pass in a line before them. IN THE SCHOOLROOM. --The objects should be placed on the teacher'sdesk, so shielded that pupils cannot see them except as they marchpast the desk. This they should do, returning at once to their seatsand writing the list. Used in this way, the game may be made tocorrelate with nature study, the objects to be observed being grasses, shells, leaves, stones, woods, etc. ODD MAN'S CAP _10 to 30 or more players. _ _Playground; gymnasium. _ Twelve players make the best-sized group for this game; where thereare more players, they should be divided into small groups. All butone of the players stand in a circle with considerable space betweeneach two. The odd man stands in the center. Each player is providedwith a stick about two feet in length; canes or wands may be used as asubstitute, but the shorter sticks are better; they may be whittledfrom branches or bits of wood, and should not be pointed at the ends. The odd man tosses his cap or a cloth bag toward the circle. Theplayers endeavor to catch it on their sticks, and keep it moving fromone to another, so as to evade the odd man, who tries to recover hisproperty. Should he succeed, he changes places with the one from whomhe recovered it. The sticks must be kept upright in the air. A droppedcap may be picked up only by hand, not on a stick. The sticks mustalways be held upright. An old stiff hat, or a cap or bag wiredaround the edge to keep it spread open, makes the best game. This game holds the interest of the players intently and is full ofsport. OLD BUZZARD _5 to 30 or more players. _ _Playground. _ This is one of the old dramatic games, probably better known in America than any other of this type. One player is chosen to represent the "Old Buzzard"; another playerrepresents a hen, and the remainder are chickens. All the playerscircle around the buzzard, saying in chorus:-- "Chickany, chickany, crany crow; I went to the well to wash my toe; And when I came back a chicken was gone. " The hen finishes by asking alone, "What o'clock is it, old buzzard?"The buzzard crouches on the ground during the repetition of the verse, going through the pantomime of building a fire with sticks, and inanswer to the question may name any hour, as eight o'clock, nineo'clock, ten o'clock. So long as the buzzard does not say twelveo'clock, the players continue to circle around, repeating the verse, the final question being asked each time by a different player, untilthe buzzard finally says, "Twelve o'clock!" When this occurs, the ringstands still, and the following dialogue takes place between thebuzzard and the hen:-- _Hen. _ Old buzzard, old buzzard, what are you doing? _Buz. _ Picking up sticks. _Hen. _ What do you want the sticks for? _Buz. _ To build a fire. _Hen. _ What are you building a fire for? _Buz. _ To broil a chicken. _Hen. _ Where are you going to get the chicken? _Buz. _ Out of your flock! The buzzard, who keeps a crouching attitude with face downcast duringthis dialogue, suddenly rises on the last words and chases theplayers, who scatter precipitately. When a player is captured, thebuzzard brings him back, lays him down, and dresses him for dinner, while the rest of the players group around. The buzzard asks of thecaptured chicken, "Will you be picked or scraped?" and goes throughthe motions of picking feathers or scaling fish, as the chickendecides. The buzzard then asks, "Will you be pickled or salted?" "Willyou be roasted or stewed?" each time administering to the recumbentchicken the appropriate manipulations. At the end he drags the victimto a corner, and the game goes on with the remainder of the players. OLD MAN TAG _10 to 60 players. _ _Schoolroom. _ The players are in groups of two rows each, which play together. Thesetwo rows face away from each other. Thus the first and second row willturn respectively to the right and left, with their feet in theaisles, toward which they then face. This will leave a free aislebetween them, in which the "old man" may run about. The third andfourth rows play together, facing away from each other, and leaving afree aisle for their old man or tagger. This will bring the second andthird rows with their feet in the same aisle. [Illustration diagram: OLD MAN TAG] For each group one player is selected to be old man or tagger. Theteacher gives a signal, whereupon all of the players stand. The objectof the game is for the old man to tag any player who is standing. Theplayers may avoid this by sitting whenever the old man approachesthem. Should he succeed in tagging any player, that player must remainseated until the end of the game, but any player who sits to escapetagging must rise again as soon as the old man has moved away fromhis vicinity. The player is considered to have won who longest avoidsthe old man. Children are very fond of this game in many grades, and it may be made very lively, the old man dodging rapidly up and down his aisle, and the other players bobbing quickly up and down from their seats. OLD WOMAN FROM THE WOOD (For boys, see _Trades_. ) _10 to 60 or more players. _ _Parlor; playground; schoolroom. _ The players are divided into two even parties, which face each otherfrom a short distance. One party advances toward the other, remarking, "Here comes an old woman from the wood. " The second party answers, "What canst thee do?" whereupon the old woman replies, "Do anything!"The second party then says, "Work away!" whereupon all the players inthe first party proceed to imitate some occupation in which an oldwoman might engage, and which they have previously agreed on amongthemselves, such as sewing, sweeping, knitting, digging a garden, chopping wood, kneading bread, stirring cake, washing, ironing, etc. The opposite party tries to guess from this pantomime the occupationindicated. Should they guess correctly, they have a turn to perform inthe same way. Should they be unable to guess correctly, the firstparty retires, decides on another action, and returns. This form ofthe game is generally played by girls. Boys play the same game withdifferent dialogue under the name of "Trades. " When played in a playground or gymnasium, where there is free spacefor running, a successful guess should be followed by a chase of theactors by the guessing party, any players caught before a designatedgoal line is reached having to join the party of their captors. Theparty wins which secures all of the players. [Illustration: OYSTER SHELL] OYSTER SHELL _10 to 100 players. _ _Playground; gymnasium. _ Two parallel lines are drawn across the center of the playground, witha space of ten feet between them, which is neutral territory. At aconsiderable distance beyond each line, and parallel to it, a secondline is drawn, the space beyond being a refuge for any players of theparty belonging to that side. This second line should preferably be ata considerable distance from the starting line, so as to give plentyof opportunity for a good chase during the game. The players are divided into two equal parties, which take place oneon either side of the neutral territory. Each party chooses a color, light or dark, corresponding to the light or dark side of an oystershell or some other small object which is used in the game. A neutral odd player who acts as leader takes his place in the centerof the neutral territory and tosses the oyster shell into the air. Ifthere be no such leader available, the parties may choose captains totoss the shell alternately. The shell is allowed to fall on theground. If the light side falls upward, the light party must turn andrun for the goal at the opposite end of the ground, the other partychasing them. Any one captured (tagged) must carry his captor back tohis home goal on his back. A party scores one point for each prisonercaught. These may be easily counted, as the prisoners carry theirvictors home pick-a-back. The party first scoring fifty or one hundredpoints (according to the number of players) wins the game; or thewinners may be determined by the largest score when the game ends. Because of the carrying home of the victors by the players who are caught, it is advisable that some means be adopted to have opponents of nearly equal size. This is easily done by having the players line up according to size at the opening of the game and assigned alternately to the different sides. In any event, the tall players should be placed opposite each other, and the smaller players _vis-a-vis_. This game is from the ancient Greeks, and is said to have arisen from a custom of exiling wrangling political opponents by writing their names on an oyster shell and sending from the city the one whose name fell uppermost when the shell was tossed. Some modern adaptations are here given. PAR _10 to 30 or more players. _ _Playground; gymnasium. _ This is a leapfrog game in which the distance of the back from thejumping line is advanced after each round a "foot and a half, "measured in a certain way called a "par. " The game starts with theback at a given distance from the line. After each player has"overed, " the back places one foot with the outer edge on the line onwhich he has been standing, puts the heel of the other foot againstthe instep so that the second foot will be at right angles to thefirst, and marks a new line at the point where the toes come. The newline is thus the length of one foot in advance of the first line, plusthe width of the other foot at the instep. The players then leap againfrom the starting line, and as the back moves farther away, they addto their leaps each time, as becomes necessary for the greaterdistance, as follows: (1) leap; (2) hop and leap; (3) hop twice andleap; (4) hop three times and leap; (5) hop, skip, jump, and leap. Any player failing to "over" changes places with the back. PARTNER TAG _4 to 100 players. _ _Indoors; out of doors; schoolroom. _ All of the players but two hook arms in couples. Of the two who arefree, one is It or chaser, and the other the runner. The runner maysave himself by locking arms with either member of any couple hechooses. Whenever he does so, the third party of that group becomesrunner and must save himself in like manner. If the runner be taggedat any time, he becomes It or chaser; and the chaser becomes runner. To get the proper sport into this game, the couples should run andtwist and resort to any reasonable maneuver to elude the runner, whois liable at any time to lock arms with one of them and so make theother a runner. For large numbers there should be more than one runner and chaser. PEBBLE CHASE _5 to 30 or more players. _ _Gymnasium; playground; out of doors. _ One player, who is the leader, holds a small pebble between the palmsof his hands, while the others stand grouped around him, each withhis hands extended, palm to palm. The leader puts his hands betweenthe palms of each player, ostensibly to drop therein the pebble whichhe holds, as in the game called "Button, button. " The player whoreceives the pebble is chased by the others, and may only be saved byreturning to the leader and giving the pebble to him. This chase maybegin as soon as the players suspect who has the pebble. Each playershould therefore watch intently the hands and faces of the others todetect who gets it, and immediately that he suspects one, start tochase him. It is therefore to the interest of the player who gets thepebble to conceal that fact until the attention of the group isdistracted from him, when he may slip away and get a good start beforehe is detected. He may do this whenever he sees fit, but may not delayafter the leader has passed the last pair of hands. The leader willhelp to conceal the fact of who has the pebble by passing his handsbetween those of the entire group, even though he should have droppedthe pebble into the hands of one of the first players. If the pebble holder gets back to the leader and gives him the pebblebefore being tagged, he continues with the group. If the pebble holderis caught before he can get back to the leader, he must pay a forfeitor change places with the leader, whichever method is decided onbefore the game opens. In a crowded playground it is well to require that the chasers followover exactly the same route as the pebble man. Under such conditions, the game is more successful if limited to ten players to a group. This game is from the modern Greeks. It is found to bear transplanting excellently, being full of interest and sport. PINCH-O _5 to 30 or more players. _ _Gymnasium; playground. _ This is a game of chase, an advancing line (rank) of players turningand fleeing from an odd player in front of them when a signal isgiven. The players in the advancing line pass a "Pinch" (handpressure) from one to another along the line, the end players callingout "Pinch!" and "O!" respectively at the start and finish of thisperformance. The "O" is the signal for the chaser to start. The chasertherefore watches the hands carefully to detect the pressure and knowwhen it is approaching the end; the other players naturally try toconceal this passing of hand pressure, delaying or hastening it totake the chaser unaware. The player who is It walks backward, being about ten feet in front ofthe others, who advance slowly forward in a line, holding hands. Theplayer on one end of the line calls "Pinch!" and at once squeezes orpinches the hand of the player standing next. This player slightlypresses the hand of the one on his other side, and so on across theline until the pressure is felt by the last player on the oppositeend, who at once calls out "O!" Immediately that the "O" is heard, theentire line is liable to be tagged by the one who is walking backwardin front of them, and they therefore instantly turn and run for"home, " a place determined beyond certain boundaries at one end of theground. The one who is It gives chase, and any one tagged by him mustjoin him in tagging the players when the game is repeated. The gameends when all are caught, the last player to be caught being thewinner, and taking the part of the odd player for the next round. [Illustration: PITCH PEBBLE] PITCH PEBBLE _4 to 10 players. _ _Out of doors; seashore. _ This game may be played with pebbles, shells, or nuts, each playerhaving two or four of such articles. The object of the game is tothrow these pebbles into a hole about four inches in diameter, whichshould be made in the ground. The first part of the game is concernedwith determining the order in which the players shall take turns. Tenfeet from the hole a place is marked, from which the players throw inturn until each has had enough turns to have thrown all of hispebbles. The one who has succeeded in landing a pebble nearest thehole becomes the first player, and takes his stand on a second markdrawn one fourth nearer the hole, all the players meanwhile havinggathered up their pebbles again. These are all given to the successfulplayer, and he pitches them in a mass toward the hole, becoming theowner of as many as fall into the hole. Any pebbles that do not go inthe hole are gathered up by the player who in the original throwingcame out second in trying to get near the hole, and he, in turn, throws these in mass, standing also at the nearer throwing point fromwhich his predecessor threw. All of the players take turns in this wayuntil all of the pebbles have been appropriated. The player wins whogets the most pebbles. Pebbles won are not thrown again, but kept forscore. For good players the distances from the hole may be increased. POISON _10 to 30 or more players. _ _Gymnasium; playground; seashore. _ [Illustration diagram: POISON] A circle is marked on the floor or ground considerably smaller than anouter circle formed by the players, clasping hands. Each player tries, by pulling or pushing, to induce the others to step within the smallercircle, but endeavors to keep out of it himself. Any one who touchesthe ground within the inner circle, if only with one foot, is said tobe poisoned. As soon as this happens, the player or players sopoisoned become catchers; the other players shout "Poisoned!" and atonce break the circle and run for safety, which consists in standingon wood. The merest chip will answer, and growing things are notcounted wood. If played in a gymnasium, iron may give immunity insteadof wood. Any one caught before reaching safety, or in changing placesafterward, joins the catchers, and when all have been caught, the ringis once more surrounded. POISON SNAKE _10 to 30 or more players. _ _Gymnasium; playground. _ The players join hands to form a circle. About fifteen Indian clubs ortenpins are placed in the center of the circle, with spaces betweenthem in which a player might step. The players then try, by pushing orpulling their comrades by means of the clasped hands, to make themknock over the clubs. Any player who overturns a club or who unclaspshands must at once leave the circle, the club being replaced. Thefirst players so leaving start a "scrub" circle; players disqualifiedin the scrub circle start another in their turn, etc. The player winswho is left in the original circle. Where several circles have beenformed, the several winners may form a circle at the close and play todetermine the final winner. [Illustration diagram: POISON SNAKE] This game has possibilities for much sport and skill. The agility with which players leap over or pass between the clubs is as important a part of the game as the pulling and pushing. The clubs should be sufficiently scattered to make it possible for a player to save himself in this way. Children may need to have this feature of the game pointed out to them. The game is equally interesting to children or adults, but obviously requires gymnasium suits for girls or women. POM POM PULLAWAY _5 to 30 or more players. _ _Out of doors. _ This game is often played between the curbings of a city street, butis suitable for any open play space which admits of two lines drawnacross it with a space of from thirty to fifty feet between them. Allplayers stand on one side behind one of the dividing lines, except oneplayer who is It and who stands in the center of the open ground. Hecalls any player by name and adds a formula, as below:-- "John Smith, Pom Pom Pullaway! Come away, or I'll fetch you away!" Whereupon the player named must run across the open space to thesafety line on the opposite side, the one who is It trying meanwhileto catch him before he reaches that line. If he gets over safely, heremains there until all of his comrades have joined him or have beencaught. Any one caught by the one who is It joins the latter inhelping to catch other players as they dash across the open space, butthe one originally It remains the caller throughout the game. Afterall of the uncaught players have crossed to one side, they try in thesame way to return to their first goal. The first one to be caught isIt for the next game. Players should give the chaser as much difficulty as possible in catching them by making feints in one direction and suddenly running in another, or by running diagonally instead of straight across, etc. POOR PUSSY _5 to 20 players. _ _Parlor. _ The players sit in a circle, except one who is chosen for Poor Pussy. Pussy kneels in front of any player and miaous. This person muststroke or pat Pussy's head and say, "Poor Pussy! Poor Pussy! PoorPussy!" repeating the words three times, all without smiling. If theplayer who is petting Puss smiles, he must change places with Puss. The Puss may resort to any variations in the music of the miaou, or inattitude or expression, to induce the one who is petting to smile. This may be made one of the most amusing games for adults at a house party. The writer has seen some of the most dignified professional people laughing until the tears came while playing this simple little game. POTATO RACES Four forms of Potato Race are here given as follows:-- POTATO RACE I. Individual competition; rules of Amateur Athletic Union of the United States. Placing potatoes on marked spots; gathering them up not a part of the game. POTATO RACE II. Team competition. One player places the potatoes on spots; the next gathers them up, etc. POTATO SHUTTLE RELAY. Rules of Girls' Branch, Public Schools Athletic League, New York City. Alternate placing and gathering up. POTATO SPOON RACE. Only gathering up of potatoes. POTATO RACE--I (For individual competitors) _2 to 60 or more players. _ _Playground; gymnasium. _ The simpler and usual Potato Race is played in two forms: (I), the players competing as individuals; and (II), competing as teams. The following description is for individual competition; the team game is described as Potato Race II. There are other forms of playing the individual game; the one given here is according to the rules of the Amateur Athletic Union. The competitors should each wear a large number pinned across theshoulders on the back, where it may be read plainly by the judges. Thecompetition is carried on in heats, as many players as the playingspace will allow playing in each heat. Potatoes should be used, orblocks of wood are officially permissible. These wooden blocks may besecured of potato shape, and are better than those of cubical form, asthe latter are apt to land on the corners and bound. A starting line is drawn across the ground. At right angles to it arow of potatoes is placed for each player in the heat. The potatoesshould be two yards apart and eight in number. (This is the officialnumber and distance for the Amateur Athletic Union; the number variesin unofficial games, but should be equal for the different rows. ) Thefirst potato should be two yards from the receptacle, which is usuallyplaced on the starting line, one beside each competitor. Thisreceptacle should be a pail, basket, box, or can. The officialdimensions of the A. A. U. Call for its being not over two feet inheight, with an opening not over thirty-six inches in circumference. In handicap events the starting mark is paid from the rear of the can. The potatoes are replaced on the marks before the beginning of eachheat, the game in this form consisting solely of gathering them up, not in placing them. There is no rule against tossing a potato intothe receptacle, but it is poor policy to do so, as it increases therisks of failure. The contestants start, as for a race, in response to the starter'ssignals, "On your marks!" "Get set!" "Go!" The game consists inpicking up the potatoes one at a time and placing them in thereceptacle. The potatoes may be picked up in any order desired. Apotato dropped, however, must be picked up before another potato betouched, or the player is disqualified. Similarly, a potato missingthe receptacle or bounding out of it must be placed in it before thenext potato be touched, or the player is disqualified. When all thepotatoes have been placed in the receptacle, the player finishes bydashing across a finish line, a tape, or strand of worsted, stretchedfive feet back of the receptacle. As in all races in athletic form, aplayer is disqualified for interfering with any other competitor, orfor touching the finish tape with the hands or arms: the tape shouldbe breasted. The winners in each heat play a final race; or, withlarge numbers competing, semi-finals before the finals. Where smallnumbers are competing, those finishing first, second, and even third, may be entered for the final trials. In case of a tie, bothcompetitors are entered for the next (final, or semi-final) heat, or, if tied in the final heat, the tied competitors play again. POTATO RACE--II (Team competition) _10 to 100 players. _ _Playground; gymnasium; seashore. _ The first description here given is for an informal game. This isfollowed by the rules for strict athletic procedure. The ground is marked off with a starting line. At right angles to itare marked two or more rows of spots according to the number of teamscompeting, the spots being from three to six feet apart, each rowcontaining from six to ten. On each spot is placed a potato; or astone, block of wood, or any other object may be substituted; on theseashore bathing slippers may be used. Potato-shaped blocks of woodmay be had as substitutes for potatoes, and are better than cubicalblocks, which are apt to land on the corners and bound. The players are divided evenly into competing groups which line up insingle file behind the starting line, each file being in line with oneof the rows of potatoes. Beside the leader of each file is a box orbasket; or a circle may be drawn on the ground instead. At a signaleach leader runs forward, picks up a potato, brings it back and putsit in the box, goes for another, etc. , until all the potatoes in hisrow have been gathered in. He may pick them up in any order that hechooses. Immediately that the last potato is placed, this playertouches the outstretched hand of the next player in his file, and atonce leaves the playing space; he should not line up again with histeam. The next player in the file starts out immediately on receivingthe "touch off, " replaces the potatoes one at a time, and touches offthe next player, who gathers them in, and so on, alternately, untileach player has had his turn. The team wins whose last player is thefirst to dash back over the starting line. For an athletic contest for adults, the following rules are typical:--There should be eight potatoes for each team, placed two yards apart, the first potato two yards from the receptacle. The receptacle should be either a pail, basket, box, or can, not over two feet in height, having an opening not over thirty-six inches in circumference. The finish line is a "tape" (strand of worsted) stretched parallel with the starting line and five yards back of the receptacle. There should be a judge of fouls for each team and two judges at finish. Fouls are:-- 1. Not placing a potato accurately on the spot. 2. Leaving a potato outside the receptacle instead of in it, whether it be dropped there or bound out. 3. Starting over the line without or before the "touch off. " A foul corrected before the next step in the game be taken does not score as a foul. The teams win first, second, third, and fourth places in the order of finishing, if there be no fouls. Where fouls have been scored, the team finishing first, with the fewest number of fouls, has first place, etc. In case of a tie, the tied teams must play again to determine the winner. Teams Order of Finishing Fouls Order of Winning A 2 0 First place B 1 4 Third place C 4 6 Fourth place D 3 3 Second place POTATO SHUTTLE RELAY _20 to 100 players. _ _Playground; gymnasium; seashore. _ This first description is for an informal game. This is followed byrules for an athletic contest. This is a form of potato race suitable for large numbers. The groundis marked off with two starting lines, one at either end of theground. At even intervals between these two lines a row of from fourto ten spots should be clearly marked on the ground, each row forminga line at right angles to the starting lines. There should be as manyrows of this kind as there are teams. On the first spot of each row should be placed a box, basket, or pail, and in it three or more potatoes, according to the number of spots. Stones may be used, blocks of wood, or any other uniform objects as asubstitute for potatoes, but the latter are best. The players are divided into two or more equal groups, and each groupis subdivided as for a shuttle relay into two divisions. One divisionof each group stands in single file behind the starting line at oneend of the ground, the other division facing it in single file behindthe opposite starting line. Between the two divisions should stretchthe row of spots. The receptacle should be on the spot near the firstrunner. At a signal, the first runner of each team starts over the line, takesa potato from the box, places it on the first spot, returns, getsanother potato, places it on another spot, and so on until all areplaced; he need not observe strictly the consecutive order of thespots. He then runs forward and touches the outstretched hand of thefirst runner in the opposite file of his team. This runner must pickup the potatoes and replace them in the box one at a time, and then"touch off" the player facing him in the opposite file. Each player, as he finishes his part ("touches off" the next runner), should leavethe running space entirely and not line up with his team. The linenearest the box serves as a finish line, and the team wins whose lastrunner, having replaced the last potato, is first to get over thisline. If a potato be dropped, the runner must pick it up and replace it inthe box or on the spot, then make his play over again. The above description is for a comparatively informal game. For a strict athletic contest for junior players the following rules, used by the Girls' Branch of the Public Schools Athletic League, New York City, are given:-- The laying out of the grounds should be for four spots in each row, two yards between each, with the starting lines two yards back of the first and fourth spots. The receptacle is placed on the spot nearest the first runners, and should be a pail, basket, box, or can, not over twenty-four inches in circumference at the opening. Three potatoes are used. The first runners start on signals, "On your marks!" "Get set!" (or "Get ready!") "Go!" There should be a judge to score fouls for each division of each team, and two judges at the finish. In case of a tie, the tied teams play again. Fouls consist in: 1. Placing a potato otherwise than on the mark. 2. Leaving a potato outside the receptacle instead of in it, whether it be dropped outside or bound out. 3. Starting over the line without the "touch off. " Any foul corrected before going on with the next step in the game does not score as a foul. Teams win in the order of finishing, plus consideration of the record on fouls. Thus, a team finishing fourth, with no fouls, would get first place, if the teams finishing first, second, and third all had fouls. Teams Order of Finishing Number of Fouls Order of Winning A 1 8 Fourth place B 3 3 Third place C 4 0 First place D 2 3 Second place POTATO SPOON RACE _6 to 60 players. _ _Parlor; playground; gymnasium. _ This is a form of potato race that may afford much amusement, especially for indoor companies. The players are divided into two ormore groups which compete against each other. Each group lines up insingle file, so that the leaders all toe a starting line. Placed onthe floor in front of each group, and stretching ahead in the samedirection, should be a row of potatoes at intervals of two or threefeet apart, one for each player in the file. The larger and the moreirregular in shape the potatoes the better. There should be from sixto ten potatoes for each row. Each leader should be furnished with ateaspoon, and beside the leader of each file should be a pan, box, orbasket, in which the potatoes are to be placed. At a signal eachleader starts forward, takes up a potato on the spoon, carries it tothe box or basket beside his first standing position, and places thepotato in it; he then hands the spoon to the next player, and passesoff the playing field, not lining up again with his team. The secondplayer picks up the next potato, puts it in the box, and so on, untilall have played, the last one standing beside the box with the spoonheld aloft as a signal that he has finished. It is not allowable to touch the potato with anything but the spoon. Should a potato be touched otherwise, the player must replace it andpick it up again on the spoon. Should a potato drop from the spoon, itmust be picked up on the spoon where it dropped, and the playcontinued from that point. PRISONER'S BASE Prisoner's Base is one of the most popular games for both boys and girls who are beginning to care for team organization, and is capital for adults. It gives opportunity for vigorous exercise for all of the players, for the use of much judgment, prowess, and daring, and for simple team or coöperative work. The game is found under many different forms. Several, which offer marked or typical differences, each possessing distinct playing values, are given here. These differences are in (1) the arrangement of the ground, and (2) the rules governing the players and game. The differences in the grounds may be classed as follows:-- I. The entire playground divided in two divisions, one belonging to each party, each division having a small pen for prisoners at the rear. (Diagram I. ) II. The main part of playground neutral territory, with home goals for the opposing parties at opposite ends, with prisons in, near, or attached to them. (Diagrams II, V. ) III. The main part of playground neutral territory, with home goals for both parties at the same end, attached or separate, and prisons at the opposite end, either (1) on the same side of the ground as the home goal, or (2) on the enemy's side of the ground. (Diagrams III-IV. ) The rules for play for the second and third types of ground are fundamentally the same, though differing in details, and they differ from those for Diagram I. The playing qualities of the games for the last three diagrams, however, are very distinct because of the different methods of the enemies' approach to each other (which make differences in the risk of "dares"), and because of the differing risks in rescuing prisoners and taking the enemy's goal by entry. It has seemed best to make a selection of the typical forms, and leave the leader of games free to choose his own. The first form is the simplest for beginners and younger players, and makes a good introduction to the game for such players. Stealing Sticks is still another form of Prisoner's Base. The main difference lies in the carrying away of the enemy's property. Prisoner's Base and related games are supposed to have descended from the days of border warfare. They are very old, and Strutt mentions a "Proclamation at the head of the Parliamentary proceedings early in the reign of Edward the Third, . .. Where it [Prisoner's Base] is prohibited in the avenues of the palace at Westminster during the sessions of Parliament, because of the interruption it occasioned to the members and others in passing to and fro. " The game at that time was played by adults. PRISONER'S BASE--I _10 to 30 or more players. _ _Playground; gymnasium. _ [Illustration diagram: PRISONER'S BASE--I] The ground is divided into two equal parts, with a small base orprison marked off at the farther end of each division. From five tofifteen players guard each side. They venture into the enemy's ground, and, if caught, are put into the prison, where they must remain untiltagged by one of their own side who is free. Both prisoner and rescuermay be tagged and brought back to prison before reaching their ownground. The game is won when one side makes prisoners of all of itsopponents, or when a free man enters the opponents' prison, but thislast may be done only when there are no prisoners there. This form of Prisoner's Base differs from others in greater simplicity, both as to the arrangement of the ground and the rules of play. It is therefore better for younger players or beginners in the game. The differences in detail consist in:-- 1. The ground being divided by a line through the center into two opposing territories. In other forms, the main playground is neutral territory, each party having a small home goal marked within it. 2. In this game (No. I) a player cannot "give a dare" without venturing into the opponents' territory, and any opponent may tag him. In other forms, the tagging, being on neutral territory, is controlled by limitations as to which player was last to leave his home goal, and makes a more complex game. The rules about (1) a prisoner and his rescuer both being liable to capture on the way home, and (2) to winning by entering the enemy's prison, with the restriction that no prisoners must be there, are also distinctive features. [Illustration: PRISONER'S BASE] PRISONER'S BASE--II _10 to 30 or more players. _ _Playground; gymnasium. _ [Illustration diagram: PRISONER'S BASE--II] Two captains are chosen who select players alternately until all aredisposed in two parties of equal numbers. A large goal is marked offat each end of the ground, with a small base or prison in one rearcorner of it. The wide, open space between the goals is neutralterritory. The objects of the game are to enter the opponent's goal orto make prisoners of all of his men. The entrance of one player withinthe enemy's home goal means victory for his side. As one playeradvances for this purpose, or "gives a dare, " the opponents send out aplayer to tag him, when the first side immediately sends out a secondplayer to "cover" or protect the darer by trying to tag his opponent. The first side then sends out a second player to "cover" their firstman. He is at liberty to tag either of the other two players. In thisway any or all of the players may be out at one time, though it isunwise to leave the goal unguarded. Any player may tag any man fromthe opposite side who left his goal before he did, but none who cameout after he did. Whenever a player returns to his home goal, which hemay do at any time, the man who went out to cover him must returnalso, and of course the man who went out to cover this second one, etc. The issuing forth of players, or their return to the home goal, is subject at all times to the direction of the captain, though muchindependence of judgment should be exercised by the various players. The captain may also designate one player to guard the home goal andone to guard the prisoners whenever he chooses. Any player caught (tagged) is placed in the opponents' prison("prisoner's base"), where he must remain until rescued by one of hisown side. The prisoner may reach as far out of the prison as possible, so long as one foot is within it. When there are several prisoners, they may take hold of hands or otherwise touch each other, as by thefeet (this is optional with the prisoners), and reach forward as faras possible, to be tagged by a rescuer, so long as one of them (thelast caught) keeps one foot within the prison goal. In such a line thefirst one caught should be farthest from the prison, the next onecaught holding his hand, and so on in the order of capture. A guardshould always be at hand to intercept any attempts at rescue. Aprisoner and his rescuer may not be tagged while returning home, butthe rescuer may be tagged before he touches the prisoner. One rescuermay free only one prisoner at a time. Whenever a player is caught, allof the others return to their home goals (except prisoners), and afresh start is made in the game. Much finessing is possible by engaging the enemy on one side of theground, while a good runner is held in reserve to dash into theenemy's goal on the other side. Or one player may, by a wide detour, creep around unnoticed to the rear of the enemy's goal and enter itfrom that side. Each side should have a captain to maintain discipline, to takegeneral direction of the game, and to decide with the opposing captainany disputed points. This game is more complicated than the one of the same name previously described. It is well for beginners to start with the first game. The author can testify from vivid recollections the hold which this form of the game may have for successive seasons on its devotees. Sometimes a "dare line" is drawn a few feet in front of each home goal, which challenges the opponents to a special thrill of venturesomeness. The game in this form, as a small boy said to the author, is "the national game of Minneapolis. " PRISONER'S BASE--III _6 to 30 or more players. _ _Playground; gymnasium. _ [Illustration Diagram: PRISONER'S BASE--III] The ground is divided according to the accompanying diagram; theplayers, who are divided into two equal parties, with a captain foreach party, being stationed respectively in the goals marked _A_ and_B_, which are at the same end of the ground instead of at oppositeends, as in Prisoners' Base II. In the present form of the game, theprison belonging to each side is located directly opposite its ownhome goal at the farther end of the ground, instead of near its owngoal, as in II. Rescue of a prisoner is by entry of the opponent'sprison, not by tagging the prisoners; so there is no object in theprisoner's reaching out of the prison, as in the previous forms of thegame. The two parties decide by counting out, holders, drawing lots, or someother form of choice, which shall commence. One member of this sidethen runs out to the middle of the ground and gives a "nominy, " or"dare, " calling, "Chevy, chevy, chase! One, two, three!" As soon as hehas called this (but not before), he is liable to be tagged by theopponents, who try to catch him before he can run home again. Shouldhe reach home in safety, the opponents take their turn in sending aman to the middle to give a "dare" in the same way. A player need notrun home, however, but may remain at large, another player from hisside running out to cover or protect him by trying to tag theopponent. Several players from each team may be out in this way at onetime. A player may be caught by any man who left his home goal afterhe did, but by none who left before him. Each player must thereforekeep a sharp watch on his opponents to know which of them may tag himand which he may tag. This is continued until a prisoner is caught, when he is taken by his captor to the prison belonging to the sidecapturing him. A captor may not be tagged while taking a prisoner toprison, and is allowed to go back to his goal afterward withouttagging. If a player can reach the opponents' prison without beingtagged by an opponent, he releases the first prisoner taken there. Both may return home without being tagged. The object of the game isto place all of the players of the opponents' side in prison, andwhen that is accomplished, to take possession of the opponent's homegoal. When this is done, the two parties change sides and begin again, the losing side being first to send a man into the field. PRISONER'S BASE--IV [Illustration diagram: PRISONER'S BASE--IV] This differs from the preceding game only in the laying out of theground, the prison for each party being on the opponent's side of theground instead of on the side of the home goal. This arrangementdecreases the risk in rescuing prisoners. All of the rules for thegame are the same as in III. PRISONER'S BASE--V _10 to 30 or more players. _ _Playground; gymnasium. _ [Illustration diagram: PRISONER'S BASE--V] In this form of prisoner's base the ground is marked out in a squareor oblong, the dimensions varying with the number of players and theirage or ability as runners. For average players a ground measuring 60 ×60 feet is recommended. The two end boundaries serve as base lines, the territory beyond each belonging to the party on that side. In thisrespect the game differs from those previously described, in which alimited home goal is marked for each team. About ten feet from thebase line, near the left-hand corner of the square or oblong, a smallprison is marked for each team. The first object of the game is to make prisoners of all theopponents. The second object of the game is to make runs into theenemy's territory and back again without being caught (tagged). Threesuch runs entitle the player making them to select a player from theopposing team as a prisoner, or to free one prisoner from his ownteam. Should a player be made a prisoner, any runs he may have madeinto the enemy's territory up to that time are lost in his account, and when freed, he must begin his score of runs over again to countthree. A player returning home after a run into the enemy's territorymay not capture a prisoner, or free one of his own men from prison onthe way. A player may not be tagged after crossing the opponents' baseline until he starts back. In returning home after such a run, aplayer may be tagged by any opponent who left his own goal after therunner left his own goal (not the enemy's goal), but not by any whostarted out before the runner started. This rule applies to thecapture of opponents at any time, any player, for instance, on team A, being liable to capture by any opponent on team B who left his baseline _after_ the A man, but not any who left it _before_ he left hisown. Similarly, he may capture any player on team B who ventured forthbefore he did, but must be on his guard against any who came out afterhe did. Stepping over the side lines while being chased is equivalentto being caught; but this does not apply when escorting a prisoner orat any other time. Prisoners may stretch out of the prison as far as possible so long asone foot is within it. As the number of prisoners increases, they maystretch out in one long file from the prison, provided each touches ahand or foot, or some other part of the next player. In such a file, the first prisoner captured should be the farthest away from theprison, the last one captured with at least one foot in the goal, andthe others in relative order. After the first prisoner is caught, thegame centers more on freeing or preventing the freeing of prisonersthan on runs into the enemy's goal. This is the form of Prisoner's Base preferred by Mr. Joseph Lee of Boston, and described by him in _Playground_ (No. 8). Mr. Lee says:-- "The interest of the game depends very much on locating the prison in such a way as to give the right balance between the forces of offense and defense. If it is placed close to the base line of the side by which the capture has been made, it is almost impossible to free the prisoner if there is any defense at all. The game is often spoiled by this mistake. On the other hand, it must not be placed too far out, for if it is, it becomes impossible to win the game, because the line of prisoners, when the side is nearly all caught, then extends to a point so much nearer their own base line than to that of their opponents that even the slowest runner on the losing side can get down and free a prisoner before the fastest runner on the opposite side can get out to stop him. The art of laying out the ground is to have the prison placed far enough out to make the freeing of the first prisoner reasonably easy, without being so far out as to make the catching of the last one impossible. In general, the game can be made lively and comparatively unscientific by making the distance between the base lines (the lines on which the two sides are lined up) short, the field wide, and the prisons far out; and can be made more difficult and less eventful by making it long and narrow, with the prisons close in. If this latter tendency is carried too far, however, freeing prisoners and making runs become at last impossible, and the game is entirely stopped. .. . The game, of course, is at its best when there is most going on and of the most thrilling sort, --a lot of players making runs and freeing and defending prisoners, --with flight and rally, charge and rout, and triumph and despair. " PUSS IN A CORNER _5 to 30 or more players. _ _Schoolroom; playground; gymnasium. _ All of the players but one are disposed in the corners or atconvenient goals that will answer the same purpose. The odd playergoes from one to another, saying, "Pussy wants a corner!" The playerto whom this is addressed replies, "Go to my next-door neighbor. " Anytwo of the other players meanwhile watch their opportunity to beckonto one another for exchanging places. They try to make this exchangeof signals and to dash across from place to place when the attentionof Puss is attracted in some other direction, as Pussy must try tosecure a corner by rushing to any place that is vacant when theplayers thus exchange. The sport of the game consists very largely in tantalizing Puss bymaking many exchanges, or, on the other hand, in Puss suddenly dashingfor some vacant place without giving previous evidence of knowing ofit. Whenever Puss secures a corner, the odd player left out becomesPuss. Puss, when not succeeding in getting a corner as soon as desirable, may call "All change!" when all of the players must exchange places, and in the general flurry Puss should secure a place. Out of doors. --This game may be very delightfully adapted to outdoor play by each player taking a tree as a "corner, " when the dodging and running may be much more varied and interesting than in the open space of a parlor or gymnasium. PUSS IN THE CIRCLE _10 to 30 or more players. _ _Playground; gymnasium. _ A large circle is marked on the ground or floor. One player, who isPuss, stands in the center of this circle; the other players standoutside of the circle surrounding it. These players may be tagged byPuss whenever they have a foot inside of the circle. They will makeopportunity for this by stepping in and out of the circle, teasingPuss in every possible way to tag them. Any one whom Puss touchesbecomes a prisoner and is another Puss, joining the first Puss in thecircle to help tag the others. The last one tagged is the winner ofthe game. This is one of the games particularly suited to make a timid child courageous, and a teacher or leader using the game with little children should urge such timid children to take an active part in the game. RAILROAD TRAIN _10 to 100 players. _ _Parlor; schoolroom; out of doors. _ Each player is named for some object on a train, such as engine, baggage car, dining car, smokestack, boiler, cylinders, wheels, oil, coal, engineer, porter, conductor, etc. One person is chosen to be thetrain master. He says in narrative form: "We must hurry and make up atrain to go to Boston. I will take Number One _engine_ and some_coal_; have the _bell rope_ in order; be sure that the _cushions_ arebrushed in the _sleeping car_, " etc. As he names these objects, theplayer bearing each name runs to the starter and lines up behind him, each putting his hands on the shoulders of the one in front, the firstone placing his on the shoulders of the starter. When all are on thetrain, the starter gives the signal for going, and the whole trainmoves out on its journey, which at the discretion of the starter willbe up hill over obstacles, down hill from others, around loops andcurves, etc. ; and he may, under suitable circumstances, find aconvenient place for a grand "smash-up" at the end. For large numbers there should be several starters, starting severaltrains at once, and these may race for a given point at the end. RED LION _5 to 30 or more players. _ _Playground; gymnasium. _ A place is marked out at one side or end of the ground called the den. In this stands one player who is called Red Lion. The other playerschoose one of their number as a chief, who does not run, but stands atone side and directs the movements of the others. The chief calls"Loose!" to the Red Lion. After hearing this signal, the lion is freeto run out whenever he chooses. The players venture near to the den, taunting the lion with the lines:-- "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 hima good opportunity to catch one, he makes a sudden sortie and catchesany player that he can. The player is not his prisoner until the Lionhas held him and repeated three times "Red Lion!" Both the Lion andhis prisoner must hurry back to the den, as all of the other playersmay turn upon them at once to drive them back with blows. This isgenerally restricted to hitting with caps. Thereafter, when the RedLion issues forth, he must take the prisoner with him, hand in hand, both of them endeavoring together to catch one of the other players byputting their arms over his head. The Red Lion and his man may not issue, however, from their den untilthe chief calls "Cow catcher!" or some other signal, as explainedbelow. As in the previous case, when a prisoner is caught, he and hiscaptors 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 gowith him. The method in which they go, however, and in which theycapture 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 their prisoner by any two in the lineslipping their clasped hands over his head. If the chief calls"Tight!" the Red Lion and his men go forth in the same way, holdinghands, and try to capture a player by surrounding him and so take himto the den. Should the chief call "Doubles!" then the Red Lion and hismen come forth two by two, and try to capture their prisoners. Theorder in which these varied commands are given is entirely at thediscretion of the chief. At any time when the Red Lion and his men are out on the hunt, any ofthe other players may try to break apart the clasped hands of thehunters. Whenever this is done, the lions must rush back to their den, being driven back and buffeted by the outside players. The game endswhen all of the men have been captured by the Red Lion's party. Thelast man to be caught is the winner, and becomes Red Lion for the nextgame. RING-A-LIEVIO (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. A small goal or den about five feet square is drawn at some centralpoint. Two leaders are chosen who alternate in choosing players, until allare disposed in two groups. Lots are drawn or counting out resorted tobetween the captains to determine which side shall start out first. The remaining group takes its place in the den while the opponents goto some distant point, from which they call "Ready!" and immediatelyscatter and hide. The group in the den, as soon as they hear the call "Ready!" start outfor the chase, leaving one of their number to guard the den. Whenevera player is caught (tagging is not enough; the player must be firmlysecured), the catcher calls "Caught! Caught! Caught!" and leads hisprisoner to the den. The object of the game is to make prisoners ofall of the hiding team. A prisoner may be freed from the den by one ofthe players from his group running out from his hiding place andtagging him. This may only be done, however, by the rescuer gettingboth feet in the den. Should this be accomplished, the rescuer calls"Ring-a-lievio!" as he dashes through the den, and both run forsafety. The den keeper tries to catch them as they run away, but maynot chase them beyond certain boundaries, which must be determinedbeforehand. Only one prisoner may be freed at a time. Prisoners aremost easily freed when there are several in the den at once and theden keeper's attention is distracted to one side of the den while theprisoners 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. RINGMASTER _10 to 60 players. _ _Playground; gymnasium; parlor. _ This may be made a very amusing game for young children. One is chosenfor ringmaster and stands in the center. If he can flourish a whiplike a true ringmaster in the circus, the interest of the game will beenhanced. The other players form a circle around him without claspinghands. The ringmaster turns and moves around in a circle, snapping his whipat each flourish, and calling the name of some animal. The players inthe circle immediately imitate the animal, both as to its movementsand 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 swimand croak. The list may include the hopping kangaroo, the snarling andspringing tiger, the humped and swaying camel, the balking and brayingdonkey, the flopping and barking seal, the scratching and cacklinghen, the ponderous and mooing cow, the neighing and galloping horse, etc. The ringmaster at his discretion may announce, "We will all join thecircus parade!" whereupon all of the animals should gallop around thecircle in characteristic movements, each choosing an animal that helikes to represent. ROBBERS AND SOLDIERS _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. The players are divided between robbers and soldiers, there beingabout 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 therobbers a Captain. The robbers are given five or ten minutes' startfrom the prison. The soldiers stand at this place, marked as theirfort or prison, until the General gives the command for the search tobegin. The object of the robbers is to hide so that the soldiers maynot find them, and when found, to resist capture if possible. They mayhide by climbing trees or dodging behind them, conceal themselves inunderbrush, under dead leaves, etc. If played aright, the game shouldbe a very strenuous one, the resistance offered by the robbersrequiring several soldiers to overcome. A robber may resist all of theway to prison. A guard is appointed by the General for the prison, andprisoners may run away at any time if not prevented by the guard. The soldiers, in attempting to locate the robbers, will use manydevices besides a simple hunt. For instance, they will form a largecircle and gradually work in toward the center, thus surrounding anyrobbers who may be hidden within the territory so covered. The game iswon when all of the robbers have been made prisoners. Old clothes arequite in order for this game. The soldiers will find whistles of advantage for signaling each otherfor help. This game has been a favorite one for many generations with the boys at a large school near Copenhagen. [Illustration: _From painting by Maximilian, Prince of Wied. _ ROLLING TARGET AS PLAYED BY THE HIDATSA INDIANS, FORT CLARK, NORTHDAKOTA _Reproduced by kind permission of the Bureau of Ethnology, WashingtonD. C. , from "Games of the North American Indians, " by Stewart Culin. _] ROLLING TARGET _2 to 30 players. _ _Gymnasium; playground. _ This game consists in shooting or hurling through a rolling hoop astick or gymnasium wand. The hoop may be from six inches to two feetin diameter. The smaller hoop is adapted only to expert players; it iswell to begin with a hoop the size of a barrel hoop. Where there are numerous players, they are divided into opposingteams, which alternate in throwing at the target (hoop). These playerstake places at intervals of about five feet along one side of theplayground, each holding a spear (stick) to hurl at the hoop as itpasses him. Another player stands at one end of the ground and sendsthe hoop rolling the full length of the space covered by the playingteam; its course should be from ten to twenty feet distant from theline-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 ofabout the middle of the hoop. Each spear that successfully goesthrough the hoop scores one point for its team. Each team has threerounds, and then gives place to the opponents. The team first scoringone hundred points wins the game. When there are not enough players to put into teams, each playerscores independently, the first to make twenty points winning. For obvious reasons of safety, no player should be allowed on the sidetoward which the spears are hurled. This game may be played capitallywith 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. ROUND AND ROUND WENT THE GALLANT SHIP _4 to 30 or more players. _ _Indoors; out of doors. _ This is a simple little game for very little children, consistingsimply in dancing around in a circle with clasped hands as thefollowing verse is recited, and "bobbing" down quickly as the shipgoes 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. RUN, SHEEP, RUN! _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. Two captains are chosen, who in turn alternately choose players untilall the players are divided into two parties. One party becomes asearching party (chosen by lot, "holders, " or counting out between thecaptains) and remains at the goal, while the other party goes out withits captain, who directs the various individuals where to hide, afteragreeing with his party on a series of signals to be used, asdescribed below. When all are hidden, this captain goes back to thesearchers, who at once start out on the hunt under the direction oftheir captain, who may divide or dispose of his party as he sees fit. The captain of the hiding party remains with the searchers, callingout signals to his hidden men which shall enable them to approachnearer to the goal by dodging from one hiding place to another, alwaystrying 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 givethis signal, and he does so whenever he thinks his men are well placedto make the goal. The captain of the searchers naturally gives thesignal 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 thegoal. Should any member of the searching party catch sight of an opposingplayer before all run for the goal, he tells his captain, who at onceshouts, "Run, sheep, run!" Any signals may be agreed on between the captain of the hiding partyand 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 nearerto the goal. " SADDLE THE NAG _6 to 30 or more players. _ _Playground; gymnasium. _ This is a game of leapfrog. The players are divided into equalparties, with a chief for each. One of the chiefs stands with his backto a wall or fence, and all of his party bend their backs as forleapfrog, the first with his head against the chief, and the others, one behind the other, in a line stretching out in front of him. Eachplayer in the line braces his shoulder against the stooping playernext 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 oppositeside then leaps on the back of the player farthest from the wall, andtries to make his way over the backs of the entire line to the chiefto "crown" him; that is, to place his hand on his head. The playerswho are making "backs" try in every way, without rising to a standingposition, to throw this player off and so prevent his crowning theirchief. Each player of the "out" side tries in turn to crown the chief. Should they be unsuccessful the sides change. If one or more playerssucceed in crowning the chief, each successful player has a secondchance before the sides change. The side that succeeds in oftenestcrowning its opponent's chief wins the game. The limit of the game isusually placed at six trials for each side. SARDINES _10 to 30 or more players. _ _Playground; house party. _ This is a game of hide and seek that reverses some of the usualmethods of playing the game. The player chosen to be It, instead ofblinding goes out himself to hide, while all of the other players stayat the goal. While one of their number counts one hundred, they mustall either blind their eyes or be shut in one room to give the hider afair chance. After counting, they shout "One hundred!" and all startout to hunt for the hider. Any player discovering him must, aftermaking sure that none of the others observe him, hide in the sameplace with the hider. If necessary, he must linger near until there isopportunity to do this without being discovered. If there should notbe room to hide in the same place, the finder must take a seat inplain sight near the hiding place. Sometimes a large number of playerswill be seated in a room or in a group out of doors, while the lastunfortunate hunters try to locate some clever hiding place which isobviously near but hard to detect. Of course it is better for theplayers to actually hide with the first hider, if practicable, whichprobably suggested, on occasion, being "packed in like sardines. " This is one of the most interesting house party games for young peoplefor either out of doors or within. SCHOOLROOM TAG _10 to 60 players. _ _Schoolroom. _ A circle about three feet in diameter is drawn on the floor in thefront 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 sit at theirdesks. The one who is It calls the name of some player, who must atonce rise and try to run through the goal and return to his seatwithout being tagged. In order to do this, he may have to make quite adetour before passing through the goal, or he may be able to runthrough it at the opening of the chase. The chaser must also runthrough the goal before he may tag the runner. If the chaser succeedsin tagging the runner, he continues to be chaser, and calls the nameof another player to run. If the runner gets to his seat without beingtagged, 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 entitled _One Hundred and Fifty Gymnastic Games_. SHADOW TAG _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. The player who is It tries to step or jump on to the shadow of someother player, and if successful, announces the fact by calling thename of the player. That player then becomes It. The teacher or leader will need to encourage the children to ventureboldly into the open spaces, where the shadows become apparent, ratherthan to huddle on one side of the ground, where the chaser cannotreach the shadows. SHUTTLE RELAY (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. The players are divided into two or more groups of equal numbers. Eachgroup in turn is divided into two divisions, which stand facing eachother in single file, with the leader of each division toeing astarting line. There should be from fifty to one hundred and fiftyfeet between the starting lines. At a signal, the leaders on one sideof the ground run forward, but instead of touching a goal or terminalline 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 upagain with his team. The player thus touched dashes forward in his turn and touches thefirst player in the file facing him, from which Number One came, andpasses off the game limits. Each player thus runs only in onedirection, instead of in two, as in a single relay race. The team winswhose 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. SIEGE _10 to 30 players. _ _Out of doors; barn. _ This game is suitable for a barn; the greater the number of open doorsand windows available in the barn the better. The players are divided into two equal parties, one of which personatedefenders, and take their places in the barn, with the doors andwindows open. The other party are the besiegers, and are stationedoutside the barn. The fighting is done by means of weeds speciallyprepared for the purpose. The weeds commonly called redroot oriron-weed are very good for this. The stems, measuring about a footand a half in length, are stripped except for a small leaf or tuft ofleaves at one end. On the opposite end the root is cut away so as toleave only a small knob which will serve to weight the missile. The game opens with each party provided with a pile of thisammunition, which is thrown at the opponents through the doors andwindows 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. SINGLE RELAY RACE _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. A wall or fence is chosen for a goal, or a line may be drawn acrossthe ground for this purpose, or a goal object may be placed for eachteam, around which each player on the team must run. From fifty to ahundred feet back of this goal, or objective point, and parallel toit, a line is drawn to serve as a starting line. The players are divided into two or more groups of equal numbers. Eachgroup lines up in single file behind the starting line. If possible, there should be at least five feet distance sideways between thefiles. 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 ifit 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 lineand touches the outstretched hand of the next player (called "touchingoff"), who should have moved forward to toe the starting line. As soonas this touch is received, this player in turn runs forward, touchesthe goal, and returns in the same way. Each player as he returnsleaves the playing space at the rear. The file moves up one placeeach time that a runner starts, so that the next player will toe thestarting line. The file wins whose last runner is first to dash across the startingline on his return run. If desired, each runner may hold a flag in hishand and pass it to the next player, instead of merely touching thehand. This flag should not be on a stick, which is dangerous for therunner receiving it. Starting over the line before being touched by a returning runner is afoul. Where athletic procedure is not observed, this starting over theline may be penalized by having the transgressor go back and startover again. In an athletic event it disqualifies the team, unless thecompeting 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. SKIN THE GOAT _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. One player stands with his back against a wall or fence. Anotherplayer stoops, with his head against the breast or stomach of thisfirst player. A third player jumps upon the back thus made and triesto "crown" the player standing against the wall, that is, to place hishand on his head. The player, who is making the "back" tries in everyway (except by straightening up) to throw the player off his back andso prevent his crowning of the standing player. If the "back" succeedsin doing this, the one whom he throws off takes his place behind thisstooping player in the same general position, grasping him around thewaist and bending his head to one side or against the forward player, thus lengthening the line of backs. Another player then jumps on thebacks, tries to make his way to the one who is upright and crown him. Any player who succeeds in crowning the upright player changes placeswith him, the one winning who has done this the most times when theplay ends. SKYTE THE BOB _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. " This game is played with buttons and stones. Each player is providedwith one or more buttons called "men. " A small, flat stone about thesize of a quarter may be used as a man in place of a button. Inaddition, 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 iscalled the "bob. " The game consists in hitting the bob with a pitcherso as to knock over the pile of men, the men becoming the property ofthe thrower or not, according to their position as they fall. From fifteen to twenty-five feet from the pile of men a line is drawnfrom which the players throw. Each player in turn toes the line andthrows his pitcher so as to strike the bob or base under the pile ofmen, his object being to make these men fall off. Any men that areknocked off, and lie nearer to the pitcher where it fell than to thebob, become the property of the player who threw the pitcher. Thesecond player then takes his turn, but his play is more difficult thanthat of the first player, as any men that he drives nearer to thefirst player's pitcher belong to the latter. Any man which lies nearerto the second player's pitcher, however, than to the bob or to thefirst player's pitcher, belongs to this second player. This iscontinued by the different players in succession, the player winningwho has the largest number when all of the men are disposed of, orwhen all have thrown. SLAP CATCH (Hands Up) _10 to 30 or more players. _ _Playground; gymnasium; schoolroom. _ The players stand in a circle, with one in the center. Those in thecircle bend their elbows, which should touch the sides, and extendtheir hands in front, with palms downward. The object of the one inthe center is to slap the hands of any player in the circle while thusextended. The circle players may bend the hands downward or sidewaysat the wrist, but may not withdraw the arms, or change the position ofthe elbow. Any one slapped in this way changes places with the one inthe center. The success of this game will depend upon the alertness of the one whois in the center, who should dodge quickly and unexpectedly from onepart of the circle to another, with many feints and false moves thatwill 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 ofall concerned. The circle should not be too large, or the action willbe too slow to be interesting. SCHOOLROOM. --In the schoolroom this is played in groups with theplayers seated instead of in a circle. Two rows face each other toform a group, with feet drawn well under the seats. The one who is Itwalks up and down the aisle. SLAP JACK (Herr Slap Jack; Skipaway) _10 to 30 or more players. _ _Playground; gymnasium; parlor. _ The players stand in a circle, clasping hands. One player runs aroundthe outside of the circle and tags another as he runs. The playertagged immediately leaves his place and runs in the oppositedirection. The object of both runners is to get back first to thevacant place. Whoever succeeds wins, and remains in that place, theone left out becoming runner the next time. This is sometimes varied by having the players bow and shake hands asthey meet. This adds an element of self-control, but detracts from thevigor and sport of the game. This game is one of the standardfavorites for little children. SCHOOLROOM. --In the schoolroom this game is played with all of thepupils seated except one. The odd player walks or runs through theaisles, touches some player, and runs on around the room in thedirection he is going. The one touched at once leaves his seat andruns around the room in the opposite direction. The one wins who firstgets back to the vacant seat. Dodging through aisles to shortendistance is not allowed; the run must be around the outer aisles ofthe room. SLIPPER SLAP _10 to 30 or more players. _ _Indoors; out of doors. _ This game is played with a slipper, or a piece of paper folded inseveral thicknesses to present a surface of about three by eightinches, firm but flexible. This may be crumpled at one end to form asort of handle, if desired. One player is chosen to stand in the center. The others stand in acircle, shoulder to shoulder, so that the center player cannot seewhat goes on behind their backs. The players then pass the slipperfrom hand to hand behind their backs, taking every favorableopportunity to slap the one in the center with it; but instantly thatthis is done the player holding the slipper must put it again behindhis back and pass it to the next player, to avoid being caught withthe slipper in his hand. The one in the center should try to catch anyplayer who thus slaps him before the slipper is passed to anotherplayer. Very rapid action and much sport may be had from this game. It isrulable to hit the center player with nothing but the slipper, but theplayers will use any other feints they choose to mislead him as to whoholds the slipper, pretending to pass it, or making a false move asthough to hit him, etc. The center player must catch one of the circlemen with the slipper actually in his hands to have it count. Shouldthis be done, he changes places with that player. This game may be played in the schoolroom, the class being dividedinto groups of ten or twelve players each. It is also an excellentparlor game, and is full of sport if played by quick, alert players. This game is from Denmark. SMUGGLING THE GEG _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. 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 ismarked on the ground in some central place. Both parties agree onboundaries beyond which it is unfair to go, though the space availablefor play should be very considerable. It is determined by lot or bycounting out which of the parties shall be the first Outs, orsmugglers, this being the more desirable position. The Outs have thegeg, or treasure, which they give to one of their number in a mannerthat leaves his identity unknown to the Ins. They may do this by goingout of sight around a corner of a building and choosing one of theirnumber to take the geg, or by standing in a row within sight of theIns, with their backs to a wall or fence, and pass the geg from handto hand behind their backs, making many feints and passes intended todeceive the onlookers. When the geg has been deposited with one of their number, the Outs runand hide, but before reaching their final hiding place, must give acall of "Smugglers!" This is the signal for the Ins to start on thechase. The object of the Ins is to catch the one player among the Outswho is custodian of the geg. The identity of this player may be asheer matter of surmise on their part, when they will have tochallenge any player whom they may catch. If the player holding thegeg can return to the den without being caught, his party wins, andagain goes out for the next game. But if the holder of the geg becaught before he gets to the den, the Ins win the game, and become theOuts for the next round. Whenever one of the Ins catches one of the Outs, the latter is not aprisoner 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'shead, when he must cease to struggle. The pursuer then demands, "Deliver up the geg!" which must be done at once should thisparticular smuggler be the one who holds it. This fact is then shoutedaloud, and all of the players return to the den. If the player caughtshould not have the geg, he is allowed to go free. Of course it is to the interest of the Outs to engage the attention ofthe Ins as much as possible upon players who do not hold the geg, thusto give the holder of it a chance to make the den and so win for hisparty. SNOW DART _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 abruptlyat one end, and sloping gradually to the other. A narrow track orslide is made down the side of a hill or inclined place, about sixtyfeet in length. At four different points in this track snow barriersor bumpers are made. The track is iced by throwing water over it andletting it freeze. [Illustration: SNOW DART] The dart is started at a point at the top of the track. It is notrulable to shove it; it must simply be placed on the track and move ofits own weight. The object of the game is to pass the dart in this wayover as many of the barriers as possible without its leaving thetrack. Each player scores one point for each barrier, over which thedart passes without leaving the track, the one having the highestscore at the end of the playing time winning. The players take turnsin sliding the dart. Any player who can successfully pass his dartover all four barriers four times in succession, wins, irrespective ofother 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's _Games of the North American Indians_. [Illustration: SNOW SNAKE Menominee Indian holding snow snake preparatory to throwing. FromHoffman. _Reproduced from "Games of the North American Indians, " by StewartCulin; with kind permission of the author and of the Bureau ofEthnology, Washington, D. C. _] SNOW SNAKE _2 to 10 or more players. _ _For the snow. _ This game is played by skimming or skipping sticks over the hardsurface of the snow, as stones are skipped over the water. Each playeris provided with from three to five small sticks. These may beespecially whittled, or they may be pieces of branches. A perfectlysmooth stick is best, and one that has some weight to it. Each stickis notched, one notch on the first, two on the second, three on thethird, etc. The players stand at a given line and take turns in skimming theirsticks over the surface of the snow, each player throwing but onestick at a time. When each player has thrown, the stick that has gonethe farthest scores for the thrower according to the number of notcheson it. For instance, if the stick had but one notch, it scores onepoint for the player; a three-notched stick scores three points, etc. The sticks are then gathered up and put to one side, and each playerin turn throws the next stick in his bunch, the successful player ofthe first round having the first throw in the second round, andscoring in similar manner. This is continued until all of the stickshave been thrown. This may close the game, which is won by the highestscorer, or it may be repeated indefinitely, either with a time limitor 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. SPANISH FLY _5 to 30 or more players. _ _Playground; gymnasium. _ This is a game of leapfrog in which the leader (first over) sets featsfor the others to perform, as in Follow the Leader, any player whofails taking the place of the back. The following feats are popular:-- The jumper leaps over, touching the back with one hand only and wavinghis 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 hatto the pile, the last player having to jump over all. If any oneknocks over the pile, he must become back, and the game begins overagain. If all jump successfully, the last one over then jumps again, removing his hat as he goes over without disturbing the others, and soon until all have been removed. HATS FULL OF WATER. --The jumper places his own hat on his head upsidedown and balances it there while leaping over the back. SPANS _2 to 10 players. _ _Out of doors; indoors. _ This is a game played by snapping buttons against a wall, theirlanding point determining a score. Each player has a button. One ofthe players lays his button on the ground near a wall or fence. Theothers, in turn, snap their buttons against the wall so as to reboundnear to that of the first player. Should the button snapped dropwithin one hand reach or span (_i. E. _ the distance between stretchedthumb and fingers) of the button first laid down, it scores two pointsfor the player throwing it. If it comes within two such spans of thefirst button, it scores one point. Should it hit this button andbounce away within but one span, it counts four points. Should it sobounce within two spans, it scores three points; and should it gofarther than this, it scores but one point. The number of points inthe game, twenty-five or fifty, is agreed on at the outset. Theplayers take regular turns, and the first to score the required numberwins the game. SPIN THE PLATTER (See also _My Lady's Toilet_) _10 to 30 or more players. _ _Parlor; schoolroom. _ All the players are numbered and seated in a circle, except one, whostands in the center and twirls a platter, tray, or some other roundobject. As he starts it spinning, he calls any number that he chooses, and the player bearing that number must at once spring forward and tryto catch the platter before it ceases to spin and falls to the floor. If successful, he returns to his place in the circle. If notsuccessful, he takes the place of the spinner and pays a forfeit. Theforfeits are all redeemed at the end of the game. This game may also be played by calling the players by name instead ofnumbering them. SPOONING _10 to 30 players. _ _Children's party; adult house party. _ All but one of the players stand in a circle. The odd player isblindfolded and placed in the center. He is given two silvertablespoons. The players in the circle clasp hands and move arounduntil the blindfolded player clicks the spoons together, at whichsignal the circle must stand still. The blindfold player then goes up to any one in the circle, and byfeeling over the face and head with the bowls of the spoons mustidentify the player. He may not feel on the shoulders or around theneck, only on the face and head. A player may stoop to disguise hisheight for this, but otherwise may not evade the touch of the spoons. If the blindfold player correctly identifies the one before him, theyexchange places. If incorrect in his guess, the play is repeated. This may be a very amusing game for either children or adults. The author has seen it played with great success under both conditions. SQUIRREL AND NUT _10 to 60 players. _ _Schoolroom. _ All of the pupils but one sit at their desks with heads bowed on thearms as though sleeping, but each with a hand outstretched. The oddplayer, who is the squirrel, and carries a nut, runs on tiptoe up anddown through the aisles, and at his or her discretion drops the nutinto one of the waiting hands. The player who gets the nut at oncejumps up from his seat and chases the squirrel, who is safe only whenhe reaches his nest (seat). Should the squirrel be caught before hereaches his nest, he must be squirrel the second time. Otherwise theplayer who received the nut becomes the next squirrel. It is scarcely necessary to say that the other players wake up towatch the chase. SQUIRREL IN TREES _10 to 100 players. _ _Schoolroom; playground; gymnasium. _ This game is very like Hound and Rabbit, but is a little lessexciting, and under some circumstances better adapted to very youngchildren. Most of the players stand in groups of three, with hands on eachother's shoulders, forming hollow trees. In each tree is a playerrepresenting a squirrel, and there is also one odd squirrel without atree. The teacher or leader claps her hands, when all of the playersmust run for other trees, and the odd squirrel tries to secure a tree, the one who is left out being the odd squirrel next time. STAGE COACH _10 to 60 or more players. _ _Parlor; schoolroom; gymnasium. _ A leader is chosen who has a faculty for telling a story. This leadergives to each of the players the name of some part of a stage coach orof its contents. Thus, one may be the whip, one the wheels, one thecushions, one the windows, others the brake, driver, harness, horses, passengers, including specifically the fat old gentleman, the womanwith the bandbox, etc. Where there are many players, several may be given the same name, though it is desirable that these should not all be seated neartogether. The leader then tells a story in which the various parts ofa stage coach are mentioned, and whenever he names one of these partsor articles, the player or players bearing that name must get upinstantly, whirl around once, and sit down again. Any player failingto do this must pay a forfeit. Whenever the story teller says "StageCoach!" all of the players must get up and turn around. At the end ofthis story he will manage to have the stage coach meet with acatastrophe, and as soon as he says "The stage coach upset!" all ofthe players must change seats. The leader takes this opportunity tosecure one for himself, and the player who is left without a seatbecomes leader for the next game, or must distribute the forfeits. Forlarge numbers there should be several more players than chairs. The leader may say, for example: "It being a beautiful spring day, the _old lady with the bandbox_ [here the old lady must get up and turn around] decided to visit her daughter, and so took a _seat_ in the _stage coach_ [everybody turns around]; she found the _cushions_ [cushions turn around] very comfortable until the _fat old gentleman_ [fat old gentleman turns around] got in, when the place seemed to her very crowded, and she was glad to open the _windows_; the _driver_ cracked his _whip_, the _wheels_ creaked, the _horses_ strained at the _harness_, and away they started on their journey, " etc. The interest of the game may be enhanced by connecting the stage coach, its passengers, and journey with some well-known story, as of Mr. Pickwick and Sam Weller, or Rebecca of Sunnybrook Farm. STAKE GUARD (See also _Duck on a Rock_. ) _10 to 30 players. _ _Playground; gymnasium. _ This game is one of the forms of Duck on a Rock, and in this form is well adapted to use indoors as well as out of doors. The game differs from the ordinary games of Duck on a Rock chiefly in the limited territory to which the guard is confined. A stake is driven in the ground (or if in a gymnasium, an Indian clubis placed) in the center of a square plainly marked, and measuringfrom eight to twelve feet. A throwing line is drawn twenty or morefeet from the stake. The game is played with bean bags, and beginswith the choice of a guard. This choice is made by all of the playersstanding on the throwing line and throwing their bags at the stake. The player whose bag falls farthest away from the stake becomes thefirst guard. The stake guard places his bag on top of the stake (or club). Theother players line up on the throwing line. Upon a given signal froma leader or captain, all of the players throw their bagssimultaneously at the stake, trying to displace the bag on top of it. Knocking over the club accomplishes the same purpose. Each player mustthen try to regain his bag, but in doing this he may be tagged by theguard. If this be done, he changes places with the guard. The guardmay only tag a player, however, within the limits of the squaresurrounding the stake, beyond which he may not go; and he may do thisonly after he has replaced his own bag on top of the stake. [Illustration diagram: STAKE GUARD] Any player failing to recover his bag at once will watch for anopportunity to do so when the guard is next occupied in replacing hisown bag. Any player thus waiting for his bag may linger near theboundaries of the center square. Should the guard succeed in tagging a player within the square, thatplayer must at once place his own bag on the stake; and the guard musttry to get his bag and escape from the square before this new guardcan place his bag and tag him. As soon as a player recovers his bagand escapes from the center square, he should go at once to thestarting line, and may throw again immediately for the center bag. Thegame progresses better, however, if all of the throwing be donesimultaneously, the returning players waiting for a signal from theleader before throwing. As players become proficient, the game may be made more skillful and interesting by increasing the distance between the throwing line and the stake, and also by lessening the size of the square drawn around the stake, in which the guard is confined. STEALING STICKS (See also _Prisoner's Base_. ) _10 to 30 or more players. _ _Playground; gymnasium. _ The ground is divided into two equal parts, with a small goal markedoff at the rear of each part, in which six sticks are placed. Eachplayer who reaches the enemy's goal safely may carry one stick back tohis own goal, and may not be caught while carrying it back. If caughtin the enemy's territory before reaching the goal, a player mustremain a prisoner in the goal until touched by one of his own side;neither may be caught while returning. Any player may catch anyopponent, except under the rules just stated. No stick may be taken bya side while any of its men are prisoners. The game is won by the sidegaining all of the sticks. [Illustration diagram: STEALING STICKS] This game is known also by the name of Scots and English and probably originated in border warfare. The players sometimes contribute some article of wearing apparel to the pile of property that is to be stolen instead of using sticks for the purpose. Caps and coats are the usual donations. STEP _5 to 30 or more players. _ _Playground; gymnasium. _ The ground is marked off by two parallel lines from fifty to twohundred feet apart. One player, who is chosen to be counter, stands onone of these lines with his back to the other players, who line up onthe opposite line. The object of the game is for the players who are lined up in the rearto advance forward until they cross the line where the counter isstationed. They may only advance, however, by short stages, duringwhich the player in front counts ten. The game starts by this forward player counting ten loudly andrapidly, the other players moving forward while he does this, butimmediately that he says "Ten!" they must stand still, and he at onceturns to look at them. He will call the name of any player or playerswhom he sees moving, and any so called must go back to the startingline and begin over again. This counting of ten by the one player andmoving forward of the others continues until all have crossed the linewhere the counter stands. The last one over changes places with himfor the next game. This game is a great favorite, especially with girls, though the writer has known many boys to play it persistently. The players will learn to use much caution in moving forward, often stopping before the count of ten, to be sure that they shall not be caught in motion. The progress thus made may seem slower than that of those who dash forward to the last moment, but as with the famous hare and tortoise, this slower but continuous method often wins. STILL POND; NO MORE MOVING! (Still water, still water, stop!) _5 to 30 or more players. _ _Parlor; gymnasium; playground. _ One player is blindfolded; the others scatter promiscuously. Theblindfolded player is led to the center of the playground, andasked:-- "How many horses has your father in his stable?" He replies, "Three. " "What color are they?" "Black, white, and gray. " "Turn around three times and catch whom you may. " The blindfolded player is then spun around so as to confuse his senseof direction. He then says, "Still pond; no more moving!" whereuponthe other players must stand still, being allowed only three stepsthereafter. The blindfolded player begins to grope for the others. When he catches one, he must guess by touching the hair, dress, etc. , whom he has caught. If he guesses correctly, the player changes placeswith him. If incorrectly, he must go on with his search. The playersmay resort to any reasonable devices for escaping the hands of thegroping blind man, such as stooping or dodging, so long as they do nottake more than three steps. When caught, a player may try to disguisehis identity by making himself shorter, etc. STONE _10 to 30 or more players. _ _Playground; gymnasium. _ A large circle is drawn on the ground or floor in the center of theplay space. At either end of the ground a goal is marked off. Oneplayer, chosen to be stone, sits on the floor in the circle. The otherplayers stand around outside the circle, taunting the stone bystepping over into his territory. Suddenly, and the more unexpectedlythe better, the stone rises and runs for the other players, who areonly safe from tagging when behind one of the goals. Any one so taggedbecomes a stone and joins the first stone in sitting near the centerof the circle. They also join him in chasing the other playerswhenever he gives the signal. This continues until all the playershave been tagged. STOOP TAG ("Squat" Tag) _4 to 60 or more players. _ _Indoors; out of doors. _ One player is It and chases the others, trying to tag one of them. Aplayer may escape being tagged by suddenly stooping or "squatting";but each player may stoop but three times. After the third time ofstooping, the player may resort only to running to escape beingtagged. Any player tagged becomes It. For large numbers of players there should be several taggers. SUN DIAL _2 to 10 players. _ _Gymnasium; playground; seashore. _ A circle from twelve to twenty feet in diameter is drawn on theground. This is intersected with straight lines, like the spokes of awheel, which divide it into twelve sections, numbered consecutivelyfrom one to twelve. One player is blindfolded, placed in the center (on the hub of thewheel), and turned around several times to confuse his sense ofdirection. He then walks around inside the rim while counting twelve, or repeating the verse:-- "Dickery, dickery, dock; The mouse ran up the clock; The clock struck ten He ran down again, Dickery, dickery, dock. " He stops on the last word, and the number of the space in which hestands is scored to his credit; for instance, if he stops in sectioneight, it scores eight points for him; if in section three, it scoresthree points, etc. Should he stop with one foot on a line or outsidethe circle, he scores nothing. The players take turns, each having butone trial at a turn. The game is won by the player first scoringtwenty-five or fifty points, as may be decided. [Illustration diagram: SUN DIAL] TAG The game of plain, old-fashioned Tag may be made great sport, especially if suddenly and unexpectedly commenced in a group of players when other interests seem to lag. The game has many variations, a considerable number of which are here given, each variation making practically a different game. This game is found in all countries and is prehistoric. It is supposed to have arisen from the idea of fleeing from an evil spirit, and in those forms from which immunity is found by touching wood or iron or taking some particular position, that especial feature is supposed to have originated in the idea of breaking the spell of the pursuing evil. The following tag games will be found in their alphabetical order:-- Cross Tag Fence Tag French Tag Hang Tag Home Tag Japanese Tag (_Over_) Maze Tag (Line Tag; Right Face) Old Man Tag Partner Tag Schoolroom Tag Shadow Tag Stoop Tag (Squat Tag) Tag Whip Tag TAG _4 to 60 players. _ _Indoors; out of doors. _ Tag in its simplest form may be started by any one of a group ofplayers suddenly turning to another, touching (tagging) him and saying"You're It!" when all must flee from the one who is It. The player who is It may chase and tag any other player whom hechooses, but will aid his own ends by suddenly turning his attentionfrom one player to another, or by doubling back on his course, orresorting to any of the other feints that give an unexpected turn to agame of chase. The players who are being chased will add to the zest of the game byventuring as close as possible to the one who is It, calling to himand taunting him with their proximity, and suddenly dodging away. Whena player is hard pressed or breathless, or does not wish to play, hemay become immune from tagging by crossing any one finger over itsneighbor on either hand, as the forefinger over the middle finger. Itis considered "babyish, " however, to resort to this unless there issome very good reason. A player who has had a good fair chase ought tobe willing to be It if caught. Any player whom the chaser tags immediately becomes It, but thechaser, in touching him, must say "You're It!" At his own discretionhe may add "No fair, " which means that the one who has just become Itmay not turn at once and tag him. A venturesome player, however, willomit this, especially if he should tag another player from behind, andtrust to his own powers of dodging for getting safely away. Wherethere are a large number of players, two or more may be chosen to beIt. TAG THE WALL RELAY _10 to 60 players. _ _Schoolroom. _ The players should all be seated, an even number in each row of seats. At a signal, the last player in each line runs forward and tags thefront wall. As soon as this player is out of the aisle, the others allmove backward one seat. This leaves the front seat vacant, and therunner having touched the wall returns immediately and takes thisvacant front seat. As the player sits he raises his hand, which is asignal for the player who is now the last one in the line to runforward, the line moving backward one place as soon as he is out ofthe aisle. He, in turn, having touched the wall, takes the vacantfront seat. The play is continued in this way until every one in therow has run. The line wins whose player, sitting at the start in the front seat, first returns to his seat. As in all schoolroom games where there is running, the seated playersshould be very careful to keep their feet under the desks, so therewill be nothing in the aisles over which the runners may trip. This is one of the best class room games and is very popular. TEN STEPS _10 to 30 or more players. _ _Playground; indoors. _ This is a game of hide and seek and like all such games is best playedwhere there is plenty of space and many hiding places. The distinctivefeature of this game is the peculiar limitation put on the opportunityto hide, which may even free the blinder from his task. The one who isIt, or hunter, blinds his eyes and counts ten while the other playersrun for hiding places. As soon as the one who is blinding says "Ten!"the players must all stand motionless whereever they happen to 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 hunterrepeats this five times, and any player not entirely out of sight thefifth time the hunter turns must change places with him, the originalhunter becoming a spectator of the game. Having called "Ten!" andturned to look for moving players five times, the hunter (or the onetaking his place, as explained above) counts one hundred, to give theplayers time to reach final hiding places, and the game proceeds as inregular I Spy. THIMBLE RING _10 to 30 or more players. _ _Indoors; out of doors. _ All of the players but one stand in a circle, each one clasping withhis left hand the right wrist of his left-hand neighbor. This leavesall of the right hands free and all of the left hands occupied. Theodd player stands in the center of the circle, and tries to detect whoholds the thimble that is passed from hand to hand. Each player in thecircle places his right hand first in the hand of his neighbor on theright and then in the hand of the neighbor on the left, keeping thismovement going rhythmically, while the entire circle repeats thelines:-- "The thimble is going, I don't know where; It is first over here and then over there. " When the player in the center thinks he knows who has the thimble, hegoes up to him and says: "My lady's lost her thimble. Have you it?" Ifcorrect, these two players change places. If incorrect, the one who isIt demands of the player addressed to find it. This player, in turn, has one guess. If correct, he takes the place of the one who has thethimble, the one who was It taking the vacant place in the circle, andthe one who held the thimble going to the center. Should the player beincorrect in his guess, he changes places with the one in the center. THIRD MAN (See also _Three Deep_ and _Last Man_. ) _15 to 100 players. _ _Playground; gymnasium. _ This game is another form of the game commonly known as Three Deep, but instead of being played in the circular formation, the players are scattered irregularly over the playground. All of the players but two take partners and scatter in any irregularway. The players forming each couple stand facing each other, with thedistance of a long step between them. To make a success of the game, the distance should be considerable between the various couples. Of the two odd players, one is runner and the other chaser, the objectof the latter being to tag the runner. The runner may take refugebetween any two players who are standing as a couple. The moment thathe does so, the one toward whom his back is turned becomes third man, and must in his turn try to escape being tagged by the chaser. Shouldthe chaser tag the runner, they exchange places, the runnerimmediately becoming chaser and the chaser being liable instantly totagging. THIRD SLAP _5 to 30 or more players. _ _Playground; gymnasium; schoolroom. _ The players should be divided into groups of from five to ten each. One in each group is chosen to be It; the others line up in front ofhim, all standing at a distance of from thirty to fifty feet from agoal previously decided on. The players in the line hold their handsextended forward the length of the forearm, the elbows being bent andtouching the sides; the palms should be turned downward. The one who is It tries to slap the hands of any of the players, whomay evade him by bending the hands downward, upward, or sideways, atthe wrist, but may not withdraw the arm or change the position of theelbow. Any player who receives three slaps, whether on one or bothhands, immediately upon receiving the third slap, chases the one whois It toward the goal. Should the slapper be caught before he reachesthe goal, he must continue as before, but if he succeeds in reachingthe goal in safety, he changes places with his pursuer, who becomesIt, or slapper, for the next round. This game may have much sport in it if the one who is taking the part of slapper be very alert and agile in his movements, dodging quickly from one player to another, and making many false moves to throw the players off their guard as to where he is going to strike next. This game is very popular with children, and is an amusing diversion for young people for house parties. THREE DEEP (See also _Third Man_ and _Last Man_. ) _15 to 60 players. _ _Playground; gymnasium. _ This game is one of the standard favorites for both children andadults. All of the players but two form in a double ring, facing inward; thatis, in two concentric circles, with one player directly behindanother. There are several methods of getting players into this formation. One method is to have the players march in column two abreast, form in a circle, and all face inward. Another method is to have the players form in a circle in single file; one player steps in front of his neighbor on the right, and each alternate player in quick succession around the circle does the same, thus accomplishing the end of bringing all of the players in couples one behind another. The two odd players, one of whom is runner and the other chaser, startoutside of the circle, generally one of them being on one side of thecircle and the other opposite. The object of the game is for thechaser to tag the runner. The runner may save himself by stopping infront of any couple standing in the circle, whereupon, that filehaving been made "three deep, " the outer player or third man becomesat once liable to tagging, and in his turn becomes runner and tries toevade the chaser. He may seek refuge in the same way in front of acouple. [Illustration diagram: THREE DEEP] Should the chaser tag the runner, they exchange places, the runnerimmediately becoming chaser, and the chaser being liable instantly totagging. It will thus be seen that great alertness is necessary on the part ofany one standing on the outside of the circle, as at any moment therunner may take refuge in front of his file or couple, making him thethird man and liable to be tagged. It is not permissible for any thirdman to take refuge in front of the couple standing immediately on hisright or left when he becomes third man. Both runner and chaser may dash through the circle, but may not pausefor a moment within the circle, except when the runner claims refugein front of some couple. When players are inclined to confuse the playby hesitating while running through the circle, this privilege ofrunning through is sometimes forbidden, all the chasing being confinedto the outside of the circle. VARIATION. --This game may be varied by having the players who form thecircle stand face to face, with a distance of one long step betweeneach two, instead of all facing toward the center of the circle. Inthis form of the game the runner takes refuge between the two formingthe couple, the one toward whom his back is turned being the thirdman. Both runner and chaser may run between the two circles ofplayers. This may be made one of the jolliest games possible, and also one of the best for making slow and dull players alert and active. The author has seen many a class of slow-minded children waken to much quicker mental action as well as greater physical agility by this game. For adult players it may be thoroughly delightful. The writer recalls a class of adult business men in a Y. M. C. A. Gymnasium who resorted even to leapfrog tactics in the strenuous sport they put into this game. TOMMY TIDDLER'S GROUND _5 to 30 or more players. _ _Playground; gymnasium. _ The ground is divided by a line into two equal parts. One of thesebelongs to Tommy Tiddler, who stands on his side of the line and maynot cross it. All of the other players are on the other side of theline, and venture across the line into Tommy Tiddler's ground, taunting him with the remark, -- "I'm on Tommy Tiddler's ground, Picking up gold and silver!" Tommy may tag any one on his ground, and any one so tagged changesplaces with him. The players will learn to add to the interest of thegame by venturing as near Tommy Tiddler as possible and being verytantalizing in inducing him to run after them. Tommy Tiddler, on hispart, will find opportunity for considerable finesse, such as inappearing to give his attention entirely to one player, then suddenlyturning and dashing for another. TOSSING WANDS _10 to 60 or more players. _ _Gymnasium; playground; schoolroom. _ This game is played in two forms, line form and circle form. LINE FORM. --The players stand in two lines or ranks facing each other, all those in one line being provided with gymnasium wands about threefeet in length. A leader is appointed who either counts or commands asa signal for tossing the wands back and forth from one line to theother: as, "One, two, three--toss!" This is even more effective ifgymnastic movements be taken on the three counts, as bending the trunkforward with the wand downward, stretching the arms upward with thewand overhead, extending it forward at shoulder height, and thentossing backward over the head. The signals for this would be "Bend!Stretch! Out! Toss!" The wands should first be held in the hand with the palms upward, andcaught with the hands in the same position. Later, the hand positionshould be reversed, the wand being grasped with the downward-turnedpalms. CIRCLE FORM. --When players are proficient in catching in oppositelines or ranks, they should form a circle, facing around in singlefile, each player being provided with a wand which is tossed backwardover the head and caught by the player behind. This may be done bestrhythmically with the exercises and commands mentioned above, "Bend!Stretch! Out! Toss!" The wand should be caught with the palms outward. Any player failing to catch a wand drops out of the game. With alittle practice, however, this usually resolves itself into a quickdrill rather than a game; but it is a most interesting, skillful, anddiverting play. TRADES _10 to 60 or more players. _ _Indoors; out of doors. _ This game is the boys' form of the game played by girls as "Old Womanfrom the Woods. " The players divide into two equal parties. One partyretires and decides on some trade or occupation, whereupon theyadvance toward the second party, saying:-- "Here are some men from Botany Bay. Got any work to give us to-day?" The second party asks, "What can you do?" The first party answers, "Anything. " The second party says, "Set to work, then!" whereupon theygo through pantomimic motions descriptive of the occupation chosen, such as planing, sawing, or hammering, for the carpenter; the motionsof the bricklayer, tailor, cobbler, motor-man, etc. The second partyguesses what this pantomime indicates. Should they guess correctly, they have a turn at representing a trade. Should they fail, the firstparty has another trial. When played in a playground or gymnasium, where there is a goodrunning space, a successful guess should be followed by a chase of theactors by the guessing party, any players caught before a designatedgoal line is reached having to join the party of their captors. Theparty wins which secures all of the players. The following activities and occupations were shown by one class of city boys: milking cows, grinding coffee, hanging wall paper, traveling salesmen (displaying and measuring goods), rooting a baseball team, Marathon race, picking cherries, basket-ball game, oiling sewing machine, blowing up bicycle tires, running a lawn mower, bricklaying. TREE PARTY _5 to 60 players. _ _Out of doors. _ In these days of nature study this game is especially appropriate. Itmay be used on any ground or strip of woodland where there is avariety of trees, the game consisting in identifying the trees. A tag or card is fastened on one or more trees of each variety withincertain prescribed limits. These cards may be made as fanciful or asrustic as desired. Birch bark is very appropriate for them, and foreither birch bark or a conventional card a pretty element may be addedby writing some appropriate quotation or verse, after the Japanesecustom. The main object of each card, however, is to bear a number. Each player is provided with a card or slip of paper containing a listof numbers corresponding to those on the trees. Thus, if fifteen treesbe numbered, there should be fifteen numbers on each player's card. The players, having been provided each with a card and pencil, wanderat will over the designated territory. Whenever a number is discoveredon a tree, the player, if he knows the name of the tree, writes it onhis own card opposite the corresponding number. For most companies, popular rather than botanical names of the trees are permissible. At asignal--a bell, whistle, horn, or call--the players all assemble. Thehost or hostess then reads a correct list, each player checking thecard that he holds. The player wins who has the largest number ofnames correct. The writer has known this game to be a most beautiful diversion for a lawn party on a large estate, and has a feeling appreciation of how many trees most people will find it hard to name in even a familiar strip of woodland. [Illustration: A CITY PLAYGROUND] TRIPLE CHANGE _10 to 60 or more players. _ _Playground; gymnasium; parlor. _ The players form a circle, with the exception of three who stand inthe center. Those forming the circle and those in the center numberoff in threes. The players in the center take turns in calling eachhis number, as "One!" "Two!" or "Three!" whereupon all of the playersin the circle who hold that number quickly change places with eachother, the one who called the number trying to catch one as he runs toa new place. Any player so caught changes places with the caller. Forinstance, the center player may call "Three!" whereupon all of theNumbers Three in the circle must change places. They may do this bychanging with a near neighbor, or tantalize the one who called byrunning across the circle. The center players take turns in calling numbers. For instance, ifthe first one fails to secure a place, then the second of the centergroup calls. Should the first succeed in catching one of the otherplayers, the player so caught will await his turn in the center untilNumbers Two and Three have each had a turn at calling before he callsa number. TUG OF WAR (See _Catch and Pull Tug of War_ and _Wand Tug of War_; also _Contestsfor Two_, under "Feats and Forfeits. ") UNDER THE CUCKOO'S NEST _5 to 30 players. _ _House party; out of doors. _ One player is chosen as leader, and stands up, generally with his backagainst a wall or post, while a second player, who is the cuckoo, bends down, as for leapfrog, with his head against the leader. Theother players stand around in a circle, each placing a finger on theback of the cuckoo. The leader then "counts off" the fingers of theplayers with the following rhyme, indicating a finger for each accentof the rhyme:-- "The wind blows east, the wind blows west, The wind blows under the cuckoo's nest. Where shall this or that one go? Shall he go east or shall he go west? Or shall he go under the cuckoo's nest?" The player whose finger is indicated by the last word of the rhymemust then go to any place directed by the cuckoo, who, if he has anyintimation of the identity of the player, may use considerable tact inchoosing a difficult or interesting place; as on some high point towhich it is difficult to climb, or under some low object under whichit is hard to crawl, some distant place, etc. One player, however, must be directed to hide under the cuckoo's nest, and this playertakes a position at the feet of the cuckoo. This is a favoredposition. When all of the players have been thus disposed, the leadercalls, "Pom, pom, cooketty coo!" As soon as this call is heard, theplayers run back and pound the cuckoo on the back until the last oneis in. This last one becomes the cuckoo for the next repetition of thegame. VAULTING SEATS _10 to 60 players. _ _Schoolroom. _ This game is played the same as Changing Seats, except that the pupilsvault over the seats instead of sitting in them. The game may beplayed anywhere above the third year. The teacher gives the order "Right, jump!" whereupon all of the pupilsjump over their seats toward the right-hand side of the room. The rowthat is displaced, now standing in the right-hand aisle, runs at oncearound the room to the left-hand aisle. The teacher then repeats hercommand. The directions for the vaulting should be varied andunexpected, several being given to the right, then several to theleft, etc. The method of vaulting is to place one hand on the edge of the desk at the back of the seat to be vaulted over, and one hand on the desk that goes with the seat to be vaulted over. The hand should preferably be placed halfway between the two aisles, to assist both the jump and the landing. While placing the hands, pupils should crouch in a position ready to spring, with the heels raised, knees spread outward, and back straight and erect. They should land in the same position, as the bend of the ankle, knee, and hip joints breaks the jar of landing. WAND RACE _10 to 30 or more players. _ _Gymnasium; playground; schoolroom. _ An objective line, fence, or wall is chosen, and from ten to twentyfeet from it and parallel with it a starting line is drawn. Theplayers stand behind this line and toe it. If there be a large number, they form in competitive files as for a relay race, the leaders ofeach division toeing the line. Each leader balances on the forefingera gymnasium wand, the other hand being placed on the hip, and walksforward to the objective line, all starting at a given signal. Shouldthe wand be dropped, it must be picked up and the effort resumed fromthe place where this happened. The first one to reach the objective line wins; or, if a relay, scoresfor his division. The division wins that gets the largest score. Ifdesired, the winners, _i. E. _ those scoring for the different lines, may "play off" against each other, after all of the other players havehad their turn. WAND TUG OF WAR _10 to 100 players. _ _Playground; gymnasium. _ This game is played with wooden gymnastic wands, from three to fivefeet in length, and not less then one inch in diameter. There shouldbe half as many wands as there are players. A line is drawn across thecenter of the floor or playground. The players are divided into twodivisions, one standing on each side of the dividing line, so thateach player faces an opponent. These grasp each the end of a wand, held horizontally between them. At a signal a tug of war begins, eachplayer trying to pull his opponent across the line. Any one who puts afoot on the ground of the opponent's territory ceases the struggle andmust come across the line. The division wins which has the greatestnumber of players on its side of the line at the end. The game is best played in two or three five-minute intervals, withrests between. WATER SPRITE _10 to 30 or more players. _ _Playground; gymnasium. _ The players stand in two lines facing each other, with a large openspace representing a river between. One player, representing the watersprite, stands in the middle of the river and beckons to one on thebank to cross. This one signals to a third player on the opposite bankor side of the river. The two from the banks then run across toexchange places, the water sprite trying to tag one of them. If thewater sprite be successful, he changes places with the one tagged. This is a Chinese game, reported by Miss Adèle M. Fielde, and is based upon the superstition that a water sprite waits in the middle of a stream to entice people into it, probably an outgrowth of spring freshets. WEATHER COCK _10 to 60 players. _ _Schoolroom. _ This game, besides offering much sport, may be made to serve a usefulpurpose in familiarizing children with the points of the compass. The class having learned which directions are north, east, south, andwest, one player, who represents the weather bureau, stands in frontof the others (or the teacher may take this part), and calls out whichway the wind blows. For instance, when he says, "The wind blows north"the players turn quickly toward the north; if he says "west, " theplayers turn to the west; whenever he says "whirlwind, " the playersall spin around quickly three times on the right heel. The interest will depend very largely on the rapidity and variety withwhich the leader calls the various points of the compass. For olderchildren, halfway points may be named, as northwest, southeast, etc. WEE BOLOGNA MAN _2 to 60 or more players. _ _Parlor; playground; schoolroom. _ "I'm the wee Bologna Man. Always do the best you can, To follow the wee Bologna Man. " A leader who can be very brisk in movement and resourceful in ideasstands in front of the other players and repeats this verse rapidly, imitating each time he repeats the verse some one actioncharacteristic of the members of a band. For instance, the first timehe may go through the pantomime of playing a fife; the next time, without any pause between, he may imitate the beating of a drum; thenext, playing a fiddle, trombone, flute, cymbals, triangle, imitatethe drum major, etc. All of the other players follow his movements. The sport will depend largely upon the rapidity of the time and thevivacity that is put into the movements. FOR THE SCHOOLROOM. --The head players in the different lines of seatsshould take turns in being the Bologna Man, and the movements shouldbe such as will afford effective exercise. For instance, the firstplayer will stand and repeat the verse while hopping on one foot, theentire class joining in the hopping. The moment he is through, theleader of the next row should jump up, face the class, and repeat theverse, going through some other motion, such as hopping on the otherfoot; he, in turn, to be succeeded by the next leader, etc. Manygymnastic movements will suggest themselves, such as jumping on bothfeet, jumping forward down the aisle frog fashion, jumping high inplace, running in place, stretching the arms out sideways and bendingsideways like a walking beam, whirling both arms around like awindmill, taking a dance step, etc. This is one of the Scotch plays, and like most Scotch things of the sort, should be done in brisk time. WHIP TAG (Light the Candle; Beetle-goes-Round) _10 to 30 or more players. _ _Playground; gymnasium. _ This game may be played with a knotted towel, though it is perhapsmore skillful and interesting when played with a "beetle, " a smallcylindrical sack about twenty inches long, stuffed with cotton, andresembling in general proportions a policeman's club. All but one of the players stand in a circle with hands behind theirbacks. The odd player runs around the outside carrying the beetle, which he drops in the hands of any player in the circle. That playerimmediately turns to chase his right-hand neighbor, beating him asmuch as he can find opportunity for while he chases him around thecircle and back to his place. It is obviously to the interest of thisneighbor to outrun the beetle and escape a buffeting. The one holding the beetle then takes the place of the first outsideplayer, that one joining the ring. The new beetle man, in turn, runsaround on the outside and drops the beetle in any hands which hechooses. The sport of this game depends on the alertness of the players, as not only the one who receives the beetle but his right-hand neighbor must know when and where the beetle lands, and turn quickly for the chase. The player running around the outside will add to the zest of the game by trying to deceive the ring players as to where he is going to place the beetle, quickening or slowing his pace, or resorting to other devices to keep them on the alert. WHO GOES ROUND MY STONE WALL? _10 to 30 or more players. _ _Indoors; out of doors. _ There are two ways of playing this game. The one first described is better suited to schools and general playground conditions; the second is quite distinct, and may have better sport for parlor use. The players stand in a circle, numbering preferably twenty or less, with a little space between each two players, and not holding hands. They represent a sheepfold, but later, as each is chosen from thecircle, he takes the part of a sheep. One player is chosen to be JackyLingo, who walks around outside of the circle. Another, who is theshepherd or owner of the sheep, stands in the center of the circle. The owner says, "Who goes round my stone wall?" The outside playeranswers, "Nobody; only little Jacky Lingo. " "Pray don't steal any of my fat sheep. " Jacky Lingo answers: "Unless I take one-by-one, two-by-two, three-by-three! Follow me!" As Jacky Lingo says his last line, he taps three different players onthe back, one for "one-by-one, " another for "two-by-two, " and a thirdfor "three-by-three. " If a large number be playing, he may tap two foreach count instead of one, making six in all. As the players aretapped, they step out from the sheepfold and line up back of JackyLingo, each one in the line placing his hands on the shoulders of theone next in front. This is continued until all the players are takenby Jacky Lingo, who then runs off around the ground with them. Theowner goes after them, faces Jacky Lingo, and says, "Have you seenanything of my black sheep?" "Yes; I gave them a lot of bread and butter and sent them up there"(pointing to left or right). "Then what have you got behind you?" "Only a few poor black sheep. " "Well, let me see! Here's my black sheep!" The owner then tries to catch the sheep, and this Jacky Lingo tries toprevent. Any sheep in the line may be touched by the owner, and whenso touched he steps out of the line and stands aside until all arecaught. VARIATION. --When played indoors or on the turf, the game may be playedby the owner being blindfolded and taking a position on hands andknees--"all fours. " The dialogue is the same as given above, and thegathering in of the sheep by Jacky Lingo the same, except that theplayers do not line up behind him. They simply stray over the groundwhen he takes them from the fold. When all are scattered in this way, they begin to cry, "Baa-a! baa-a!" and the owner, still on all foursand blinded, tries to catch them. The first one caught becomesshepherd the next time. WINK _9 to 25 players. _ _House party. _ An uneven number of players are required for this game. Enough chairsare placed in a circle to allow one chair to each two players and onefor the odd player, that is, half as many chairs as there are players, with one player over. A player sits in each chair, all facing inward. Behind each chair stands a second player, who acts as guard. Thereshould be one empty chair with a guard behind it. This odd playerwinks at some one sitting in the circle, who at once tries to slip outof his chair without being tagged by his guard and take his place inthe empty chair. He may not go if he be tagged by his guard. Theobject of the guards should be to avoid being the keeper of an emptychair, and therefore the one who has to wink. The players try to evadethe vigilance of the guards by the quickness and unexpectedness oftheir movements. The guards may not keep their hands on theirprisoners, but must have them hanging at their sides until they seetheir players winked at. They may not dash around the sides of thechairs which they guard, but must stay all the time behind them. Nodding the head may be used instead of winking, but is more apparentto the guards. WOLF _5 to 30 or more players. _ _Out of doors. _ This is an admirable hide and seek game where there are many hidingplaces, as in a village or the country. One player is chosen for the wolf, who goes off and hides. The rest ofthe players are sheep, with one of their number as leader. A place ischosen for a pen where the sheep must stay and blind their eyes whilethe wolf is hiding. This pen may be a tree or rock or a square orcircle drawn on the ground. The leader counts one hundred, to give thewolf time to hide. The sheep then start out, but must all follow theirleader "like sheep, " looking for the wolf in each place where theleader may search for him. This game differs from most other hidinggames in that the searchers are the ones who have to flee for safetywhen the hider is discovered. As soon as the wolf is spied, the leadercries:-- "All my sheep Gather in a heap; For I spy the woolly, woolly wolf!" The sheep at once stand still until the wolf has taken a jump towardthem, which he must do before he may chase them; but immediately thatthe wolf has made his leap, the sheep all turn and run for the sheeppen, the wolf following. As the wolf may not run until he hears theword "wolf" at the end of the leader's lines, the latter oftentantalizes the wolf by saying, "I spy the woolly, woolly--lamb!" or"the woolly, woolly--cat!" or names any other animal he chooses, witha pause before the name, to prolong the suspense of the impatientwolf, finally ending up with "the woolly, woolly--wolf!" Any sheep tagged by the wolf becomes a wolf and joins the wolf thenext time, hiding either in the same den with him or in a separateden. When there is more than one wolf, the leader halts his sheepwhenever he spies a wolf, whether it be the original wolf or not, andall of the wolves join in the chase when the sheep run back to thepen. The game ends when all of the sheep have been caught. The wolf has several resources at his command for catching sheep inaddition to a simple chase. If at any time while in hiding he spiesthe sheep before they spy him, and considers their position inrelation to the goal advantageous to himself, he may call, "Stand yourground, three feet!" whereupon the sheep must instantly stand stilland then take three steps toward the wolf and stand again until hejumps toward them, when the chase for the sheep pen begins. The wolfmay also exercise considerable finesse by running directly for the penif he be in a position to reach it quicker or more directly than bychasing the sheep. Should he reach the pen first, he may then tag thesheep as they run in. One sheep may act as a decoy to engage theattention of the wolf while the others run into the pen. WOOD TAG _3 to 30 or more players. _ _Out of doors; gymnasium. _ This is a game of tag. When there are more than thirty players, it isdesirable to have two or more who are It, or taggers. The playersventure as near as possible to the one who is It, taunting him bycrying, "Ticky, ticky, touch wood!" Any player may seek immunity frombeing tagged by touching a piece of wood. No growing thing, however, such as a tree or shrub, is to be considered as wood. No player maystay very long in any place of safety, and the moment his hand or footbe taken from the wood he is liable to be tagged. A player who is notnear wood may gain a few minutes' respite by calling out "Parley!" buthe must stand perfectly still in the place where he then is, thetagger being able to tag him if he makes the slightest move of anypart of his body. When such a player decides to run again, he callsout, "Parley out!" This game affords opportunity for a great deal of sport through themaking of false starts and the daring approach to the one who is It, who, in turn, may make sudden and unexpected sorties in differentdirections. Like Iron Tag, this game is very ancient, and has evidently come from an old superstition that to touch iron or some other particular substance gave immunity from the spell of evil spirits. WRESTLING (See "_Contests for Two_" under "Feats and Forfeits. ") YARDS OFF _3 to 30 or more players. _ _Out of doors. _ This is a form of I Spy or Hide and Seek, and seems indigenous to New York. All players properly caught by the spy become prisoners, but may be freed in a prescribed way. The procedure which gives time for hiding is also distinctive. Two players are chosen, one to be It and one for stick thrower. Allthe players stand grouped around a goal, and the stick thrower throwsa stick as far away from the goal as he can. As soon as the sticktouches the ground, all of the players, including the thrower, but notthe one who is It, scatter and hide. The one who is It must walk tothe stick (never run), take it up, bring it back, and stand it up, resting against the goal. He then starts to hunt for the hiddenplayers. He must run back and touch the goal for any player whom hediscovers, saying, "One, two, three, for--!" naming the player. Anyone caught in this way becomes a prisoner at the goal. Any player whohas not been detected by the spy may run in to the goal at any timeand throw the stick away, whereby all of the prisoners, _i. E. _ thosewho have been spied and previously caught, become free and hide again. Whenever this freeing of prisoners happens, the spy must return to thegoal, walk to the stick, pick it up, walk back with it to the goalagain, and go on with the play as before. This continues until the spyhas touched the goal for all of the players, though they need not allbe prisoners at once. Any player spied who reaches the goal before thespy, is thereafter free; _i. E. _ out of the game. The last one caughtbecomes spy for the next game. QUIET GAMES QUIET GAMES NOTE. --The games in this division are not necessarily noiseless or lacking in movement; but are distinguished from the active games largely by the lack of chasing or other vigorous exercise. AUTHOR'S INITIALS _2 to 60 players. _ _Parlor; schoolroom. _ Each player is given a piece of paper on which is written variousseries or groups of words, each group descriptive of some author, andeach word beginning with one of his initials in regular order. Theplayer wins who guesses the largest number of authors. The followingare suggested; others may be devised:-- 1. Juveniles firmly conquered (James Fenimore Cooper). 2. Name honored (Nathaniel Hawthorne). 3. Bright humor (Bret Harte). 4. One wholesome humorist (Oliver Wendell Holmes). 5. Really lasting stories (Robert Louis Stevenson). 6. Cheerful laborer (Charles Lamb). 7. Tender, brilliant author (Thomas Bailey Aldrich). 8. Heroism wisely lauded (Henry Wadsworth Longfellow). 9. Just, gentle writer (John Greenleaf Whittier). 10. Poetry bridged skyward (Percy Bysche Shelley). 11. Clever delineator (Charles Dickens). 12. Rare brain (Robert Browning). 13. Weird imagination (Washington Irving). "B" GAME _5 to 30 or more players. _ _House party. _ Each player is given a sheet of paper with numbered questions preparedlike the following list. The answer to each question is to be writtenopposite it, and must consist of the letter B as an initial and addedto it the number of letters designated, the whole conforming to thedefinition given. The following examples will illustrate:-- 1. B and one letter, meaning to exist. --Be. 2. B and two letters forming a sack. --Bag. 3. B and three letters forming a storehouse. --Barn. 4. B and three letters, side of a stream. --Bank. 5. B and three letters, a young creature. --Baby. 6. B and three letters, a bag of goods. --Bale. 7. B and three letters, without hair. --Bald. 8. B and three letters, a surety. --Bond. 9. B and three letters, timber. --Beam. 10. B and three letters, a vegetable. --Beet. --Bean. 11. B and three letters, a poet. --Bard. 12. B and three letters, a drink. --Beer. 13. B and three letters, a globule. --Bead. 14. B and three letters, part of a bird. --Beak. 15. B and three letters, a vessel. --Boat. 16. B and four letters, an appendage. --Beard. 17. B and four letters, a tree. --Beech. 18. B and four letters, to commence. --Begin. 19. B and four letters, a strand. --Beach. 20. B and four letters, a receptacle. --Basin. 21. B and four letters, a kind of meat. --Bacon. 22. B and five letters, a combat. --Battle. 23. B and five letters, a hound. --Beagle. 24. B and five letters, a signal. --Beacon. 25. B and five letters, a cup. --Beaker. 26. B and eight letters, a demon. --Beelzebub. The player wins who answers correctly the largest number. This gamemay be devised for any initial letter. BARGAIN COUNTER _5 to 30 or more players. _ _House party. _ Each player is provided with a paper and pencil. The following iseither written on the papers in advance, or by the players fromdictation, minus the underscoring. Each player is then required tofind in the text the names of twenty-five textiles that may bepurchased in a dry goods store, none to be mentioned twice, indicatingeach by underscoring. The player wins who has the largest numbercorrect. Dolly Varden, immaculately dressed, sat in the window ledge and heardfrom the church near by the mellow chords of the organ dying slowlyaway. Her silken hair was well drawn back from her forehead low andbroad. Clothed as she was in pink and green, she made one think of thespring. She was considered musical; I considered her brilliant inevery way. I was before the dresser, getting ready to go out, andtaking a forkful of cold slaw now and then, or some mock duck. "I wantto send a line north, Henrietta, " said Dolly, bringing ham sandwiches;for she saw I felt hungry. She then wrote this letter: "I marvel, veterans, if you pause in your good work for lack of cash, merely asis represented. You should canvas for a book or paper, Caleb, somehandy volume, possibly a duodecimo. Hairsplitting terms like this I donot often employ, but, blessings on the head of Cadmus! linguists mustsometimes use their hands as well as their wit, weed gardens, if needbe, but spare the mullein, for it seems to me like a flower. Alwaysremember that, though the light burns dim, it yet will burn. " BEAST, BIRD, OR FISH _10 to 30 or more players. _ _Parlor; gymnasium; playground; schoolroom. _ The players stand or are seated, preferably in a circle. One playerstands or sits in the center with a soft ball, made by crushing paperor knotting up a handkerchief. This is thrown at one of the players bythe one in the center, who says quickly, "Beast, bird, or fish!" thenrepeats one of these classes and immediately counts ten, whereupon theplayer who has been hit by the ball must name some beast or bird orfish, according to the class last named by the thrower. This must bedone before the latter has finished counting ten. For instance, thethrower will say as he throws, "Beast, bird, or fish!--Bird!"whereupon the player hit by the handkerchief must name a bird whilethe thrower counts ten. This must not be a repetition of any birdpreviously named in the game. Should the player who is hit by the ballfail to meet the requirements, he changes places with the thrower. Should he succeed, the thrower repeats the game by hitting some otherplayer. IN THE SCHOOLROOM this game may be played with all the players but onein their accustomed seats. An old English form of this game substitutes the words "Fire, air, andwater, " for "Beast, bird, and fish, " the players being required toname some animal that lives in the air or water when those elementsare named, but to keep silence when fire is named. In this form thegame is supposed to be a survival of fire worship. BUZZ _5 to 30 or more players. _ _Playground; gymnasium; schoolroom; parlor. _ This is a quiet game, as distinguished from those requiring muchmuscular activity. One of the players starts the game by saying "One";the next says "Two, " the next "Three, " etc. , until the number "Seven"is reached, when the word "Buzz" is substituted for it. The nextplayer says "Eight, " and so on up to a multiple of seven, such asfourteen, twenty-one, twenty-eight, etc. , on each of which the word"Buzz" should be used instead of the right number. The word "Buzz" isalso substituted for any number in which the word seven occurs, eventhough it should not be a multiple of seven, such as seventeen, twenty-seven, thirty-seven, etc. When seventy is reached, the countingproceeds as "Buzz-one, " "Buzz-two, " etc. , and seventy-seven is"Buzz-buzz. " Whenever a player says a number instead of "Buzz, " or says "Buzz" inthe wrong place, or calls out a wrong number, he must pay a forfeitand start the game over again by saying "One. " The game may also be played by having each player who misses drop fromthe game. Where this is done, and the player retains his seat but issilent, the game becomes even more confusing for the players whoremain. CAKE SALE _Any number. _ _Parlor. _ Each player is given a card or sheet of paper prepared with thefollowing questions, or they may be dictated at the time. The one winswho has the largest number of answers correct. What kind of cake would you buy for-- 1. Sculptors? (Marble cake. ) 2. Politicians? (Plum cake. ) 3. Geologists? (Layer cake. ) 4. Advertisers? (Cream puffs. ) 5. Dairymen? (Cream cake. ) 6. Milliners? (Ribbon cake. ) 7. His Satanic Majesty? (Angel's food. ) 8. Babies? (Patty cakes. ) 9. Lovers? (Kisses. ) 10. The betrothed? (Bride's cake. ) 11. Gossips? (Spice cake. ) 12. Carpenters? (Plain (plane) cake. ) 13. Idlers? (Loaf cake. ) 14. Pugilists? (Pound cake. ) 15. One who lives on his friends? (Sponge cake. ) 16. Dynamiters? (Raisin cake. ) 17. Invalids? (Delicate cake. ) 18. Convalescents? (Sunshine cake. ) 19. "Boodlers"? (Dough-nuts. ) 20. Those who sample all these too much? (Stomach ache. ) CAT PARTY _5 to 30 or more players. _ _House party. _ Each player is provided with a sheet of paper on which are written thefollowing questions. Each question is to be answered with a word, ofwhich the first syllable is cat. The player wins who writes thelargest number of correct answers, the list of answers being read bythe host or hostess at the close of the time allowed for the game. Examples of questions are given below:-- 1. What sort of cat is allowed in a library? (Catalogue. ) 2. What sort of cat makes you think of reflected sounds? (Catacoustics. ) 3. What sort of cat unites well with a toilet article? (Catacomb. ) 4. What sort of cat requires a physician's attention? (Catalepsy. ) 5. What sort of cat is feared by soldiers? (Catapult. ) 6. What sort of cat is bad for the eyes? (Cataract. ) 7. What sort of cat is to be dreaded? (Catastrophe. ) 8. What sort of cat is allowed on the table? (Catsup. ) 9. What sort of cat goes to Sunday school? (Catechism. ) 10. What sort of cat do girls most detest? (Caterpillar. ) 11. What sort of cat makes small boys weep? (Cat-o'-nine-tails. ) CRAMBO _10 to 30 players. _ _House party. _ Each player is provided with two slips of paper, and also with anotherfull sheet of paper and a pencil. On one of the slips he writes aquestion. This may be as serious or absurd as fancy dictates. On theother slip of paper he writes a word, either a common or proper noun. The slips containing the questions are then collected in a box or hat, and those containing the nouns in another receptacle. The questionsare thoroughly mixed and passed around, each player drawing one. Thesame is done with the nouns. Each player must then write a verse which shall answer the questionand contain the word that he has drawn, no matter how irrelevant theymay be. A time limit is generally given for this performance, varyingwith the facility of the players. The following may serve as examples. The author recalls a very gravebanker, not suspected of humor, who drew the question, "How longshould you roast a leg of mutton?" The word drawn was "Finger. " Hewrote:-- "To roast the mutton, let it linger Longer than to roast your finger. " Another business man drew the question, "What is the differencebetween doughnuts and sponge cake?" The word was "Youth. " He wrote:-- "Sponge cake is delicate and sweet to the taste, While doughnuts are tough as thunder; And the youth who partakes of the first in haste Will tackle the latter with wonder. " The game may be made more difficult by each player writing on a thirdslip of paper a verb or an adjective, these to be collected andredistributed with the nouns and questions. CROSS QUESTIONS _10 to 60 players. _ _Parlor; schoolroom. _ All but one of the players sit in two rows facing each other, thosedirectly opposite each other being partners. The odd player walksaround the rows behind the others, asking questions of any playerfacing him from the farther row. The question must be answered, not bythe player addressed, but by his partner or _vis-a-vis_, who sits withhis back to the questioner. Any player answering a question addressed directly to him, or failingto answer one addressed to his partner, or giving an incorrect answerto a question, changes places with the questioner, or pays a forfeit, as may have been decided on beforehand. FOR THE SCHOOLROOM. --When played in the schoolroom, the adjacent rowsshould form a group and face each other so as to leave free aislesbetween the groups in which the questioners may walk, as shown in thediagram of "Old Man Tag. " The game may be made to correlate with almost any subject in theschool curriculum, the questioner asking, for instance, for capitalcities, boundaries, mountains, etc. , for geography; for dates or thenames of heroes in great events, for history; or even for briefproblems in mental arithmetic. DUMB CRAMBO _10 to 30 or more players. _ _Parlor. _ The players are divided into two parties. One party goes outside ofthe room, and those remaining choose some verb, which is to be guessedand acted by the other party. The outside party is then told some wordwhich rhymes with the chosen verb. They consult among themselves, decide on a verb which they think may be the right one, enter theroom, and without speaking act out the word they have guessed. Theinside party must decide from this pantomime if the correct verb hasbeen guessed. If not, they shake their heads. If right, they claptheir hands. No speaking is allowed on either side. If the outsideparty be wrong in their guess, they retire and try another word, repeating this play until they hit upon the right word, when the twosides change places. FIND THE RING _10 to 30 or more players. _ _Parlor; gymnasium; schoolroom. _ The players sit in a circle, holding in their hands a long piece ofstring tied at the ends so as to form a circle large enough to goaround, a small ring having been put upon this string. One player ischosen to stand in the center. The players who are seated then passthe ring from one to another, the object being for the player in thecenter to detect who has the ring. The other players will try todeceive him by making passes to indicate the passage of the ring whenit really is not in their vicinity. When the player in the centerthinks he knows who has the ring, he calls out the name of thatplayer. If right, he sits down, and that player must take his place inthe center. This game may be played by the players repeating thefollowing lines as the ring is passed around the circle:-- "Oh, the grand old Duke of York, He had ten thousand men; He marched them up the hillago, And marched them down again. "And when they were up they were up, And when they were down they were down; And when they were halfway up the hill, They were neither up nor down. " This game may be played out of doors around a bush, in which case theplayer who is It must circle around the outside of the ring formed bythe other players instead of standing in the center. [Illustration: FLOWER MATCH] FLOWER MATCH _2 to 10 players. _ _Out of doors. _ This is one of the pretty Oriental games recorded from Korea by Mr. Culin, and is played by the children of that country, Japan, and China. The players each gather a handful of meadow bloom--blossoms and grassindiscriminately, not selecting the contents of the bunch. All sitdown in a group. The first player lays out one from his pile, say abuttercup. All of the players around the circle try to match this, that is, each one who has buttercups lays all of them in a pile withthat of the first player, who appropriates the entire pile when thishas gone around the circle. Then the next player lays out somethingwhich all must try to match. The one wins who has the largest numberof grasses or blossoms all counted together at the end. Differentsorts of grasses and leaves count in this game as well as differentkinds or colors of blossoms. GRASS BLADE _2 to 10 players. _ _Out of doors. _ This is a pretty game for little children, recorded by Mr. Culin, as played by the children of Japan, China, and Korea. Each child gathers a handful of grass, the soft, flexible grass bladesbeing best for the purpose. The players are all seated in a group. Onechild makes a loop of a blade of grass by holding the two ends in hishand. Another child loops a blade of grass through this and the twopull; the one whose grass blade breaks loses, and the two pieces astrophies are given to the successful player, who then matches hisgrass blade with the next, and so on around the circle until his grassblade breaks, when he loses his turn and the next player has a similarturn. The one wins who has the greatest pile of trophies at the end. HANDS UP--HANDS DOWN _10 to 60 players. _ _Schoolroom. _ This is a schoolroom adaptation of Up Jenkins, and is designedespecially for use as children assemble in a class room before theopening of the school session. The only material required is a smallpaper or worsted ball of a size that may be hidden in the clinchedhand. The players are divided into two groups, each group seated, partlyfacing the other (indicated by arrows in the diagram) with a captainstanding before each side at _C_. The side starting the game is given a small ball of paper or worsted, and at the command of the captain of the _opposing_ side the playerspass the ball rapidly from one to another. Each player makes themotion of passing, so as to deceive the opposing group as to thewhereabouts of the ball. [Illustration diagram: HANDS UP, HANDS DOWN] The captain and players of the opposing group meanwhile keep a sharplookout for the ball without leaving their seats. After a short time of passing, the captain, who started the passing(Group _B_, diagram) calls suddenly, "Hands up!" and immediately allpassing in Group _A_ must cease, and all hands must be raised highoverhead and tightly clinched, so the player having the ball, when thepassing ceased, may not disclose the fact. The _B_ captain again gives a sudden command of "Hands down!"Immediately all hands are brought down softly on the desk in front ofeach player of Group _A_, hands wide open, palms downward, and againthe player with the ball tries to hide it under his hand. The players of Group _B_, who think they know who has the ball, raisetheir hands. No player may speak unless called by his captain. Whencalled, he may say, "Under J. 's right hand" (or left hand, as the casemay be). J. Raises the right hand, and if the guesser be mistaken, places that hand in his lap, it being thereafter out of commission, soto speak. No other player of Group _A_ moves a hand. Should the ballbe found under the hand raised, the opposing group, _i. E. _ Group _B_, receives as many points as there are hands left upon the desks. Otherwise, the search continues, the captain of Group _B_ askingplayers of his group to order a hand raised, or orders it himself, until the ball is discovered. Group _B_ now takes the ball and passesit from one to another, and Group _A_ gives commands through itscaptain. The side making a score of three hundred points wins. A sideloses ten points when a player talks or calls for a hand to be raisedwithout the permission or call of the captain. This adaptation was made by Miss Adela J. Smith of New York City, and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City, in 1906. It is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared. HEN ROOST _5 to 30 or more players. _ _Parlor; schoolroom. _ Each of the players except one chooses a word, which should be thename of some object, and in answering any questions put to him in thegame he must introduce this word which he has chosen into each answer. The odd player takes the place of questioner. He may ask one or morequestions of each player, as he sees fit, the dialogue taking any turnhe chooses, the following being suggestive of the general tone ofit:-- The questioner says: "I heard that you got into the hen roostyesterday. How did you get in?" Answer: "With the dictionary. " To the next player: "What did you find there?" Answer: "A horse. " To the next player: "What did you give him to eat?" Answer: "A sofa pillow, " etc. Any player who laughs, or who fails to answer promptly or correctly tothe question, must change places with the questioner. Forfeits mayalso be required if desired. HORNS _5 to 60 players. _ _Indoors; out of doors; schoolroom. _ This game is played very much like "Simon says. " It is a quiet gamethat may be played with all of the players seated, their forefingersplaced on their knees or on a table or desk in front of them. One whois leader says:-- "All horns up!" "Cat's horns up!" or "Cow's horns up!" whereupon he lifts his own forefingers, pointing upward. Should hename an animal that has horns, all of the players lift their fingersin similar manner, but should he name an animal such as a cat, thathas no horns, any player that lifts his fingers in imitation of theleader is out of the game. INITIALS _5 to 30 or more players. _ _House party. _ For this game it will be necessary to prepare slips of paper, one foreach player. At the head of the paper are written the initials of someperson who will be present; under this a series of questions which theplayer drawing the paper is to answer. The papers are put in a box orhat and drawn by the players, or held in the hand with the initialsconcealed and drawn in that way. A certain time may be allowed, ifdesired, for the answering of the questions. The answers must be written in each case immediately below thequestion, must consist of only as many words as there are initials atthe top of the sheet, and the words of the answer must begin with theinitials in their proper order. For example:-- H. B. B. 1. To whom does this paper belong? (Henry B. Brown. ) 2. What is his character? (Horrid, but bearable. ) 3. What kind of hair has he? (Heavy, burnished brown. ) 4. What kind of eyes has he? (Heavenly, bright blue. ) 5. What books does he prefer? (Handsomely bound biographies. ) 6. What animals does he prefer? (Howling big bears. ) 7. What is his chief occupation? (Hammering bulky boxes. ) 8. What do you surmise regarding his future? (He'd better beware. ) 9. What does he think of the opposite sex? (Hebes! Bright beauties!) 10. What does he think of the world in general? (He's becoming bewildered. ) LEAF BY LEAF _Any number of players. _ _Out of doors; indoors. _ A basket of leaves is provided, no two of the leaves being alike. These may be leaves from trees, shrubs, or plants, or flowers may beused in the same way. The players are each provided with a card or slip of paper and apencil, and are seated. One leaf is handed to the first player, whopasses it on to the next, and so on until it has made the round of thegroup. Each player, in turn, if he can identify the leaf, writes thename of it on a card. Each leaf is thus passed. The host or hostess then reads a correct list, naming the leaves inthe order in which they were passed. The player wins who has thelargest number correct. This is an especially pleasing game for nature students. LITERARY LORE _5 to 30 or more players. _ _House party. _ Each player is given a sheet of paper on which the following questionsare written. The player wins who writes correct answers to the largestnumber of questions. This game may be worked up from the writings ofany poet or author. Examples are given from Tennyson and Longfellow. The answers are appended here, but in playing the game should be readby the host or hostess at the end. TENNYSON 1. What poem is it that sings down the vale?--The Brook. 2. What is the poem whose father is king?--The Princess. 3. The poem that honors a friend who is gone?--In Memoriam. 4. The poem that rules in the spring?--The May Queen. 5. The poem that lives in the depths of the sea?--The Mermaid. 6. The poem once baked in a pie?--The Blackbird. 7. The poem from which all its dwellers have gone?--The Deserted House. 8. The poem that is a good-by?--The Farewell. 9. The poem whose dress was tatters and rags?--The Beggar Maid. 10. The poem that lets in light?--The Window. 11. The poem in which we see castles in Spain?--The Day Dream. 12. The poem that sees in the night?--The Owl. LONGFELLOW 1. What poem is it that helps to shoe your horse?--The Village Blacksmith. 2. The poem that needs an umbrella?--The Rainy Day. An April Day. 3. The poem that carries you across?--The Bridge. 4. The poem that finds you weary?--The Day is Done. 5. The poem that keeps the time?--The Old Clock on the Stairs. 6. The poem that belongs to little people?--The Children's Hour. LONDON _2 players. _ _Indoors; schoolroom; seashore. _ [Illustration diagram: LONDON] This is a quiet game in which the players are all seated. A diagram isdrawn on a slate or piece of paper of oblong shape, about six by teninches in outside dimensions, if the surface admits of one so large. This is divided by a horizontal line every two inches. It is anadvantage if the players have different colored pencils, but this isnot necessary. A piece of paper is placed at the bottom of the diagramand blown over the diagram toward the top; or a small piece of glassor china called a "chipper" is used, the latter being nicked orsnapped with the fingers. The first player snaps his chipper, and inwhichever place it stops marks with a pencil a small round "_o_" torepresent a man's head. The chipper is then returned to its startingplace and the play is repeated. This is continued until the player hasmarked a head in each of the horizontal spaces; or should his chipperland a second time in a space in which he has already marked such ahead, he makes a larger round under the head to represent the body ofa man. The third time it lands in this place he makes a downwardstroke for a leg, and the fourth time one for a second leg, whichcompletes the man. Should three complete men be so drawn in onespace, the player, without shooting again, draws what are called"arms, " that is, a horizontal line from the figures across the spaceto the outside limits. This occupies the space completely and keepsthe other player out of that space; that is, the other cannot put anymen in it or add to any which he may already have started there. The first player continues to play until the chipper lands on a line;a player whose chipper lands on a line or outside of the diagram loseshis turn. The other player then takes his turn, and may start, continue, or complete men in any spaces which the first player has notoccupied with three armed men, even though the latter may have startedmen in the space or have completed two of them. Each player may buildonly on his own men. The player wins who succeeds in occupying the largest number of spaceswith three armed men of his own drawing. The space at the top of the diagram, called "London, " is especiallyadvantageous. No men are marked in it, but should the chipper landthere at any time, the player may draw a head in every other space onthe diagram, or add one mark to any one drawing he may have already ineach space. This game may be played on the seashore or playground or wherever thediagram may be drawn in hard earth. For the schoolroom it is an interesting diversion for pupils whoassemble early before the opening of the school session. MINISTER'S CAT (THE) _Any number of players. _ _Parlor; schoolroom. _ The first player says, "The minister's cat is an avaricious cat, "using an adjective which begins with "a" to describe the cat. The next player makes a remark about the cat, using the same initialletter for the adjective; for instance, that it is an "aggressive"cat. This is continued, each player using a different adjectivebeginning with the letter "_a_, " until the game has gone entirelyaround the circle. The first player then makes a similar remark aboutthe cat, using an adjective beginning with "_b_. " This goes around, and so on through the alphabet. Any player who is slow to respond, orwho fails, must either drop out of the game or pay a forfeit, as maybe decided at the start. MUSIC BOX _3 to 60 players. _ _House party; schoolroom; playground. _ Each player is given a slip of paper and pencil. Some one who has agood repertoire of popular airs sits at the piano--or lacking a piano, may sing without words--and goes briefly through snatches of one airafter another, each of the players writing on his slip of paper thename of the air, or leaving a blank if he be unable to name it. Theone wins who names the largest number of airs correctly. This is an admirable game to use for old ballads, such as "AnnieLaurie, " "Suwanee River, " "My Old Kentucky Home, " "Blue Bells ofScotland, " etc. , or for national airs, or for both together. In acompany that is well up on current music, airs from current songs andpopular operas may be used successfully. MY LADY'S LAP DOG _5 to 30 of more players. _ _Parlor. _ My lady's lapdog. Two plump partridges and my lady's lapdog. Three great elephants, two plump partridges, and my lady's lapdog. Four Persian cherry trees, three great elephants, etc. Five Limerick oysters, four Persian cherry trees, etc. Six bottles of Frontignac, five Limerick oysters, etc. Seven swans a swimming, six bottles of Frontignac, etc. Eight flip flap floating fly boats, seven swans, etc. Nine merchants going to Bagdad, eight flip flap, etc. Ten Italian dancing masters going to teach ten Arabian magpies how to dance, nine merchants going to Bagdad, etc. Eleven guests going to celebrate the marriage of the Princess Baldroubadour with the Prince of Terra del Fuego, ten Italian dancing masters going to teach ten Arabian magpies, etc. Twelve triumphant trumpeters triumphantly trumpeting the tragical tradition of Telemachus, eleven guests going to celebrate the marriage, etc. The players sit in a circle; the one who is leader turns to the nextplayer and says, "My lady's lapdog. " This player turns to the one nexthim and repeats the phrase, which is thus handed around the circle. When it gets back to the leader, the leader turns to his neighbor andadds an item to that previously mentioned, saying, "Two plumppartridges and my lady's lapdog. " This goes around the circle, whenthe leader says, "Three great elephants, two plump partridges, and mylady's lapdog, " and so on, adding each time different items accordingto the formula given above. Any player failing to repeat the listcorrectly pays a forfeit. VARIATION. --For younger players, the following list may be foundbetter:-- A big fat hen. Two ducks and a big fat hen. Three wild geese, two ducks, and a big fat hen. Four plump partridges, three wild geese, two ducks, etc. Five pouting pigeons, four plump partridges, three, etc. Six long-legged cranes, five pouting pigeons, etc. Seven green parrots, six long-legged cranes, etc. Eight screeching owls, seven green parrots, six long-legged, etc. Nine ugly black turkey buzzards, eight screeching owls, etc. Ten thousand domesticated chimney swallows, nine ugly black turkey buzzards, eight screeching owls, etc. NAUGHTS AND CROSSES _2 players. _ _Indoors; out of doors. _ [Illustration diagram: NAUGHTS AND CROSSES] A diagram is drawn on a slate, paper, or the ground, and consists oftwo vertical lines, crossed by two horizontal lines. One playerchooses to write "naughts" (o) and the other "crosses" (x). Theplayers take turns in marking a naught or a cross in one of the nineplaces provided by the diagram, the object being to get three naughtsor three crosses in a row. This row may be either vertical, horizontal, or diagonal. A score is kept of the games won by each player, and a third score iskept of the games played in which neither player wins. This game may be played at the seashore, on the playground, orwherever the diagram may be traced on the earth. For school use it is an interesting diversion for pupils who assembleearly before a session opens, or who remain in over a rainy noontime. NIMBLE SQUIRREL _Any number of players. _ _Schoolroom; parlor; playground. _ This is a device for mental arithmetic. It is one of which children are very fond. As the play element may enter very largely into the fanciful suggestions used by the teacher, it seems in place in a book of games. The teacher states her problem in a manner similar to the following:-- "There was a tree with fifty branches. A squirrel started on the firstbranch, jumped up three branches [to the fourth], came halfway down[to the second], went three times as high [sixth branch], fell halfwaydown [third branch], saw a dog, and ran to the top of the tree; fellto the ground and started over again; went up eight branches, jumpedpast three branches, " etc. , finishing up with, "How many branches fromthe top was he?" This game has been found intensely interesting for children throughthe upper grades of the elementary schools. PENNY WISE _5 to 30 players. _ _House party. _ Each player is provided with a bright new penny (of design prior to1909), a piece of paper, and a pencil. On the paper are writtenbeforehand, or to dictation, the following requirements, of coursewithout the answers. The player wins who has the largest number ofcorrect answers. Find on the penny the following:-- The name of a song. --America. A privilege. --Liberty. A part of Indian corn. --Ear. A part of a hill. --Brow. Something denoting self. --Eye (I). Part of a door. --Lock (of hair). A weapon of war. --Arrow. An act of protection. --Shield. A gallant. --Beau (bow). A punishment. --Stripes. Part of a plant. --Leaf. A piece of jewelry. --Ring. A nut. --Acorn. A musical term. --Bar. An occupation. --Milling. A foreign fruit. --Date. Trimming for a hat. --Feather. What ships sail on. --Sea (C). A perfume. --Scent (cent). A religious edifice. --Temple. A messenger. --One sent (cent). A method of voting. --Ayes and Noes (eyes and nose). A Chinese beverage. --Tea (T). A gaudy flower. --Tulips (two lips). Comfort. --Ease (E. E. ). A small animal. --Hare (hair). A term of marriage. --United state. An ancient honor. --Wreath. One of the first families. --Indian. PLANTING A GARDEN _5 to 30 or more players. _ _House party. _ Each player is provided with a sheet of paper and a pencil. The gameconsists in one player writing down something that he has planted andthe next player stating what came up. Anything may be planted, thoughthe questioner must have in mind something that could come up fromwhat he writes. He must sign his initials. The names of the plantsthat come up must bear some direct relation, punning or otherwise, tothe things planted. For example, a player writes, "I planted a kitten; what came up?" Thepaper is handed to the next player, who writes, "Pussy willows. " After the questions are written, the papers are collected andredistributed, and each writes an answer to the question he has drawn. They are then collected again, and the hostess reads the questions andanswers. Any question not answered must be replied to by the playerwho wrote it. Examples follow:-- 1. Plant an angry wise man; what will come up?--Scarlet sage. 2. Plant a box of candy; what will come up?--Candytuft. 3. Cupid's arrow; what will come up?--Bleeding heart. 4. Some steps. --Hops. 5. Days, months, and years. --Thyme. 6. Christmas Eve. --Star of Bethlehem. 7. Orange blossoms. --Bridal wreath. 8. A sermon. --Jack in the pulpit. 9. Cuff on the ear. --Box. 10. Grief. --Weeping willow. 11. Cinderella at midnight. --Lady's slipper. 12. A ship that has nowhere to go. --Portulaca (port you lack, ah!). 13. Star spangled banner and Union Jack. --Flags. 14. Claws and a roar. --Tiger lilies. 15. A Richmond caterpillar. --Virginia creeper. 16. Contentment. --Heart's-ease. 17. What a married man never has. --Batchelor's buttons. 18. Sad beauties. --Bluebells. 19. Labyrinth. --Maize. PRINCE OF PARIS _10 to 30 players. _ _Parlor; schoolroom. _ A player is chosen as leader; the others are numbered consecutivelyfrom one up, and are all seated. The leader, standing in front, says, "The Prince of Paris has lost hishat. Did you find it, Number Four, sir?" whereupon Number Four jumpsto his feet and says:-- "What, sir! I, sir?" _Leader. _ "Yes, sir! You, sir!" _No. Four. _ "Not I, sir!" _Leader. _ "Who, then, sir?" _No. Four. _ "Number Seven, sir. " Number Seven, as soon as his number is called, must jump at once tohis feet and say:-- "What, sir! I, sir?" _Leader. _ "Yes, sir! You, sir. " _No. Seven. _ "Not I, sir!" _Leader. _ "Who then, sir?" _No. Seven. _ "Number Three, sir!" Number Three immediately jumps to his feet, and the same dialogue isrepeated. The object of the game is for the leader to try to repeatthe statement, "The Prince of Paris has lost his hat, " before the lastplayer named can jump to his feet and say, "What, sir! I, sir?" If hesucceeds in doing this, he changes places with the player who failedin promptness, that player becoming leader. Should any player fail to say "Sir" in the proper place, this also isa mistake, and the leader may change places with such player. This game has much sport in it for house parties or other uses. RECOGNITION _Any number of players. _ _Parlor; schoolroom. _ Each player is given a card or slip prepared with the followingquestions, or the list may be dictated at the time. What famous persons, historical or mythical, do these objects suggest? 1. Hatchet? (George Washington. ) 2. A rail fence? (Abraham Lincoln. ) 3. A kite? (Benjamin Franklin. ) 4. A muddy cloak? (Sir Walter Raleigh. ) 5. A lonely island? (Robinson Crusoe. ) 6. A burning bush? (Moses. ) 7. A ruff? (Queen Elizabeth. ) 8. A glass slipper? (Cinderella. ) 9. An apple? (William Tell. ) 10. A silver lamp? (Aladdin. ) 11. A smooth, round stone? (David. ) 12. Long hair? (Sampson. ) 13. A dove? (Noah. ) 14. A pomegranate seed? (Persephone. ) 15. A spider web? (Robert Bruce. ) 16. A key? (Bluebeard. ) 17. A wolf? (Red Riding Hood. ) 18. A steamboat? (Robert Fulton. ) SCAT _2 players. _ _Indoors; out of doors; schoolroom. _ One player holds on his upturned palm a ruler, a paper knife, or asmall thin strip of wood. The other player takes this quickly andtries to "scat" or hit the opponent's palm with the ruler before hecan withdraw his hand. The game will be made more interesting byfeints on the part of the player who has to take the ruler, he givingseveral appearances of taking it before really doing so. When a playersucceeds in hitting his opponent's hand with the ruler they changeparts in the game. Count is kept of the unsuccessful hits, the playerwinning who has the smallest score when the play ends. This is one of the diversions useful for rainy day recesses in school, or for pupils who congregate before a session opens. SEEKING FOR GOLD _5 to 15 players. _ _Out of doors; seashore. _ A handful of small pebbles is collected, and the players sit on theground in a circle. One of the players scatters the pebbles on theground in the center of the circle, as jackstones are scattered. Thisplayer then draws a line with his finger between any two of thepebbles, and tries to snap one of these two so that it will hit theother, as marbles are snapped at one another. If successful in hittingthe pebble, the same player has a second turn, keeping each time thetwo pebbles hit. Should this player miss, another gathers up thepebbles, scatters them, draws a line between any two of them, snapsthem, etc. The one wins who at the close of the game has the largest number ofpebbles. It will be seen that a small number of players is better forthis game than a large group. Nuts may be used instead of pebbles. This game is played by children in China. SHAKESPEAREAN ROMANCE (A) _Any number of players. _ _House party; schoolroom. _ Each player is provided with a sheet of paper prepared with thefollowing questions, or the questions may be dictated at the time. Each question is to be answered with the title of one of Shakespeare'splays. The player wins who has the largest number correct at the endof the time allotted for the game. Other questions may be devised. 1. Who were the lovers? (Romeo and Juliet. ) 2. What was their courtship like? (Midsummer Night's Dream. ) 3. What was her answer to his proposal? (As You Like It. ) 4. About what time of the month were they married? (Twelfth Night. ) 5. Of whom did he buy the ring? (Merchant of Venice. ) 6. Who were the best man and maid of honor? (Antony and Cleopatra. ) 7. Who were the ushers? (The Two Gentlemen of Verona. ) 8. Who gave the reception? (Merry Wives of Windsor. ) 9. In what kind of a place did they live? (Hamlet. ) 10. What was her disposition like? (The Tempest. ) 11. What was his chief occupation after marriage? (Taming of the Shrew. ) 12. What caused their first quarrel? (Much Ado about Nothing. ) 13. What did their courtship prove to be? (Love's Labor Lost. ) 14. What did their married life resemble? (A Comedy of Errors. ) 15. What did they give each other? (Measure for Measure. ) 16. What Roman ruler brought about reconciliation? (Julius Cæsar. ) 17. What did their friends say? (All's Well that Ends Well. ) SIMON SAYS _2 to 60 players. _ _Parlor; schoolroom. _ The players sit around a table, or if played in the schoolroom, sit attheir respective desks. Each player makes a fist of each hand withthe thumb extended. One is chosen for leader, whom the others follow. The leader says, "Simon says, 'Thumbs up!'" whereupon he places hisown fists on the table before him with the thumbs upward. The playersmust all do likewise. The leader then says, "Simon says, 'Thumbsdown!'" whereupon he turns his own hands over so that the tips of thethumbs touch the table, the others imitating him. He may then say, "Simon says, 'Thumbs wiggle waggle!'" whereupon he places his fist onthe table with the thumbs upward and moves the thumbs sideways, theplayers imitating him. If at any time the leader omits the words "Simon says, " and goesthrough the movements simply with the words "Thumbs up!" "Thumbsdown!" or "'Wiggle waggle!" the players must keep their hands stilland not imitate his movements. Any player imitating him under thesecircumstances must either pay a forfeit or become leader, or both, asmay be decided on beforehand. SKETCHES _3 to 60 players. _ _Schoolroom; parlor. _ The game here described for use with history may be used simply as a diversion in describing animals or any inanimate objects; or it may be used to correlate with English (authors), picture study, etc. Each player is provided with a sheet of paper and pencil and writes adescription of some historical character; the object being to give adescription that shall be perfectly truthful and yet puzzling ormisleading for the other players who are to guess the identity of thecharacter in the writer's mind. One player is called on to read his description. The other players mayhave the privilege of asking questions that may be answered by "Yes"or "No" only; but it is considered much more of an honor to guesscorrectly without this assistance. The one guessing the charactercorrectly reads his description next. A description for instance mightread:-- "The person whom I would describe was a very tall man; very vigorous; used an ax on occasion; had much to do with legislators; was widely known outside of his native country, and has been the subject of many biographies. " As this description would apply equally to Washington, Lincoln, Gladstone, and several others who might be mentioned, there isopportunity for considerable guessing before the right character befound. TIDBITS FARMER (THE) _5 to 30 players. _ _House party. _ Each player should be given a card or slip of paper on which thefollowing verses are written, the last of each line being left blank. The game consists in filling in the blank spaces each with a doubleletter of the alphabet, as indicated in parentheses. The player winswho has the largest number correct. There is a farmer who is (YY) Enough to take his (EE) And study nature with his (II) And think on what he (CC) He hears the chatter of the (JJ) As they each other (TT) And sees that when a tree de (KK) It makes a home for (BB) A yoke of oxen will he (UU) With many haws and (GG) And their mistakes he will ex (QQ) When plowing for his (PP) He little buys but much he se (LL) And therefore little (OO) And when he hoes his soil spe (LL) He also soils his h (OO) TIP TAP TOE _2 to 8 players. _ _Indoors; out of doors. _ INDOORS. --A circle is drawn on a slate or paper, the size of itvarying with the number of players, a larger circle being desirablefor a large number of players. This circle is intersected withstraight lines, so that it is divided into a series of wedge-shapedspaces, the number of lines and spaces being also at the discretion ofthe players, the larger the number of players the larger the number ofspaces desirable and the greater the variation in scoring. In each ofthese spaces numbers are written in consecutive order, one for eachspace, 1, 2, 3, 4, etc. , or the numbers may be done in multiples offive, --5, 10, 15, 20, etc. The players take turns in rotation. The onewhose turn it is shuts his eyes, takes a pencil, circles it aroundover the diagram while he says the following verse:-- "Tip, tap, toe, here we go, Three jolly sailor boys all in a row. " At the close of the verse the player places the point of the pencil onthe diagram, still with his eyes closed. He then opens his eyes, andshould the pencil have touched one of the numbered spaces, he marksdown to his score the number written in that space, and crosses outthat figure on the diagram. Thereafter that space does not count inplaying. Should the pencil touch a dividing line or the line formingthe circumference of the circle, or fall outside of the circle, orfall in a space in which the number has been crossed out, the playerscores nothing, and loses his turn, the next one taking up the play. [Illustration diagram: TIP TAP TOE] When all of the spaces have been crossed out, the player wins who hasthe largest score, but should any player at any time touch his pencilto the center of the circle, he wins the game. OUT OF DOORS. --This game may be played out of doors by drawing thediagram on the earth with a sharpened stick, which is used afterwardsas a pointer as a pencil is used on the paper diagram. If on hardearth the figures may be marked in the spaces as on a paper diagram, but the diagram should be drawn considerably larger than when onpaper. This is an admirable game for playing on the hard sand of theseashore. In that case little pebbles or shells are placed in thedifferent spaces instead of numerals; one in the first space, two inthe second, three in the third, etc. When a player places his stick orpointer in a space he removes the pebbles from that place to a littlepile, and the score is counted at the end by counting this pile ofpebbles. Any space from which the pebbles have been removed isthereafter out of the game, as when the figures are crossed out on thepaper diagram. This game is supposed to have originated in early methods of allotting land. UP, JENKINS! _6 to 20 or more players. _ _Parlor; schoolroom. _ This is one of the most popular current games among young people, being usually played to the accompaniment of much laughter and intenseinterest. It consists in the guessing by opposing parties of the handunder which a coin is hidden. The players are divided into two parties. Each party has a captain, each player being captain in turn during successive rounds of thegame. The players gather around a table, one party on one side and theothers opposite. A coin, usually a quarter, is passed from hand tohand under the table by one of the parties in an endeavor to concealfrom the opponents which individual holds it. The leader of theopposite party then calls, "Up, Jenkins!" when all of the hands of hisopponents are brought from under the table and held up with palmsoutward toward the guessing party, fingers closed down tightly overthe palms, the quarter being hidden in one of the hands. The opponentsmay look at the hands from their side of the table in this way as longas they choose. The leader then commands "Down, Jenkins!" when thehands are slammed down simultaneously flat on the table, palmsdownward. This is done with enough noise to disguise the clink of thecoin striking the table. The object of the game is for the opponents(those not having the coin) to guess under which hand the coin islaid, each hand supposed not to have it being ordered off the table. The captain of the guessing party, who alone may give these orders(though his players may assist him with suggestions), calls for thelifting of one specified hand at a time. The player named must liftthe hand indicated, and that hand is thereafter to be taken from thetable. If the guessing party can be successful in thus eliminating all of theempty hands so that the coin is left under the last hand, they areconsidered to have won, and the coin passes to them for the nextround. If the coin be disclosed before the last hand be reached, theside holding it adds to its score the hands remaining on the tablethat were not ordered off. The side wins which has the highest scorewhen the play stops, the time limits being indefinite. For the schoolroom see also an adaptation called _Hands up--Handsdown_. WHAT IS MY THOUGHT LIKE? _5 to 30 players. _ _Children's party; house party; playground. _ The players are seated in a circle or any convenient group. One of thenumber decides upon a "thought"; that is, he thinks of some person, object, or abstraction, without telling the others what it is. He thenasks of each in turn, "What is my thought like?" Each answers anythinghe chooses. The first player then declares what his thought was, andasks of each, "Why is--(naming the object he thought of)like--(whatever such player answered)?" Each must find some likeness, however absurd, or pay a forfeit. For instance, the answers around thecircle might be, "Your thought is like an umbrella, " "like Napoleon, ""Pinafore, " "sadness, " "my necktie, " "a rose, " etc. The questionerthen says, "I thought of a lead pencil. Why is a pencil like anumbrella?" "Because it is oftenest black. " The pencil may be likeNapoleon because it can make a mark; like a rose because it issometimes cut, etc. If any one happens to answer to the firstquestion, "a pencil" (or whatever was thought of), he also must pay aforfeit. WOODLAND LOVERS (THE) _5 to 30 or more players. _ _House party. _ Each player is given a paper on which the following is written ordictated, the words in parentheses being omitted and a blank spaceleft. The game consists in each player filling in these blank spaceswith the name of some tree. The host or hostess at the end reads thislist of words in order, the player winning who has the largest numbercorrect. The same tree may be mentioned more than once. He took her little hand in his own big (palm). "I love (yew), dear, " he said simply. She did not (sago) away, for it had been a case of love at first sight. She murmured something in (aloe) voice. They had met one day upon a sandy (beech), and from that (date) onward, they cared not a (fig) for the outside world. Her name was (May Ple). She was a charming girl. Rosy as a (peach); (chestnut) colored hair; (tulips) like a (cherry); skin a pale (olive). In fact, she was as beautiful (as pen) or brush ever portrayed. The day he met her she wore a jacket of handsome (fir). He was of Irish descent, his name being (Willow) 'Flaherty. He was a (spruce) looking young fellow. Together they made a congenial (pear). But when did the course of true love ever run smooth? There was a third person to be considered. This was (paw paw). Both felt that, counting (paw paw) in, they might not be able to (orange) it. What if he should refuse to (cedar)! Suppose he should (sago) to her lover? And if he should be angry, to what point won't a (mango)? Well, in that case she must submit, with a (cypress) her lover in her arms for the last time, and (pine) away. But happily her parent did not constitute (ebony) skeleton at their feast. He was guilty of no tyranny to reduce their hopes to (ashes). They found him in his garden busily (plantain). He was chewing (gum). "Well, " he said thoughtfully, in answer to the question: "Since (yew) love her I must (cedar) to (yew). You make a fine young (pear). Don't cut any (capers) after you're married, young man! Don't (pine) and complain if he is sometimes cross, young woman! I hope to see (upas) many happy days together!" ZOO _5 to 10 players. _ _Parlor; schoolroom. _ Each player is provided with ten slips of paper, numberedconspicuously from one to ten, but arranged irregularly in a pile. Theplayers gather around a table or sit in a circle, each one being giventhe name of an animal; the sport of the game will consist largely inchoosing unusual or difficult names, such as yak, gnu, camelopard, hippopotamus, rhinoceros, Brazilian ant-eater, kangaroo, etc. Each player holds his slips with the numbers turned downward. Thefirst player turns up his upper slip so that the number is visible andlays it down in front of him. In doing this he must turn it away fromhimself, so that the other players see it first; the next player thendoes the same. Should the two slips happen to coincide in number, forinstance, should the first player have turned up number three and thesecond player turn up number three, they must each at once call eachother's names, as "Yak!" "Hippopotamus!" or whatever name was assignedto them. The one who first calls the other's name gives away his slipto that other, the object being to get rid of one's slips as fast aspossible. Should the slip turned up by the second player not correspond innumber to that turned by the first, he also lays it down in front ofhim; the third player then turns his up, and this is continued aroundthe circle until a slip is turned that corresponds in number with anythat has already been turned up, when those two players mustimmediately call each other's names, as before explained. The playerwins who first gets rid of all of his slips. For schools, a class should divide into small groups for this game, which may be made to correlate with geography or history, by usingproper names from those subjects instead of names of animals. For older players the game may be made very funny also by assigning toeach player the name of a patent medicine instead of the name of ananimal, and playing cards may be used instead of the numbered slips. FEATS AND FORFEITS FEATS AND FORFEITS Athletic feats requiring skill, strength, or agility are a very interesting and amusing feature for gymnasiums and many other conditions, and contain possibilities for some excellent and vigorous physical development. As some of these may be used for forfeits (although some kinds of forfeits cannot take the place of athletic feats), these two classes of amusements are included here in one chapter. The searcher for forfeits will do well, however, to look through the section on feats. I. CONTESTS FOR TWO: WRESTLING MATCHES AND TUGS OF WAR The following group of wrestling matches and races make a veryinteresting and vigorous form of game with which to close a lesson informal gymnastics. For instance, if pupils are in a formation thatadmits of immediately turning toward partners without change offormation, this may be done and any of these games then used withoutfurther rearrangement of a class. When used in this way the wrestlingmatches are generally determined by the winning of the best two out ofthree trials. These wrestling matches and races may of course be used also forforfeits. BALANCE WRESTLE. --Two contestants stand each in a forward strideposition, the right foot being lengthwise on a line (the same line forboth contestants) and the left foot back of it, turned at right anglesto the right foot with the heel touching the same line. The toes ofthe right feet should touch. In this position players grasp righthands. The objects of the game are to make the opponent (1) move oneor both feet, or (2) touch the floor with any part of the body. Apoint is scored for the opponent whenever a player fails in one ofthese ways. After a trial has been made with the right hand and foot, the wrestle should be repeated with the left hand and foot extended, and so on alternately. BOUNDARY TUG. --Two lines are drawn on the floor, five feet apart. Within this space two contestants face each other, the right toestouching and each stepping backward in a strong stride position withthe left foot. Both players grasp a cane or wand, and each tries topull the other across one of the boundary lines. HARLEQUIN WRESTLE. --This is a one-sided wrestle between two persons. Each stands on one leg; they then grasp right hands and each tries tomake the other lower his upraised foot to the ground, or touch thefloor with his free hand. The opponent may not be touched with thefree hand. INDIAN WRESTLE. --Two players lie on their backs side by side, withadjacent arms locked. The feet should be in opposite directions. At asignal the adjacent legs are brought to an upright position andinterlocked at the knees. The wrestle consists in trying to force theopponent to roll over from his position. INTERFERING. --This is one of the hopping relays, but the shoulders maynot be used in it. Two contestants fold arms, and each, while hoppingon one foot, tries to make his opponent put the other foot to thefloor. As neither arms nor shoulders may be used, this is doneentirely by a side movement of the free leg. KNEE AND TOE WRESTLE. --Two players sit on a mat, facing each other. The knees should be drawn up closely and the players should be nearenough together to have the toes of each touch those of the opponent. Each player passes a stick under his knees, and then passes his armsunder it and clasps his hands in front of his own knees. The wrestlingbegins at a signal and consists in each player trying to get his toesunder those of his opponent and throw him backward. LUNGE AND HOP FIGHT. --A circle six feet in diameter is drawn on theground. One player takes a lunge position forward, so that his forwardfoot rests two feet within the circle. The second player stands in thecircle on one foot with arms folded across the chest. The hopper triesto make the lunger move one of his feet. The lunger in turn tries tomake the hopper put down his second foot or unfold arms. Either playeris defeated also if he moves out of the circle. The lunger may use hishands and arms. PUSH AND PULL. --Two lines are drawn on the floor at an interval offive feet. Within these lines two players take their places with twostout sticks, canes, or wands between them, each player grasping oneend of each cane. The object of the feat is to push the opponentacross the boundary line behind him, or to pull him over the nearerboundary line. The relative positions of the opponents may be reversed and the samestruggle gone through back to back, still holding the canes. This differs from Boundary Tug in the way the wands are held and the fact of there being two wands. ROOSTER FIGHT. --This is an old Greek amusement. A ring six feet indiameter is drawn on the ground. Two players are placed in this, whostoop and grasp each his own ankles. In this position they try todisplace each other by shouldering. The player loses who is overthrownor who loosens his grasp on his ankles. SHOULDER SHOVE. --For this, the players are divided into groups offive; each group marks on the ground a circle about eight feet indiameter. All five players stand within the circle. Four of them mustfold their arms across the chest and hop on one foot. The object ofthe game is for these four players to push the fifth one, who is It, out of the circle with their shoulders. They may not use their hands. The fifth one may stand on both feet and use his arms. Should one ofthe hoppers place both feet on the ground or unfold his arms, he mustleave the circle. The player who is It may avoid the hoppers byrunning and dodging. Should he be pushed out of the circle, the fourhoppers are considered to have won the game. WAND AND TOE WRESTLE. --Two players sit on the floor with knees bentand toes touching those of the opponent. One wand is held betweenthem, which both grasp so that the hands are placed alternately; thereshould be a short space in the center between the hands. The object ofthe tug is to pull the opponent up and over the dividing line. This isan excellent form of wand wrestle and will hold the interest of aclass for months, especially if a continuous score be kept for thesame contestants. WAND TWIST. --Two players stand and grasp at or near shoulder height awand or cane held in a horizontal position. The object of one playeris to raise or twist the wand out of the horizontal position, and ofthe other player to prevent this. The one who is trying to hold thewand in the horizontal position should have his hands next to eachother in the center of the wand. The one who tries to twist the wandshould place his hands outside of and touching those of the player whois resisting. WAND WRESTLE. --One player holds a wand or cane at full arm's lengthabove his head, the hands being at about shoulder width distant on thewand, which should be held horizontally. The other player tries topull the wand down to shoulder height. He may pull it forward at thesame time, as it may be almost impossible in some cases to lower itwithout this forward movement. II. RACES ESKIMO RACE ON ALL FOURS. --The performers stand with hands and feet onthe floor, the knees stiff, the hands clinched and resting on theknuckles. The elbows should be stiff. In this position a race is run, or rather "hitched, " over a course that will not easily be too shortfor the performers. This is a game of the Eskimos, reported by Lieutenant Schwatka. ESKIMO JUMPING RACE. --Fold the arms across the breast with the kneesrigid and the feet close together. Jump forward in short jumps of aninch or two. This is the regular form of one of the games of the Eskimos, reported by Lieutenant Schwatka. III. MISCELLANEOUS FEATS ANKLE THROW. --This feat consists in tossing some object over the headfrom behind with the feet. A bean bag, book, or basket ball, is heldfirmly between the ankles. With a sudden jump, the feet are kickedbackward so as to jerk the object into an upward throw, which shouldend in its curving forward over the head. It should be caught as itcomes down. ARM'S LENGTH TAG. --Two players stand each with an arm extended at fulllength at shoulder level, and try to touch each other without beingtouched in return. This will require some rapid twisting, dodging, andbending. A touch on the extended hand does not count. BACKSLIDING. --The hands are placed palm to palm behind the back withthe fingers pointing downward and thumbs next to the back. Keeping thetips of the fingers close to the back and the palms still together, the hands are turned inward and upward until the tips of the fingersare between the shoulders, pointing upward toward the head, and thethumbs outside. CATCH PENNY. --One elbow is raised level with the shoulder, the armbeing bent to bring the hand toward the chest. Three or four penniesare placed in a pile on the bent elbow. Suddenly the elbow is droppedand the same hand moved downward quickly in an effort to catch thepennies before they fall to the ground. CHINESE GET-UP. --Two persons sit on the floor back to back with armslocked, and retaining such relative positions they try to standupright. COIN AND CARD SNAP. --Balance a visiting card on the tip of the middleor forefinger. On top of the card place a dime or nickle; this shouldbe exactly over the tip of the finger and in the middle of the card. Snap the edge of the card with a finger of the other hand, so that thecard will be shot from under the coin and leave the coin balanced onthe finger. DOG COLLAR. --Two players on hands and knees on a mat, rug, or cushion, face each other with about three feet distance between them. A knottedtowel or a strap, or anything that will not chafe or cut the flesh, isthrown over both heads like a collar, being long enough to encirclethe two. The head should be held well upward to prevent this fromslipping off. At a signal, the players pull against each other, eachtrying to pull the opponent from the mat or to pull the collar fromaround his neck. DOG JUMP. --The performer holds a stick horizontally between theforefingers of his hands, pressing with the fingers to keep it fromfalling. Keeping the stick in this position, he should jump over itforward and then backward. The same feat may be performed by pressingtogether the middle fingers of the two hands without a stick andjumping over them forward and backward, as a dog jumps through curvedarms. DOT AND CARRY TWO. --This is a spectacular feat of strength for threeperformers, A, B, and C. They stand in line, side by side, A standingin the center with B on his right and C on his left. He stoops downand passes his right hand behind the left thigh of B, and clasps B'sright hand. He then passes his left hand behind C's right thigh, andtakes hold of C's left hand. B and C pass each one arm around A'sneck, and A, by raising himself gradually to a standing position, willfind that he is able to lift the other two from the ground. HAND STAND SALUTE. --A player is required to stand on his hands withlegs stretched at full length in the air, and then wriggle the feet atthe ankles. HEEL AND TOE SPRING. --A line is drawn on the floor. The performerplaces his heels against this line, bends down, grasps the toes withthe fingers underneath the feet and pointing backward toward theheels. He then leans forward slightly to get an impetus, and jumpsbackward over the line. This same feat may be reversed. Standing in the same position, theperformer toes a line and jumps over it forward. JUG HANDLE. --The performer places his hands across the chest, with thetips of the middle fingers touching and the elbows extending on eachside like a jug handle. Another player tries to pull the arms apart, either by working at them separately or together. Jerking is notpermissible; the pull must be steady. Until one has tried this, it is surprising to find that even a strongperson cannot overcome a weaker one in this position. LAST AND FIRST. --Place one foot immediately behind the other. On therear foot place a small object, such as a light book, a slipper, or asmall stick. With a sudden movement lift the forward foot, at the sameinstant hopping on the rear foot with a kicking movement forward, soas to throw the object forward beyond a given mark. LATH AND PLASTER. --Rub the top of the head with one hand, andsimultaneously pat the chest with the other hand. Reverse themovement, patting the head and rubbing the chest. Do each of thesethings with the hands changed, the hand that was on the chest beingplaced on the head, and _vice versa_. PICK ME UP. --The performer is required to stand against the wall, dropa handkerchief at his feet, and without bending the knees stoop andpick up the handkerchief. PICK UP AND PUSH UP. --A line is drawn about two feet from a wall, which is toed by the performer, facing the wall. Between the line andthe wall is placed a stool directly in front of the performer. Theplayer leans forward, puts the top of his head against the wall, picksup the stool with his hands, and pushes himself backward to an uprightposition, getting an impetus from the head only, and lifting the stoolas he does so. PINCUSHION. --On a chair having a cane or rush or wooden bottom a pinis stuck on the edge of the seat, or just under the edge, well aroundon one side toward the back. The performer starts sitting in thechair, and without leaving it, or touching his hands or feet to thefloor, must reach around so as to remove the pin with his teeth. PRAY DO. --A line is marked on the floor. The performer stands with histoes on the line, and without using his hands or moving his feet, kneels down and gets up again. RABBIT HOP. --This should be done on a soft mat or cushion. Theperformer kneels; then sits back on the heels and grasps the instepswith his hands. From this position he leans suddenly forward, andwhile doing so pulls the feet up from the floor. In the instant thathis weight is released, he hitches forward on the knees, the two kneesmoving forward alternately. ROTARY. --Raise both arms above the head. Move both with a rotarymotion in opposite directions, describing a circle in the air, withthe right hand moving forward and with the left moving backwardsimultaneously. Extend both arms in slanting position downward from the shoulders, elbows straight. Describe circles in the air with both arms, the handsat about the level of the hips, the right turning forward and the leftbackward. "RUBBER NECK. "--In this feat a kneeling performer is required to picka card up from the floor with his teeth, both hands being behind hisback. The card is placed in front of him at the length of his forearmand hand from one knee. This distance is measured by placing the elbowagainst the knee and stretching the forearm and the hand at fulllength on the floor; the point which the middle finger reaches is thepoint at which the card must be placed. The card has the ends foldeddown so as to rest like a small table on the floor. The nearer edge ofit must rest on the line determined as above specified. SCALES. --Hold a weight out at arm's length for a given time. SIAMESE TWINS. --Two players (two boys or two girls), of about the sameheight and weight, stand back to back and lock arms. The object is towalk in one direction, using first the legs of one player and thenthose of the other. This may be done by one player moving his feetforward slightly. This is accomplished by both bending the knees, andthe player on the side toward which progress is to be made sliding hisfeet forward. Bracing his feet in the new position, he straightens hisentire body upright, drawing the rear player after him until both arein the same relative position as at the start. This constitutes onestep, and is repeated over as long a distance as may be specified ordesired. [Illustration: SKIN THE SNAKE _Reprinted from Dr. Isaac T. Headland's "Chinese Boy and Girl, " bykind permission of Messrs. Fleming H. Revell and Co. _] SKIN THE SNAKE. --This is a feat for several performers--from five tofifty or more, and is suitable for the gymnasium. The players stand ina line, one behind another, with a short distance between. Each playerbends forward and stretches one hand backward between his legs, whilewith the other hand he grasps that of the player in front, who hasassumed the same position. When all are in position, the line beginsbacking, the player at the rear end of the line lying down on hisback, and the next player walking backward astride over him until hecan go no farther, when he also lies down with the first player's headbetween his legs. This backing and lying-down movement continues untilall the players are lying in a straight line on the floor. Then thelast one to lie down gets up and walks astride the line toward thefront, raising the man next behind him to his feet, and so on untilall again are standing in the original position. The grasp of hands isretained throughout. It hardly need be said that this game is of Chinese origin. It makes a very funny spectacle, especially if done rapidly. STOOPING PUSH. --Draw a line on the floor. Toe it with the feet spreadwide apart. Reach around outside of the legs and grasp a lightdumb-bell or other object of similar weight with both hands; throw orslide it forward on the floor from between the feet, the hands beingkept together throughout. The object is to see how far the dumb-bellmay be thrown without the player losing his balance. TANTALUS. --The left foot and leg and left cheek are placed closeagainst the wall. The right foot is then slightly lifted in an effortto touch the left knee. Having reached it, the position should besteadily maintained for a few moments. THUMB SPRING. --This is similar to the Wall Spring, but differs both inmethod of execution and in general difficulty. The performer placesthe inner side of the thumbs against a wall, or the edge of a table orwindow sill may be used. No other part of the hands should touch thissurface. The feet should then be moved as far backward as possible. The body will then be leaning forward; and from this position, withoutany movement of the feet, a sudden push should be made from thethumbs, the object being to recover the upright position. It is wellto begin with a slight distance and work up to a greater one. WALL PIVOT. --One foot is placed against a wall at about the height ofthe knee. The other foot is thrown over it, the body making a completeturn in the air, so that the free foot may touch the ground in time tosustain the weight before a tumble. Thus, if the right foot be placedagainst the wall, the left leg will be thrown over it and the bodyturned over toward the right, the left foot being replaced on thefloor to receive the weight. This is usually easier if done with ashort run, and is best practiced on a thick gymnasium mattress. WALL SPRING. --The performer should stand facing a wall and a shortdistance from it. Keeping his feet in one spot, he should lean forwardand place the palms of his hands flat against the wall; from thisposition he should then make a sudden push and spring backward to anupright position. With some practice, this may be done with a veryconsiderable distance between the feet and the wall. WOODEN SOLDIER. --The arms are folded across the chest. In thisposition the performer is required to lie down on the back and riseagain to an upright standing position, without assistance from eitherhands or elbows. WRIGGLE WALK. --The performer stands with heels together and toespointed outward. Simultaneously he raises the right toes and the leftheel, and turns them toward the same direction, the right toes inwardand the left heel outward, pivoting on the opposite toe and heel. Thisis then reversed, so as to continue progress in the same direction. Resting on the toes and heel just moved, he lifts the opposite ones;that is, the left toes moving outward, the right heel moving inward, and so progresses for a specified distance. IV. FORFEITS Many of the things described in the previous section of this chapter may be used as forfeits. Forfeits are used in many games as a penalty for failure, and may be an occasion for much merriment. The usual method of collecting and disposing of the forfeits is for each player when he fails, to deposit with some one person designated for the purpose some article which shall serve to identify him when the penalties are assigned. This may be a ring, some small article from the pocket, a bonbon, a pebble, or flower, a bit of ribbon, or other ornament of dress. When the game is over, the forfeits are redeemed. For this purpose one player is chosen as the judge, who is seated. Behind him stands a player who takes one article at a time from the pile of collected forfeits, holds it over the head of the judge so that he may not see it, and says, "Heavy, heavy hangs over thy head. " The judge then asks, "Fine or superfine?" (meaning, boy or girl?) The holder answers, "Fine, " if a boy, and "Superfine, " if a girl, and adds, "What must the owner do to redeem it?" The judge then pronounces sentence. Part of the sport of this imposing of penalties for forfeits is the ignorance of the judge as to who is the owner of the forfeit. The following penalties are appropriate for the paying of forfeits, and many of the feats previously described are also suitable. The practice of forfeits is prehistoric, and is thought to have originated in the custom of paying ransom for immunity from punishment for crimes. As used in games of later years, the main object has been to make the offender ridiculous. AFFIRMATIVE, THE. --A player is required to ask a question that cannotbe answered in the negative. The question is, "What does y-e-s spell?" BLARNEY STONE. --The player is required to pay a compliment to eachperson in the room in turn. BLIND WALTZ. --Two players are blindfolded and told to waltz together. CHEW THE STRING. --Two bonbons are wrapped in paper and tied each to apiece of string six yards in length. These are placed on the floor ata distance from each other, the free end of each string being givento one of the two players who are assigned to this penalty. At asignal, each player puts his piece of string in his mouth, and withhands behind back chews rapidly at the string, trying to get it allinto the mouth. The one who first gets to his piece of candy isrewarded by having both pieces. CONSTANTINOPLE. --The player is required to "Spell Constantinople, onesyllable at a time. " As soon as he gets to the letter "_i_, " all ofthe other players shout the following syllable, "No!" The spellernaturally thinks that he has made a mistake, and commences again. Eachtime that he gets to the letter "_i_, " the same cry of "No" is made, and the poor victim may become very much confused, and doubt his ownmemory as to spelling before he discovers the trick. CORDIAL GREETING, A. --This penalty is imposed upon two players atonce. They are blindfolded and led to opposite corners of the room. They are then told to go toward each other and shake hands. CRAWL, THE. --The player is required to leave the room with two legsand come back with six. He does this by bringing a chair with him whenhe returns. DANGEROUS POSITION, A. --The player is required to sit upon the fire. This is done by writing the words "the fire" on a slip of paper, andthen sitting on it. ENNUI. --The player is required to yawn until he makes some one elseyawn. FOOTBALL. --A ball the size of an orange is made of crumpled paper. Itis placed on the floor, and the player is required to stand at a pointthree times the length of his foot from the ball. From this point heis required without bending the knees to kick the ball out of the way. FORUM, THE. --The player is required to make a speech on any subjectassigned by the judge. FOUR FEET. --The player is required to put four feet against the wall. He does this by placing the feet of a chair against the wall. GRASSHOPPER. --The player is required to hold one foot in his hand andhop on the other around the room. HAND-TO-HAND. --A player is given some small article to hold in eachhand, such as a flower or lead pencil, and required to stretch botharms at full length sideways, the right arm to the right and the leftarm to the left. He is then required to bring both articles into onehand without bending shoulders or elbows; or, to state it differently, without bringing the hands any nearer together. This may be done byplacing one of the objects on a table with one hand, turning around, and picking it up with the other hand. HAYSTACK. --A player is required to make a pile of chairs as high ashis head, and then take off his shoes and jump over them. (Jump overthe shoes. ) HOTTENTOT TACKLE. --The player is required to cross the arms and graspthe left ear with the right hand and the nose with the left hand. Heis then suddenly to release the grasp and reverse the position of thehands, grasping the right ear with the left hand and the nose with theright hand. This should be repeated several times in quick succession. INSIDE AND OUT. --The player is required to kiss a book inside andoutside without opening it. He accomplishes this seemingly impossibletask by taking the book out of the room, kissing it there, comingback, and kissing it again inside the room. JINGLES. --The player is given two pairs of rhymes and required towrite a verse of four lines ending with the prescribed rhymes. Thissame forfeit may be imposed on several different players at once, anadded interest arising from comparison of the finished verses. KNIGHT OF THE RUEFUL COUNTENANCE. --This requires two players, one whois assigned to be the knight and the other to be the squire. The squire takes the knight by the arm and leads him before each ladypresent. The squire kisses the hand of each lady in turn, and aftereach kiss carefully wipes the knight's mouth with a handkerchief. Theknight must display his grief at the loss of so many opportunities bypreserving throughout an unsmiling countenance. LITTLE DOG TRAY. --The player is required to crawl under the table onall fours and bark like a dog. LITTLE GERMAN BAND, THE. --Three or four players are told to imitate alittle German band, each being required to represent a certaininstrument, and all to join in rendering some popular air, whichshould be assigned. LITTLE SUNSHINE. --The player is required to walk around the room andbestow a smile on each person in turn. LUNCH COUNTER. --An apple is suspended at head height on the end of astring from a chandelier or portière pole. The delinquent player isrequired to walk up to the apple and take a bite from it without helpfrom the hands. For obvious reasons, only one person should be allowedto bite at an apple. MOODS. --The player is required to laugh in one corner of the room, tosing in the second corner, to cry in the third, and to whistle ordance in the fourth. NEGATIVE SIDE, THE. --The player is required to answer "No" to aquestion put to him by each member of the company in turn. This may bemade very funny if he be required, for instance, thereby to expressdislike for his favorite occupations or friends. PILGRIMAGE TO ROME, A. --The judge announces that the player who is toredeem this forfeit is about to make a pilgrimage to Rome, andrequests that each member of the company give him something to take onhis journey. The pilgrim is then required to pass around the roomwhile each person, in turn, presents him with some article, the moreinappropriate or difficult or cumbersome to carry the better. Thesemay consist, for instance, of a small chair, a sofa pillow, a houseplant, a big basket, a lunch consisting of a nut, etc. These must allbe carried at once, and when all have been collected, the pilgrim mustmake one entire round of the room before laying any of them down. SAFETY POINT. --The player is required to put one hand where the othercannot touch it. He does this by placing the right hand on the leftelbow, or _vice versa_. SO NEAR AND YET SO FAR. --Two players are required to stand upon anopen newspaper in such a manner that they cannot possibly touch oneanother. They will find the solution of the problem in placing thenewspaper over the sill of a door, and then closing the door betweenthem. SPOON FOOD. --Two players are blindfolded and seated on the floor, eachwith a large towel or napkin pinned around the neck like a bib. Eachis then given a bowl filled with corn meal or flour, and a spoon. When all is ready, the two players are told to feed each other. Thisforfeit makes as much sport for the rest of the company as for thoseengaged in its performance. THREE QUESTIONS. --The delinquent player is sent out of the room. Whilehe is gone, the remaining players decide on three questions, to whichhe must reply "Yes" or "No" before he knows what the questions are. When he returns, he is asked if he will answer the first question with"Yes" or "No. " Having made his choice, the question is then repeatedto him, often resulting in much laughter from the incongruity of theanswer. The other questions are answered in the same way. TIDBIT. --The player is required to bite an inch off the poker. He doesthis by holding the poker about an inch from his face and making abite at it. TOAST OF THE EVENING, THE. --The player is required to propose his orher own health in a complimentary speech about himself or herself. UMBRELLA STAND. --A closed umbrella or a cane is held upright on thefloor by pressing on the top of it with the forefinger. The player isthen required to release his hold, to pirouette rapidly, and snatchthe umbrella before it falls to the ground. VERSE LENGTHS. --The player is required to repeat a verse or jingle, stating the number of the word after each word. For example:-- "Yankee, _one_, Doodle, _two_, went, _three_, to, _four_, town, _five_, " etc. WALKING SPANISH. --The player is given a cane or closed umbrella. Herests this on the floor, places both hands on top of it, and thenrests his forehead on the hands. While in this position, he isrequired to turn around three times, then suddenly stand with headerect, and walk straight ahead. ZOO, THE. --The player is required to imitate a donkey or any otheranimal. SINGING GAMES SINGING GAMES DID YOU EVER SEE A LASSIE? _10 to 60 or more players. _ _Playground; gymnasium. _ This is a game for very little children, and with a little suggestionas to the exercises or movements to be illustrated by the "lassie, "may be the source of some very good exercise as well as a pleasinggame. All of the players but one form a circle, clasping hands. They circlearound, singing the first two lines of the verse. While they are doingthis, the odd player stands in the center and illustrates somemovement which he chooses for the others to imitate. During the lasttwo lines of the verse the players stand in place, drop hands, andimitate the movements of the center player, which he continues inunison with them. Did you ever see a lassie, a lassie, a lassie, Did you ever see a lassie do _this_ way and _that_? Do _this_ way and _that_ way, and _this_ way and _that_ way; Did you ever see a lassie do _this_ way and _that_? When a boy is in the center, the word "lassie" should be changed to"laddie. " The player may imitate any activity, such as mowing grass, raking hay, prancing like a horse, or turning a hand organ; may use dancing stepsor movements such as bowing, courtesying, skipping, whirling in dancesteps with the hands over the head, etc. ; or may take any gymnasticmovements, such as hopping, jumping, arm, head, trunk, or legexercises, etc. [Illustration music: Did You Ever See a Lassie? Did you ev-er see a las-sie, a las-sie, a las-sie, Did you ev-er see a las-sie do _this_ way and _that_? Do _this_ way and _that_ way, and _this_ way and _that_ way; Did you ev-er see a las-sie do _this_ way and _that_?] [Illustration: DRAW A BUCKET OF WATER] DRAW A BUCKET OF WATER _4 to 60 or more players. _ _Indoors; out of doors. _ This game is played in groups of four, generally by girls. Two playersface each other, clasping hands at full arm's length. The other twoface each other in the same way, with their arms crossing those of thefirst couple at right angles. Bracing the feet, the couples swaybackward and forward, singing the following rhyme:-- [Illustration music: Draw a buck-et of wa-ter, For my la-dy's daugh-ter, One in a rush, Two in a rush, Please, lit-tle girl, bob un-der the bush. ] Draw a bucket of water, For my lady's daughter. One in a rush, Two in a rush, Please little girl, bob under the bush. As the last line is said, the players all raise their arms withoutunclasping the hands and place them around their companions, whostoop to step inside. They will then be standing in a circle with armsaround each other's waists. The game finishes by dancing in thisposition around in a ring, repeating the verse once more. The illustration shows in the left-hand group the pulling backward andforward; in the rear (center) group the lifting of hands and stoopingunder; and in the right-hand group the position for dancing aroundwhile repeating the verse. [Illustration music: DUCK DANCE (THE) 1. I saw a ship a-sail-ing, A-sail-ing on the sea; And oh, it was la-den With pret-ty things for me. 2. There were com-fits in the cab-in, And ap-ples in the hold; The sails were made of silk, And the masts were made of gold. 3. Four and twen-ty sail-ors That sat up-on the decks Were four and twen-ty white mice With chains a-bout their necks. 4. The cap-tain was a duck With a pack-et on his back, And when the ship be-gan to move The cap-tain cried "Quack! quack!"] I saw a ship a-sailing, a-sailing on the sea; And oh, it was laden with pretty things for me. There were comfits in the cabin, and apples in the hold; The sails were made of silk, and the masts were made of gold. Four and twenty sailors that sat upon the deck Were four and twenty white mice with chains about their necks. The captain was a duck with a packet on his back, And when the ship began to move the captain cried quack! quack! The players hold hands and circle rapidly while singing. After thelast verse one of the players breaks the circle and with his nextneighbor raises his hand high to form an arch, calling "Bid, bid, bid!" which is the call for ducks. The player on the opposite side ofthe break in the circle proceeds to pass under this arch, the entirecircle following, all holding hands and answering "Quack! quack!quack!" When all have passed through, the two players at the opposite end ofthe line raise their hands and cry, "Bid, bid, bid!" while the two whofirst made the arch pass through, drawing the line after them, andcalling "Quack! quack! quack!" This passing of the ducks under thegateway is continued during one or two repetitions of the music. Theplayers should repeat "Bid, bid, bid!" and "Quack, quack, quack!" inrhythm during all of this latter part of the play. FARMER IN THE DELL _10 to 30 or more players. _ _Indoors; out of doors. _ The farmer in the dell, The farmer in the dell, Heigh-o! the cherry-oh! The farmer in the dell. The farmer takes a wife, The farmer takes a wife, Heigh-o! the cherry-oh! The farmer takes a wife. The wife takes a child, The wife takes a child, Heigh-o! the cherry-oh, The wife takes a child. The succeeding verses vary only in the choice in each, and follow inthis order:-- The child takes a nurse, etc. The nurse takes a cat, etc. The cat takes a rat, etc. , The rat takes the cheese, etc. [Illustration music: The far-mer in the dell, The far-mer in the dell, Heigh-o the cher-ry-oh, The far-mer in the dell. ] The players stand in a circle with one of their number in the center, who represents the farmer in the dell. At the singing of the secondverse, where the farmer takes a wife, the center player beckons toanother, who goes in and stands by her. The circle keeps moving whileeach verse is sung, and each time the player last called in beckons toanother; that is, the wife beckons one into the circle as the child, the child beckons one for the nurse, etc. , until six are standing inthe circle. But when the lines, "The rat takes the cheese, " are sung, the players inside the circle and those forming it jump up and downand clap their hands in a grand confusion, and the game breaks up. HUNTING _10 to 60 or more players. _ _Indoors; out of doors. _ This game is especially enjoyed by little boys, for whom there is a comparatively small number of appropriate singing games. The players all stand in two lines facing each other. They clap theirhands in time with the song, and sing the first verse:-- [Illustration music: Oh, have you seen the Shah? Oh, have you seen the Shah? He lights his pipe on a star-light night, Oh, have you seen the Shah? For a-hunt-ing we will go, A- hunt-ing we will go. We'll catch a fox and put him in a box. A-hunt-ing we will go. ] Oh, have you seen the Shah? Oh, have you seen the Shah? He lights his pipe on a starlight night. Oh, have you seen the Shah? For a-hunting we will go, A-hunting we will go. We'll catch a fox and put him in a box. A-hunting we will go. While the last verse is being sung, the two players at the top of thelines run forward, join hands, and run down between the lines to thefoot, turn around, join the other hands, and return between the lines. When they have reached the head again, they unclasp hands and run downthe outside of the lines, each on his own side, and take their placesat the foot of the lines. By this time the verse should be finished, and it is then sung again, the two players who are now standing at thehead running down through the middle, etc. This is repeated until allthe players have run, when the two lines join hands in a ring and alldance around, repeating the verse for the last time. For a large number of players several may run instead of two. Thefirst two then represent foxes, the next four, prancing or gallopinghorses (all in time to the music), and four others for riders orhunters. ITISKIT, ITASKET _10 to 30 or more players. _ _Indoors; out of doors. _ This is a form of Drop the Handkerchief, differing somewhat in play, and also in that a verse is sung with the game. All of the players but one stand in a circle with clasped hands; theodd player, carrying a handkerchief, runs around on the outside of thecircle, singing the following verse:-- Itiskit, Itasket, A green and yellow basket; I wrote a letter to my love And on the way I dropped it. Some one of you has picked it up And put it in your pocket; It isn't you--it isn't you-- This last phrase is repeated until the player reaches one behind whomhe wishes to drop the handkerchief, when he says, "It is you!" andimmediately starts on a quick run around the circle. [Illustration music: Itiskit, Itasket I-tis-kit, I-tas-ket, A green and yel-low bas-ket; I wrote a let-ter to my love And on the way I dropped it. I dropped it, I dropped it, And on the way I dropped it. Some one of you has picked it up And put it in your pock-et; It isn't you, it isn't you, It isn't you, it isn't you. ] The one behind whom the handkerchief was dropped picks it up and atonce starts around the circle in the opposite direction, the objectbeing to see which of the two shall first reach the vacant place. Theone who is left out takes the handkerchief for the next round. Should a circle player fail to discover that the handkerchief has beendropped behind him until the one who has dropped it has walked or runentirely around the circle, he must yield his place in the circle tothe handkerchief man, changing places with him. KEEP MOVING _5 to 60 players. _ _Indoors; out of doors; schoolroom. _ One player is chosen as leader. He repeats or sings the followingformula, at the same time going through the motions indicated. Theother players must repeat the formula and the motions with him. Theymay be either seated or standing. The rhythm should be very rapid:-- [Illustration music: One finger, one thumb (etc. ) keep moving, One finger, one thumb (etc. ) keep moving, One finger, one thumb (etc. ) keep moving, Tra la! la, la! la, la!] One finger one thumb keep moving, One finger one thumb keep moving, One finger one thumb keep moving. Tra-la! la-la! la-la! (The thumb and index finger of one hand are separated and broughttogether, as when a bird's beak is being imitated with the fingers. ) Two fingers two thumbs keep moving, Two fingers two thumbs keep moving, Two fingers two thumbs keep moving. Tra-la! la-la! la-la! (The thumb and index finger of both hands are moved in similarmanner. ) Four fingers two thumbs keep moving, Four ---- Four ---- Tra-la! ---- (The thumb, index, and middle fingers on each hand. ) Six fingers two thumbs keep moving, Six ---- Six ---- Tra-la! ---- (Add the ring finger. ) Eight fingers two thumbs keep moving, Eight ----, etc. (All the fingers. ) Eight fingers two thumbs one hand keep moving, Eight fingers two thumbs one hand keep moving, Eight fingers two thumbs one hand keep moving. Tra-la! la-la! la-la! (The finger motion is continued, and to it is added an up-and-downshaking of one hand. ) Eight fingers two thumbs two hands keep moving, Eight ---- Eight ---- Tra-la! ---- (A similar movement of the other hand is added. ) Eight fingers two thumbs two hands one arm keep moving, etc. (One arm is moved up and down with the shoulder, elbow, and wrist allactive, while the movement of the fingers and of the opposite handcontinues. ) Eight fingers two thumbs two hands two arms keep moving, etc. (Add similar movement of the other arm. ) Eight fingers two thumbs two hands two arms one foot keep moving, etc. (The toes of one foot are lifted (bending the ankle) and tapped on thefloor as in beating time. ) Eight fingers two thumbs two hands two arms two feet keep moving, etc. (Add similar movement of other foot. ) Eight fingers two thumbs two hands two arms two feet one leg keep moving, etc. (Lift one leg with bent knee and replace the foot on the floor inrhythmic time, while all of the other parts mentioned are kept inmotion as previously. ) Eight fingers two thumbs two hands two arms two feet two legs keep moving, etc. (Add similar movement of the other leg. ) Eight fingers two thumbs two hands two arms two feet two legs one head keep moving, etc. (Add a nodding movement of the head, forward and backward. ) This is a Scotch game and is full of sport, but will depend largelyfor its success upon the familiarity of the leader with the order ofthe movements, and, like most Scotch games, upon the rapid andsustained time in which it is kept going. It is especially good forthe schoolroom, as it affords some excellent exercise without theplayers leaving their seats. KING OF FRANCE (THE) _10 to 60 players. _ _Playground; gymnasium; schoolroom. _ [Illustration music: The King of France with for-ty thou-sand men Marched up the hill and then marched down a-gain. ] The King of France with forty thousand men Marched up the hill and then marched down again. The players stand in two rows or groups facing each other. Each grouphas a leader who stands in the center and represents a king leadinghis army. The game or play is a simple one of imitation; in which the playersperform in unison some action first indicated by one of the leaders. The leaders of the two groups take turns in singing the verse, at thesame time marching forward during the first line of the verse, andback again to their places during the second line, illustrating theaction that is then to be taken by all. The verse is then sung by bothgroups while advancing toward each other and retreating, performingthe movements indicated by the leaders. The movements illustrated bythe leaders may be anything suitable to an army of men, the wordsdescribing the movement being substituted for the line, "Marched upthe hill. " Thus:-- The King of France with forty thousand men Waved his flag and then marched down again. The following variations are suggested, each of which indicates themovements to go with it. Gave a salute, etc. Beat his drum. Blew his horn. Drew his sword. Aimed his gun. Fired his gun. Shouldered arms. Pranced on his horse. It is scarcely necessary to say that a real flag and drum add much tothe martial spirit of the game, and if each soldier can have a stickor wand over his shoulder for a gun, the _esprit de corps_ will beproportionately enhanced. KITTY WHITE _10 to 30 or more players. _ _Indoors; out of doors. _ This is an admirable game for very little children. Their dramatictendency should be given full rein in impersonating the soft movementsof the kitty and mousie before the chase begins. Kitty White so slyly comes, To catch the Mousie Gray; But mousie hears her softly creep; And quickly runs away. Run, run, run, little mouse, Run all around the house; For Kitty White is coming near, And she will catch the mouse, I fear. [Illustration music: Kitty White Kit-ty White so sly-ly comes To catch the Mous-ie Gray; But mous-ie hears her soft-ly creep And quick-ly runs a-way. Run, run, run, lit-tle mouse, Run all a-round the house; For Kit-ty White is com-ing near, And she will catch the mouse, I fear. ] One player is chosen for the mouse and stands in the center, andanother for Kitty White, who stands outside of the circle. The otherplayers join hands in a ring and move around, while singing the firstfour lines. Meanwhile Kitty White is creeping around outside of thecircle, peeping in at little Mousie Gray. When the fourth line isreached, "And quickly runs away, " the circle stops moving and dropshands while the mouse runs out and in through the circle, chased byKitty White. For the last four lines, while the chase is going on, the players in the circle stand in place and clap their hands whilesinging "Run, run, " etc. When the mousie is caught, both return to the circle, and anothermouse and kitty are chosen. [Illustration: THE DUCK DANCE] LEAVES ARE GREEN _4 to 60 players. _ _Indoors; out of doors. _ This is a game for small children. The players join hands and form aring. They dance around in a circle in time to the music, singing tothe air of "Mulberry bush":-- The leaves are green, the nuts are brown; They hang so high they will not come down; Leave them alone till frosty weather; Then they will all come down together. As the last words are sung, the children all stoop suddenly to theground, to represent the falling nuts. This is more interesting if thetime be rapid and if the players jump before stooping, which may leadto their tumbling over as the nuts do when they fall from the trees. LET THE FEET GO TRAMP _10 to 60 players. _ _Playground; gymnasium; schoolroom. _ Let the feet go tramp! tramp! tramp! Let the hands go clap! clap! clap! Let the finger beckon thee. Come, dear friend, and skip with me. La, la la la, la la la, etc. Let the Feet Go Tramp [Illustration music: Let the Feet Go Tramp Let the feet go tramp, tramp, tramp, Let the hands go clap, clap, clap, Let the fin-ger beck-on thee, Come, dear play-mate, skip with me. Tra la la la la la la, La la la la la la la, La la la la la la la, La la la la la. ] The players form a circle with from one to five in the center, according to the number of players. All of the players, both circleand center, sing the verse, suiting the action to the words withstamping of the feet for "Tramp, tramp, tramp!" and clapping of thehands for "Clap, clap, clap!" As the last line, "Come dear friend andskip with me, " is sung, each child in the center beckons to one in thecircle, who steps in and joins hands with the little partner as theystand facing each other. These partners in the center then dancearound in time to the chorus "La, la, " and the circle players may alsojoin hands and dance in a circle. LONDON BRIDGE _6 to 30 or more players. _ _Indoors; out of doors. _ [Illustration music: Lon-don bridge is fall-ing down, Fall-ing down, fall-ing down, Lon-don bridge is fall-ing down, My fair la-dy. ] London Bridge is falling down, Falling down, falling down. London Bridge is falling down, My fair lady! Build it up with iron bars, Iron bars, iron bars. Build it up with iron bars, My fair lady! Iron bars will bend and break, Bend and break, bend and break, Iron bars will bend and break, My fair lady! Build it up with gold and silver, etc. Gold and silver will be stolen away, etc. Get a man to watch all night, etc. Suppose the man should fall asleep? etc. Put a pipe into his mouth, etc. Suppose the pipe should fall and break? etc. Get a dog to bark all night, etc. Suppose the dog should meet a bone? etc. Get a cock to crow all night, etc. Here's a prisoner I have got, etc. What's the prisoner done to you? etc. Stole my hat and lost my keys, etc. A hundred pounds will set him free, etc. A hundred pounds he has not got, etc. Off to prison he must go, etc. Two of the tallest players represent a bridge by facing each other, clasping hands, and holding them high for the others to pass under. The other players, in a long line, holding each other by the hand ordress, pass under the arch while the verses are sung alternately bythe players representing the bridge and those passing under, thoseforming the arch singing the first and alternate verses and the last"Off to prison. " As the words, -- "Here's a prisoner I have got" are sung, the players representing the bridge drop their arms aroundthe one who happens to be passing under at the time. The succeedingverses are then sung to "Off to prison he must go. " During this lastone the prisoner is led off to one side to a place supposed to be aprison, and is there asked in a whisper or low voice to choose betweentwo valuable objects, represented by the two bridge players who havepreviously agreed which each shall represent, such as a "diamondnecklace" or a "gold piano. " The prisoner belongs to the side which hethus chooses. When all have been caught, the prisoners line up behindtheir respective leaders (who have up to this time been the holders ofthe bridge), clasp each other around the waist, and a tug of wartakes place, the side winning which succeeds in pulling its opponentacross a given line. Where a large number of players are taking part, say over ten, theaction may be made much more rapid and interesting by forming severalspans or arches to the bridge instead of only one, and by having theplayers run instead of walk under. There is thus much more activityfor each player, and the prisoners are all caught much sooner. This is a very ancient game, supposed to have originated in the custom of making a foundation sacrifice at the building of a bridge. The tug of war is thought by Mr. Newell possibly to signify a contest between powers of good and evil for the soul of the victim sacrificed. LOOBY LOO _5 to 60 or more players. _ _Indoors; out of doors. _ Here we dance, looby, looby, looby. Here we dance, looby, looby, light. Here we dance, looby, looby, looby, loo, Every Saturday night. Put your right hand in Put your right hand out Give your right hand a shake, shake, shake, Hinkumbooby round-about. Here we dance, looby, looby, looby, etc. Put your left hand in, etc. Here we dance, looby, looby, looby, etc. Put your two hands in, etc. Put your right foot in, etc. Put your left foot in, etc. Put your two feet in, etc. Put your right elbow in, etc. Put your left elbow in, etc. Put your two elbows in, etc. Put your right ear in, etc. Put your left ear in, etc. Put your head way in (bend deeply from the waist). [Illustration music: Looby Loo Here we dance looby, loo-by, loo-by, Here we dance looby, loo-by, light; Here we dance loo-by, loo-by, loo-by, loo, Ev-'ry Sat-ur-day night. Put your right hand in, Put your right hand out, Give your right hand a shake, shake, shake, Hin-kum-boo-by round a-bout. ] The players stand in a ring, clasping hands. For the first two linesof the chorus, -- Here we dance, looby, looby, looby, Here we dance, looby, looby, light, the players sway from one foot to the other, throwing the free footacross the other in sort of a balance movement in rhythm to the music. On the last two lines of this verse, -- Here we dance, looby, looby, looby, loo, Every Saturday night, the circle gallops halfway around to the left for the first line, andreverses the action, returning to place on the last line. For the alternate verses which describe action the movements aresuited to the words; for instance, when the left hand is called for, the players lean far forward and stretch the left hand into the ringwhile singing the first line, turn around, and stretch the left handoutward for the second line, shake the hand hard on the third line, and on the last line jump or spin completely around. This is a very ancient game, supposed to have originated in a choral dance, probably in celebration of the rites of some deity, in which animal postures were assumed or animal rites were an object. Later, it was an old court dance, stately and decorous as the minuet. MUFFIN MAN _6 to 30 or more players. _ _Indoors; out of doors. _ The players stand in a circle, with one or more in the center. Thecircle dances around and sings the first two lines of the followingverse. They then stand still while the player or players in the centerchoose each a partner who enters the circle with him; they clasp handsand dance around, singing the last two lines:-- Oh, have you seen the muffin man, the muffin man, the muffin man? Oh, have you seen the muffin man that lives in Drury Lane, O! Oh, yes, I've seen the muffin man, the muffin man, the muffin man, Oh, yes, I've seen the muffin man that lives in Drury Lane, O! [Illustration music: (The) Muffin Man Oh, have you seen the muffin man, the muffin man, the muffin man? Oh, have you seen the muffin man that lives in Drury Lane, O! Oh, yes, I've seen the muffin man, the muffin man, the muffin man, Oh, yes, I've seen the muffin man that lives in Drury Lane, O!] Miss Newton has a very good adaptation of this game for the schoolroom or parlor, in which four or five players stand in corners. Each of these chooses a partner at the end of the second line, and these groups of two dance in a circle. MULBERRY BUSH _6 to 60 players or more. _ _Indoors; out of doors. _ Here we go round the mulberry bush, The mulberry bush, the mulberry bush, Here we go round the mulberry bush, So early in the morning! [Illustration music: MULBERRY BUSH Here we go round the mulberry bush, The mulberry bush, the mulberry bush, Here we go round the mulberry bush, So early in the morning!] This is the way we wash our clothes, We wash our clothes, we wash our clothes, This is the way we wash our clothes, So early Monday morning. This is the way we iron our clothes, We iron our clothes, we iron our clothes, This is the way we iron our clothes, So early Tuesday morning. This is the way we scrub the floor, We scrub the floor, we scrub the floor, This the way we scrub the floor, So early Wednesday morning. This is the way we mend our clothes, We mend our clothes, we mend our clothes, This the way we mend our clothes, So early Thursday morning. This is the way we sweep the house, We sweep the house, we sweep the house, This is the way we sweep the house, So early Friday morning. Thus we play when our work is done, Our work is done, our work is done, Thus we play when our work is done, So early Saturday morning. The players stand in a circle clasping hands, and circle around, singing the first verse. In the second and alternate verses the actionindicated by the lines is given in pantomime. In all verses theplayers spin around rapidly, each in her own place, on the repetitionof the refrain, "So early in the morning. " This is one of the oldest traditional games, and probably one of the most widely known. It is considered to have originated as a marriage dance around a sacred tree or bush, our mistletoe custom having come from the same source. NUTS IN MAY _6 to 60 or more players. _ _Indoors; out of doors. _ (Sung to the air of "Mulberry Bush") Here we come gathering nuts in May, Nuts in May, nuts in May. Here we come gathering nuts in May, On a cold and frosty morning. Whom will you have for nuts in May, Nuts in May, nuts in May? Whom will you have for nuts in May On a cold and frosty morning? We'll have (Mary) for nuts in May, Nuts in May, nuts in May, We'll have (Mary) for nuts in May, On a cold and frosty morning. Whom will you send to fetch her away, To fetch her away, to fetch her away? Whom will you send to fetch her away, On a cold and frosty morning? We'll send (Alice) to fetch her away, To fetch her away, to fetch her away. We'll send (Alice) to fetch her away, On a cold and frosty morning. The players stand in two lines facing each other and holding hands, with a wide space between which will admit of advancing toward eachother and retreating. The first line sings the first verse, advancingtoward its opponents and retreating. The second line then advances andretreats and sings the second verse. The first line again advances andretreats, singing the third verse, naming some player who stands inthe opposing line. The second line, unwilling to yield a player soeasily, then advances and retires, singing the fourth verse, in whichit suggests that some one be sent to take the one who has beenselected for "nuts, " and the first line then advances and retires, singing the last verse, in which it names some player from its ownside whom it considers a good match for the player whom it has calledfrom the opposite side. The lines then stand still while these two players advance to thecenter, draw a mark on the ground, or throw a handkerchief down toserve the purpose, take hold of right hands across the line, and havea tug of war. The player who is pulled across the line becomes thecaptured "nut" and joins the side of her captors. The game is thenrepeated, with the change that the lines of players sing the versesthat were sung by their opponents the previous time, the second lineof players starting with the first verse. This should be continueduntil all of the players have taken part in the tug of war. The linewins which gets the most "nuts. " For large numbers of players, instead of a tug of war between twoplayers only, the two lines may advance, each player joining handswith the one opposite, and all taking part in the tug of war. Stillanother method is to have the two players who are named, join hands, with the players of their respective sides all lined up behind themfor a tug of war, as in London Bridge. OATS, PEAS, BEANS _6 to 60 players. _ _Indoors; out of doors. _ [Illustration music: Oats, peas, beans and bar-ley grows, Oats, peas, beans and bar-ley grows. Nor you nor I nor no-bod-y knows How oats, peas, beans and bar-ley grows. Thus the far-mer sows his seed, Thus he stands and takes his ease, Stamps his foot and clasps his hands, And turns a-round to view his lands. A-waiting for a partner, A-waiting for a partner, So open the ring and choose one in, Make haste and choose your partner. ] Oats, peas, beans, and barley grows, Oats, peas, beans, and barley grows. Nor you nor I nor nobody knows How oats, peas, beans, and barley grows. Thus the farmer sows his seed, Thus he stands and takes his ease, Stamps his foot and claps his hands, And turns around to view his lands. A-waiting for a partner, A-waiting for a partner, So open the ring and choose one in, Make haste and choose your partner. Now you're married, you must obey. You must be true to all you say. You must be kind, you must be good, And keep your wife in kindling wood. The players form a ring, clasping hands, and circle about one of theirnumber who has been chosen to stand in the center. They all sing thefirst four lines, when they drop hands, and each player goes throughthe motions indicated by the words: sowing the seed with a broad sweepof the arm as though scattering seed from the hand; standing erect andfolding the arms; stamping the foot; clapping the hands; and at theend of the verse turning entirely around. They then clasp hands againand circle entirely around, singing:-- Waiting for a partner, Waiting for a partner, standing still for the last two lines:-- So open the ring And choose one in. On these words the one in the center chooses one from the circle as apartner. The player who was first in the center then returns to thecircle, and the one chosen as partner remains in the center while thegame is repeated. If large numbers are playing, four players may stand in the centerinstead of one, and in that case, of course, four partners will bechosen. This form of playing the game has traditional sanction, and atthe same time adapts itself nicely to the large numbers that oftenhave to be provided for under modern conditions of playing. This is one of the games that Mr. Newell calls "world-old and world-wide. " It is found in France, Italy, Spain, Germany, etc. , was played by Froissart in the fourteenth century, and by Rabelais in the fifteenth. The game is supposed to have had its source in a formula sung at the sowing of grain to propitiate the earth gods and to promote and quicken the growth of crops. Mrs. Gomme notes that the turning around and bowing to the fields and lands, coupled with pantomimic actions of harvest activities, are very general in the history of sympathetic magic among primitive peoples, from which doubtless came the custom of spring and harvest festivals. Mrs. Gomme also points out that the choosing of the partner indicates the custom of courtship and marriage at these sowing and harvest gatherings. ROUND AND ROUND THE VILLAGE _6 to 30 or more players. _ _Indoors; out of doors. _ [Illustration music: Go round and round the village, Go round and round the village, Go round and round the village, As we have done before. ] Go round and round the village, Go round and round the village, Go round and round the village, Go as we have done before. Go in and out the windows, Go in and out the windows, Go in and out the windows, Go as we have done before. Now stand and face your partner, Now stand and face your partner, Now stand and face your partner, And bow before you go. Now follow me to London, Now follow me to London, Now follow me to London, As we have done before. The players form a circle, clasping hands, with one player outside. Inthis game the circle stands still and represents the houses of avillage. The player outside sings the first verse dancing around thecircle. On the second verse, "In and out the windows, " etc. , theplayers forming the ring raise their clasped hands to representwindows, and the outside player passes in under one arch, out underthe next, and so on, winding in and out until the circle has beencompleted. She tries to get around by the time the verse is finished, and then goes on singing the third verse while she pauses in thecircle and chooses a partner. These two then run around the outside ofthe circle while singing the last verse, "Follow me to London, " etc. , returning at the close to the center of the circle, where they bow andpart, the first player taking her place in the ring. The game is thenrepeated, with the second player running around the outside of thevillage. Where large numbers are playing, several players may be chosen insteadof one, to run around the village and in and out of the windows. Inthat case several partners will be chosen, and at the close the firstplayers will return to the circle, and the partners whom they havechosen will go on with the game by running around the village andsinging the first verse again. FOR THE SCHOOLROOM. --In the schoolroom two players may be chosen torun "Round and round the village, " starting from different parts ofthe room. The remainder of the class sits and sings while theseplayers run up and down through the aisles, each touching two or threepupils, who rise and run after them. When the windows are mentioned, the seated players who still have neighbors sitting across the aisles, stand, and clasp hands with the neighbors to form an arch under whichthe runners make their way. Variations. --A pretty variation in this game, adapting it to themodern city environment, with which many city children are morefamiliar than they are with village life, is to substitute for thewords "Round and round the village" and "In and out the windows" thewords, "Round and round the city" (presumably on elevated or subwaytrains) and "In and out the stations" or "In and out the subway. "While this tampering with a traditional form of the game isquestionable, there is no doubt that children much enjoy playing aboutthings related to their own experiences. A gradual and probablyunconscious adaptation to environment is one of the manifestations ofthe folk-lore spirit. This is one of the very old traditional games, based on village customs. Mrs. Gomme traces it to the periodical village festivals at which marriages took place. In some of these it was customary for the young people to go through the houses in procession. SNAIL _10 to 60 players. _ _Indoors; out of doors. _ This is a favorite game with very little children. For large numberseach verse may be repeated as needed to complete the winding orunwinding of the line. Hand in hand you see us well Creep like a snail into his shell, Ever nearer, ever nearer, Ever closer, ever closer, Very snug indeed you dwell, Snail, within your tiny shell. Hand in hand you see us well Creep like a snail out of his shell. Ever farther, ever farther, Ever wider, ever wider. Who'd have thought this tiny shell Could have held us all so well. [Illustration music: SNAIL Hand in hand you see us well Creep like a snail into his shell, Ever nearer, ever nearer, Ever closer, ever closer, Very snug indeed you dwell, Snail, within your tiny shell. ] The players all stand in line holding hands; while singing the firstverse they wind up in a spiral, following the leader, who walks in acircle growing ever smaller until all are wound up, still holdinghands. The leader then turns and unwinds, until all are again in onelong line. This "winding up" is a very old traditional feature in games, and issupposed to have originated in tree worship. BALLS AND BEAN BAGS [Illustration: BALLS 1. Medicine ball 2. Basket ball 3. Volley ball 4. Association and Soccer football (round) 5. Intercollegiate and Rugby football (prolate spheroid) 6. Gas ball 7. Playground ball 8. Baseball (outdoor) 9. Tennis ball 10. Handball 11. Handball (official American, leather covered) 12. Golf ball] BALLS AND BEAN BAGS SPECIFICATIONS FOR BALLS, BEAN BAGS, MARKING GROUNDS, ETC. BALLOONS. --Gas balloons have been found very useful for quite a largeclass of games, and are specially suitable for use in the schoolroomor parlor, though they may also be used out of doors. The balloons arethe regular toy balloons used by children, and are preferably ten ortwelve inches in diameter when inflated, though smaller ones may beused. In games where two balloons are used it is desirable that theybe of different colors, to distinguish which belongs to each team. When the gas in a balloon is exhausted, if it be not convenient torefill the rubber bag with gas, it may be filled with the breath, andwill be found still to float sufficiently in the air for purposes ofthe game, though of course the gas-filled balloons with their tendencyto rise are superior. BASEBALL (See also _Indoor Baseball_). --Baseballs are hard andpreferably leather covered. The required ball for the NationalAssociation of Baseball Leagues is not less than 5 nor more than 5-1/4ounces in weight, and measures not less than 9 nor more than 9-1/4inches in circumference. A slightly smaller ball is used in juniorplay; that is, for boys under sixteen. The best construction ofbaseballs is that in which there is a rubber center wound with woolenyarn, the outside covering being of white horsehide. Good balls costfrom fifty cents to $1. 50 each, but baseballs may be had at five centseach. BASKET BALL. --Basket balls are comparatively large, round, "laced"balls; that is, they consist of a rubber bladder inserted in a leathercase; the bladder is inflated by means of a hand or foot pump; afterit is placed inside of the leather cover the opening in the cover islaced together. The official ball prescribed by the Amateur AthleticUnion and the Young Men's Christian Association Athletic League ofNorth America calls for one that measures, when inflated, not lessthan 30 nor more than 32 inches in circumference; the limit ofvariableness to be not more than 1/4 inch in three diameters; theweight to be not less than 18 nor more than 20 ounces; the ball whenready for use to be tightly inflated and so laced that it cannot beheld by the lacing. The best basket balls cost about $6 each. BEAN BAGS (See also _Oat Sacks_). --Bean bags are especially useful fortossing games with little children and for use in the schoolroom, where a ball is not easily recovered if dropped; but many bean-baggames are of great interest even to adult players and are suitable foralmost any conditions, --playground, parlor, or gymnasium. Bean bagsshould be made of heavy, closely woven material, such as ticking, awning, duck, or denim, and should be from 6 to 12 inches square whenfinished. They are stitched around the outer edge (except for a smalllength through which the beans are inserted). The bag should then beturned and stitched a second time. Hand sewing is preferable, as oftenbetter able to withstand the strain put upon it. The bag is filledwith dried beans or peas. A bag 6 inches square should contain 1/2pound of these. A larger bag may contain a few more, but thehalf-pound weight is good for any sized bag. For little children a 6or 8 inch bag is very good. It is desirable to have an equipment ofbags made of two different colors, half of the bags, for instance, being red and the other half blue; or some of striped material andothers of plain. This aids in distinguishing the bags that belong toopposing teams or groups of players. It is easy to improvise asubstitute for bean bags under almost any conditions. The writer hasknown some very good substitutes to be made by placing dried leaves ina square of cloth, gathering up the corners and tying them with astring. Bean bags 7 inches square may be purchased for about $2 perdozen. For adults, especially for men, the oat sacks make a very interestingimplement for play, the weight making them a good substitute formedicine balls. (See _Oat Sacks_. ) CRICKET BALL. --This is the same as a hockey ball, but red instead ofwhite. The official specifications (Marylebone Club) are identicalwith those of the American baseball, except for 1/2 ounce heavierweight. They call for a ball weighing not less than 5-1/2 ounces, normore than 5-3/4, with circumference not less than 9 inches nor morethan 9-1/4. The construction and appearance differ from baseballs, thecricket balls being of heavy rubber, usually, but not invariably, covered with leather, which is sometimes enameled. The leather is puton in even hemispheres instead of in shaped pieces, as for a baseball. Cost, $1. 50 to $2 each. FOOTBALL. --Official footballs are "laced" balls; that is, they consistof a rubber bladder, which is inflated and inserted in a leathercasing which is then laced firmly to close the opening. Two shapes ofballs--round, and so-called "oval"--are official for differentorganizations. The round ball is prescribed for the "Association"games (American Football Association) and for Soccer, thecircumference of the ball to be not less than 27 inches, nor more than28. The prolate spheroid ("oval") ball is prescribed by theIntercollegiate and Rugby Associations of America, diameters about9-1/4 × 6-1/4 in. The cost of best quality balls of both shapes is $5, and from that down to $1. Cheaper balls may be had (to substitute forany laced leather balls) made of sealed rubber, or to be inflated likea water polo ball, some incased in duck, others without casing. GAS BALL. --A gas ball is a sealed rubber ball filled with gas and verylight in weight, generally used by little children. These areextremely useful for the schoolroom, where it is desirable to avoiddamage from the hitting of objects by a hard ball, and where itfacilitates play to keep the ball in the air, as it is difficult tolocate balls that roll on the floor. Gas balls measure from 4 to 6inches in diameter, and cost from ten to forty cents each. GOLF BALL. --Golf balls are made of gutta percha, painted white. Theinterior construction varies. The surface is made uneven with lines, dots, or dimples, to give greater buoyancy to the strokes. Size, about 1-5/8 inches in diameter. Cost, from $2 to $9 per dozen. HANDBALL. --The term "handball" is generally used to designate any ballthat can be caught easily in one hand, as distinguished from largerballs, such as basket, foot, and volley balls. Technically, the term"handball" applies to the balls used in the game of Handball. In selecting a ball for general games, including Handball Drills asherein given, it is desirable to have one slightly larger than for theofficial game and to get one with considerable resiliency; that is, aball that will rebound from a hard floor to a height of about 3 feetwhen dropped from a height of about 6 feet. A good ball for thispurpose will measure about 2-1/4 inches in diameter and weigh 2-1/2ounces. They are of hollow rubber, sealed. Such balls will cost about$5 per dozen. For children's play of course cheaper balls can be had. _Official Handballs_ used for the game of Handball differ somewhat inAmerica and Ireland, where this is the national game. The Americanballs are made both of rubber and leather. The specifications for theballs of the Amateur Athletic Union of America call for a ballmeasuring 1-7/8 inches in diameter, with a weight of 1-5/8 ounces. The Irish official handball is smaller and heavier than that ofAmerica and is generally made of rubber. The official ball called forby the Gaelic Athletic Association of Ireland is hard, covered withsheepskin or any other leather, and is not less than 1-1/2 ounces normore than 1-3/4 ounces in weight. Handballs suitable for the game ofthat name may be had of leather and rubber, ranging in price fromtwenty-five cents to $1 each. HOCKEY BALL. --_Field Hockey_ is played with the same kind of ball asCricket, but white instead of red. This is usually but not invariablycovered with white leather, the latter sometimes enameled, put on ineven hemispheres instead of in shaped pieces like the covering of abaseball. The dimensions are the same as for a baseball but the weightusually about 1/2 ounce greater. Field Hockey balls measure 9 inchesin circumference and weigh 5-1/2 ounces. The official rules of theAmerican Field Hockey Association specify merely "an ordinary cricketball painted white. " Hockey balls cost from $1 to $2. 75 each; practiceballs of solid rubber, fifty cents. _Ice Hockey_ is played with a "puck, " solidly cylindrical in shape andsmaller than the ring for Ring Hockey. The official specifications forthe American Amateur Hockey League require a puck of vulcanized rubberone inch thick throughout, 3 inches in diameter, weight not less than7-6/16 ounces nor more than 7-9/16 ounces. These cost fifty cents;practice pucks, twenty-five cents. _Ring Hockey_ or _Indoor Hockey_ is played indoors with a ring offlexible rubber, 5 inches in diameter, with a 3-inch hole through thecenter. The official rules specify a weight of not less than 12 ouncesnor more than 16 ounces. Rings cost from $1 to $1. 25 each. INDOOR BASEBALL. --Indoor baseballs are specially constructed forindoor play, being much larger and more elastic than those for outdoorplay. This ball is generally composed of a core of packed leatherstrips, around which is placed curled horsehair tied on with string. The cover is of leather, preferably horsehide, somewhat softer inquality than that used on the outdoor baseball. The dimensions of theball vary from 15 to 17 inches in circumference, or about 5 inches indiameter. The weight is from 8 to 8-3/4 ounces. The official ballspecified by the National Indoor Baseball Association of the UnitedStates is not less than 16-3/4 nor more than 17-1/4 inches incircumference; made of yielding substance; not less than 8 nor morethan 8-3/4 ounces in weight; and is required to be covered with whiteskin. The color of the ball naturally assists in indoor play wherelights vary. Most of these balls have red stitching on the seams, which makes them even plainer to be seen. Good balls cost from eightycents to $1. 25 each. LA CROSSE BALL. --The official ball for the game of La Crosse is madeof sponge rubber, sometimes leather covered (white). It is veryslightly smaller in size than a baseball, and about the same weight. The Intercollegiate La Crosse Association of the United Statesspecifies a ball weighing about 5-3/4 ounces, with circumference of 8inches. The National Amateur La Crosse Union of Canada specifies aweight of from 4-1/2 to 5 ounces, and circumference of not less than7-3/4 nor more than 8 inches. The best balls cost sixty-five centseach. MEDICINE BALL. --Medicine balls are leather covered and of greaterweight than any others used in the gymnasium. These balls were devisedto give exercise of a vigorous character, particularly for theabdominal and other trunk muscles, and afford some of the mosthygienic exercise to be had in the gymnasium. Medicine balls varyconsiderably in size and weight. The usual balls measure from 10 to 16inches in diameter, and weigh from 4 to 12 pounds. They cost from$4. 50 to $15, those with laced leather covers being more expensivethan those with sewn covers. OAT SACKS. --Oat sacks as here described were devised by Dr. R. A. Clark and Mr. A. M. Chesley, to be used in place of medicine balls foradult players. In addition they may be used for many bean-bag games. Oat sacks are made of heavy (10 oz. ) duck. They are circular in shape, 14 inches in diameter when finished. Two circles of this size arestitched around the edge, except for an opening where the oats areinserted. The bag is then turned and stitched a second time. They arethen filled with four pounds of oats each. PLAYGROUND BALL. --For the game of Playground Ball there is used a ballthat in size is between a baseball and indoor baseball. Usually ballsof from 12 to 14 inches in circumference (of this type ofconstruction) are called playground balls, and those from 15 to 17inches, indoor baseballs. Because of their size, these balls cannot bebatted as far as the usual baseball, and this and their softer texturemake them especially useful for limited areas. This same type of softball may be had in the smaller size of the regulation baseball. Theconstruction is the same as for indoor baseballs--a wound ball coveredwith soft white leather, the whole being firm, but more elastic andyielding than a baseball. The National Amateur Playground Ball Association of the United Statesspecifies a ball not less than 12 inches nor more than 14 inches incircumference, not less than 8 ounces nor more than 8-3/4 ounces inweight, made of yielding substance covered with a white skin. Good playground balls of any of the sizes here mentioned cost $1 each. POLO BALLS. --_Polo_ or _Roller Polo_ (on roller skates) is played witha very hard rubber-covered ball, painted bright red and about the sizeof a baseball--9 inches in circumference. Cost, from ten cents to $1each. _Equestrian Polo_ is played with a wooden ball, usually of willow, having no other covering than white paint. The Polo Association ofAmerica specifies such a ball 3-1/8 inches in diameter and not toexceed 5 ounces in weight. The English rules (Hurlingham) call for aslightly larger and heavier ball, 3-1/4 inches in diameter and 5-1/2ounces in weight--material not specified. Willow balls cost $2 perdozen; others, $1. 25 per dozen. _Water Polo_ is played with a ball of white rubber, inflated through akey afterward used to screw shut the opening. The official Americanrules for Water Polo call for a white rubber ball of not less than 7nor more than 8 inches in diameter. Cost, $2 each. PUSHBALL. --The game of Pushball is played with the largest ball everconstructed for any game. The ball measures 6 feet in diameter, andconsists of an inflated rubber bladder inserted in a leather cover. Cost, $200 each. RUGBY BALL. --See _Football_. SOCCER BALL. --See _Football_. SQUASH BALL. --For the game of Squash, a hollow rubber ball is usedsimilar to a tennis ball, and about the same size. It measures 8inches in circumference, and is covered with felt, black, red, orwhite; some have an overspun cover knitted on the ball in green orwhite. Cost, $6 per dozen. Enameled rubber squash balls in black orgray may be had at twenty cents each. TENNIS BALL. --Tennis balls are of rubber, hollow, and are covered withwhite felt. The official specifications call for a ball measuring notless than 2-1/2 nor more than 2-9/16 inches in diameter, of weight notless than 1-15/16 nor more than 2 ounces. Tennis balls cost about $4per dozen. VOLLEY BALL. --Volley balls are quite similar to basket balls, butslightly smaller and lighter. They are suitable for games in which theball is batted with the open hand or fist and where it is to be keptcontinuously in the air, such as the game of Volley Ball. The ballconsists of a rubber bladder inclosed in a laced leather cover ofwhite. The official specifications call for a ball not less than 25nor more than 27 inches in circumference, of weight not less than 9ounces nor more than 12 ounces. Volley balls cost from $2. 50 to $4each. MARKING GROUNDS Where boundary lines are important in a game and need to be seen froma distance, as in many ball games, they should be plainly marked. On agymnasium floor black paint for permanent diagrams is the best. Forout of doors white linen tape may be had, with wooden staples and pinsfor fastening to the ground, costing from $3. 50 to $6 per set for acourt the size of a tennis diagram. A liquid mark may be made ofwhitewash, and a dry mark by mixing two parts of sand with one ofwhiting. Marble dust or slaked lime also make good dry marks. Rollermarkers for placing either wet or dry marks in lines of even width maybe had at from $1 to $5 each. BEAN BAG AND OAT SACK GAMES BAG PILE _10 to 100 players. _ _Gymnasium; playground; schoolroom. _ _Bean bags; oat sacks. _ The players are divided into two or more equal parties which line upin ranks. Near the front end of each rank is a pile of from ten tofifteen bean bags or oat sacks, which are to be passed down the line. At a signal the first player in each rank takes a bag and passes itdown the line, sending the others in succession as rapidly aspossible. The last player in the line when he receives the bean baglays it on the floor in front of him; and as each bean bag reacheshim, he piles it on the first one, making a stack. Only the first bagmust touch the floor. The stack must be able to stand withoutassistance, and the player who stacks the bags must have no help inhis task. Should the bags fall over at any time, the player whostacked them must pick them up and pile them over again. The linescores one which first succeeds in getting all of its bags stacked. The last player, the one who stacked the bags, then carries them up tothe front of the line and becomes the first passer for the next roundof the game. The line wins which first scores five or ten, as may be decidedbeforehand. The play should be very rapid. BEAN BAG AND BASKET RELAY _10 to 60 players. _ _Schoolroom. _ Each player is provided with a bean bag. A waste-paper basket or a boxis placed on the floor near the blackboard in front of each aisle. Inline horizontally with the forward edge of each front desk, a chalkline is drawn on the floor at the end of each aisle, which serves as athrowing line, from which players throw their bean bags into thebaskets. The game is a competition of skill rather than of speed. At a signalfrom the teacher, the first pupil in each row stands, places his toeeven with the throwing line, and tosses his bean bag toward thebasket. If the bag goes into the basket, it scores five. Should itlodge on the edge of the basket, it scores three. Should it falloutside, there is no score. As soon as these first players have thrown they return to their seatsand the second row across the room steps forward and throws. This iscontinued until each player has thrown, and the line wins which hasthe highest score. There should be one score keeper for the entiregame, who should draw a diagram on the board in which to write thescore. BEAN BAG BOARD (Faba Gaba) _2 to 30 or more players. _ _Playground; gymnasium; schoolroom. _ This game consists in throwing bean bags through holes in an inclinedboard. The board should be preferably eighteen inches wide by threefeet long. Near the lower end of it should be cut a square hole aboutthe size of the bean bags. Higher up in the board a second hole aboutthree inches larger should be cut. The board should be slanted byresting it against a wall or fence, or bracing one end of it in someother way, so that it is at an angle of about forty-five degrees. The players stand at a throwing line from ten to fifteen feet from theboard. Each player has five bags--or five may be used for the entiregroup of players, the bags being recovered for each thrower in turn. Abag thrown into the larger hole counts five; into the smaller holeten. The player wins who first scores one hundred. Where there are a large number of players, it is desirable to havemore than one board, so that the players may be divided into severalgroups and make the game more rapid. BEAN BAG BOX _2 to 20 or more players. _ _Playground; gymnasium; schoolroom. _ A small box measuring not less than six inches square should befastened inside of one about twice the size and that in a third, leaving at least six inches margin between the boxes. This is set upon a slight incline with a stone or other object under its furtherend, or tipped up against the wall. From ten to twenty feet away fromthis a throwing line is drawn. Each player is provided with five beanbags and takes his place in turn on the throwing line, throwing allfive bags at each turn. A bag thrown into the smallest box scores fivepoints, one into the middle box ten points, and into the outside boxfifteen points. The player who first scores one hundred wins. This is a very popular game, and the paraphernalia for it may beeasily improvised. BEAN BAG CIRCLE TOSS _10 to 30 or more players. _ _Gymnasium; playground; schoolroom. _ _Bean bags; balls. _ There should be a bean bag for each of the players except one. All ofthe players form a circle, separated from each other by a small space. At a signal from a leader, each player turns toward his right-handneighbor and tosses his bean bag to him, turning at once to receivethe bag which is coming to him from the left. The game should moverapidly, but of course this is a matter of skill and may have to beacquired. With very little children it may be advisable to first playthe game with a fewer number of bean bags, till they grow accustomedto tossing and turning quickly to catch. Balls may be used instead ofbean bags if desired. When the tossing has gone once or twice around the circle to theright, the direction should be changed to the left. It is well to haveone of the bean bags of a different color from the others, so as toknow when the circle has been completed. Any player failing to catch abag must pick it up and toss it regularly to his neighbor. BEAN BAG RING THROW _10 to 60 or more players. _ _Playground; seashore; gymnasium; schoolroom. _ _Bean bags; blocks of wood; stones; shells. _ This game may be played with bean bags, or when out of doors, especially at the seashore, with small blocks of wood, stones orshells. The players should be divided into groups of equal numbers, which compete against each other. A small ring should be drawn on theground or floor measuring from twelve to eighteen inches in diameter, one ring opposite each group of players, who should be lined up insingle file. The leader of each row should toe a starting line drawnacross the ground at from ten to fifteen feet from the row of circles. Each row should be provided with six bean bags or other objects forthrowing, as indicated above. At a signal, the leader of each row throws each of his bags insuccession toward the circle, and scores one point for each bag thatlands within the circle. Any bag that touches the line does not count. The player then takes up his bags and runs back to the rear of theline, giving the bags as he passes to the front player of his row, whoshould have moved up to the starting line. These second players, inturn, all begin throwing on a signal. The line wins which has thehighest score when all have thrown. It is advisable to have some one to act as scorer for all of thelines; though it is practicable for the first player in each line toact as scorer for his line. IN THE SCHOOLROOM. --When this game is played in the schoolroom acircle should be drawn on the floor near the front blackboard oppositeeach aisle; across the end of each aisle, and even with the front rowof desks, should be drawn a throwing line. The game should start withthe six bean bags on each front desk. At a signal the front pupil ineach row steps forward to the throwing line and throws the six bags insuccession for his circle. Each bag that lands fully within the circlescores one point for him. No score is made for a bag that touches aline. He then steps to the blackboard in front of his aisle, andwrites down his score; then gathers up the bags, places them on thefront desk, and takes his seat. When he is seated the player nextbehind him steps forward to the throwing line and repeats the play;or, if desired, the next row of players across the room may wait forthe teacher's signal for doing this, as the game is played for a scoreand not on time limits. The row wins which has the highest score when each of its players hasthrown. CATCH BASKET _10 to 60 players. _ _Schoolroom. _ _Bean bags; gas ball. _ The class stands in a circle around the room, each half constituting ateam with a leader at one end. On a desk in the center of the room isplaced a waste-paper basket. The game consists in throwing a bean bagor a ball (large, light gas ball preferable) into the basket, theteams alternating their turns. There is no interference, but an umpirestands in the center who returns the ball to the next player aftereach throw. The leaders throw first and each player in turnthereafter. Each time the ball lodges in the basket it scores one forthe team throwing. A bean bag lodged on the edge of the basket scoresas a goal. A player may throw but once at each turn. The game may belimited by time, the team winning which has the highest score at theend of ten or fifteen minutes; or it may end when each player has hada turn. The former method leads to quicker and more expert play, whichshould be encouraged. CRISS-CROSS GOAL _10 to 60 players. _ _Schoolroom. _ The class is divided into two teams. Each team is divided into twolines, which stand facing each other, as shown in the diagram. A waste basket is placed on the teacher's desk or hung higher ifpossible in the front of the room. Each team has one bean bag. Player No. 1 holds the bean bag in each team. At a signal each No. 1 tosses his bag to No. 2, No. 2 to No. 3, and soit continues to pass in a zigzag line till it reaches No. 14. No. 14, on receiving the bag, tries to throw it into the basket. If he misses, he runs forward, picks up the bag, runs back to his place, and triesagain; he continues trying until he or his opponent gets a bag in, which event finishes the inning. The team in which No. 14 first receives the bag, scores three points;and the team making the goal first scores one; so one team may scorefour, or one three, and the other one, point. The team wins which hasthe highest score at the end of the playing time. [Illustration: Diagram: CRISS-CROSS GOAL] If the distance from the basket seems too long, No. 14 may comeforward a given distance to a chalk line and throw from that. In order to pass around the privilege of throwing goal, the goalthrower in one game passes down to the other end of the line, the linemoves up one place, and the next player in order throws for the goalin the next game. When every one in one line has thrown for goal, theprivilege passes to the other line. Sometimes it is necessary to have umpires to watch for fouls, such asskipping a player in passing the bag. This game was originated by Dr. J. Anna Norris and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared. DESK RELAY _20 to 60 players. _ _Schoolroom. _ _Bean bags. _ The pupils sit on their desks facing the rear of the room and with thetoes caught under the seats. The rear player on each line holds a beanbag. At a signal, the bag is passed over the head backward to the nextplayer, who in turn passes it, and so on until it reaches the playerat the front, who jumps down from the desk and hops on one foot to therear of the room. As soon as this player has reached the rear seat, all the players in the line stand and move forward one desk. The rearplayer takes the desk thus vacated and starts the bean bag again. The line wins whose bean bag first reaches the front of the room afterthe pupils have all changed seats until original places are resumed. The teacher should indicate which foot is to be used in hopping, sothat in successive playing of the game, each pupil will hopalternately on the right and left foot. This game was originated by Mr. James J. Jardine of New York City, and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared. FETCH AND CARRY _10 to 60 players. _ _Schoolroom; playground. _ _Bean bags. _ Each pupil is provided with a bean bag. A circle about fifteen inchesin diameter is drawn with chalk on the floor directly in front of eachaisle and close up to the front blackboard. At a signal from theteacher the first pupil in each row of seats runs forward, places hisbean bag in the circle in front of his aisle, and runs back to hisseat. As soon as he is in his seat, the pupil back of him runsforward, places his bean bag in the circle, and returns to his seat. This is continued until every pupil in the row has deposited his beanbag, the signal for each player to start being the seating of theplayer in front. The row which gets all of its bags first into thecircle wins, and scores one. [Illustration Diagram: FETCH AND CARRY RELAY] The play is then reversed. The last player in each row runs forward, picks up a bean bag, and returns to his seat. As he sits, he touchesthe player in front on the shoulder, who then starts forward, but mustwait for this signal. The row which first gets back to its seats, eachplayer with a bean bag, wins and scores one. As in all schoolroom games in which the players run through theaisles, those who are seated must be very careful to keep their feetunder their desks, and never to start before the proper signal isgiven for their turn. HAND OVER HEAD BEAN BAG _10 to 60 players. _ _Schoolroom. _ This is a relay passing race, the different rows of pupils competingwith each other in passing bean bags backward over the head. The players should all be seated, there being the same number in eachrow of seats. On each front desk a bean bag should be laid. At asignal the first player in each row lifts the bean bag over his headand drops it (it should not be thrown) toward the desk behind him, immediately clasping his hands on his own desk. The next playercatches or picks up the bean bag from his desk and passes it backwardin the same manner. It is thus passed quickly to the rear of the line. When the last pupil receives it, he runs forward at once to the frontof the line. As soon as he reaches the front desk, the entire row ofplayers move backward one seat, and the player who ran forward takesthe front seat, immediately passing the bag backward to the playernext behind him. The play thus continues until the original occupant of the front seathas again returned to it. Immediately that he is seated, he shouldhold the bean bag up with outstretched arm, as a signal that his rowhas finished. The row wins whose leader first does this. JUMP THE BEAN BAG _10 to 60 players. _ _Schoolroom. _ The class is divided into two equal divisions or teams. The teamsstand in opposite outside aisles and face the center of the room. Thegame consists in a contest between the two divisions as to which shallfinish first in the following relay, here described for one team. The leader at the head or front of the line, having the bean bag inhis hand, runs down the first aisle toward the rear, places the beanbag on the center seat of the row to his left (second row fromstanding line), vaults over the seat, and runs up the next aisle tothe front of the room and so to the head of his division. He tags theplayer standing at the head of the line and passes behind the line tothe rear, taking his place at the foot. The player who has been tagged at the head of the line immediatelyruns down the first aisle, takes the bean bag from the seat, vaultsover the seat, and passes down the next aisle to the rear of the room, and so to the foot of his line. He hands the bean bag to the playernext to him, who passes it to his neighbor, and so it is passed up tothe head of the line. The player at the head of the line, immediately upon receiving thebean bag, runs down the first aisle, places it on the seat, vaultsover the seat to the next aisle, and so to the head of his line, wherehe tags the player who has moved up to his place. The game thus consists in an alternate placing and taking of the bagfrom the seat. The player who places the bag returns to the head ofthe line to tag the player standing there, and then passes behind theline to the foot; the player taking the bean bag returns to the rearof his line and passes the bean bag up the line. The division whose original leader first gets back to his startingplace wins the game. This game was originated by Miss Alice R. Young of Brooklyn, N. Y. , and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared. PASSING RELAYS There are several forms of this game, some of which are suited only toyoung children; others may be full of sport and interest for adults. The games may be adapted to comparatively small numbers or very largenumbers. Several passing races will be found among the ball games. Forbean bags, see:-- Bag Pile. Passing Race. Pass and Toss Relay (single line). Pass and Toss Relay (double line). PASSING RACE _10 to 100 players. _ _Playground; gymnasium; schoolroom. _ _Bean bags; dumb-bells. _ The players stand in ranks, and bags are passed from one to anotherplayer down each line, starting on a signal for the first bag. Eachrank should have about ten bags. The line wins which finishes first;that is, passes all of its bags to the end of the line. The game may be varied by having each player pass the bags from onehand to the other before handing it to his neighbor, or by raising thebags overhead, or touching them to the floor, first with one hand, then with the other, before passing. This makes an especially interesting game when dumb-bells are usedinstead of bean bags, as they are harder to pass. PASS AND TOSS RELAY (SINGLE LINE) _16 to 60 players. _ _Gymnasium; playground; schoolroom. _ _Bean bags; oat sacks. _ [Illustration diagram: PASS AND TOSS RELAY (Single Line)] The players stand in two or more even ranks, facing sideways. Theplayers at either end step one long pace forward of the ranks, to thepoints marked 1 and 10 respectively, as they are to catch the bagtossed from some other player. Player Number One has a bag and at thesignal for starting runs toward the rear, and as he runs tosses thebag to Number Ten. The line immediately moves forward one place, Number Two stepping into the place vacated by Number One. As soon asNumber Ten has caught the bag, he takes his place in line with therank and passes the bag to his next neighbor, Number Nine. The bag isthen passed rapidly up the line until it is received by Number Three, who tosses it to Number Two. Number Two, in his turn, as soon as hereceives the bag, dashes for the rear, tossing the bag as he goes tothe player standing at 10, who in this instance will be Number One. The line again moves up, Number Three now stepping out to the placemarked 1. This play is continued until Number One is back in his originalposition. The rank which first gets the bag around to Number One afterhe returns to his original position wins the game. Number One shouldhold the bag up at arm's length as soon as he gets it as a signal thathis rank has completed its play. As this feature adds much to thefacility with which an umpire may judge of the winning rank, it maywell be a required part of the play, the rank winning whose Number Oneis first to raise aloft his bag. It adds much to the interest of the game to have a general umpire and scorekeeper who shall decide which is the winning line, and post the score where the players may see it. PASS AND TOSS RELAY (DOUBLE LINE) _16 to 60 players. _ _Playground; gymnasium; schoolroom. _ _Bean bags; oat sacks. _ The players are divided into two equal groups which compete againsteach other. Each group is divided into two lines or ranks which standfacing each other. There should be from ten to twenty feet of spacebetween the two ranks. [Illustration diagram: PASS AND TOSS RELAY (Double Line)] The game consists of passing a bean bag up one of these lines to theend, when the last player runs across to the opposite line, tossingthe bag as he goes to the end man in that line, who catches it andpasses it down the line. The same play is performed at the other end, the last player running across to the opposite line, tossing the bagas he goes to the last player there. The lines move up or down oneplace each time a player runs across to the opposite rank. The game indetail will be as follows:-- Number One has a bag, and at a signal passes it down the line toNumber Eight, who runs across toward Number Nine, tossing the bag toNumber Nine as he does so. It must be tossed before he has gonehalfway across the space between. Number Nine immediately passes thebag to Number Ten, and so on up the line to the last player, NumberSixteen. The moment that he receives the bag, he runs across towardNumber One in the opposite rank, making a running toss as he does so. At the same time the entire line from Nine to Fifteen moves up oneplace to make room for Number Eight, who should take his place at thefoot of the line next to Number Nine. As soon as Number One receivesthe bag, he passes it down the line to his neighbor, Number Two, andso on till it reaches the end of the line, which at the same timeshould be moving down one place to make room for Number Sixteen, whoshould take his place at the head of the line next beyond Number One. This play is repeated until Number One reaches his original positionagain, and the bag is passed to him there. Immediately on receivingit, he should lift it high, as a signal that the play is completed inhis group. The group wins whose first player is first to do this. The game may be made a little more definite by Number One having somedistinguishing mark, as a handkerchief, tied on his arm. When players have some proficiency in the game, as prescribed, theymay play with two bags instead of one, keeping both in play at once. In this form of the game the diagonal opposites start each a bag atthe same time, that is, Number One and Number Nine. The game becomesthus just twice as rapid. The team wins whose Numbers One and Ninefirst succeed in both returning to their original positions, wherethey should hold the bags aloft. A score should be kept, each team scoring two points for winning agame and one point for every time that its opponents' bags touch thefloor, either through poor throwing or bad catching. The writer is indebted to Mr. Chesley's _Indoor and Outdoor Gymnastic Games_ for several points of description or of play for this game. Mr. Chesley has found it a very interesting gymnasium game, with possibilities for much sport and skill. TARGET TOSS _10 to 60 players. _ _Playground; seashore; gymnasium; schoolroom. _ _Bean bags; stones; shells. _ Three concentric circles should be drawn on the ground or floor, afterthe idea of a target. Their size will depend somewhat on the skill ofthe players, but for the youngest players the inner circle should benot more than two feet in diameter and the outer circle six feet indiameter. For those more skilled, smaller circles may be used. Fromten to thirty feet from the outer rim of the largest circle astraight line is drawn on the ground, to serve as a throwing line. Where there is a small number of players, all may use one target. Where there is a large number, several targets should be drawn and theplayers divided into as many groups. Each group has three bean bags, or if out of doors, small blocks of wood, stones, or shells may beused. Each player throws in turn, throwing each of the three bags orother objects at each turn. The thrower stands with his toe on thethrowing line and tosses a bag toward the target. If the bag stopswithin the center circle, it scores fifteen points; if between thecenter circle and the next larger one, it scores ten points; and ifbetween the middle circle and the largest or outer one, it scores fivepoints. For very little children a bag that lands on a line may scorefor the larger circle which it touches. For more expert players, a baglanding on a line does not score at all. The player wins who has thehighest score in five rounds of the game. TEACHER AND CLASS _5 to 60 players. _ _Playground; gymnasium; class room. _ _Bean bags; balls. _ This game may be played with either bean bags or balls, and is one ofthe simplest and earliest tossing games, being generally used whenpupils are first acquiring skill in handling a ball. With very rapidplay and greater distance between the "teacher" and the "class, " itmay become very interesting, however, for older players. One player is chosen for the "teacher. " The others stand in a lineside by side, facing her, at an interval of from five to twenty feet. Where there are many players, there should be several groups of thiskind, with a distinct interval between groups to avoid mistakes orconfusion. It is desirable to have from six to ten players for each"teacher. " The teacher starts the game by tossing the ball to each pupil in turn, and it is immediately tossed back to her. Each pupil missing 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. The actionshould be as rapid as possible. VAULTING RELAY _10 to 60 players. _ _Schoolroom. _ _Bean Bags. _ [Illustration diagram: VAULTING RELAY] The players stand in line in the aisles between the desks, all facingto the right or left (facing open windows preferred). The first playerat the front of each line will hold a bean bag in his right hand, iffacing left, or in his left hand, if facing right. At the command"Start!" the bean bag must be passed toward the rear to each player, in turn, until the player at the end of the line receives it. Eachplayer, after passing the bean bag, must place one hand on his deskand the other on the back of his chair, jump over his chair, turn, jump back again, and take his position in the aisle by the next seat, moving back one seat toward the rear of the line each time the beanbag has been passed, and so on until he returns to his place in line. The player receiving the bean bag at the end of the line must run tothe head of the line, as shown in the diagram, and pass the bag to thenext player. This continues until each player returns to his place inline. The line wins whose original leader first gets back to his ownplace. This game was originated by Mr. James J. Jardine, of New York City, and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared. BALL GAMES SUITABLE FOR BEAN BAGS All run Arch Ball Ball Chase Ball Puss Ball Tag Call Ball Center Catch Ball Circle Ball Club Bowls Center Club Bowls Circle Club Bowls Line Club Bowls (Single) Line Club Bowls (Double) Corner Spry Dead Ball Dodge Ball Home Run Line Ball Over and Under Relay Overtake Pig in a Hole Ring Call Ball Roley Poley Round Ball Russian Hole Ball Schoolroom Dodge Ball Spud Stride Ball Toss Ball Tree Ball Zigzag Games Circle Zigzag Line Zigzag I, II, III Zigzag Overhead Toss BALL GAMES BALL GAMES ALL RUN _10 to 30 or more players. _ _Playground; gymnasium. _ _Hand ball; bean bag. _ This game is played with a hand ball or basket ball and is a gymnasiumadaptation of the wall ball game known as "Burley Whush" or "BallStand. " A square is drawn on the ground or floor. All of the players gatherwithin this, including one who holds the ball. The ball man throws theball in the air, whereupon all of the other players run in anydirection as far as they can. The thrower remains on his place, catches the ball, and as he does so cries "Hold!" Upon hearing this, all of the others must instantly stop running. The thrower then aimshis ball at one of these other players, and if he succeeds in hittinghim, the player hit must change places with the thrower. Should hemiss, all of the players return to the square and the same throwertakes another trial. Should he miss hitting a player a second time, hemust be "court-martialed, " _i. E. _ stand twenty feet from the squarewith his back turned to the players congregated there, who pelt himwith their balls, each one having one throw. ARCH BALL _10 to 100 players. _ _Playground; gymnasium; schoolroom. _ _Basket ball; bean bag; oat sack; any substitute. _ This game is very similar to Pass Ball, but is here described underanother name, as it differs from Pass Ball in (1) not having the runto a goal line; (2) admitting of variations, as in the passing ofseveral articles; (3) being comparatively informal without the scoringof fouls and other strict observance of rules that class Pass Ballwith athletic events. [Illustration diagram: ARCH BALL] The players line up in two or more single files, which compete witheach other, and must therefore contain an equal number of players. Thecaptain or leader of each file toes a line drawn across the ground andholds a basket ball (a bean bag or other object may be used). At agiven signal he passes the ball backward over his head to the playernext behind, who in turn passes it backward as rapidly as possible, and so on until it reaches the last player in the line. He at onceruns forward, carrying the ball to the front of the line, which movesbackward one place to make room for him. He toes the line and passesthe ball backward over his head. The play continues until the captainreaches the end of the line, and runs forward with the ball to hisoriginal place at the head of the file. As he takes his place there, he holds the ball aloft as a signal that he has finished. The filewins whose captain is the first to return to his place. The game may be made very enlivening by passing several articles inrapid succession, each of a different and contrasting character, suchas a basket ball, tennis ball, Indian club, heavy medicine ball, beanbag, light dumb-bell, three-or five-pound iron dumb-bell, etc. In thisform of the game the last player must accumulate all of the articlesbefore running forward with them, or the score may be made on thearrival of the last article at the rear of the line. FOR THE SCHOOLROOM. --See also _Hand over head bean bag_, in which theentire class plays at once. The players raise their seats where this is possible, and standbetween the desk and the seat. Where the seats cannot be raised, theplayers may sit in the seats or on the desks. An even number ofplayers should be in each line, and only alternate lines playsimultaneously, so as to leave clear the necessary aisle space forrunning. Those at the front of the lines should hold a ball or anysubstitute for passing backward over the head, such as a bean bag, eraser, foot rule, or book. At a given signal the object is passedbackward over the head to the next player in the rear, who in turnpasses it backward, and so on down the line until the last playerreceives it. He runs forward on the _right_-hand side of his desk tothe first seat. At the same time the other players in his row stepinto the aisle at the _left_ of the desks and move backward one place. The line wins whose original leader first gets back to the front. As in all games in the schoolroom in which part of the players areseated while others run, care should be taken that there are no feetin the aisle over which the runners might trip. ARCH GOAL BALL _10 to 60 players. _ _Playground; gymnasium. _ _Basket ball. _ The players are divided into groups, and line up in single file in twoor more lines facing a basket ball goal or any substitute. Each linehas a basket ball. At a signal each leader passes the ball backwardoverhead, the next player catches it and passes it in the same way, and so on to the end of the line. When the last player receives theball, he runs forward and tries to throw it into the basket, standingon a line marked from five to ten feet from the goal. He is allowedbut one throw, when he quickly takes his place at the front of hisline (which moves backward one place to make room for him), and atonce passes the ball backward overhead. The last player, in turn, runsforward, throws for goal, etc. This is repeated until each player in aline has thrown for the goal. Each goal made scores two points for theteam. The team wins which has the highest score when all of theplayers have thrown. This may also be played on time. Then each player throws until hesucceeds in getting the ball into the basket. The team wins whose lastman finishes first. BALL CHASE _4 to 20 players. _ _Playground; gymnasium. _ _Hand ball or substitute. _ A row of caps is set against a wall or fence, or a series of holes dugin the ground. At a point ten or twenty feet from these all of theplayers stand, and one selected as thrower throws a ball into one ofthe caps or holes. Any substitute may be used for a ball, such as asmall block of wood or a stone. Should he miss, he repeats the throwuntil he succeeds. As soon as a ball lands in a cap, the owner of thecap runs away, and all of the others chase him until caught. It will be seen that this game may best be played where there isopportunity for considerable dodging around and behind obstacles. Theplayer being chased is exempt if he can get back to his own cap beforebeing caught by the others. If caught, however, he becomes thrower forthe next round; otherwise the first thrower continues in thatposition. In a gymnasium a series of circles may be drawn on the floor in placeof the holes or caps, and a bean bag tossed into them. BALL DRILL (See _Hand Ball Drill_ and _Wall Ball Drill_. ) BALLOON BALL _10 to 60 players. _ _Schoolroom. _ _Inflated balloon. _ There are two goals, each consisting of a string stretched on oppositesides of the room from front to rear, at a height of six feet. Theremay be any number of players, who are divided into two teams. The teams are seated in alternate rows. The A's represent the playerson one team, the B's the players on the opposing team. The balloon isthrown in the air in the center by the teacher, and the players ofboth teams strike it with open hand. Object. --The players of team A try to bat the balloon over goal A; theplayers of team B try to send it over goal B. Fouls. --Fouls are called for the following:-- Standing more than half erect. Leaving seat entirely. Raising desk (if movable). Striking ball with clinched hand. Score. --Each goal made counts two points. One point is also awarded tothe opposing team for each foul. This game may be varied by having a goal keeper for each team whoseduty shall be to prevent the balloon from crossing his or her goalline. This goal keeper should stand, and should have a free use of theaisle in front of the goal. This game was originated by Mr. Henry J. Silverman of New York City, and submitted in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. This game was one that received honorable mention, and is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, who published the handbook in which the game first appeared. BALLOON GOAL _10 to 100 players. _ _Schoolroom; parlor; gymnasium. _ _Inflated balloon. _ [Illustration diagram: BALLOON GOAL] The game is played with two toy balloons, preferably twelve inches indiameter, one red and one blue, which are struck with the open handonly. When the gas of the balloon is exhausted, the rubber bag may berefilled with the breath, when it will be found still to floatsufficiently in the air for the purposes of the game. The class is divided into two teams, preferably designated by colorscorresponding to the balls, worn on the arm or otherwise. The teamsare assigned by rows across the room from side to side, the first rowof pupils belonging to the red team, the second to the blue, the thirdto the red, etc. Four goals are formed by stretching a tape diagonallyacross each of the four corners of the room about five feet from thefloor, the goals in the diagonally opposite corners having the samecolors, two of red and two of blue. The game consists in hitting theballoon with the open hand so that it will float down behind a goaltape, the red balloon scoring when it enters the red goals, and theblue balloon when it enters the blue goals. There are no goal guards, but it is the object of all players belonging to the red team to getthe red balloon into the red goals, and of the blue team to keep itout. Similarly, the object of the blue team is to get the blue ballooninto the blue goals and of the red team to keep it out. The game starts by the teacher putting the balloons in play bytossing them up in the center of the room, when each side immediatelybegins to play for them. It has been found that with two balloons andfour goals, and the interference offered by fixed seats and desks, itis unnecessary to limit the players to any given area. This, however, may be done should play become rough. A score keeper scores one for each team making a goal with itsballoon, but the game continues without interruption, the balloonbeing at once put in play again by the teacher. A fifteen-minute game should be divided into at least three periods, the teacher signaling for a rest at the end of each five minutes. This game is admirable for the parlor, and may also be played in thegymnasium or playground. This game was originated by Mr. Max Liebgold of New York City, and received the prize offered by Mrs. Henry Siegel in the competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. The game is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, who publish the handbook in which the game first appeared. BALL PUSS _3 to 30 or more players. _ _Playground; gymnasium; schoolroom. _ _Gas ball; basket ball; hand ball; bean bag. _ This is a form of ball tag. In it each player chooses a home orcorner, as in Puss in the Corner, or Home Tag. When played out ofdoors, trees may be used for this purpose; in a gymnasium, pillars ordifferent pieces of apparatus; in the schoolroom, the corners of theroom, the front and rear corner desks, the teacher's desk, theradiator, or any other objective points. The players who are sostationed beckon to each other to exchange places, and as they runfrom one place to another the one who is It tries to hit them with theball. Any one so hit changes places with the one who is It. As in all ball-tag games, either a ball or bean bag may be used. Ifplayed in the schoolroom, a light gas ball should be used; elsewhere, anything from a light-weight hand ball to a basket ball would besuitable. Hard balls should be avoided. Where there are many playing, it is advisable to have two or threewho take the part of thrower or Puss (It), in which case there will betwo or three balls or bean bags in play at the same time, and the gameis made more rapid. BALL STAND (Burley Whush) _5 to 20 players. _ _Out of doors; gymnasium. _ _Hand ball; tennis ball. _ This game is started by tossing a ball against a wall or on the roofof a house from which it may roll back. The players all stand in agroup or row, from ten to twenty feet from the wall. One of the numberis chosen as thrower and tosses the ball as indicated, at the samemoment calling the name of one of the other players. This player mustdash forward and catch the ball before it strikes the ground, while atthe same moment all of the other players run as far away as possible. Should the one called succeed in catching the ball, the players comeback and the thrower throws again, calling the name of some otherplayer. Should the one whose name is called fail, however, to catchthe ball, he calls out "Stand!" upon which the others must stop intheir flight. The ball man then picks up the ball, and from where hestands throws it in his turn at one of the players. Any player so hitcalls out "Hit!" and becomes at once the ball man. The other playersimmediately run again without returning to the wall, but stop as soonas the one hit calls "Stand!" which he must do upon picking up theball. This is continued until the ball fails to hit one of the players, whenall return to the original starting place, where the last thrower ofthe ball throws it against the wall and the game begins again. The players in their flight, the object of which of course is todiminish the chances of being hit by the ball, may run behind anyobstacle, such as a bush or around the corner of a house, but in anysuch case must extend a hand so it shall be visible beyond thisobstacle, that the ball man may still have an opportunity to hitthem. BALL TAG _3 to 60 players. _ _Playground; gymnasium; schoolroom. _ _Gas ball; bean bag; basket ball; hand ball. _ There are several forms of ball tag, each quite distinctive, and all interesting and making good games. A soft ball or bean bag should be used in all of these games, or with older players a basket ball or other large, comparatively light-weight ball. The players scatter promiscuously. One player, who is It, tries to hitone of the other players with a ball or bean bag. Any player thus hitbecomes It and must try to tag others in the same way. When a playerfails to hit one for whom he aims, the thrower must pick up his ownball or bag, except in the schoolroom, where the seats and desksinterfere with this. There any adjacent player may pick up the balland throw it back to the one who is It. Players may dodge in any way, as by stooping, jumping, or the usual sideways movements. Where there are many playing, it is advisable to have two or three whotake the part of thrower or It, in which case there will be two orthree balls or bean bags in play at the same time, and the game ismuch more rapid. If played in the schoolroom, a light gas ball or bean bag should beused. Elsewhere, anything from a light-weight hand ball to a basketball would be suitable. Hard balls should be avoided. BASKET BALL DISTANCE THROW _10 to 30 or more players. _ _Playground; gymnasium. _ _Basket ball. _ This is an interesting and simple athletic event, as well as a good game. It is especially useful for players drilling on the handling of the basket ball or shotput, and is a good substitute for shotput for girls. A full circle six feet in diameter is drawn on the ground. A heavyline is drawn across its center, which serves as a throwing line. Theplayer stands in the circle and throws the basket ball from thisthrowing line toward other lines drawn in the throwing space asspecified below, the ball scoring according to its landing in relationto these other lines. [Illustration diagram: BASKET BALL DISTANCE THROW] The lines drawn across the throwing space must be parallel with thethrowing line in the circle. For players below the seventh year of theelementary school course (below twelve years of age) these three linesshould be respectively twelve, eighteen, and twenty-seven feet fromthe forward edge of the circle. For players from the seventh andeighth year of the school course (that is, thirteen and fourteen yearsof age) these three lines should be respectively fifteen, twenty-one, and thirty-one feet from the forward edge of the circle. Thesemeasurements are for girls. For boys the longer distance given betweenlines will be found generally advisable, and they may even beincreased. The players are divided into competing teams, the players of each teamthrowing in rapid succession. Each player has but one turn, unless theball should strike some obstacle before touching the ground, whenanother trial is allowed. A thrower must at the start stand in thecircle and toe the throwing line, drawn across the center of thecircle; in completing the throw he must not fall or step forward overthe outer line of the circle in front of him. If at any part of thethrow, from its start to finish, the thrower be out of the circle, itis considered a foul and does not score, the number of players in theteam being counted as one less when the total or average is figured. The best form for throwing is that described for Battle Ball. For each throw to the first line (the twelve or fifteen foot line) orany point between it and the next line, a team scores one point. Foreach throw to the second line (the eighteen or twenty-one foot line), or between it and the next line, a team scores three points. For eachthrow to or beyond the third line (the twenty-seven or thirty-one footline) a team scores five points. The team averaging or adding thelargest score wins first place in the event. If the number of playersbe not even, the score is decided by an average instead of by adding. Where several groups or teams are competing, if there be a judge foreach team and floor space for more than one diagram, two or more teamsshould throw at once. BATTLE BALL _6 to 12 players. _ _Playground; gymnasium. _ _Basket ball; Indian clubs. _ This is one of the best and most interesting of the simpler team games. Briefly stated, it consists in trying to dislodge Indian clubs or tenpins placed at the rear of the enemies' territory. Players should be trained to coöperate and to understand the importance of each doing well his particular part. Playing into the hands of each other when necessary, as in passing the ball to good throwers, is one of the most important features of team work. GROUND. --A ground measuring about fifty feet long by twenty-five wideshould be divided into two equal parts by a line across the center. The rear boundary of each half is the goal or club line on which theIndian clubs are placed. Above these club lines a cord or rope isstretched seven feet from the ground. This cord may be fastened toposts on either side of the ground, or jump standards may be used tosupport it. If desired, back stops may be placed across the ground ata distance of five feet beyond the club line and extending beyond theboundaries of the court on either side. Indian clubs or tenpins weighing two or three pounds are placed on theclub line, there being one pair for each club guard. One pair of theseclubs should be placed in the center of the line and one at each endof it three feet from the posts that hold the cord. The clubs of eachpair should be separated by a distance of eighteen inches. TEAMS AND OFFICIALS. --The teams consist of from three to six playerson each side, though five on a side is the most desirable number. Thedescription of this game and the diagram assume five players to ateam. Each team chooses a captain, who settles disputes (unless otherofficers be appointed for this purpose, as hereinafter stated), andwho assigns places for the other players as he sees fit. He himselfoccupies any place he desires. [Illustration diagram: BATTLE BALL] Each team is divided into club guards and forwards. For five playersthere should be three club guards, each standing before a pair ofclubs, and two forwards or throwers, who stand near the dividing line. In the placing of players it is desirable to place the best catchersas club guards and the best throwers as forwards. In addition to theteam players, it is desirable to have a referee, two judges, and oneor two scorers, though all these offices may be filled by the sameperson. The referee should keep time, should start the game, should announcescores and settle disputes. The judges, one for each side, shouldwatch for fouls and report points made by their respective sides totheir scorers. OBJECTS. --The objects of the game are (1) to knock over the opponents'clubs with the ball; (2) to make a goal by passing the ball beyond theopponents' club line under the string but not hitting the clubs. START. --The sides toss up for the ball or choose by drawing cuts (seechapter on "Counting out and Choosing Sides. ") Whenever a ball goes out of bounds it should be returned to thecaptain of the opposite (catching) side by a player designated for thepurpose. POINTS OF PLAY. --Successful play will come both from throwing andbowling the ball. The best way to throw or bowl the ball is from theextended right arm, the ball being held on the wrist by bending thewrist upward and turning the hand inward over the ball. The right footshould be in the rear and at the start the trunk twisted toward theright. As the ball is thrown, the weight of the body should be changedto the forward leg and the body swung forward nearly half around fromthe waist toward the left. The best way to stop the ball is usually byblocking it with both arms; but it may be blocked with the legs or thebody. The ball may be tossed from player to player on the same side, either to get it into the hands of the best thrower or to mislead theopponents as to when it will be aimed at their clubs. Players may moveabout on their own side, but overstepping the boundary lines is afoul. Club guards should not get far away from their line of duty. Theball should be aimed at the clubs or at open spaces between players, not at the players themselves. FOULS. --It is a foul for a ball to pass above the cord drawn over theopponents' club line. Such a foul scores one for the defensive side. It is a foul for a thrower to step over the center line. For this theopponents score two points. It is a foul for a club to be overturnedby a player on his own side. Each club so overturned scores fivepoints for the opponents. SCORE. --Overturning an opponent's club with the ball scores fivepoints. Passing the ball beyond the opponents' club line below thecord but without hitting the clubs scores three points. A ball passing between a pair of clubs scores ten. A ball passing between the legs of an opposing player scores ten. No score is made on a ball caught by the opponents. Fouls score as stated above. The game is played in ten or fifteen minute halves, with five minutes'intermission, the team winning which has the highest score at the endof the second half. It adds greatly to the interest of the game to post the score in sightof the players, on a blackboard, large paper, or other bulletin. This game was originated by Dr. Dudley A. Sargent. BOMBARDMENT _10 to 100 players. _ _Playground; gymnasium. _ _Basket ball; Indian clubs. _ [Illustration diagram: BOMBARDMENT] This game resembles Battle Ball in that it consists in trying tooverturn Indian clubs or tenpins set up in the opponents' court. Thegame differs from Battle Ball, however, in being feasible for a muchlarger number of players, and in being very much simpler in its form, not having the closer team organization or such a variety in points ofscoring as Battle Ball. It may be made one of the liveliest and mostinteresting games for large numbers of players. GROUND. --The ground is divided into two equal fields by a line acrossthe center. At the rear of each ground a row of Indian clubs ortenpins is set up, there being the same number of pins as players. Should the number of pins be so great as to require their being closerthan two feet apart, a second row should be placed in front of thefirst, in such a way that each club stands opposite a space in thepreceding row of clubs. PLAYERS. --The players are divided into two teams numbering anywherefrom five to fifty each. The players stand between their clubs and thedividing line in any scattered formation. With a large number ofplayers several balls should be put in play. OBJECT AND POINTS OF PLAY. --The object of the game is to knock downthe opponents' clubs. Each player will therefore serve both as a guardto protect his clubs, and as a thrower. He may throw whenever he cansecure a ball, there being no order in which players should throw. Balls may be made to displace the opponents' clubs by being thrownagainst the wall behind the clubs, so that they will rebound orcarrom, knocking the clubs down from the rear. No player may stepacross the center line. The game is especially interesting whenseveral balls are in play at once. SCORE. --Each club overturned scores one point for the side whichknocked it down. Every club overturned by a player on his own sidescores one for the opponents. The game is played in time limits offrom ten to twenty minutes, the side winning which has the highestscore at the end of that time. BOUNDARY BALL _10 to 100 players. _ _Playground; gymnasium. _ _Basket ball. _ GROUND. --The ground should measure about twenty feet in width by fortyin length, and should be divided in half by a line, marked across it. PLAYERS. --The players, numbering anywhere from ten to one hundred, aredivided into two equal parties. Each party lines up on one side of thedividing line and about ten feet from it. OBJECT OF THE GAME. --The object of the game is to throw the ball overthe opponents' rear boundary line, a party succeeding in doing thisscoring a point. As each party lines up at the start ten feet from thecenter dividing line, it is possible for each to intercept the ball atthe point of its line-up. Any players from the line, however, may runback of this line-up to prevent the ball from going over the rearboundary, and the point at which the ball is stopped by any suchplayer indicates the point at which the party must line up for thenext play. It therefore becomes a secondary object of the game toforce one's adversaries back until they have reached their rearboundary line, where their chances for intercepting the ball are lessthan in a forward position, as their movements are more restricted. For instance, party A throws the ball at party B's boundary. Thelatter, by running backward several paces, succeeds in interceptingthe ball at a distance of say five feet beyond its first line-up. Theentire party then takes its stand on this new line and throws the ballat its opponents' boundary, trying to force them back in similarmanner as far as possible to catch the ball. START. --The parties toss up for which side shall first have the ball. The ball is then given to the center player in the line, who makes thefirst throw. After this first throw the ball may be put in play by anyplayer in a line. RULES AND POINTS OF PLAY. --Players may run forward of their first orsucceeding line-up to catch the ball, but the line-up never comesforward of its first position. After a line has been forced backward, however, if the ball be caught anywhere between the last line-up andthe first, the line moves forward to the new point. Should a ball rollon the ground, the point at which it stops rolling, or is stopped bythe players trying to catch it, indicates the line at which they musttake their stand. No ball scores a point, however, which rolls beyondthe rear boundary line. When a party has been forced back to its rearboundary line, it must stand on that line thereafter, unless it shouldsucceed in stopping the ball forward of that line, when it may moveforward to the new position. No player may step over the boundaryline. SCORE. --One point is scored by the throwing party every time a ball isthrown beyond the opponents' rear boundary line. Five pointsconstitute a game. BOUND BALL _10 to 30 players. _ _Playground; gymnasium. _ _Tennis ball; hand ball. _ This game somewhat resembles tennis, but is played over a lowerdividing line, and the ball is batted with the hand instead of with aracket; it is always played from a bound, never "on the fly. " GROUND. --Boundary lines for the entire court should be outlined, measuring about fifty feet in length by twenty-five in width, thoughthese dimensions are not invariable. The ground is then divided by aline into two equal parts. In a gymnasium balance beams may be set upfor this purpose. Out of doors a board or log may be used, or the meredrawing of a line on the ground will suffice. PLAYERS. --The players are divided into two equal parties which taketheir places on either side of the dividing line, scattered over theirrespective courts without regular formation. OBJECT. --The game consists in batting a tennis or hand ball with thehand from one side to the other of the dividing line, after it hasfirst bounded in one's own territory. START. --The leader of the game, or any player on either side, puts theball in play by throwing it among the players of the opposite side. Whoever catches the ball acts as the first server. The server servesby bounding the ball once and then hitting or batting it with the openpalm on the rebound, so that it will go over into the opponents'court. Should a served ball fail to rebound in the antagonists' court, it is returned to the party from which it came, that they may have asecond trial. One player continues to serve until his side scoresfive, when the ball is thrown to the opponents. The players on a sideserve in rotation. RULES AND POINTS OF PLAY. --In returning a serve or keeping the ball inplay at any time, it may be bounced any number of times before beingsent into the opponents' court. The one essential point is that itshould be kept bounding, a ball that is dead being thrown back to theserver. In bounding the ball it must always be hit or batted from theupper side with the palm of the hand. Should the ball bound very lowso as to give slight opportunity for batting into the opponents'court, a player may coax it to a higher point before batting. A ballmay also be worked forward or to any advantageous point of the groundby bounding or "dribbling" in this way before batting it. Whenever aball enters a court, any member of the party on that side may playupon it. The players in each court will naturally scatter to be readyto receive the ball. Players will use in this game many points oftennis, such as sending the ball into the opponents' territory with along glancing stroke, which may make it bound unexpectedly toward therear of the opponents' court; or on the contrary, with a small boundthat shall just barely cross the line. A ball going out of bounds isout of play, and must be returned to the server unless it shouldrebound in the court for which it was intended, when it should stillbe considered in play. SCORE. --The score is entirely for a defensive game, being wholly onthe opponents' failures. If desired, the score may be the same as intennis, but is generally as follows:-- One point is scored for (_a_) failure to strike the ball as directed(from above with the open palm); (_b_) failure to bound the ballbefore sending it into the opponents' ground; (_c_) failure to returna good serve or play. BOWL BALL (See _Center Club Bowls_, _Circle Club Bowls_, and _Line Club Bowls_. ) CALL BALL (See also _Ring Call Ball_, _Ball Stand_, and _Spud_. ) _10 to 30 or more players. _ _Playground; gymnasium. _ _Hand ball. _ The players are numbered and scatter promiscuously over the playgroundor gymnasium. One tosses a ball, at the same time calling the numberof some other player. This player must run forward and catch the ballbefore it has bounded more than once. Any player who is successful inthis takes the place of the first tosser. Any player who fails rejoinsthe others, but three failures put him out of the game. For largenumbers it is well to have two balls, tossed by two different players. The one who is tossing the ball will add much to the interest of thegame by calling the names of players who are at a considerabledistance from the ball, or for any other reason may have aparticularly difficult task in reaching the ball in time; or he maytake them unaware, as by calling the same name twice in succession, etc. There is no limit to the number of times a player may be called. CAPTAIN BALL Captain Ball is one of the best and most popular games for both children and adults, boys and girls. It is one of the most useful forms of games for the period when pupils are beginning to enjoy organization, as it calls for comparatively simple, though pronounced, team work. There are many variations in Captain Ball, the differences being in (1) the plan of laying out the ground, and consequently the relative position of players; (2) the points of play that score; and (3) the rules restricting the players. While almost any rules of play or points of scoring may be used on almost any plan of ground, certain methods of play seem to have grown out of, and naturally to belong to, certain diagrams. An umpire, referee, and scorer are desirable in any form of the game, but _not absolutely necessary_ except for match games. Six distinct forms of Captain Ball are here presented, Captain Ball I, II, III; Emperor Ball (IV); Progressive Captain Ball (V) (a new form of the game originated by Miss Cora B. Clark of New York); also a schoolroom adaptation, Schoolroom Captain Ball (VI). Some forms which offer minor variations have been omitted in favor of these, which form distinct types. The games are grouped in this place to facilitate comparison. For NEW YORK CAPTAIN BALL (rules of Girls' Branch, Public SchoolsAthletic League), see _Appendix_. CAPTAIN BALL--I _14 players. _ _Basket ball; volley ball. _ [Illustration diagram: CAPTAIN BALL--I] This is in some respects a simpler form of Captain Ball than thosethat follow, as there are but three bases or homes on each side of thefield, and the captain is on one of these instead of in the center. His position at the farthest point from the dividing line tends todistribute the play equally among all of the players. The number ofplayers is smaller than in other forms of the game. The ball does notscore for completing the circle (or triangle) of players, as in otherforms of the game. Although very rapid, this form may be lessconfusing for beginners than in larger formations where there are moreplayers. GROUND. --On each side of the ground at corresponding distances fromthe center three small circles are drawn for bases at the points of atriangle. The circles should be from two to five feet each indiameter, the more skillful the players the smaller the circle. Thedistance between each two circles forming a triangle should be atleast fifteen feet, and the distance across the center of the fieldbetween the two inner circles, from fifteen to twenty-five feet. TEAMS. --The players are divided into two teams, each consisting ofthree basemen, three base guards, and one fielder. One of the basemenis captain and stands in the base at the end of the ground farthestfrom the center. Each team has a guard stationed near each of itsopponents' bases, and a fielder whose general place should be near thecenter of the ground but who is free to run to any part of the ground, and who should pick up the ball whenever it goes afield. The ballshould then be put in play again from the center as at the start. OBJECT OF THE GAME. --The object of the game is to have a captain catcha ball from one of his basemen. A ball caught by the captain from theguards or fielder of his team, does not count. Of course the guardswill try to prevent the ball being caught by a captain from one of hisbasemen, or by one of the basemen from his fielder, and on the otherhand will try to secure the ball and send it back to their own basemenor fielder. START. --The ball is put in play by being tossed up in the center ofthe ground by a third party between the two fielders, both of whom tryto catch it. The one who succeeds has first throw. Touching the ballis not enough for this first catch: it must be caught in both hands. In case of dispute, the ball should be tossed again. The ball is againput in play in this way after each point scored; also after goingafield and being picked up by one of the fielders. RULES. --The basemen may put one foot outside of their bases orcircles, but at no time both feet. Each guard must remain near thebase he guards but may not step within it even with one foot. Shouldeither side transgress these rules or make any other foul, the ball isthrown to one of the basemen on the opposite side, who is given freeplay to throw to his captain without interference of his own guard, though the captain's guard may try to prevent its being caught. Aball that goes afield is put in play again at the center, as at theopening of the game. FOULS. --It is a foul (1) to transgress any of the rules given above;(2) to snatch or bat the ball from an opponent's hands; (3) to bouncethe ball more than three times in succession; (4) to run with theball; (5) to kick it; (6) to hand instead of throwing it; or (7) tohold it longer than time enough to turn once around quickly, or threeseconds. Penalty for fouls consists in allowing opponents a free throwfrom one of their basemen to their captain, as described under Rules. SCORE. --The ball scores one point whenever a catch is made by acaptain from one of his basemen. It does not score when the captaincatches it from a guard or fielder. The game is played by time limits, ranging from ten to thirty minutes. The time is divided in halves, and at the end of the first half theteams have an interval of rest, and the basemen and guards changeplaces. The team wins which has the highest score at the end of thesecond half. The ball is put newly in play after every point scored. CAPTAIN BALL--II _18 to 60 players. _ _Playground; gymnasium. _ _Basket ball; volley ball. _ The distinctive features of this form of Captain Ball are: (1) thecaptain occupies a place in the circumference of the circle as in I, instead of in the center as in succeeding forms of the game; (2) thecaptain's place is near the dividing line, instead of at the farthestpoint from it as in I; this gives the guards of his team, on theopposite side of the ground, a greater opportunity to reach him thanin I, while any increased tendency to concentrate play near thedividing line is offset by the scoring of the ball through completinga round of the circle, and by the greater freedom allowed the guards;(3) the guards may run at large, not being confined to guarding anyone baseman; (4) there are no fielders, the free action of the guardsmaking these unnecessary; (5) the ball scores for completing a circleand also for any catch by the captain from one of his team, whether itbe baseman or guard; also for a catch by any one baseman from anotherbaseman of his team; or for a catch by the captain after it has passedthrough the hands of two or three basemen successively; (6) foulsdiffer from those in some other forms of the game, and are penalizedby scoring for the opponents instead of by a toss of the ball. [Illustration: CAPTAIN BALL IN A HIGH SCHOOL] [Illustration Diagram: CAPTAIN BALL--II] GROUND. --The ground is divided into two equal parts by a line acrossthe center. In each part a series of small rings or bases is arrangedin a circle, at equal distances apart, the number and distancedepending on the space at disposal and the number of players; thesmall base rings should not be closer to each other than four or fivefeet, and should measure from two to four feet in diameter. Thecaptain's place is in one of these bases nearest the center of theground or dividing line. TEAMS. --There should be from eight to thirty players on each side, exclusive of the captain. Half of these players stand in the bases ontheir own side, the captain's base completing the circle and beingnearest the dividing line. The other players of the team, calledguards, are stationed at the opening of the game each near one of theopponents' bases on the opposite side of the ground from his ownbasemen. Each guard is chiefly responsible throughout for guarding hisparticular base; but all guards may move about freely in theopponents' territory without stepping within the rings (bases). OBJECTS OF GAME. --The objects of the game are, (1) to pass the ballfrom baseman to baseman in one circle; or (2) entirely around one ofthe circles without its being caught by the opponents' guards, whoseek to gain possession of it; and (3) for any baseman or guard tothrow the ball as many times as possible to his own captain. Theguards try not only to prevent the passage of the ball around thecircle or its reaching their opponents' captain, but also to gainpossession of the ball and throw it over to the opposite side to theirown basemen and captain. START. --The ball is put in play at the opening of the game, and aftereach catch by a captain, and after each foul, by being tossed by aneutral person in the center of the ground, the guards on both sidestrying to get possession of it. The ball is not considered caughtunless it be held in both hands. Any guard so catching it has anopportunity to throw it to his own captain or one of his basemen. Theguards on the opposite side of course try to prevent such a catch. RULES. --It is considered a fair catch for any baseman, including thecaptain, if the ball be caught on a bound either from the floor, ceiling, or any other object, or from hitting another player. A ball that goes afield is secured by the guard standing nearest thepoint where it left the circle. He puts it in play from the point inthe circle where it went out. Other rules are indicated under "Fouls. " FOULS. --It is a foul (1) to kick the ball; (2) to run with the ball;(3) for a guard to step over the dividing line or inside one of thebases; (4) for a baseman to step outside of his own base, even withone foot; (5) to hand the ball instead of tossing; (6) to snatch orbat the ball from an opponent's hands; (7) to hold the ball longerthan time enough to turn around quickly, or three seconds. One point is scored by the opponents whenever a foul is made, and theball is then put in play again from the center. SCORE. --One point is scored for a team every time a baseman catchesthe ball from another baseman of the same team. Two points are scored for a team every time its captain makes a faircatch, whether the ball has gone around his circle or not, and whetherthe ball was thrown by one of his basemen or one of his guards on theopposite side of the field. Three points are scored if the ballreaches two different basemen and the captain successively, whether inregular rotation around the circle or not. Four points are scored if the ball reaches three different basemenand the captain successively, whether in regular rotation around thecircle or not. Five points are scored whenever the ball passesentirely around the circle on one side, in regular rotation ofbasemen, whether the start and finish of that circle be with thecaptain or some other baseman. Each foul scores one for the opposingteam, as described under "Fouls. " After the captain catches the ball, no further points may be scored on it in that play and it then goesback to the center to be put again in play. CAPTAIN BALL--III _20 to 40 players. _ _Playground; gymnasium. _ _Basket ball; volley ball. _ This form of Captain Ball is the most strenuous of any, as freer mass play is encouraged among the guards, and there are fewer restrictions in the form of play, batting and hitting the ball being allowed, which are fouls in other forms of the game. The method of punishing fouls is optional and should be determined before the game begins. The ground is divided somewhat differently than in other forms of the game, by a neutral space between the two fields, where the ball is tossed for sides. The ball scores both for completing a circle and being caught by a captain, but not for catching from one baseman to another, as in II. The captain is stationed in the center instead of in the circumference of the circle, as in I and II. GROUND. --The ground is divided into two equal parts by a neutral stripabout three feet wide through the center. In each half are marked fiveor more bases in the form of small circles from two to five feet indiameter (or rectangles), outlining part of a large circle or squareopen toward the center. In the center of each half is marked a smallcircle or base for the captain. The interest of the game may beenhanced by placing a springboard in the captain's base, on which heshould stand. TEAMS. --The players are divided into two equal teams, consisting eachof (1) a captain, (2) a baseman for each base in the outer circle, (3)guards. There should be one less guard on each team than the number ofplayers in its outer circle. For instance, for five basemen, as in thediagram, there should be four guards. The guards belonging to a teamare stationed in the opponents' field, and generally begin the gamelined up near the neutral territory that runs through the center ofthe ground. As the game progresses, the guards may scatter in any waythat they choose. There are no center runners or fielders in this formof the game, as in some others An umpire is desirable, and a scorerand referee are needed for skillful teams. [Illustration Diagram: CAPTAIN BALL--III] OBJECTS OF GAME. --The objects of the game are (1) for the ball to bethrown and caught around the complete circle of basemen; (2) for theouter basemen to throw the ball to their captain in the center; theguards trying (1) to intercept the ball before it can complete acircle; (2) to prevent it being caught by the captain; and (3) tosecure possession of the ball and send it to the basemen in their own(the opposite) field. START. --The ball is put in play in the center of the neutral strip byan umpire or referee. He tosses the ball, and the guards from bothsides try to gain possession of it. For this purpose the guards mayrun anywhere they choose, being permitted on the neutral territory;but as soon as possession of the ball is decided, the guards mustreturn to their respective fields, and may not again leave them untilthe ball is again put in play. To touch the ball does not give a guardpossession of it; he must hold it in both hands. In case of disputethe referee should again toss the ball. When a guard has securedpossession of the ball, he and the other guards return to their homefields, and the one having the ball throws it to one of his basemenin the opposite field. The ball is put in play from the center afterevery point scored, and after it goes afield. RULES. --The guards are not allowed to step within the bases; they maynot cross the boundary lines into the neutral territory, except whenthe ball is being put in play. Basemen may not step outside of theirbases, even with one foot. Should the captain, in catching a ball, step over his base, the catch does not score, but if this be with onlyone foot, he has the privilege of throwing the ball to one of hisbasemen without interference from the guards. A throw from a guard inthe opposite field to his own captain does not score. Kicking orstriking a ball out of a player's hands is allowable. In trying toblock a throw, guards may not touch basemen nor step within the bases. Guards will naturally be very watchful of the center, as successfulcatches by the captain score. FOULS. --Transgression of any of the previous rules constitutes a foul, penalized by giving the ball to the opposite side or by allowing themto score one point. Which of these two methods is to prevail during agame should be decided before the game starts. SCORE. --One point is scored for a team every time that the captaincatches a ball thrown by one of his basemen. One point is scored for ateam whenever the ball is thrown from base to base successively untilit completes an uninterrupted circle. Fouls may score or not, asexplained under "Fouls. " After every point scored, the ball isreturned to the umpire and put again in play. The game is played in two halves of fifteen or twenty minutes each, with a rest of five or ten minutes between the halves. Teams changesides at the beginning of the second half, but they do not changeplayers; that is, guards do not become basemen, and _vice versa_, asin some other forms of this game. EMPEROR BALL (Captain Ball--IV) _30 to 40 players. _ _Playground; gymnasium. _ _Basket ball. _ This game is really a form of Captain Ball, but differs from any of the previous forms in the following points:-- A neutral officer, called the Emperor, is stationed in the center of the field between the two teams, and the ball scores its highest when it has been thrown entirely around one of the circles, from there to the captain in the centre, and from him to the Emperor. There are two fielders, or players at large, who try to intercept the ball before it reaches the Emperor, or to block it in any other part of the play. [Illustration Diagram: EMPEROR BALL] GROUND. --In the center of the ground is placed a springboard, box, stool, or other platform for the impartial ruler of the game calledthe Emperor. The ground on each side of this point is marked out asfollows: A series of bases or small circles (the number to vary withthe number of players) is drawn so as to form together a large circlewith from four to ten feet between each two small ones. The smallcircles should be from two to five feet in diameter. In the center ofthis large ring another small circle or base is marked for the captainof the team. TEAMS. --The players appoint one impartial officer who is the Emperorand stands in the center on a raised base (box, jumping board, orother improvised platform). The balance of the players are dividedinto two equal teams, consisting each of a captain, two centerplayers, or fielders, and a number of basemen and base guards. Thetwo fielders may go anywhere on the field, but their main duty is toprevent the ball reaching the Emperor from an opponent. They also pickup the ball when it goes afield and hand it to the Emperor forstarting again. Each captain takes his place in a center base; the basemen stand eachin a base in the circle surrounding his captain; the guards, of equalnumber with the basemen, take their places in the opposite field, eachbeing assigned to guard one of the basemen, including the captain ofthe opposing team, and may not go from the immediate vicinity of thecircle he guards. OBJECTS OF THE GAME. --The objects of the game for each team consist(1) in throwing the ball from baseman to baseman completely around itscircle; (2) around the circle as in (1) and in addition, to throw fromthe last baseman to the center player or captain; and (3) havingcompleted the previous two points, to throw from the captain to theEmperor, who stands between the two halves of the field. The object ofthe guards, of course, is (1) to intercept the ball so as to preventthe completion of this play in any of its points; and (2) to gainpossession of the ball so as to throw it across the field to their ownbasemen on the opposite side. START. --The ball is put in play at the beginning of the game, andalways thereafter, when necessary, by the Emperor. He must naturallybe perfectly impartial, and may toss the ball to either side, in turn, or use his judgment in choosing which side shall have it. He will, ofcourse, do his best to catch the ball for either side that throws itto him. The ball is put newly in play after every point scored, afterevery foul, and after going afield. RULES. --No baseman may step outside of his base even with one foot. Aball caught by the captain with one foot out of his base does notscore, nor if so caught by a baseman does it count in completing theround of the circle; but this does not count as a foul, and a captainso catching a ball may toss it to one of his team. No mass play ispermissible among the guards, each one being obliged to guard only thebaseman to whom he is assigned. This does not apply to the twofielders, who may move anywhere on the field, and who pick up ballsthat go out of the large circles. FOULS. --It is a foul (1) to hit, bat, or snatch a ball from anopponent; (2) to hand a ball instead of throwing it; (3) to hold aball longer than time enough to turn around quickly, or threeseconds; (4) for a guard to step inside a base. Each foul scores onepoint for the opponents, and the ball is then put newly in play by theEmperor. SCORE. --A team scores one point when a ball has successfully completedthe round of its circle of basemen, but is intercepted in a throw fromthat to the captain; a team scores two points when its ball hascompleted the round of the circle of basemen and been caught by itscaptain in the center, but fails to reach the Emperor; a team scoresfive points when its ball has completed the full play of the circle, its captain, and the Emperor. A team scores one point for every foulmade by the opponents. The ball is put newly in play by the Emperorafter every point scored. The game is played in time limits of fifteen-minute halves, with arest of five or ten minutes between the halves. The team wins whichhas the highest score. The teams change sides and places for the second half, guards becomingbasemen, and _vice versa_. PROGRESSIVE CAPTAIN BALL (Captain Ball--V) _20 to 60 players. _ _Playground; gymnasium. _ _Basket ball. _ This game differs from any other form of Captain Ball in the fact that the players progress after each score from base to base. Each player thus completes the round of outer bases in his own field, then becomes captain for his team, then a fielder, and then starts on the round as guard for each base, in turn, in the opposite field. The use of progression in this game was originated by Miss Cora B. Clark of New York. It is obviously best adapted to older players, --of high school age, --but once understood, the progression is simple and well within the ability of younger players. This form of the game as to grounds and rules may be played without the progression if desired. [Illustration Diagram: PROGRESSIVE CAPTAIN BALL] GROUND. --The ground is divided into two equal parts, with a linethrough the center. In the center of each of the two fields a circleis drawn for the captain's base, four feet in diameter. At equaldistances around this a series of small circles for bases is drawn, the series outlining the arc of a large circle open to the center ordividing line. The small bases (circles) should be each three feet indiameter. Their number will depend upon the number of players, butthey should not be closer than six feet to each other and ten feetfrom the center base. Each base in the accompanying diagram is lettered to make clearer theorder of progression, but when this order is once understood, it isnot necessary to number the bases on the ground. TEAMS. --The players are divided into two even teams, each consistingof a captain, two fielders, and a number of basemen, one for each ofthe small outer circles or bases. In addition, there should be a guardfor each baseman and one for the captain. The players are disposed as follows: The captain stands in the centerbase, with a guard outside the base. Each of the basemen stands in oneof the smaller outer bases, with a guard outside his base. Thefielders, at the opening of the game, face each other at the center ofthe dividing line. OBJECTS OF THE GAME. --The objects of the game are (1) to send the ballin a complete circuit of the outer bases; and (2) to throw the ballfrom a baseman to the captain on his side of the field. START. --The game is started by the referee throwing the ball upbetween the fielders, who jump for it and try to bat it toward theirown captain and basemen. Whenever a score is made, the ball is put inplay again as at first. RULES. --The captain may not step outside his base. A ball caught inthis way does not score, but the misstep is not a foul unless withboth feet. The outer basemen may put one foot outside their bases whentrying to catch the ball. A guard must stay within three feet of thebase he guards, and may not step within it. Guards, of course, try toprevent the basemen from getting the ball or to prevent its beingthrown to the captain, and to intercept it as it makes the round ofthe circle. They also try to get the ball to throw to the basemen ontheir own side. The fielders, aside from jumping for the ball when itis put into play, may move anywhere in the field. Their chief officeis to get the balls which go out of bounds, no one else being allowedto do this. Fielders may play the ball if it comes their way, but theymust not interfere with guards. A ball thrown from a guard or fielderdoes not score. PROGRESSION. --The distinctive feature of this game is the method ofprogression. To make this plainer, the players in the diagram aredesignated by numbers as well as by teams. Thus, "_X_" indicates allplayers on one team, and "_O_" all players on the other team, eachplayer carrying a number, _X-1_, _X-2_, _X-3_, etc. The method ofprogression is as follows:-- After the ball has scored a point, the two fielders, _X-13_ and_O-13_, move to base _A_. _O-13_, as he is now crossing to his homeside of the field, goes inside of base _A_ as baseman, and _X-13_becomes his guard; the other two fielders, _X-14_ and _O-14_, go tobase _F_, the home man, _X-14_, going inside the base, and _O-14_becoming his guard. It will thus be seen that the two fielders bearingthe lower number (_13_) go to the first base, _A_, and those bearingthe higher number (_14_) go to the base bearing the highest letter, _F_. At the same time that the fielders make this change, each basemanand his attendant guard move one base farther up; that is, baseman_O-1_ and guard _X-7_ move from base _A_ to base _B_; baseman _O-2_and his guard _X-8_ move from base _B_ to base _C_; and so on. Thelast baseman on this side, _O-5_, and his guard, _X-11_, move to thecenter or captain's base, the previous captain and his guard takingthe place of the fielders who stood nearest base _E_. On the otherside of the field the progression is made in the same way, so that theorder of progression is always from bases _A_, _B_, _C_, _D_, and _E_to the captain's base, and from the captain's base to fielders. When aplayer has made the complete circuit of one side, he progresses fromfielder's position to the opposite side; that is, after the playerswho started in base _A_ (basemen _O-1_ and guard _X-7_) becomefielders, they progress by going to base _F_, instead of back to base_A_. This change comes easily if the captain from the base occupied atfirst by _X-6_ always takes his place as fielder nearest base _A_; thefielders nearest _A_ always going to _A_, and the other fielders to_F_. FOULS. --(1) Touching the ball when it is in another player's hands;(2) walking or running with the ball; (3) stepping out of his base bythe captain to catch the ball; (4) stepping out of the bases with bothfeet by the basemen; (5) moving by a guard more than three feet fromthe base he guards; (6) stepping over the center line into theopponents' territory; (7) two fielders from the same side going afterthe ball at once when it goes out of bounds. PENALTY FOR FOULS. --No score is made on fouls, the penalty being theloss of the ball to the opposite side. The ball under thesecircumstances goes to the player on the other side, who stands in acorresponding position to the one who made the foul. SCORE. --A ball thrown from a baseman to his captain scores one point. A ball completing a circuit of the outer basemen scores two points. The side wins which has the highest score when time is called. Thegame may be played in from thirty to sixty minutes' time. SCHOOLROOM CAPTAIN BALL _10 to 60 players. _ _Gas ball. _ [Illustration diagram: SCHOOLROOM CAPTAIN BALL TEAM TEAM {_B_ = Bases. {(B) = Bases. I. {_C_ = Captain. II. {(C) = Captain. {_X_ = Guards. {(X) = Guards. ] The class is divided into two teams, with a center captain and fivebases on each side. The remaining players of each company serve asguards, and are placed on the opposite side from their captains andbases to prevent opponents from catching the ball. The teacher or umpire tosses the ball alternately to the guards, thefirst time to team one, the second time to team two. The guards, in turn, toss it to their bases, who try to get it totheir captains, the opposite guards opposing by guarding with the armsand jumping to catch the ball. The game continues until one captaincatches the ball from a _straight throw_ (not a bound) from a base(not a guard). The side catching the ball scores a point, and theumpire then tosses the ball to the guards of the opposite team, etc. The game is played in time limits, the side having the highest scoreat the end of ten or fifteen minutes winning the game. Fouls are--Holding the ball longer than five seconds. Snatching the ball. Knocking the ball out of an opponent's hand. In case of a foul the ball is given to the opposite team. Any number may play the game, provided the sides are even. This schoolroom adaptation of Captain Ball was made by Miss Mabel L. Pray of Toledo, Ohio, and was submitted in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. This game was one that received honorable mention, and is here published by the kind permission of the author, and of the Girls' Branch and of Messrs. A. G. Spalding & Brothers, who publish the handbook in which the game first appeared. CENTER BASE _10 to 30 or more players. _ _Playground; gymnasium. _ _Hand ball; basket ball. _ All of the players but one form a circle, with considerable spacebetween each two. The odd player stands in the center, holding theball. He tosses it to any player in the circle, and immediately runsaway outside the circle. The player to whom the ball is thrown mustcatch it, place it on the ground in the center of the circle, and atonce chase the one who threw it. The one who threw the ball tries toget back to the center of the circle and touch the ball before he canbe tagged. Should he succeed in this, he joins the circle, and theother player throws the ball. If the first center player is taggedbefore returning to the ball, he throws again, and the one who chasedhim returns to the circle. This game is very popular with children. CENTER CATCH BALL _10 to 30 or more players. _ _Playground; gymnasium. _ _Hand ball; basket ball; bean bag. _ I. Simple form for little children. All of the players but one stand in a circle, with two or three feetdistance between players. The odd player stands in the center of thecircle and tries to catch the ball, which is tossed rapidly from onecircle player to another. Should he be successful, the one who lasttouched the ball changes places with him. II. Advanced form for skillful players. This differs from the preceding in the greater distance betweenplayers and also in the much greater range and resourcefulness ofplay. The players stand in a circle with from six to eight feet between eachtwo, and with one player in the center. The circle players throw aball from one to another, the object of the game being for the centerplayer to catch the ball or knock it to the floor. The circle playersmay throw the ball over the heads of one another or across the circle, or make sudden feints of throwing it in one direction, turn suddenlyand throw it in another, etc. , to deceive the center player. Any player in the circle who last touched the ball, changes placeswith the center player whenever the latter touches or catches theball. CENTER CLUB BOWLS (See also _Line Club Bowls (Single)_; _Line Club Bowls (Double)_;_Circle Club Bowls_. ) _10 to 30 or more players. _ _Playground; gymnasium. _ _Hand ball; bean bag. _ The players join in a large circle and number by twos orconsecutively. The odd numbers form one team and the even numbers(alternate players) another. Three Indian clubs are placed at thepoints of a small triangle, measuring about twelve inches in thecenter of the circle. Each player, in turn, bowls at the clubs with ahand ball or bean bag. Each club bowled over scores one for thebowler's team. The team wins which has the highest score when eachplayer has bowled twice, or more times, as may be agreed on at theopening of the game. Each player must secure his ball or bag afterbowling and replace the overturned clubs. One ball or bag may be usedand passed around the circle, but the play is quicker if each playerhas his own. [Illustration diagram: CENTER CLUB BOWLS] CIRCLE BALL _10 to 60 or more players. _ _Playground; gymnasium; schoolroom. _ _Hand ball; basket ball; bean bag. _ The players stand in a circle with from three to five feet betweeneach two. The game consists of merely tossing the ball rapidly fromone player to another, but not in regular order. The sport comes fromthe unexpectedness with which the ball may be thrown across the ring, or reverse the direction in which it is circling the ring, or in anyother way taking the players unaware. A leader or teacher should seethat this element of sport is put into the game, or else it may bevery dull and useless. Any player failing to catch the ball should sit down, the playerwinning who remains standing the longest. When all are seated, the same game may be played in a sittingposition. For a more advanced form of this game, see Round Ball. For very little children, the spaces between players should be lessand the tossing done in regular order from one player to the next, working up gradually to the more varied modes of play suggestedabove. Several balls or bags may be used, following each other inquick succession. The number of these may be increased until there isbut one (or two) balls or bean bags less than the number of players. CIRCLE CLUB BOWLS (See also _Line Club Bowls (Single)_; _Line Club Bowls (Double)_;_Center Club Bowls_. ) _6 to 60 or more players. _ _Playground; gymnasium. _ _Basket ball; football; Indian clubs. _ The players divide into two parties and take their places in one largecircle, the players of one party alternating with those of the other. There should be five or six feet of space between each two players. Each player is provided with an Indian club. [Illustration diagram: CIRCLE CLUB BOWLS] The players of one party distinguish themselves and their clubs insome way, as by tying a handkerchief around the arm and club. The players, having taken their places in the circle, place each hisown club on the floor behind him at a distance of two or three feet. The object of the game is to knock over the opponents' clubs byrolling the ball on the floor, and naturally to protect one's ownclubs. Any player may start the game. While the main form of play for the ball is to roll it, it ispermissible to bound the ball from one player to another, and alsopermissible to knock over a club with a ball that bounds instead ofrolling. It is not permissible to toss a ball from one player toanother, or to dislodge a club by a toss unless the ball should hitthe floor and bound before it hits the club. Whenever a club is dislodged, the owner of the club must set it upagain at once; if he also has the ball, he must set up the club beforeputting the ball again into play. A point is scored by one party whenever one of the opponents' clubs isdislodged, whether it be knocked over by a ball or by its owner. Theside wins which first makes a score of forty-nine points. The game may also be played with two balls at once, and this is alwaysdesirable for as many as twenty players. CIRCLE DODGE BALL (See _Dodge Ball_. ) [Illustration: CIRCLE STRIDE BALL] CIRCLE STRIDE BALL _10 to 30 or more players. _ _Playground; gymnasium. _ _Foot ball; basket ball. _ All but one of the players form a circle, standing in stride positionwith feet touching those of the next players to make a barricade forthe ball. The odd player stands in the center and tries to throw the balloutside of the circle between the feet of the players. Those in thecircle try to prevent the passage of the ball, using only their handsfor this. This play is continued until the center player succeeds insending the ball through the circle, when he changes places with theplayer between whose feet or on whose right side it passed out. If acircle player moves his feet in any way, he must change places withthe center. The center player will aid his object by using considerable finesse, appearing to intend sending the ball in one direction, turningsuddenly and sending it in another, etc. When the ball has been sent out of the circle, the players turn, facing outward, and the odd man tries to send it back inside accordingto the same rules. CIRCLE ZIGZAG (See _Zigzag Games_. ) CLUB BOWLS Four forms of this game are given in this volume in alphabetic order. Two are in line formation and two in circle formation, as follows:-- 1. Line Club Bowls. --(Single) (Relay formation, one club bowled over. ) 2. Line Club Bowls. --(Double) (Relay formation, ball or bag bowled between two clubs. ) 3. Circle Club Bowls. --(Ring formation, clubs outside of ring. ) 4. Center Club Bowls. --(Ring formation, three clubs in center. ) See also _Battle Ball_ and _Bombardment_. CORNER BALL (See also _Double Corner Ball_. ) _10 to 30 or more players. _ _Playground; gymnasium. _ _Basket ball; volley ball. _ [Illustration Diagram: CORNER BALL] GROUND. --The ground is marked off into a space measuring at leasttwenty-five by thirty feet. This is divided across the center by astraight line. In the further corners of each half so made, a smallsquare goal is marked out, there being two such goals in each court. PLAYERS. --The players are divided into two even parties, each of whichtakes position on one side of the ground and stations a goal man ineach of the goals at the rear of the opposite side. OBJECT. --The object of the game is to throw the ball over the heads ofthe opposing party to one's own goal men, who are at the rear of theopponents' court. RULES AND POINTS OF PLAY. --The players on each side are not bound toany special territory within their own court, but will naturally seethat each of the goals at their rear is well protected, and will tryto intercept the ball before it can reach these goals. They will also, of course, try to throw the ball over the opposing party to their owngoal men in the opposite court. No player may cross the line whichdivides the two halves of the ground. The goal men may not stepoutside of their goals. Any ball caught in this way fails to score. Noopponent may step inside of a goal. When a goal man catches a ball, hemust at once throw it back, trying of course to get it to his ownparty over the heads of the opponents, who try to intercept it. SCORE. --Every ball caught by a goal man scores one for the partythrowing. The side first scoring twenty points wins the game. CORNER SPRY _10 to 60 players. _ _Playground; gymnasium; schoolroom. _ _Balls; bean bags. _ The players are divided into four groups, one group stationed in eachcorner called North, South, East, and West. Four captains stand in the center, each with a bean bag, facing hiscorner of players, who stand in a row. The captain throws the bean bagto each player in turn in his group, who throws it back at once to thecaptain, and so on until the last player is reached. As the captainthrows to his last player he calls "Corner Spry!" and runs to the headof the row, the last player becoming captain. The group that firstsucceeds in having all of its players in the captain's place wins thegame. This game was originated by Miss Amy A. Young of Cleveland, Ohio, and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared. CRACKABOUT _10 to 60 players. _ _Playground; gymnasium. _ _Soft hand ball. _ The players scatter over the playground, trying to get as far away aspossible from the one who has the ball. He throws it at one of theplayers, trying to hit him with it, at the same time calling"Crackabout!" All of the players make a rush for the ball, the one whosucceeds in getting it being the next thrower. The other playersscatter immediately that one has secured it, the ball man at oncethrowing at some other player, naturally trying to hit the nearest. Assoon as the players hear his call of "Crackabout!" they rush togetheragain in the direction of the ball to try and secure it, and so onindefinitely. The game is thus a rapid succession of running away fromthe ball man and scrimmages to secure the ball. It is one of thestrenuous and popular games enjoyed by boys of almost any age, andaffords some lively exercise and sport in a few minutes. CURTAIN BALL _10 to 100 players. _ _Gymnasium; playground. _ _Basket ball; volley ball. _ This is one of the most interesting ball games and is adaptable tomany conditions. For instance, where a curtain cannot be convenientlyhung, the game may be played over a high fence or hedge. The game consists in throwing a ball backward and forward over acurtain which conceals the opposing players from each other. As theball should not be allowed to touch the ground, scoring for theopponents whenever it does so, the players have to be very alert, andthere is opportunity for much sport in the game. For a very largenumber of players, more than one ball may be used. GROUND. --No outside boundaries are necessary for this game. The groundshould be divided into two approximately equal parts by an opaquecurtain eight feet in height, strung on a rope or wire carried acrossfrom side supports. This should touch the ground, so that there is nomeans of seeing the position of the opposing players on the otherside. As stated above, the game may be played across a high fence orhedge instead of over a curtain. PLAYERS. --The players are divided into two parties of equal number. There is no regular formation or disposition of the players over theground. Each party should select an umpire, whose duty it is to standat one end of the curtain on the opponents' side, where he can watchthe opponents and keep score. RULES. --The ball is thrown back and forth from one side to the otherover the curtain, and should be caught before it can touch the floor. Players will try to deceive their opponents as to the point where theball is to cross the curtain, and the more rapid the play is the morealert the players will have to be. The great sport of the gameconsists in the unexpectedness with which the ball may appear at anygiven point. SCORE. --Opponents score one point whenever the ball touches theground. The side wins which first scores twenty-one points. This game was originated by Dr. Dudley A. Sargent. DEAD BALL _10 to 60 players. _ _Schoolroom. _ _Gas ball; bean bags. _ This game may be played with balls or bean bags. If with balls, alight gas ball is preferable, as for all schoolroom games. From one tothree balls or bags will be needed for the game. If the class is alarge one, only half the pupils should play at a time; if a smallclass, all may play at once. The players stand in the aisles orbetween the seats and desks, and should be scattered around theschoolroom. The teacher puts the balls in play by tossing them one at a timeupward, so they will land in different directions in the room. Theplayers, as opportunity avails, without leaving their places on thefloor, try to catch a ball and toss it in the same way to some otherplayer. It is not permissible to throw the ball at another player; itmust always be tossed in the air. Any player who does not catch theball, but instead is touched by it, is "dead" (out of the game), andmust sit down. Each player tosses the ball upward in some newdirection as soon as he receives it. This play continues until onlyone player remains standing, who is considered the winner. DODGEBALL This is one of the most popular gymnasium or playground games. It is here described first for an informal game; then in three forms for an athletic contest, the latter as developed by Mr. William A. Stecher; and lastly, for use in the schoolroom. Forms II, III, and IV are for match games. I. Dodgeball (informal; players not in teams). II. Circle Dodgeball (one team forming a circle, the other team standing within). III. Double Dodgeball (two teams in a three-court field). IV. Progressive Dodgeball (three teams in a three-court field, changing courts at the end of each inning). V. Schoolroom Dodgeball. DODGEBALL (Informal) _10 to 60 players. _ _Playground; gymnasium. _ _Basket ball. _ This game is a very popular gymnasium or playground game. An informal mode of play is here described. For match games between competing teams more strict athletic procedure is necessary, and three such forms of the game follow. The players are divided into two even groups. One group forms a circle(this need not be marked on the ground). The larger the circle themore sport in the game. The other group stands within the circle, scattered promiscuously. The object of the game is for the circle mento hit the center men with a basket ball, the center men dodging toevade this. They may jump, stoop, or resort to any means of dodgingexcept leaving the ring. Any player hit on any part of his person atonce joins the circle men. The last player to remain in the center isconsidered the winner. The groups as originally constituted thenchange places for the next game, the center men becoming circleplayers and the circle men going to the center. There is no retaliatory play of the ball by the center players; theymerely dodge it. The ball is returned to the circle either by a tossfrom a center man or by a circle man stepping in for it if it shouldnot roll or bound within reach. When two center men are hit by onethrow of the ball, only the first one hit leaves the center. CIRCLE DODGEBALL _10 to 60 players. _ _Playground; gymnasium. _ _Basket ball. _ GROUND. --A circle is drawn on the ground. For practice play, atemporary marking may most quickly be made by the players forming acircle, dropping hands, and each player then marking the arc of thecircle in front of himself, joining it to those of the adjacentplayers. For match games the circle should be marked in advance andshould be accurate, and measure thirty-five feet in diameter. TEAMS. --Any number of players may take part. They are divided into twoequal teams, one of which stands around and outside of the circle; theother team is grouped promiscuously within the circle. There are noofficers of the teams, but for match games a referee is necessary, whoshould also act as score keeper. OBJECT OF GAME. --The object of the game is for the outer or circleteam to hit the players of the inner team with a basket ball, anyplayer so hit being "out" and having to leave the game. With oneslight exception, explained farther on, only the inner players score, and this on the basis of the number of players left in the circle whentime limits are called. There is no retaliatory play from the innerteam. START. --The game starts on a signal from the referee with the ball inthe hands of the outer circle. The referee blows his whistle for playto cease whenever an inner player is fairly touched with the ball, andagain for play to resume. He also signals for time limits explainedunder "Score. " RULES AND POINTS OF PLAY. --The players in the outer team must not stepwithin the circle when throwing. A center player hit by such a throwis not out. A ball that does not hit a center player is usually recovered by theouter circle by rolling or otherwise making its own way to theopposite side of the circle. If a ball remains in the circle orrebounds into it, one of the outer team may run in to get it. He maythrow it while within the circle to one of his teamsmen who is inplace outside the circle; or he may return with it to his own placeand throw from there; but he may not throw at one of the inner playerswhile himself within the circle. The inner team does not play the ball: it only dodges the ball. Anytactics may be used for this except leaving the ring. The dodging maybe done by stepping quickly in one direction or another, by twisting, stooping, jumping, or any other methods that suggest themselves. A player of the inner team hit on any part of his person or clothingby a ball is out. This may be either from the ball on the fly or on abounce, or rolling. Only one player may be put out for one throw ofthe ball. Should two players be hit by one throw of the ball, thefirst one touched by the ball is the one to go out. When a player ishit, the referee blows his whistle, the play ceases, and the playerhit quickly leaves the circle. The referee blows his whistle again forthe play to resume; but should the hit player not then have left thecircle so that he may be hit a second time, such a second hit scoresone point for the opponents. SCORE. --The game is played in two halves of ten minutes each, theteams changing places at the end of the first half. The main scoringis done by the inner team, which scores one point for each player leftwithin the circle at the end of its half. The only other scoring is bythe outer team whenever a player is hit a second time before leavingthe circle, each such hit scoring one point for the throwing party. The team wins which at the end of the second half has the highestscore from these two sources together. The game as here given was developed by Mr. William A. Stecher. DOUBLE DODGEBALL _20 to 60 players. _ _Playground; gymnasium. _ _Basket ball. _ The game is played by two opposing teams in a three-court field, instead of by three teams in such a field as in ProgressiveDodgeball. One team takes its place in the center court, and theopposing team is equally divided, one half going to each of the endcourts. The teams must be of equal numbers, and for match games havesixteen players on each. The game is played in two halves of ten minutes or less each. At theend of the first half the teams change courts. The rules for play are exactly the same as for Progressive Dodgeball. The main difference in the games is in the smaller number of opponentsin the end courts. This game was devised by Mr. William A. Stecher PROGRESSIVE DODGEBALL _15 to 100 players. _ _Playground; gymnasium. _ _Basket ball. _ GROUND. --The ground is divided into three equal courts, each 30 × 30feet. The end courts may be shorter if full space be not available. [Illustration Diagram: PROGRESSIVE DODGEBALL] TEAMS. --The players are divided into three equal teams, which forconvenience may be designated by colors, Red, White, and Blue. Thereare no officers for the teams, but one referee for the game, whoshould also act as score keeper, is desirable, and for match gamesnecessary. At the opening of the game the two outer teams line up, each on its inner boundary line, each player standing with one foot onthe line. The center team is grouped promiscuously near the middle ofthe center court. The teams change courts at the end of each inning, and the formation or line-up just described is resumed at the openingof each inning. OBJECT OF THE GAME. --The game consists in hitting players with aflying ball (not a bounce), any player so hit being out and leavingthe field. For this purpose the two end teams play against the centerteam (but not against each other); and the center team also plays theball in a retaliatory or aggressive game, trying to hit players oneither of the end teams. START. --The game is played in three innings, each of five or moreminutes' duration. Each inning begins with the teams in the formationshown in the diagram and described under "Teams, " except that thedifferent teams will be in different courts for each inning. The referee puts the ball in play by tossing it to the center team(say the Whites, as shown in the diagram), and at the same time blowshis whistle as a signal for the game to open. The referee also blowshis whistle whenever a player is hit so as to be out (_i. E. _ hit by aball "on the fly, " not on a bounce). The hit player at once leaves thefield, and play is resumed by the referee's whistle and tossing of theball to the center team as at the beginning. The referee also callstime for the close of innings. After the ball has been put regularlyin play, teams may only secure the ball when it is "dead, " _i. E. _ whenit has not just been played by an opponent, but has stopped, rolled, or bounced into its own court. RULES AND POINTS OF PLAY. --After the referee has put the ball in playby tossing it to the center team, the player catching it runs toeither the left or right boundary line of his field and throws theball at one of the opposing players (Red or Blue). These players, meanwhile, immediately upon hearing the whistle to start, should haverun toward the rear of their respective courts to lessen the chancesof being hit. Should the White player succeed in hitting a player onthe Red or Blue team, the referee's whistle is blown, the hit playerleaves the field, and the game starts over again as at the beginning. Should the White player fail to hit one of the opponents, the lattertry, in turn, to secure the ball before it rebounds or rolls back intothe center court. The player who gets it either runs up to theboundary line and throws at the Whites, or passes the ball to someother player of his own team who does this. The Whites naturallyscatter to the farther boundary line of their court to avoid beinghit. Should the ball fail to hit a White player, it is most likely togo entirely across to the Blue court, where one of the Blue teamshould catch it, and in turn try to hit the Whites. [Illustration Diagram: SCORE CARD FOR PROGRESSIVE DODGEBALL WHITETEAM WINS] The end teams (in this case Red and Blue) play against the center(White), but not against each other. The center team plays againstboth end teams. Thus, a player in either of the end teams may be hitby a player on the center team, but it is not a part of the game forthese end teams to try to hit each other. A ball thrown by either endteam across the center court may be caught, however, by a player onthe opposite end. A player is not out if hit by a ball that rebounds, whether from thefloor, another player, a wall, or any other object. A player is not out if the thrower of the ball overstepped theboundary lines while throwing. The only kind of a hit that puts a player out is one from a ball "onthe fly" thrown from behind a boundary line. Players may dodge in any way they choose, but a hit from a flying ballon any part of the person or clothing puts a player out. At the close of each inning (of five or more minutes) the teamsprogress or change courts in regular order, from right to left. Thatis, the Blue team moves to the center, the White team to the leftcourt, and the Red team to the right court. For the third inninganother change is made in the same direction, the Reds going to thecenter, the Blues to the left court, and the Whites to the rightcourt. Thus, in the three innings each team will have played in eachcourt. When a new inning is started and the teams change courts, all playerswho have been hit and are out return to their teams. Each inningbegins, therefore, with full teams. SCORE. --A score is made for each team for each of the three innings, and consists of a count of the players who have been hit (put "out")during the inning. The team wins which at the close of the threeinnings has the smallest score; that is, has had the smallest numberof players hit. It adds much to the interest of a game to have the score posted on abulletin in sight of the players. But whether on a bulletin or card, the accompanying form is desirable. This game was devised and developed by Mr. William A. Stecher. SCHOOLROOM DODGEBALL _10 to 60 players. _ _Gas Ball. _ The players are evenly divided into two teams. One team takes itsplace around the outer edge of the room; the players of the other teamscatter through the aisles or seats, which latter should be turned upif possible. The outer team tries to hit the inner team with the ball, any player so hit taking his place in the outer team and joining inits play. The player who remains longest in the center is consideredto have won. Only a hit from a ball on the fly counts. A hit from a bounce does notput a player out. If a ball touches any part of the clothing orperson, it is considered a hit. If two players are hit by the samethrow, only the first one hit is considered out. Players may dodge theball in any way. The ball is returned to the circle players by a tossfrom one of the inner team, should it be out of reach of any player ofthe circle team. If desired, the hit players may leave the game instead of joining theouter circle. This leaves the teams intact, and each then keeps aseparate score. If successive games be played, the teams change places, the innerplayers going to the circle, and _vice versa_. The game may then beplayed in innings if desired, each team to be given three minutes inthe circle. One point is then scored against a team while in thecenter for every player hit, and the team wins which has the smallestscore at the end. DOUBLE CORNER BALL _14 to 100 players. _ _Gymnasium; playground. _ _2 basket balls. _ This game is one of the comparatively few in which a large number of players may be kept actively engaged at the same time. The game was developed by Miss Caroline M. Wollaston of New York City, through whose kindness it is here given. There are practically two games going on at once, in which each player participates in rotation. GROUND. --The ground for this game should be outlined in a squaremeasuring about forty by forty feet. In each corner is marked a smallgoal, the two goals at one end belonging to one team, say the Blues, and the two goals at the other end belonging to the opposing, or Red, team. Near the center are marked two small circular goals for thethrowers of the different teams. The thrower for the Red team standsin the center goal farthest removed from the red corners; the throwerfor the Blue team in the goal farthest removed from the Blue corners. Two basket balls are needed for the game. TEAMS. --Any number of players, from fourteen to one hundred, may play. These are divided into two teams. While it is advisable to have thetwo teams even in numbers, an odd player may be assigned to eitherteam. Each team chooses its own captain. Each captain selects two goalkeepers, players who can jump and catch well being best for thisposition. These two goal keepers are assigned to goals at the same endof the ground, each being guarded by guards from the opposite team. Ifdesired, a halt may be called during the game, and the goal keeperschanged for others designated by the captain. This is sometimesdesirable to rest players filling this arduous position, and sometimesfor the purpose of distributing among the players opportunities forthis kind of play. The remaining players are guards, and are divided by the captain intotwo parties, one for each of the opponents' corner goals. Thefollowing method has been found to work quickly and well for thispurpose: The captain lines up his players and numbers them, taking anynumber that he chooses for himself. Those having odd numbers are sentto guard one goal, and those having even numbers to guard the othergoal. Each guard should remember well his number, as there is aconstant rotation of players according to number. [Illustration diagram: DOUBLE CORNER BALL] OBJECTS OF GAME. --The first object of the game is for a thrower on thecenter base to throw a ball to one of the corner goal men of his ownteam; each ball so caught by the goal keeper scores. One verydistinctive feature of this game is the fact that each guard becomes, in turn, thrower for his team. Another object of the game is for the guards to prevent the cornergoal men from catching the ball. This is not only for defensive play, to prevent the opponents from scoring, but has a positive value, therebeing a separate guard score, each ball that a guard catches and holdsscoring for his team. This scoring for catches by the guards has theadvantage of calling for especially active work from the guards, withmuch jumping in it, and leads to skillful play for catching the ballso as to hold it instead of merely touching it. START. --The game starts with Number One of each team in his respectivethrowing base in the center, the guards being disposed in one or tworanks around the goals they are to guard. Each center baseman holds aball, which he puts in play at the referee's whistle, or other signal, by throwing to one of the corner goal keepers of his team. Each guard, as he becomes thrower, throws only to the corner on hisside of the field. For instance, the guards bearing odd numbers beingon the right side of the field, when player Number One throws from thecenter base, he will throw to the corner man on the right. Similarly, when player Number Two takes his turn at the throwing base, he willthrow to the corner goal on the left-hand side of the field, as hisparty of guards are stationed at the left-hand side. RULES AND POINTS OF PLAY. --The game opens with guard Number One in thecenter base, ready to throw the ball to the corner. Each thrower hasbut one throw at a turn, whether it be successful or not. Immediatelythat a thrower has tossed the ball, he steps back to his place amongthe guards, and the guard bearing the next number steps into thethrowing base. The players must keep their own watch for turns to dothis, and each should therefore observe at the opening of the gamewhich guard bears the number next before his. This will be a player inthe opposite division of guards of his team, as the odd numbers areguarding one corner and the even numbers another. When each player of a team has thrown from a center base, the numbersbegin over again in regular rotation. Thus, if Number Sixteen be thelast thrower, Number One follows him. Whoever catches a ball thrown to a corner, whether it be the cornergoal keeper or one of the guards surrounding him, throws the ballimmediately back to the center base, supposedly to the next player, who should have stepped at once to the base when the previous throwerleft it. Should this next player not have reached the center base intime to catch the ball, he picks up the ball and throws it to theproper goal keeper; but it behooves a player to be at the center basein time to catch a ball returned from a corner, because every suchcatch scores. A ball caught on the center base is, of course, a return ball from thecorner to which a predecessor threw it, and must be a fair throw, whether sent by one of the opponents' guards or his own goal keeper. It may make clearer the rotation of the play to illustrate as follows:The game opens with Number One ready on the center base belonging tohis team. His group of guards, that is, those bearing the odd numbers, are guarding the corner behind him on the right-hand side of thefield. He therefore throws the ball on the referee's signal to thecorner goal keeper for his team at the opposite end of the ground onthe right-hand side. Immediately that he has thrown the ball, he stepsback among his group of guards bearing the odd numbers, and Number Twoof his team, who belongs to the group of guards on the left-hand sideof the field, steps forward at once to the center base. Meanwhile, theball may have been caught by the goal keeper to whom it was thrown, orby one of the guards surrounding him. It is at once tossed back to thecenter base from which it came, and Number Two guard should be thereto catch it. Number Two then throws the ball to the goal keeper for his team on theleft-hand side of the ground. Whoever catches it at once throws itback to the same throwing base, and Number Three should be there toreceive it, Number Two having returned to the ranks of his guards. Sothe game goes on, the guards each taking a turn at the throwing base, and each throwing the ball to the corner goal keeper on his side ofthe field. Meanwhile, the same sort of game is being played by the opposite team, two balls being in play at once, and each guard taking part in eachgame for each team, according as he is guard around an opponent'scorner goal or a thrower from the center base to his own goal men. Each goal keeper and thrower must keep one foot in his goal or base. It is thus permissible for a goal keeper to step out of his goal withone foot, or lean far out of the goal to catch the ball. Of course thebest kind of a throw to a goal keeper is a high curved ball that willgo over the heads of the guards and fall within his goal. No guard maystep within the goal he guards. Violation of the rules about overstepping territory constitutes afoul, and scores for the opposing team. Very alert and rapid play is needed to make this game a success. Asone team (Blues) may play faster than the other (Reds), it is notnecessary that Number Six of the Red team and Number Six of the Blueteam, for example, should be on the center throwing bases at the sametime. The two games go on independently of each other. FOULS. --The overstepping of boundaries in ways not allowed by therules score one for the opponents. SCORE. --A goal keeper scores one point for his team every time that hecatches a ball which has not been touched by one of the guards aroundhis goal. A ball caught by a goal keeper after being touched by aguard does not score. In addition to the score made by goal keepers, a guards' score iskept, each player counting the number of balls he catches and holds, no matter where he be standing, whether in his position as guard or inthe center base from which he is to be thrower. Such a catch by aguard scores one point, the guards reporting their points at the endof the game. Touching the ball does not score under any circumstances. It must be caught and held. Fouls score for opponents, as stated under "Fouls. " The score for the game for either side is the sum of all of the ballscaught, according to the above rules, by the goal keepers and guardson that side. The game is usually played on time limits of from twentyto forty minutes. For experienced players, scoring by guards may be omitted if desired. The particular object of this feature is to encourage guards to expertwork in catching the ball, instead of merely interfering. DOUBLE DODGEBALL (See _Dodgeball_) [Illustration: DRIVE BALL] DRIVE BALL _10 to 30 players. _ _Playground; gymnasium. _ _Basket ball; volley ball. _ This is one of the most interesting games for players beginning tocare for team work. The writer has known some boys to play the gamepersistently for several seasons in succession. GROUND. --A court measuring from thirty to fifty feet in length bytwenty to thirty in width is divided into two equal parts, forming twocourts, each of which should be a little wider than it is long. A goalabout two by four feet is marked in the center rear of each court, within the boundary lines. It facilitates the game if the end of eachcourt may be a wall or fence, and thus make sort of a backstop behindthe goal. Each court has bases marked at even distances over its surface, wherein the different players stand. These may be marked simply as across for a footmark, or a small circle or square. There is noparticular arrangement for these, the only object being to scatter theplayers, no mass play being allowed in the game. [Illustration diagram: DRIVE BALL] PLAYERS. --The players, of no stipulated number, are divided into twoequal teams. Each team appoints a captain, who stands at the middle ofthe dividing line and is responsible for the discipline of his team; agoal guard, whose duty it is to keep the ball from the goal and whostands in the goal; and from six to twelve players, each assigned acertain spot marked as his territory and from which he may not movemore than two feet. OBJECT OF GAME. --The object of the game is to throw the ball into theopponents' goal. START. --The ball is put in play by being placed on the ground at thecenter of the dividing line between the two captains. At a signal froman umpire, each captain hits the ball with his fist. The ball isthereafter kept moving rapidly back and forth from one court to theother, hit always with the fist. After being caught or otherwisestopped, it should be bounced or thrown from one hand and hit with thefist. RULES. --No player may move more than two feet from the base assignedhim. At no time may players do mass work. Whenever a goal is made, theball is again started from the center by the two captains. The goalguard may not step out of the goal, even with one foot. The ball mustalways be hit with the closed fist. FOULS. --It is a foul to kick the ball; to hold it; to throw it withboth hands or in any way except by batting with the closed fist; it isa foul to cross the dividing line. Each foul scores one point for theopposing team. SCORE. --Whenever a ball touches the ground inside of a goal, it scorestwo for the batting side. Fouls count for the opposing side, as abovestated. The game is played in three rounds of fifteen minutes each, with a rest of five minutes between. The teams change courts forsuccessive rounds. The team wins which has the highest score at theend of the third round. EMPEROR BALL (See _Captain Ball_--IV) END BALL (See _Appendix_) FIST BALL _6 to 30 or more players. _ _Playground; gymnasium; parlor. _ _Volley ball; basket ball; gas ball. _ This game is very similar to Volley Ball, but differs from that game in the fact that the ball is hit with the fist instead of the open hand; that the ball may bound on the ground; and that the general rules are simpler. For large numbers two balls may be used, as described at the end. GROUND. --The ground should be, if possible, one hundred feet long andsixty feet wide, with clearly defined boundaries. Across the center ofthe ground a rope or cord is stretched, head high, which divides theground into two equal courts. If desired, each court may be dividedinto small squares, one for each player, to prevent mass play. PLAYERS. --The players are divided into two equal teams, each of whichscatters promiscuously over the court unless assigned to squares asdescribed above. The players in each team should be numberedconsecutively to facilitate rotation in serving. One officer will beneeded to act as umpire and scorer. OBJECT OF GAME. --The object of the game is to send the ball back andforth across the stretched cord, striking it only with the fist. Thegame is defensive; that is, the scoring is done by one party when theopponents fail to return the ball or to keep it properly in play. START. --The ball is put in play by a regular serve at the opening ofthe game, after each point scored, and after going out of play. Theplayers take turns in serving for their team, being numbered beforethe game opens. The sides alternate in serving after a score. The player who serves the ball should stand at a central point tenfeet from the dividing line, and may serve the ball in two ways. Hemay bound it and bat it with the fist over into the opponents' court, or he may hold it above his head, let go of it, and as it falls serveit with his fist. The ball must go over the line to be in play. Shoulda server fail in this, the ball must be handed to the opposite side, which then has a trial. After a ball has otherwise gone out of play, it is served anew by the side responsible for the failure. RULES AND POINTS OF PLAY. --The ball must cross into the opponents'court above the cord to score or be properly in play. A ball to score its highest (two points) must be returned after aserve without bounding, although any number of players may hit it orkeep it in the air before sending it back over the line. A ball maybound once before being returned and score less (one point). It is outof play if it bounds twice without being hit between the bounds. Several methods of play are permissible, but the rule is invariablethat the ball must always be hit with the closed fist, and always fromunderneath, except for sending it across the line. It must reach theopponents' court from a blow and not from a bound. Either fist may beused in striking a ball, but never both at once. A player may"dribble" the ball in the air before batting it over the line to theopponents; that is, he may keep it in the air by hitting it fromunderneath with his closed fist ("nursing" it) until he is prepared tobat it with his fist. A ball hit with the forearm is consideredproperly in play except for a service. Several players on one side mayplay on the ball before sending it into the opponents' court. In doingthis the ball may bounce once after every time it is hit with thefist. A ball is out of play (1) when it passes under the line or touches theline; (2) when it touches the ground twice in succession without beinghit between the bounds; (3) when it touches the ground outside theboundaries from a blow; (4) when it bounds out of boundaries. Whenevera ball is put out of play in these ways, it is sent back to the sideresponsible for the failure, and they must put it in play again. Whenever a side scores a point, the ball must again be put into playwith a regular serve, the sides taking turns in this, and each playeron a side serving in turn. SCORE. --The score is made by both sides and is for returning the ball. If returned to the opponents without touching the ground, it countstwo points for those returning it. A ball which touches the groundonce before being hit back over the line scores one point. The gameconsists of twenty-five points. After each game the two sides exchange courts. FOR LARGE NUMBERS it is very desirable to have two or more balls inplay at once. They are served simultaneously from opposite sides ofthe ground, at the opening of the game. There should be one scorekeeper for each ball. FOR THE PARLOR. --This game may be played in the parlor with a lightgas ball measuring four or five inches in diameter, or with a child'sgas balloon. The same rules apply as in other forms of the game. FOOTBALL TAG _5 to 30 or more players. _ _Playground; gymnasium. _ _Football. _ Each of the players has three points at the beginning of the game. Theplayers are scattered promiscuously over the ground or gymnasium. Oneplayer, who is It, has a football which he kicks lightly toward anyother player, the idea being to tag some other by mere touch of theball. Any one so touched or tagged by the ball loses one of the threepoints with which he started, and also becomes It, trying in turn tokick the ball so it will tag one of his fellows. There are norestrictions as to the moving about of players to evade the ball. Thelatter must not be touched with the hands, nor may it be kicked higherthan the chests of the players. Any one infringing these rules losesone point for each offense, and remains It until he successfully tagssome one according to rules. Any player who loses his three points isout of the game, and the player wins who remains longest in the field. HAND BALL DRILL (Preliminary Ball) _1 to 100 players. _ _Playground; gymnasium. _ _Hand ball; bean bags. _ When little children first begin to handle a ball the size of an ordinary hand ball, the acquirement of skill in tossing and catching is not altogether easy. Experience with such children has shown that some preliminary drill is very desirable as a preparation for the ball games. This drill may itself be done in the play spirit and made very interesting. The various movements described may be general (by the class in unison) in time to music or counting; or they may be done individually or with partners as indicated, irrespective of the time in which other individuals or partners are working. In the latter method the play may be competitive, the pupils counting the number of times in which they bound or toss or catch without missing, the one reaching the highest number winning. It will be noted that the drill seeks to cultivate equal skill of both hands. This is very desirable in many games and should be done aside from any theories as to the value of ambidexterity. I. HAND BALL DRILL (ELEMENTARY) A. BOUNDING INDIVIDUAL PLAY 1. Bound, and catch with both hands, palms _upward_. 2. Bound, and catch with one hand (right, then left), palm _upward_. 3. Bound, hit to rebound once, and catch with one hand (right, thenleft), palm _upward_. 4. Bound, and catch with one hand (right, then left), the palm_downward_ in catching ("dog snack"). 5. Bound, hit to rebound twice, or more times, and catch with one hand(right, then left). WITH PARTNERS (If there be many players they may stand in long ranks facing each other for these drills, or in separate couples scattered promiscuously over the ground. In either case they should begin with a comparatively short distance, say of three feet, between partners, and gradually increase the distance. ) 1. Bound to partner, who will catch with both hands. 2. Bound to partner, who will catch with one hand (right, then left), palm _upward_. 3. Bound to partner, who will catch with one hand (right, then left), palm _downward_. 4. Bound to partner, who will return ball by hitting it for a reboundwithout catching it. This may be kept up between the two indefinitely. B. TOSSING INDIVIDUAL PLAY 1. Toss, and catch ball with both hands. 2. Toss, and catch with one hand (right, then left), palm _upward_. 3. Toss, and hit it to retoss in the air without catching (right hand, then left), palm _upward_. WITH PARTNERS 1. Toss ball to partner, who will catch with both hands. 2. Toss ball to partner, who will catch with one hand (right, thenleft), palm _upward_. 3. Toss ball to partner, who will catch with one hand (right, thenleft), palm _outward_ ("dog snack"). C. BOUNDING AGAINST WALL INDIVIDUAL PLAY 1. Throw ball upward against a wall, allow it to bound once, and catchwith both hands. 2. Throw ball against wall, bound once, and catch with one hand(right, then left), palm _upward_. 3. Throw against wall, bound once, and catch with one hand (right, then left), palm _downward_. 4. Throw against wall and catch without bounding on the ground withone hand (right, then left), palm _upward_. 5. Throw, and catch without bounding on ground, with one hand (right, then left), palm _outward_. WITH PARTNERS 1. Repeat the above throws against the wall, the partner catching ineach case as designated in the list. II. HAND BALL DRILL (ADVANCED) A. TOSSING INDIVIDUAL PLAY 1. Toss or throw the ball straight upward as high as possible; catchit in one hand (right, then left), with palm _upward_. 2. Toss or throw the ball straight upward as high as possible; catchit in one hand (right, then left), palm _outward_ ("dog snack"). 3. Hold out one arm, say the left, straight in front at shoulderlevel; holding the ball in the right hand, swing the right arm outwardin a full circle; toss the ball upward from under the outstretchedarm, and catch with the hand that threw, palm _outward_. 4. Repeat this throwing with the left hand, holding out the right. 5. Toss the ball sideways over one's own head, and catch on theopposite side. This is done as follows: Holding the ball in the righthand, swing the right arm out sideways, and from about shoulder leveltoss the ball over the head toward the left side. Catch it on the leftside near shoulder level with the left hand, palm upward or outward. 6. Reverse, tossing from the left hand and catching with the right. 7. Toss the ball under the upraised knee as follows: Holding the ballin the right hand, raise the right knee upward, bent at an angle, swing the right arm in circle outward, and toss the ball upward fromunder the knee; that is, from the inner side of the leg; catch withthe hand that threw, palm _outward_. Repeat with the left hand andknee. 8. Throw the ball upward behind the back, so that it comes forwardover the opposite shoulder, as follows: Holding the ball in the righthand, circle the right arm outward, bend the arm behind the back, tossthe ball upward over the left shoulder, and catch it over the head orin front with the hand that threw, palm outward. Reverse, using theleft arm and throwing over the right shoulder. When this is firsttried the ball may not be thrown very high or very well as todirection; but it is a fascinating throw to practice and may soon bedone with a high toss and very accurately. HAND FOOTBALL _10 to 30 or more players. _ _Playground; gymnasium. _ _Basket ball. _ GROUND. --The ground should be marked off with boundary lines, whichshould inclose a space at least fifty feet long by twenty ortwenty-five wide. For expert players a much larger ground isdesirable. Ten feet from the rear boundary line at either end of thefield, another line is drawn, on which the players line up. PLAYERS. --The players are divided into two equal teams, each of whichselects a kicker for the ball. There should also be one leader whoserves for the two teams. The kicker for each team stands five feetwithin his half of the ground measuring from the center, and shouldbe halfway between the two side boundary lines. The rest of theplayers for each team line up on the line previously designated forthat purpose. The leader stands at one side of the field near aboundary line. OBJECT. --The object of the game is to kick the ball over the heads ofthe opposing team. [Illustration diagram: HAND FOOTBALL] START. --The leader puts the ball in play by throwing it so it willtouch the ground between the two kickers. Both kickers at once run forthe ball and try to kick it over the heads of their opponents. RULES AND POINTS OF PLAY. --The players on the line-up may interceptthe ball only with their hands. They may not grasp or kick the ball, but merely bat it with the hands. At no time may they leave theirplaces on the line. SCORE. --A point is scored whenever a kicker succeeds in sending theball beyond his opponents' line-up. Players then exchange fields forthe next round. Ten points win the game. HOME RUN _10 to 60 players. _ _Schoolroom. _ _Gas balls or bean bags. _ Arrange the players so that all the rows are filled and the samenumber in each row. No. 1 in each row has a bean bag or ball, and atthe word "Start!" stands and throws the bag or ball to No. 2, who alsostands at the word "Start. " No. 2 throws it back to No. 1 and sitsdown while No. 1 throws the ball to No. 3, who stands up as soon asNo. 2 is seated. No. 3 throws it back to No. 1 and the game continuesuntil No. 1 has thrown the ball to the last player in the row. WhenNo. 1 receives the ball from the last player, he lays it down on thedesk and runs to the seat of the last player, while all players moveup toward the front one seat. No. 2 in the row then becomes No. 1, andtosses the ball as his predecessor did. The game continues until theoriginal No. 1 reaches his original place and calls "Home run!" thusscoring a point for his row and starts again. The row scoring the mostpoints during fifteen minutes becomes the winner. This game was originated by Miss Amy A. Young of Cleveland, Ohio, and was submitted in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. This game was one that received honorable mention, and is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, who publish the handbook in which the game first appeared. LINE BALL _10 to 60 or more players. _ _Schoolroom. _ _Gas balls; bean bags. _ For this game a line should be drawn on the floor across the front ofthe schoolroom, a short distance in front of the blackboard. Oneplayer from each row of seats takes his place toeing this line. Another line is drawn at the front of each aisle even with the edge ofthe front desks. The game consists in a tossing of the ball from theleader on the forward line to different players, who take their placesin turn on the line at the head of the aisle. Each row of seats shouldcontain an even number of players, as the different lines compete witheach other. The first players in the rows rise from their seats on a given signal, toe the line at the head of their aisle, and catch the ball, whichshould be tossed to them immediately by the leader who standsopposite. This player quickly returns the ball to the leader by meansof another toss, and sits down at once. His sitting is a signal forthe player next behind him to run forward to the line, catch the ballfrom the leader, toss it back to the leader, and reseat himself. Thiscontinues until every player in the line has caught and returned theball, when the leader should return to his seat and hold the ball upat arm's length, as a signal that his line has finished. The line winswhose leader is the first to do this. For a more advanced form of this game, see _Home Run_. LINE CLUB BOWLS (DOUBLE) (See also _Line Club Bowls (Single)_; _Center Club Bowls_; _CircleClub Bowls_. ) _2 to 60 or more players. _ _Playground; gymnasium; schoolroom. _ _Hand ball; bean bag; Indian clubs. _ This game is like Single Club Bowls, except that the object of the play is to pass the ball or bean bag between a pair of upright Indian clubs, instead of trying to knock one over. If there be a few players, one pair of clubs is set up for eachplayer, with an interval between them two inches wider than thediameter of the ball that is used. At from ten to twenty feet from theclubs a line is drawn on which the players stand to throw. The playersslide the bag over the floor or roll the ball; all play at once, eachplayer scoring one if his ball or bag goes between the clubs withoutknocking them over. The clubs are then put in order if displaced, theballs or bags gathered up, and the players return to the starting lineand bowl again. The player wins who first scores twenty-five or fifty, as may bedetermined before the game opens. Where there is a large number of players, the same form of play isused with the players in relay formation; that is, they should bedivided into groups of equal numbers, each group lining up in singlefile before the starting line, and each member of the group bowling inturn. The group or team with the highest score when all have bowled wins. LINE CLUB BOWLS (SINGLE) (See also _Line Club Bowls (Double)_; _Center Club Bowls_; _CircleClub Bowls_. ) _2 to 60 or more players. _ _Playground; gymnasium; schoolroom. _ _Basket ball; hand ball; bean bag; Indian club. _ This game differs from Double Club Bowls only in the object of the play. In Single Club Bowls the object is to knock over one Indian club which stands alone. In Double Club Bowls the object is to bowl the ball or bean bag between two upright Indian clubs without knocking them over. Any kind of ball or bean bag may be used for this game. If there befew players, one Indian club is set up for each player, all clubsbeing widely separated and on a given line. At from ten to thirty feetfrom this club line a second line is drawn, on which the players muststand to play. The players all slide the bag over the floor or rollthe ball, at once, each player scoring one when he knocks over hisIndian club. The clubs are then replaced, the balls or bags gatheredup, and the players return to the starting line and bowl again. The player wins who first scores twenty-five or fifty, as may bedetermined before the game opens. Where there is a large number of players, the same form of play isused with the players in relay formation; that is, they should bedivided into groups of equal numbers, each group lining up in singlefile before the starting line, and each member of a group bowling inturn for the club. After each player has bowled, he should replace theclub and bring back the ball or bean bag to the next player. In thisform of the play it is not necessary for the different rows to throwsimultaneously, unless that be desired as a question of order or tofacilitate the scoring. The row or team which makes the highest scorewins. LINE ZIGZAG (See _Zigzag Games_. ) MOUNT BALL _10 to 100 players. _ _Playground; gymnasium. _ _Basket ball; hand ball. _ This is a game of ball played by half of the players while mounted onthe backs of the other players. It is therefore desirable that theplayers be paired off so that the two in each pair should be of nearlyequal weight and size. The players form a circle in pairs. To do this they line up twoabreast, each with his selected partner. This double line then marchesin circle, halts, and faces inward. This will form two concentriccircles. There should be considerable space between couples; in otherwords, the circle should be rather large in comparison with the numberof players. It is then decided by a toss-up or otherwise which of thetwo circles shall first be "ponies" and which shall be riders. Theponies bend forward from the hips, pressing their hands against theknees, or thighs just above the knees. The knees should be stiff, notbent. The backs are thus bent forward and the riders mount, straddlingthe shoulders of the players who are ponies. The ball is put in play by being tossed from any player to another, and the game consists on the part of the riders in trying to keep theball in as active play as possible in a simple game of toss and catch, and on the part of the ponies in trying to prevent the catching of theball. To do this the ponies must grow restive and turn around in anyway they see fit, but must not lose their general places in thecircle. When a rider fails to catch a ball, all of the riders must at oncedismount and run in any direction; the pony belonging to the riderwho missed the ball picks up the ball immediately, and as soon as hehas it calls "Halt!" All of the riders must then stand still, and theplayer who holds the ball tries to hit his recent rider. The rideraimed at may try to evade the ball by stooping or jumping, but mustnot otherwise leave his place on the floor. During this part of theplay the other ponies remain in their position in the circle, so thatthe one who is throwing the ball will not confuse them with theriders. If the player (pony) who throws the ball at his dismountedrider succeeds in hitting him, all of the ponies and riders exchangeplaces, the riders becoming ponies and the former ponies mountingthem. If the player aiming the ball at his dismounted rider does notsucceed in hitting him, the riders remount and the game goes on asbefore. It is not permissible for a rider to hold a ball at any time, nomatter how difficult his position at the moment may be; he must tossit at once. It is well to have a leader, whether one of the players ornot, who watches for mistakes, gives the commands to mount anddismount, and announces misses and hits. This game was played by the ancient Greeks, and is found in various forms in many countries. It is needless to say that it is one of the more strenuous games. When properly played it contains great sport. NINE-COURT BASKET BALL _18 to 60 players. _ _Playground; gymnasium. _ _Basket ball. _ This is one of the comparatively few games that gives a large amount of activity to a large number of players playing at the same time. The game as here given is the invention of Miss Cora B. Clark and Miss Caroline M. Wollaston of New York City, by whose kind permission the game is here printed. It has proven to be a most popular and interesting game. GROUND. --The playground or court should measure about forty by fortyfeet in outside dimensions, the basket ball goals being placed at theusual height (ten feet) on opposite sides of the court. One basketbelongs to each team. For instance, the teams are designated as Redand Blue; one basket belongs to the Red team and the other to theBlue team. The ground is then further divided into nine even squares. This may be done in any of the usual lining methods as described onpage 301. The small squares are numbered in consecutive order aroundthe outside, starting in one corner; the ninth one is in the center. When players are learning the game it may be advisable to mark thesenumbers on the ground, but for players familiar with the game this maybe dispensed with. [Illustration diagram: NINE-COURT BASKET BALL] TEAMS. --While from eighteen to sixty players may play this game atonce, eighteen makes the best playing number. Where there is a largernumber it may be found best to divide them into two sets, each set toplay for ten minutes and then give place to the other, and so onalternately. The players are divided into two teams, each with a captain. The teamsare chosen by the following method: The players are lined up according to height and either by marching(one to the right and one to the left) or by numbering off (the evennumbers stepping out of the line) are divided into two files standingside by side. Each file constitutes a team, and each member of a teamis paired off with the opponent standing in the file beside him. Bythis method the two opponents forming a couple are of practicallyequal height. The couples are numbered as they pair off, the number indicating towhich court they shall go for the opening of the game. Thus, coupleNumber One will go to the small court marked 1, couple Number Two tothe court marked 2, etc. Should there be more than nine couples, thetenth couple will go to court number 1, the next couple to courtnumber 2, etc. Usually only one or two couples go to each small court, but sometimes three or four couples must be so assigned, toaccommodate a large number of players. Where there are so many, however, it will be found best to divide the number into halves, onehalf playing at a time, as previously mentioned. Should there be anodd player (without a partner), he is placed in the center court(number nine), and remains there throughout the game. A good leader, however, will see that some player changes off with this oddindividual during the game. It will thus be seen that each court contains an equal number ofplayers of each team. For instance, if there be but two players in acourt, one of them belongs to the Red team and the other to the Blueteam. If there be four players in the court, two of these belong tothe Red team and two to the Blue team, etc. OBJECTS OF THE GAME. --The objects of the game for each team are, (1)to throw the ball into its own basket; this may be done from any courtin the diagram; and (2) to prevent the opponents from putting the ballinto their basket. One of the marked characteristics of this game is the constant changeor progression in the position of players, as every time that a goalis made with the ball the players all move to the next square or smallcourt. This is done in order to give each player an opportunity toplay from all positions on the field. This makes all-round players, and gives the retiring, less aggressive ones a fair share of the play. It also prevents certain players having the most desirable positionsthroughout the game. START. --The game is started by the teacher or referee tossing the ballin the air between two opposing players in court nine, each facing hisown basket. Each player tries to send the ball toward his own basket, others playing upon the ball immediately. RULES AND POINTS OF PLAY. --The ball may be thrown for a basket fromany of the courts. In other words, it is not necessary for the ball tobe passed to a player in court two to be thrown for the red basket, orto court six in order to be thrown to the blue basket, though that maybe a desirable play. Experience has shown, however, that when a playeron the Blue team is standing in one of the courts farthest away, evenin court two, it is not usually wise to throw to court six by way ofthe center (court nine), as too much massing of players results. TheBlue team player in court two will often find it better to throw theball to a player of this team in court one or three, and so on aroundthe outer edge to court six; although there is no rule to preventthrowing the ball wherever a player pleases. As a general rule, themore zigzag the path of the ball, the more open the game. Short passesmake a better game than long ones. Players must remain in their own small courts except when progressing. It is optional, however, whether any penalty shall be attached tomomentary stepping over the lines between small courts in theexcitement of rapid catching and passing. This point should be decidedbefore the game opens, and would probably be used only withexperienced players. No player may step over the outer boundary lines, except to get the ball when it goes afield. A throw for a basket madewith even one foot outside of the outer boundary lines is a foul. Guarding is done by holding the hands or arms over the opponent's ballto hinder the aim, but neither the ball nor the holder of it may betouched. Only one player is allowed to guard a thrower, no matter howmany players may be in the small court where the thrower stands. Thetwo opponents who first pair off at the opening of the game whenplaces are assigned, act thereafter as guards one to the other, noother players being allowed to fill that office. When two players have possession of a ball, the one who touched itfirst has the right to it. If this cannot be decided instantly, theball is thrown up between them as at the start of the game, thenearest player tossing it. For a good game this rule should bestrictly enforced, no discussion over the possession of a ball beingallowed. When the ball goes outside of the outer boundaries of the court, onlyone player may go after it. All of the players in the small courtthrough which it left this boundary may start for it, but the firstone over the line continues and secures the ball. Players from othercourts may not try to get a ball that thus goes afield. When a ballhas gone afield, the player picking it up must throw it from the pointwhere it is picked up to any court player. No running or walking withthe ball is allowed in thus returning the ball to the courts. In playing on the ball, no player is allowed to hold the ball or torun or walk with it. A player may turn around quickly with the ball, but must throw it at once. A player transgressing these rules mustgive the ball to his opponents--that is, to the opponent who has beenpaired off with him. FOULS. --No scoring is made on the fouls. Transgression of any of therules given above is punished by giving the ball to the opponents, thetransgressor in each case giving it to the opponent paired off withhim. SCORE. --A team scores one point each time that it makes a goal. Thegame is played on time limits, the team winning which has the highestscore at the end. Where a large number of players is divided into twoparties to take turns at playing, the time limits for each aregenerally ten minutes; with such rest intervals the two parties mayplay indefinitely. Where all of the players are engaged in one gamethe period may be anywhere from thirty to sixty minutes. OVER AND UNDER RELAY _10 to 100 players. _ _Playground; gymnasium; schoolroom. _ _Balls; bean bags; substitutes. _ This game is a combination of Arch Ball and Stride Ball. The players stand in two or more files, the files containing an equalnumber of players. The game is a passing relay, the files competingagainst each other. The leaders of each file have two balls, beanbags, or blackboard erasers. At a signal, a ball (or whatever is used)is passed back over the heads of the players until it reaches the lastone in the line, who keeps it. The leader counts ten after the ballleaves his hands and at once passes back the second ball between hisfeet, the players bending over to pass it along. When this reaches thelast player, he runs forward with a ball in each hand and takes hisplace at the head of the line, which moves back one place to give himroom. At once he passes one ball backward overhead, counts ten, andpasses the other between his feet. This continues until the originalleader, who has been gradually backing to the rear of the line, reaches the front again, carrying both balls. The line wins whoseleader first accomplishes this. This game has some admirable exercise in it, keeping the playersbending and stretching alternately. Quick play should be encouraged. When played in a schoolroom alternate aisles should be kept clear thatthe runners may use them in running to the front of the room. OVERTAKE _20 to 60 players. _ _2 balls or bean bags. _ _Playground; gymnasium; schoolroom. _ OBJECTS OF GAME. --This is a toss and catch game between a captain andthe players of his team who are lined up around a square alternatingwith the players of an opposing team. The objects of the game are (1)to complete the round of tossing and catching quicker than theopponents; (2) to "overtake" or outdistance the bag or ball which theopponents are tossing. [Illustration diagram: OVERTAKE] FORMATION. --When played in a gymnasium, a well-defined square shouldbe marked, around which the players take their places. The size mayvary with the number of players and their skill in throwing to andcatching from the captain who stands in the center. In the schoolroomthe players stand around the room next the wall, outside a line markedon the floor, within which they may not go. TEAMS. --Any number from twenty to sixty may play. Forty is anespecially good number. The players are evenly divided into two teams, preferably designatedby colors; or the players of one team may each tie a handkerchief onone arm to distinguish them. Polo caps of a colored cheese cloth are aserviceable device. If it be used in the schoolroom, each player mayeasily keep such a cap in his or her desk. Corresponding colors forthe two bean bags or balls are also desirable. One player from each team is chosen for captain and stands in thecenter, the two captains being side by side and moving around eachother within a small circle drawn on the floor, as becomes necessaryfor the shifting direction of the play. The other players of each teamare numbered consecutively, and take their places alternately aroundthe square, the two Numbers One standing opposite each other. Areferee is also desirable who should start the game, announce score, and award points to the opposing team when fouls are made. The refereemay act as scorer, or, if there be a separate scorer, announce thepoints for scoring. The referee should also pick up any dead (dropped)ball and toss it to the captain of the team. START. --The game starts, on a signal from the referee, with thecaptains standing back to back in the center, each facing the NumberOne player of his team. At the signal each captain tosses his ball tohis Number One, who at once tosses it back to him; the captain thentosses it to the next player of his team standing on Number One'sright, and he tosses it back. The play is thus continued around theentire square until the captain tosses it again to his Number One, which is called getting the ball "home. " The two balls are thus beingplayed around in the same direction, following each other; and one ofthe main features of the game is to have a ball "overtake" that of itsopponents. In the next inning or round the balls may follow in theopposite direction (to the left). RULES AND POINTS OF PLAY. --Players may lunge or "fall out" whentossing or catching, if one foot be left without the boundary. Players may stoop or jump to catch a low or high ball, but may notadvance beyond the boundary. One or both hands may be used in tossing or catching. A dropped ball is returned to play by the referee, who tosses it tothe captain. If a captain drops a ball or bag three times, he changes places withNumber One player of his team; this captain, failing three times, changes with Number Two, and so on. Every ball dropped scores for the opponents, as stated under "Score. " An opponent may interfere, but with one hand only. FOULS. --It is a foul-- _a. _ To use the arms in any way to interfere with a player who doesnot hold the ball. _b. _ To grasp the clothing or person of an opponent. _c. _ To use both hands for interfering. _d. _ To drop the ball. _e. _ To send the ball afield. All fouls are penalized by the opponents' scoring one point, exceptfor a ball that goes afield (outside the boundaries): that scores twopoints for the opponents. A ball dropped inside the boundaries scoresone point for opponents. SCORE. --A ball which "overtakes" (passes) the opponents' ball scoresfive points. The ball that first makes the circuit and gets back to Number Oneplayer of its team, or "home, " scores two points. Fouls score one point for the opponent, except when a ball goesafield, which scores two points for the opponents. The game is won on a score of ten points. This game was originated and copyrighted by Mrs. Elizabeth R. Walton, of Washington, D. C. It received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of its author. PASS BALL RELAY _10 to 100 players. Playground; gymnasium. Basket ball. _ Any number of teams may compete, but should contain an equal number ofplayers. The teams line up in single file, and the game consists in acompetition between them in passing a basket ball backward overhead, followed by a short run for each player in turn. A starting line is drawn across the playing space, behind which theteams line up. The players in a team must not stand close enoughtogether to touch. An objective point or goal, such as a basket, isplaced in front of each team at a good running distance, --at leastfifty or seventy-five feet if the space admits of it. On an athleticfield a player not on the team may be stationed to serve as thisobjective point. Good form at the opening of the game calls for theteams to be lined up with the balls resting on the ground in front ofthe first players. On the starter's signal, "On your mark!" the firstplayers toe the starting line with both feet; on the next signal, "Getready!" they raise the balls overhead, but not to be touched by thenext players until put in play on the final signal. When the startersays "Go!" the first player hands the ball backward overhead to thenext player, and each one in turn passes it in a similar way down theline. When the last player receives the ball, he runs forward with itaround the goal, returns, and passes it to the player at the head ofthe line, when it again travels backward to the rear as before. Areturning player may hand the ball to the front player, either facinghim or turning with his back to him and passing the ball overhead; buthe may not toss it to him. A returning player takes his place at thehead of the line, toeing the line, the file moving backward one stepto make room for him. The original leader of the line will thus movegradually backward until he is at the rear of the file; he will be thelast runner forward, and should be plainly marked with a sashdiagonally across the breast to aid the judges in distinguishing him. When he receives the ball, he runs forward with it around the goallike his predecessors, but on his return, instead of lining up andpassing the ball backward, dashes with it over the finish line. Thefinish line should be a tape (strand of worsted) stretched parallelwith the starting line, but three feet to the rear of the files. Should the playing space not admit of this, the starting line may beused as a finish line. Should the ball be dropped as it is passed down the line, the playernext behind the one who last touched it must leave his place in theline, pick up the ball, return, and put it in play from where it leftthe line. If so rectified, this dropping of the ball does not score asa foul. There should be a judge of fouls for each team and two judges at the finish. One foul is scored against a team for-- 1. Every player who does not touch the ball as it is passed backward. 2. Every player (except a returning player) who turns to face the next one and hand the ball instead of passing it backward overhead. 3. A returning player tossing the ball to the head of the file. 4. The head player standing forward of the starting line. 5. A runner touching the goal as he encircles it. The teams win in the order of finishing if there be no fouls. One foul disqualifies a team unless the competing teams have made an equal or greater number of fouls. In such a case the teams win in the order of finishing, plus consideration of the smallest record on fouls. A team finishing second, for example, with no fouls, would win over a team finishing first with one or more fouls. Teams Order of Finishing Number of Fouls Order of Winning A 1 3 B 4 2 Third place C 2 2 Second place D 3 0 First place These rules are used by the Girls' Branch of the Public Schools Athletic League of New York. PIG IN A HOLE _10 to 60 players. _ _Playground; seashore; gymnasium. _ _Basket ball. _ [Illustration diagram: PIG IN A HOLE] Each player should be provided with a stick about three feet long. This may be made by whittling branches, or a gymnasium wand or pieceof broomstick may be used. A hole is dug in the ground measuringtwelve or fifteen inches in diameter. All of the players but one standin a circle around this, with several feet between each two players sothat they may move freely. Each player digs a small hole in the groundin front of his place in the circle, the hole to measure about fourinches in diameter. The game is played with a basket ball, although asmaller ball may be used, in which case the center hole need not bequite so large, though it should be somewhat larger than the ballused. The game consists in the odd player trying (1) to get the ball (the"pig") into the center hole with his stick, which all of the otherplayers will try to prevent; and (2) the odd player trying to bereleased from his position by placing the end of his stick in one ofthe small holes belonging to one of the circle players, which he canonly do when the player in question has his own stick out of it. The game starts by all of the players putting their sticks in thecenter hole under the ball. They count, "One, two, three!" and on thelast word all lift the ball with the sticks and then rush for thesmall holes, each player placing the end of his stick in a hole. Asthere is one less hole than the number of players, one odd player willbe left out. It thereupon becomes his duty to drive the pig into thehole from whatever point it may have landed through the combinedeffort and toss with which the game opened. The circle players try toprevent the pig getting into the hole by blocking its passage withtheir sticks. They may not kick it or play upon it in any other way. The odd player will try to ward off the interference of the sticks byclearing a way in front of the ball with his own. The other playersmay leave their places at any time to block the passage of the ball;but this is a dangerous thing to do, for the odd player may at anymoment leave his work with the ball and place his stick in one of thevacant holes. It therefore behooves the circle players to leave theirholes unguarded only when there is imminent danger of the ballentering the center hole from that side of the ring, or when a goodopportunity comes for aggressive play to drive the ball out of thering, which should also be one of their objects. It is not necessary for a player to return to his own hole afterhaving removed his stick from it. Any hole may be taken by any player, and much of the interest of the game lies in the freedom with whichplayers will move about and take chances in this way. If the driver succeeds in getting his pig in the center hole, he isconsidered to have won, and the game begins again. Should the driversucceed in placing his stick in an unoccupied hole in the circle, theodd player thus left out must become driver. FOR THE GYMNASIUM. --This game may be adapted to the gymnasium bydrawing chalk circles in place of those that would be dug in theground out of doors. The same rules apply for the game, which may beplayed either with a basket ball or a bean bag. This game is found in many countries. Several of the forms of play here given are from the Chinese. It is an old traditional game in England and popular there to-day. PROGRESSIVE CAPTAIN BALL (See _Captain Ball V_. ) PROGRESSIVE DODGEBALL (See _Dodgeball_. ) RING CALL BALL (See also _Call Ball_. ) _10 to 30 or more players. _ _Playground; gymnasium. _ _Hand ball; bean bag. _ This game is similar in some respects to Call Ball, but being playedin a circle formation, is much simpler and less difficult andexciting, being suited particularly to younger players. The players form a circle, with one in the center, who throws a ballin the air, at the same time calling the name of one of the circleplayers. The one called must run forward and catch the ball before itbounds more than once. If he catches it, he returns to the circle. Ifhe does not catch it, he changes places with the thrower. ROLEY POLEY (Hat Ball) _5 to 20 players. _ _Playground; gymnasium. _ _Hand ball; bean bag. _ A row of holes three or four inches in diameter is made in the ground, with about one foot space between. There should be one hole less thanthe number of players. Boys' caps may be placed in a similar rowinstead of digging holes. Parallel with the row of holes, and abouttwenty feet away from it, a base line is drawn. A pile of pebbles(called "babies") should be collected before the game begins. [Illustration: BALL GAME ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL] The game consists primarily of rolling a ball into one of the holes orcaps, followed by ball tag, and a scoring with the pebbles. Theplayers stand each a little distance behind a hole except one, who ischosen to be the first roller. He rolls the ball from the base lineinto one of the holes or caps. Immediately he and all of the playersexcept the one into whose hole the ball has fallen, run, scattering inany direction. The one to whose lot the ball has fallen lifts the ballas quickly as possible, calling "Stand!" as soon as he has it in hishand. The running players must halt when they hear this order, and theone who holds the ball tries to hit one of them with it from where hestands. If he succeeds in doing so, one of the pebbles is put in thecap of the player who is hit. Should he miss hitting any one, a pebbleis put in his own cap. Should the player who tries to roll the ballinto one of the holes or caps miss getting it in, a pebble is put inhis own cap, and he makes other trials until he succeeds. When aplayer is hit by the ball, he becomes roller, and all of the othersreturn to their places. The game continues until one player gets six(or ten) stones ("babies") in his hole or cap. When this happens, hemust be "court-martialed, " that is, stand with his face against a wallor fence and let each player take three shots at him with the rubberball, the first time with the thrower's eyes closed and then with themopen. The distance of the throwers from the fence is determined by thevictim's throwing the ball at the fence three times so it willrebound; the farthest point to which the ball rebounds becomes thethrowing line for the court-martialing. If no fence or wall beavailable, the throwing is done from an agreed distance at the back ofthe victim. This game may be played by drawing a series of circles on the groundor floor in place of the holes or cap, and sliding a bean bag intothem. This form is serviceable for a gymnasium. ROUND BALL _20 to 60 players. _ _Playground; gymnasium; schoolroom. _ _Hand ball; basket ball. _ This is an advanced form of Circle Ball, there being two competingteams in a circle, with wide spaces between. The players form in a circle, drop hands, and step backward two pacesto make an interval between players. They number off in twos. Thefirst Number One is captain for the Ones, and the first Number Two iscaptain for the Twos. Each captain has a ball. The game consists inthrowing the ball around the circle, the ball started by captainNumber One going only to the players of that number, and the ballstarted by captain Number Two to the players who bear his number. The party wins whose ball first completes the circle five times. Eachtime that the captain receives the ball he calls out a numbercorresponding to the number of times the ball has circulated, "One"for the first time, "Two" for the second, etc. The play should berapid. Any player dropping the ball must pick it up and throw inregular form. The game may be varied by requiring different methods of throwing andcatching, such as catching with the right hand, left hand, both hands, etc. , if a hand ball be used; or throw from below, above, or pushingstraight from the chest if a basket ball be used. RUSSIAN HOLE BALL _3 to 10 players. _ _Out of doors; seashore; snow. _ _Ball; bean bag; stone. _ This game is played with one small ball, in size anywhere from that ofa golf to a tennis ball. If played in the snow, a hard frozen snowballmay be used, or a stone will do. A series of holes is made in the ground, sand, or snow, large enoughto contain the ball. These holes are placed in a straight line, onebeyond the other, about three feet apart, there being as many holesas there are players. All holes are numbered, corresponding to thenumbers of the players, from one to ten, or whatever the maximum maybe. About ten feet from the first hole, and at right angles to therow, a straight line is drawn on the ground, behind which the playersstand to throw. The first player stands directly in line with the rowof holes and throws for one of them. This is a toss of the ball. Theball scores for the player according to the number of the hole inwhich it falls, and this number also designates the next player. Forinstance, if the ball falls in the third hole, it scores three for thefirst player, who at once gives place to Number Three, who in turn hasone throw. Should this ball fall in hole number five, it scores fivefor this player, and the fifth player will have the next turn. Thegame may be played according to score, the one first scoringtwenty-five or fifty winning; or it may be played according to time, the one having the highest score at the end of fifteen or twentyminutes being the winner. [Illustration diagram: RUSSIAN HOLE BALL] This is one of the few games that may be adapted to the snow or to thedamp sand of the seashore, though it may be played anywhere out ofdoors where holes can be dug. This game comes from the Russian province of Bessarabia, which formerly belonged to Turkey. SCHOOLROOM DODGEBALL (See _Dodgeball_. ) SCHOOLROOM VOLLEY BALL _10 to 60 players. _ _Gas ball. _ The players are divided into two teams, and the players in each teamnumber consecutively. A net or string is placed across the schoolroom, dividing it into two equal parts. The top should be six feet from thefloor. The game consists in batting the ball with the hand back andforth over the string, a point being scored by either team wheneverits opponents allow the ball to touch the floor. The ball may bebatted (not thrown) in any way, but by only one hand at a time. The players stand in the aisles, each having a required place in whichto stand. The game starts by No. 1 on either side serving the ball, that is, tossing it up with the left hand, and batting it with the right, trying to get the ball over the net or string to the opposing side. Two fouls in succession (failing to bat the ball over the net) changesthe serve to the other side; otherwise, the server continues until theball is returned by the opposite side and not returned by the server'sside. When this happens, the serve changes to No. 1 of team 2, then toNo. 2 of team 1, then to No. 2 of 2, etc. [Illustration diagram: SCHOOLROOM VOLLEY BALL] The game continues until all players have served; or the game may beplayed with time limits; that is, the team wins which has the highestscore at the end of a ten-or fifteen-minute period. Every time that the ball touches the floor (not a desk) it scoresagainst that side on which it falls, counting one point for theopposing team, irrespective of which team served the ball. This schoolroom adaptation of Volley Ball was made by Miss Mabel L. Pray of Toledo, Ohio, and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. The game is here published by kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared. SPUD _10 to 100 players. _ _Playground; gymnasium. _ _Any soft ball or bean bag. _ This is a combination of Call Ball and Ball Tag, with scoring andpenalties added. It is very popular with boys of almost any age. The players stand in a group, with one in the center holding the ball. The center player drops the ball, at the same time calling the name ofone of the other players. All but the one called immediately scatter, as they are liable to be tagged with the ball. The player calledsecures the ball as quickly as possible, and tries to hit one of theother players with it. He may not run to do this, but must stand wherehe secured the ball. If he misses, he secures the ball, stands wherehe gets it, and tries again, the other players fleeing from him asbefore. If he hits a player, that one immediately secures the ball, tries to hit some one else with it, the second one hit tries to hit athird, and so on. Whenever a player misses hitting another with the ball, it is called a"spud, " and counts one against him. When any player has three spudsagainst him, he must stand twenty feet from the other players, withhis back to them, and they each have one shot at him with the ball. The victim then starts the play again from the center of the ground. SQUARE BALL _8 to 32 players. _ _Playground; gymnasium. _ _Basket ball. _ GROUND. --The ground is marked out in one large square with a base ateach corner, and, should there be enough players, with bases atintervening points along the line of the square. PLAYERS. --The players are divided into two equal parties, one ofwhich takes places on the bases at the corners or other pointsoutlining the square; the other party assembles in the center of thesquare and is on the defensive. OBJECT. --The ball is thrown from one to another of the party on thebases, always, however, following the lines of the square and not itsdiagonals. The chief object of the game, however, is for this outerparty to interrupt this circuit of the ball by suddenly throwing it soas to hit one of the center players. The object of any center playerwho is hit is, in his turn, to hit with the ball any member of theouter party, who all turn and flee as soon as a center man is hit. POINTS OF PLAY. --The ball is started at any point among the outerparty or basemen. This party will use considerable finesse inthrowing, such as apparent attempts to throw the ball around thesquare, thus misleading the center players as to their intention andtaking them unaware when aiming for the center. The more rapidly theball is kept in motion the better. The center party, in their turn, will find it advisable to scatter considerably, which will diminishthe chances of being hit. They will also avoid proximity to any playerin the outer party who happens to have the ball. The center party willthus have to be very alert and keep moving considerably, even when theball is not directed at them. The ball may be avoided by dodging, jumping, stooping, or any other maneuver except by leaving the square. [Illustration diagram: SQUARE BALL] Whenever a center player is hit by the ball, the outer party are indanger of being hit in turn, and must all run immediately in anydirection to avoid this. A center player who is hit picks up the ballas quickly as he can and calls "Halt!" When this call is heard thefleeing runners must stand still, and the center player, who now holdsthe ball, tries to hit one of them with it. SCORE. --The scoring of the game is done entirely according to whetherthe center player hits or misses his opponent in this throw of theball after he has called a halt. Every player thus hit scores one forthe center party. Every throw made and missed under thesecircumstances scores one for the opponents or outside party. The partywins which first scores twenty-five. This game is also played without score, any member of the outer partyhit by a center man being obliged to join the center party. In thisform the game ends when all of the outer players have been sorecruited. STOOL BALL _5 to 20 players. _ _Playground; gymnasium. _ _Hand ball. _ A stool, box, or inverted pail is set in an open place, and from tento twenty feet away from this a throwing line is drawn. One player isappointed stool defender, and stands beside the stool. It is well alsoto appoint a scorer and linesman, to disqualify any players who crossthe throwing line, and one player to stand behind the stool defenderand return the balls that may go afield. The players, in turn, throwthe ball from the throwing line in an effort to hit the stool. Thestool defender tries to prevent this by batting the ball away with hishand. If the ball hits the stool, the one who threw it changes placeswith the stool defender; if the ball be batted by the defender andcaught by another of the players, the one catching it changes placeswith the stool defender. The object of the stool defender shouldtherefore be not only to hold his place by preventing the ball fromhitting the stool, but to bat it in such a way that the other playersmay not catch it. This game has been very successfully adapted by adding scoring as afeature of it; in which case any player hitting the stool with theball, or catching it when it is returned by the stool defender, scoresone point, while the stool defender scores one for each time hesuccessfully prevents the ball's hitting the stool. The player winswho has the highest score at the end of the playing time. This is one of the old games that has come down through centuries. Chronicles of Queen Elizabeth's reign tell of the Earl of Leicester and his train setting forth to play the game, though it is supposed to have originated with the milkmaids and their milking stools. In Sussex the game is played with upright boards instead of a stool, forming a wicket as in Cricket. It was formerly for women and girls as popular as the game of Cricket for boys and men, and the rules of play are quite similar. STRIDE BALL (Straddle Club) _10 to 100 players. _ _Playground or gymnasium. _ _Any ball; indian club; bean bag. _ The players are divided into two or more groups which compete againsteach other, each having a ball. Each group stands in single file inleapfrog position, feet wide apart to form a tunnel through which theball is passed. The first players (captains) of each file toe a linedrawn across the ground, and at a signal put the ball in play bypassing it backward between the feet. When players become expert, onelong shot will send the ball to the end of the line. The other playersmay strike it to help it along as it passes them if it goes slowly. Should the ball stop, or go out of bounds at any place, the playerbefore whom this occurs must put it in play again, starting it betweenhis feet. When the ball reaches the rear of the file, the last playerruns with it to the front, the line moving backward quickly one placeto make room for him, and immediately rolls the ball back againbetween the feet. This is repeated until the "captain" is the lastplayer. He runs forward with the ball, places it on a marked spottwenty feet in front of his line, and returns to his place at the headof the file. The file wins whose captain is first to return to hisoriginal position. Should there not be space for a point at which to leave the ball, thegame may be finished by the last player holding up the ball when itreaches the end of the line, or by his running forward with it to thehead of the line. An Indian club instead of a ball makes a much more skillful game, theclub being shoved over the ground, neck first. It is much moredifficult to guide than a ball, requires greater deliberation for along shot, and more easily stops or goes out of bounds. A basket ballor smaller ball may be used. This is one of the best games for training self-control underexcitement, as the precision needed for a long shot, especially withthe Indian club, is very difficult under the circumstances. TEN TRIPS _6 to 21 players. _ _Playground. _ _Baseball; tennis ball. _ This game is a competition between two or more teams, and consists inrapid pitching and catching of a base or tennis ball by each team. A team consists of three players, two of whom stand a long throwingdistance apart (thirty yards or more), with the third player (NumberOne) halfway between and on a line with them. Number One (the pitcher)starts the game on a signal by throwing the ball to one of the endplayers (Number Two); he throws it over the head of the pitcher to theopposite end player (Number Three), who throws it back again to NumberTwo, and he makes the last throw, sending it to the center player, orpitcher, Number One, from whom it started. This is called one trip, and the pitcher, as he catches it, calls out "One!" or "One trip!" andimmediately begins the next round. The players standing in thefollowing order, 2, 1, 3, the order of the throwing is thus, 1, 2, 3, 2, 1. Ten trips complete a game. The competing teams stand in line sideways with the first team, andthe pitchers of all teams start at once on a signal. The team winswhich first completes ten trips. Any number of teams may play at once. This game is very popular at Williams College, where it probably originated. [Illustration: TETHER BALL _By kind permission reprinted from Spalding's Athletic Library_] TETHER BALL _2 to 8 players. _ _Out of doors. _ This is one of the most delightful and vigorous games, especiallyadapted to small playing space, a plot twenty feet square being enoughfor it. The paraphernalia for the game consists of a wooden poleplaced upright, so that it shall stand ten feet above the ground. Thepole must be embedded deeply enough to be perfectly firm during thestrain of the play. It will probably need to be about three feet belowthe surface. A pole should measure seven and a half inches incircumference at the ground, and should taper toward its upper end. Ablack stripe should be painted around it six feet above the ground. To the top of this pole a ball is attached by a stout linen cord orfishing line. The ball should be preferably a tennis ball, and shouldhave a netted cover, by means of which it is attached to the cord. Nometal should be used around it in any way. The cover may be knotted orcrocheted of heavy linen cord or fish line. When hanging at rest, theball should be seven and a half feet from the top of the pole, and twoand a half feet from the ground. The ball is played upon by tennisrackets in the hands of two players. A tether-ball outfit, consisting of pole, ball, cord, and markingropes, with staples for the ground as hereinafter specified, may behad for from three to four dollars, the ball alone, with cover andcord, costing about seventy-five cents, and the pole from one dollarto a dollar and a half. It is particularly desirable to have thespecially made ball and cord for this game, but any of theparaphernalia may be improvised, the pole being cut from a sapling, and even the bats whittled from strips of thin board about the size ofa shingle. On the ground around the pole a circle should be drawn three feet inradius; that is, six feet in diameter. A straight line twenty feet inlength should bisect the circle to separate the territory for theplayers. In addition to the circle and line, two spots should bemarked on the ground, from which the ball is served. These should beat the ends of an imaginary line crossing the first line at rightangles, and should be six feet from the pole, one on each side of theground. Where there are more than two players, they are divided into twoopposing groups, each member of a team or group stepping forward, inturn, to play with the member of the opposite team. Only these twoplay upon the ball during one game. The game consists, on the part of one player, in trying to wind thecord with the ball attached around the pole above the line by battingit with his tennis racket. The opponent tries (1) to interfere andreverse the action of the ball by batting it in the oppositedirection, and (2) for his part to wind the ball around the pole inhis direction. The players toss rackets or resort to some other method of choosingsides of the ground. The game starts with each player on his servicepoint; the player who lost in the toss for choice of ground has thefirst service. The player who has the choice of ground has also thechoice of direction in which to wind the ball. The ball is then put in play by the server, who may hit the ball butonce. Should he fail to send it across the line with his first serve, he loses his serve and the opposite player has the ball. The playershave each one strike at the ball in turn. It is sometimes possible tosend the ball so high and with so much force that it will wind aroundthe pole in one stroke, before the opponent can hit it with hisracket. Of course such strokes should be the endeavor of both sides. Should a player fail to hit the ball, the opponent has the next turn, either on service or after the ball is once in play. Each player must keep entirely on his own side of the dividing line, both with his feet, his arms, and his racket. Neither player may stepon or over the circle about the pole. If the string winds around thehandle of a racket of one of the players, it is a foul. It is also afoul for the string to wind about the pole below the black mark, andcounts against the player in whose direction it is wound; that is, ifit winds in the direction in which he is trying to send the ball. Penalty for transgression of any of the above rules (fouls) isallowing the opponent a free hit from his service mark. When a ball istaken for service in this way, if it has to be either wound orunwound on the pole a half turn, so as to reach the other side, itshall be unwound. The game is won when the string has been entirely wound around thepole above the limit line. When there are but two players, the onewins who has the majority out of eleven games. Where there are morethan two players, the team wins which has the greatest number of gamesto its credit at the end of from two to five rounds, as may be decidedat the opening of the series. THREE HOLES _2 to 10 or more players. _ _Out of doors; seashore. _ _Small ball. _ This game is played by rolling a ball about the size of a golf ballinto holes made in the ground. Three holes are made by spinning on theheel. They should be in a straight line, at a distance of from six tofifteen feet apart. At the same distance from them and at right anglesto them, a line is drawn from which the players roll their balls. Thefirst player stands with his heel on the bowling line and rolls hisball into hole number one. If successful, he takes his ball out of thehole, places his heel in the hole, and rolls the ball to hole two. Ifsuccessful, he repeats this play for hole three, and then turns aroundand rolls the ball back again into hole two and then into hole one. Having done this, he starts again at the line and rolls the ballsuccessively into each of the three holes until he reaches numberthree a second time. When this is accomplished, he has won the game. [Illustration diagram: THREE HOLES] The probabilities, however, are that the player will not succeed inmaking the holes so quickly as here described. Whenever a player'sball fails to get into a hole, he leaves it where it lies and givesplace to the next player. The next player has the choice of aimingfor the hole or for his antagonist's ball, the latter being adesirable play if it lies in a position that makes a shorter roll thanto his own. Having hit this ball, he then rolls from that position tothe hole. Should he fail to make either his opponent's ball or thehole, his ball must lie where it stopped, and the next player takes aturn. A skillful player will be able to play on his antagonists' ballsso as to serve his own in making short rolls between holes. Whetherthe play be interrupted by failures of different players or not, theplayer wins who first rolls his ball up the line, down again, and backto the third hole, as first described. TOSS BALL _10 to 60 players. _ _Schoolroom. _ _Gas ball; bean bag. _ This game should be played with a light gas ball or a bean bag, whichthe teacher holds, standing in the front of the room. All of theplayers are seated. The teacher throws the ball suddenly in anydirection at any player, who must stand at once to catch the ball andimmediately toss it back to the teacher. A player failing to catch theball, or catching it without standing, has one point counted againsthim. Any player having failed in this way three times is out of thegame and must take his place at one side of the room set apart forthat purpose. As the game progresses, one outside row of seats or therear row across the room may be reserved for the players out of thegame, other rows being added as needed. This game may also be played with a pupil tossing the ball instead ofthe teacher. Any player failing to catch the ball, or catching itwhile seated, changes places with the thrower instead of being out ofthe game, as when the teacher throws. The thrower stands always in thefront of the room. Both methods make a good game. A large part of the interest of this game lies in the rapidity of theplay and the unexpectedness with which the ball is thrown in any givendirection. TREE BALL _5 to 15 or more players. _ _Out of doors. _ _Football; hand ball; bean bag. _ This game is a form of Ball Tag, and may be played with anylight-weight football, or with a bag or sack filled with leaves orgrass. Each of the players but one chooses a tree, as for the games Puss inthe Corner or Ball Puss. The object of the game for the odd player is(1) to kick the ball so as to tag one of the tree men with it, and (2)to secure a tree for himself, which he may do when no one else has it. The object of the tree players should be not only to avoid the ball bydodging, which may include running around the trees, but they shouldalso try to exchange places as frequently as possible, their prowessin this way serving as an aggravation to the odd man. The game shouldbe played where there is not much undergrowth, and under suchconditions may be very lively and full of sport. This game may also be played with a hand ball or bean bag. This shouldbe tossed instead of kicked. The game differs from Ball Puss in thatthe players are tagged by the ball while at their stations instead ofwhile changing. VOLLEY BALL (See also _Schoolroom Volley Ball_. ) _2 to 30 players. _ _Playground; gymnasium. _ _Volley ball. _ This game consists in keeping a large ball in motion back and forthacross a high net by striking it with the open palm. The ball must notbe allowed to touch the floor. GROUND. --For large teams this game should be played on a groundmeasuring fifty feet long and twenty-five feet wide. For smaller teamsa smaller ground will answer. A tennis net, or net two feet wide, preferably the latter, isstretched across the center of the ground, from side to side, extending one or two feet beyond the boundaries on either side. Theupper edge should be from six feet six inches to seven feet six inchesabove the ground. [Illustration diagram: VOLLEY BALL] PLAYERS. --Any number of players up to thirty may play. The players areevenly divided into two parties, which scatter over their respectivecourts without special arrangement. There is a captain for each side. An umpire is desirable. OBJECT OF THE GAME. --The object of the game for each party is to keepthe ball in lively play toward its opponents' court, as each partyscores only on its opponents' failures to return the ball or keep itin the air. The ball is put in play by being served by the party which is toscore. The service of the ball, and with it the privilege of scoring, pass to the opponents according to the rules described hereinafter. START; RULES FOR SERVICE. --The ball is put in play by being served bya member of one side, who should stand at the rear of his court withone foot on the rear boundary line and the other behind the line. Fromthis position the ball is tossed upward lightly from one hand andbatted with the palm of the other hand toward or into the opponents'court. Each server has two trials in which to send the ball into theopponents' court. The service being over a long course with acomparatively heavy ball, the following privileges are allowed: aserved ball may be assisted on its course by any two other players onthe server's side; no player so assisting the ball on the serve maystrike it more than twice in succession, and the server under suchcircumstances may not strike it more than once; but should the ballthen fail to land in the opponents' court, the server loses hissecond serve. In serving, the ball must be batted at least ten feet by the serverbefore being touched by any other player on his side. No "dribbling" is allowed in serving. A successful server continues serving until his side allows the ballto touch the floor, knocks it out of bounds, or fails to return it tothe opponents. A server may also lose as follows: If a returned ball hits a player on the server's side and bounces intothe opponents' court, it is considered in play. If it hits such aplayer and does not bounce into the opponents' court, the server isout, losing his second trial. If the ball hits the net during service, it is counted a dead ball andloses the server one of his trials. If a served ball falls outside the opponents' court, the server loseshis turn. The players on a side take turns in serving. RULES OF PLAY. --The ball must always be batted with the open palm. Theball should be returned by the opponents before it can strike theground. Any number of players may strike the ball to send it acrossthe net, but no player may strike more than twice in succession. Having struck the ball twice, a player may resume his play only aftersome other player has struck it. The ball is thus volleyed back andforth across the net until one side fails to return it or allows it totouch the floor, or until it goes out of bounds. A ball is put out ofplay by hitting the net in returning after a serve. A ball whichbounds back into the court after striking any other object except thefloor or ceiling is still in play. It is permissible to strike theball with both hands at once (open palms). If a player touches the net at any time, the ball is thereby put outof play. Should this player be on the serving side, his side loses theball and it goes to the opponents. Should this player be on thereceiving side, the serving side scores one point. Should the net betouched simultaneously by opponents, the ball is thereby put out ofplay and the serving side serves again. No dribbling is allowed at any time through the game; _i. E. _ nokeeping the ball in the air by one player hitting it quickly andrepeatedly. In sending the ball across the net, players should aim for anunprotected part of the opponents' court, or try in other ways toplace them at a disadvantage. SCORE. --This is entirely a defensive game, the score being made onopponents' fouls and failures. Aside from fouls, only the serving sidescores. A good serve unreturned scores one point for the serving side. A point is similarly scored by the serving side at any time when theopponents fail to return a ball which is in play. Failure of theserving side to return a ball to the opponents' court merely puts themout; that is, the serve passes to the opponents, but no score is madeon the failure. Should a player touching the net be on the receivingside, the serving side scores one point. A ball sent under the net isout of play and counts against the side which last struck it, theiropponents scoring one point. If the ball strikes any object outsidethe court and bounds back, although it is still in play, it countsagainst the side which struck it out, their opponents scoring onepoint. A ball sent out of bounds by the receiving side in returning aservice scores one point for the serving side. One point is scored forthe opponents whenever a player catches the ball, or holds it for evenan instant. The game consists of twenty-one points. WALL BALL DRILL (See also _Hand Ball Drill_. ) _2 to 10 players. _ _Out of doors; gymnasium. _ _Hand ball. _ This drill consists in throwing a ball against a wall, and catching it, with the following variations. It may be used for individual play, or for competition between two players, or as a game for large numbers. When used for large numbers, the players should be divided into several teams of equal numbers, each player throwing in turn for as many feats as he can perform without failure, each successful feat or play scoring one point for his team. He gives place to the next player upon failing. Each play should be first performed by allowing the ball to bounceonce on the ground before catching it; later it should be caughtwithout the bound. 1. Throw the ball against the wall, let it bounce once, and catch it;repeat this three times. 2. Throw, and clap hands three times before catching. 3. Throw, and twirl the hands around each other before catching. 4. Throw, and clap hands and touch the right shoulder. 5. Throw, clap hands, and touch the left shoulder. 6. Throw three times with the right hand and catch with the same hand. 7. Throw three times with the left hand and catch with the same hand. 8. Throw with the right hand and catch with the right with the palmdownward (knuckles up, "dog snack" fashion). 9. Throw with the left hand and catch with the left in the same manneras in 8. 10. Throw, clap the hands, touch the right knee, and catch. 11. Throw, clap the hands, touch the left knee, and catch. 12. Throw the ball; clap the hands in front, behind, in front again, and catch the ball. 13. Throw, lift the right knee, clap the hands under it, and catch. 14. Throw, lift the left knee, clap the hands under, and catch. 15. Throw, turn around, and catch. WAR _10 to 60 players. _ _Playground; gymnasium. _ _Basket ball. _ Two concentric circles are drawn at each end of the playground, thesize of the circles depending on the number of players. When there arethirty on each side, the diameter of the inner circle should befifteen feet and that of the outer circle thirty feet. The innercircle is the fortress, and the space between the two circles is thetrench. Behind each trench is drawn a prison ten feet square. The restof the floor is the battlefield. The players are divided into twoteams, which take possession of the two fortresses. Then one sideadvances to attack the fortress of the other side. The attacking partyhas a basket ball, which represents ammunition. The object is tothrow the ball in such a way as to strike within the opponents'fortress. The assailants surround the trench and pass the ball amongthemselves until a favorable opportunity offers for a well-directedshot. By making this preliminary passing of the ball very rapid, theenemy is confused as to the quarter from which the ball may beexpected. If one of the assailing party enters the enemy's trench, hemay be tagged, and so become a prisoner, being placed in the prisonand therefore out of the play. If the shot (throw of the ball), whenfinally made for the enemy's fortress, be successful, the assailingparty scores one, and all of its men who are held prisoners are setfree. The defending party during the attack stand within their trench ortheir fortress, as they see fit, and try to block the ball. If at anytime the ball falls into their hands, they immediately rush out in anattack on the enemy's fortress at the opposite end of the ground, andin transit may tag with the ball, and so make prisoners of, as many ofthe enemy as they can touch. The enemy must therefore, when a balllands within its opponents' fortress, flee immediately for the safetyof its own fortress. The attacking _en route_ may be done either bythrowing the ball or by touching the opponent with the ball held inhand; but it may only be done with the ball and not with the handalone. When the opposite fortress has been reached, the attacking party triesto throw the ball within it, and the game goes on as before. Membersof the defending party may at any time go outside of their trench toget the ball, but run great risk of being made prisoners in doing soby having the ball thrown from the enemy so as to hit them. When aball is aimed for this purpose, if the player at whom it is aimedtouches or intercepts it in any way, he is a prisoner. Of course hemay dodge it. Each single point that is made is called a battle, and the side thatwins the greater number of battles within the time limit wins thegame. This game was originated by Mr. J. E. Doldt, and is here printed by kind permission of members of the Alumni Association of the Boston Normal School of Gymnastics, from their book, _One Hundred and Fifty Gymnastic Games_. ZIGZAG GAMES These games may be played with any kind of a ball or with bean bags. There are several forms of Zigzag Ball. The simpler forms are useful in getting young players or those unused to play accustomed to the skill of handling balls. The more complicated forms make very lively games, interesting to players of any age. The different games are played in line and circle formation. The main characteristics of the different line forms are as follows:-- (1) The players are divided into groups of two ranks each, each group forming a separate team. The ball is zigzagged from one rank to another of a group without skipping any players. The groups are competitive, as in relay races. (2) The players stand in groups of two lines each, but these groups are composed of two different teams, the alternate players of one rank and the alternate players of the opposite rank forming one team, and the intervening players of the two ranks another. (3) The players are divided into groups, as in the first form, each group consisting of one team arranged in two ranks which face each other, but the ball is zigzagged by skipping every alternate player as it works its way to the end of the line in one direction, and is tossed by these skipped players on its return to the front, thus forming a double zigzag. Other forms of the game are also here given; namely, the Circle Zigzag, and the Zigzag Overhead Toss, in which latter game the ball is tossed over the heads of intervening ranks, the players of alternate ranks belonging to the same party. In all of these forms the game may be made more lively and complicated by advancing from the use of one ball to that of two or more. The kind of ball used will also make a great difference in the play, anything from a bean bag to a basket ball or medicine ball being suitable. Where bean bags are used, it is desirable to have different colored bags for the different teams. CIRCLE ZIGZAG _12 to 60 players. _ _Playground; gymnasium; schoolroom. _ _Basket ball; hand ball; bean bag. _ This is a game of zigzag ball (or bean bag) between concentriccircles, two balls being used, going in opposite directions. Theplayers stand in two concentric circles, facing each other, eachcircle numbered by twos. The first Number One in the outer circle andthe first Number Two in the inner circle have each a ball. These areput in play at a signal, the play consisting in throwing the ballsbackward and forward in a zigzag line from one circle to the other, the Numbers One in the inner circle throwing to the Numbers One in theouter, and Numbers Two in the inner to Numbers Two in the outer. Theinner circle should start its ball to the right; the outer circleshould start its ball to the left. The Number One party or the NumberTwo party wins according to which first completes the circle threetimes. [Illustration diagram: CIRCLE ZIGZAG] If desired, the Numbers One may each tie a handkerchief on one arm todistinguish them from the Numbers Two. This game may be made more interesting and require much more alertnesson the part of the players by putting more balls into play. This maybe done by the starters starting a second ball around the circle assoon as the first has reached the third player. In this way severalballs may be used at once. As in all zigzag games, each player should observe closely before thegame begins from which player he is to catch the ball, and to whichplayer he is to throw. This will facilitate the rapidity of the play, a feature on which much of the sport depends. For very young orunskilled players the action should be rather slow, especially whenthe game is being learned. LINE ZIGZAG--I _20 to 100 players. _ _Playground; gymnasium; schoolroom. _ _Any ball; bean bag. _ The players are divided into two or more groups which compete againsteach other. Each group is divided into two ranks, the players standingside by side, with a distance of from two to five feet between eachtwo players. The ranks of a group face each other, with a distance offive feet between them. One rank should stand farther to the rear thanits _vis-a-vis_, so that each player is opposite a space instead of aplayer. [Illustration diagram: LINE ZIGZAG--I] The first player in one rank of each group has a ball. At a givensignal this is thrown to the first player in the opposite rank. Thisplayer throws it quickly to the second player of the first rank, andso on in zigzag form to the end of the line, where the ball isimmediately sent back again in the same way to the front. The groupwhich first gets its ball back to the head wins. When players have had a little practice with one ball, two or moreshould be used, the starters starting the second ball down the line assoon as the first ball has reached the third player. Where severalballs are used in this way, the last player of the line must hold theballs until all are received before starting them on their returnjourney. LINE ZIGZAG--II _20 to 100 players. _ _Playground; gymnasium; schoolroom. _ _Any ball; bean bag. _ [Illustration diagram: LINE ZIGZAG--II] In this form of zigzag ball the players are all in two ranks, which comprise two competing teams, rather than in groups of two ranks each, as in the preceding game. The players of one team alternate with the players of the opposing team in each of the two ranks. The balls will cross in starting and repeatedly thereafter unless one should outdistance the other. The players form in two ranks which face each other, with five feetspace between. The players in each rank should be from two to fivefeet apart. Each rank numbers off in twos, the first player of onerank starting with number "one, " and the first player of the secondrank starting with number "two. " The players stand so as to face eachother directly, instead of facing a space between the players of theopposite rank, as in the previous form of this game. This will bring aNumber One facing a Number Two all the way down the ranks. If desired, the Numbers One may each tie a handkerchief on one arm to designatethem, though this help to memory detracts much from the alertnessdemanded and cultivated by the game as well as from its sport, and maybe dispensed with after players have become slightly familiar with thegame. The first player in each rank holds a ball. At a signal this isthrown to the first player of his own party in the opposite rank, whoas quickly as possible throws it to the second player of his party inthe rank from which he received it, etc. For instance, the starter who belongs to the Number One team willthrow to the first Number One player opposite him; this will be thesecond player in that rank. He, in turn, will throw to the secondNumber One player in the rank facing him; this will be the thirdplayer in that rank. In other words, the Number One party zigzags theball between all of its members to the end of the line and back againto the front, and simultaneously the Number Two party does the samething with another ball. The party wins whose ball first gets back tothe front. After some practice, more than one ball may be used, in which case thelast player in each party will have to hold the balls until the lastone is received before starting them on their return journey. LINE ZIGZAG--III (Double Zigzag) _20 to 100 players. _ _Playground; gymnasium; schoolroom. _ _Any ball; bean bag. _ This form of zigzag ball is a combination of the two previously described. The players are divided into groups which compete against each other. Each group is divided in turn into two ranks which stand facing eachother at a distance of five feet, the individual players being fromtwo to five feet apart. The players in each rank number off in twos, beginning at the headwith different numbers, so that a Number One in each rank will standopposite a Number Two in the opposite rank. One or more balls are used and are thrown to alternate players, Numbers One throwing to each other all down the line, and the NumbersTwo throwing to each other all the way back. There should be nothingto distinguish the players from one another, each being dependent onhis own memory and alertness to know to whom he is to throw the balland from whom he is to receive it. The particular success of this gamelies in having a very considerable number of balls in play at once. Inthis form the balls do not have to accumulate at the foot of the linesbefore being returned to the head, as the last Number One player toreceive the ball tosses it directly across to the last Number Twoplayer, who begins at once to zigzag it up the line. [Illustration diagram: LINE ZIGZAG--III] The group wins which first succeeds in getting all of its balls backto the head of the line. ZIGZAG OVERHEAD TOSS _20 to 100 players. _ _Playground; gymnasium; schoolroom. _ _Hand ball; basket ball; bean bag. _ This game is a variation of Zigzag Ball, and is more difficult andinteresting for older players. The players are divided into twoparties, best distinguished by colors--say Red and Blue. The twoparties stand in even ranks alternately about five feet apart; forinstance, the Red party will form ranks one and three, and will playtogether, facing each other, while the Blue party will form ranks twoand four, which will face each other and play together. The first player in each party has a ball which is put in play upon asignal by being tossed over the heads of the intervening rank toNumber One in the other rank of his party. This player tosses the ballback to Number Two in the first rank, and so the ball is tossed inzigzag form from one player to another in ranks of the same coloruntil it reaches the end of the line, when it is zigzagged back to thestarting point in the same way. This is all done over the heads of anintervening rank of the opposite color. Simultaneously the competingteam is playing in the same way. [Illustration diagram: ZIGZAG OVERHEAD TOSS] The party wins which first gets the ball back to the starting point. With a large number of players the number of ranks may be increasedbeyond four if desired. This game may be made more interesting and require much more alertness on the part of the players by putting more balls into play. This may be done by the starters starting a second or more balls, tossing down the line as soon as a predecessor has reached the third player. When this is done, the game is won (_a_) by the party whose last player at the foot of the line is first to receive the last ball; or (_b_) the last player may accumulate the balls and return them to the front in reverse order, the party winning which first gets its last ball back to the original starter. INDEX GAMES FOR ELEMENTARY SCHOOLS This grading of the games for schools indicates the lowest grade in which, on an average, a game is found to be suitable, its use being intended in any succeeding grade also. The so-called "quiet" games are not necessarily noiseless, but are distinguished from the games in which there is running or much moving around. Most of the quiet games are intended for schoolroom use, many of them for small groups that may assemble before the opening of a session. 1A. First Year (first half), (_6-7 years old_). Playground PAGE Duck Dance, The 264 Itisket, Itasket 268 Jack be Nimble 114 Kitty White 274 Looby Loo 280 Muffin Man 282 Mulberry Bush 283 Railroad Train 164 Ringmaster 167 Round and Round went the Gallant Ship 170 Slap Jack 178 Snail 292 Squirrel in Trees 185 Schoolroom PAGE Cat and Mice 59 Changing Seats--I 63 Did you ever see a Lassie? 261 Good Morning 99 Hide the Thimble 104 Jack be Nimble 114 Looby Loo 280 Muffin Man 282 Mulberry Bush 283 Railroad Train 164 Ringmaster 167 Slap Jack 178 Squirrel and Nut 184 Squirrel in Trees 185 1B. First Year (second half), (_6-7 years old_). Playground PAGE Charley over the Water 65 Crossing the Brook 74 Did you ever see a Lassie? 261 Do this, Do that 75 Farmer in the Dell 265 Jacob and Rachel 115 Kaleidoscope 122 Leaves are Green 276 Lost Child, The 130 Round and Round the Village 290 Teacher and Class 316 Schoolroom PAGE Circle Seat Relay 71 Crossing the Brook 74 Do this, Do that 75 Farmer in the Dell 265 Huckle, Buckle, Bean Stalk 109 Kaleidoscope 122 Lost Child, The 130 Round and Round the Village 290 Teacher and Class 316 2A. Second Year (first half), (_7-8 years old_). Playground PAGE Bird Catcher, The 52 Buying a Lock 58 Cat and Rat 60 Hand Ball Drill--I (Elementary) 380 Moon and Morning Stars 133 Midnight 133 Oats, Peas, Beans 287 Puss in the Circle 164 Ring Call Ball 399 Wee Bologna Man 204 Schoolroom PAGE Automobile Race 48 Bird Catcher, The 52 Buying a Lock 58 Hand over Head Bean Bag 310 Hand Ball Drill--I (Elementary) 380 Oats, Peas, Beans 287 Wee Bologna Man 204 2B. Second Year (second half), (_7-8 years old_). Playground PAGE Bean Bag Board 304 Center Catch Ball 355 Circle Ball 356 Drop the Handkerchief 80 Flowers and the Wind, The 87 Frog in the Middle 96 Hunting 267 Let the Feet go Tramp 276 Letting out the Doves 129 London Bridge 278 Schoolroom PAGE Bean Bag and Basket Relay 303 Bean Bag Board 304 Changing Seats 63 Drop the Handkerchief 80 Fox and Squirrel 93 Letting out the Doves 129 London Bridge 278 Simon Says 235 3A. Third Year (first half), (_8-9 years old_). Playground PAGE Bean Bag Circle Toss 305 Bean Bag Ring Throw 306 Center Base 354 Draw a Bucket of Water 263 Have you seen my Sheep? 102 Hill Dill 105 Hopping Relay Race 106 I say, "Stoop!" 113 Nuts in May 285 Puss in a Corner 163 Single Relay Race 175 Tommy Tiddler's Ground 197 Water Sprite 203 Schoolroom PAGE Bean Bag Circle Toss 305 Bean Bag Ring Throw 306 Draw a Bucket of Water 263 Have you seen my Sheep? 102 Hopping Relay Race 106 I say, "Stoop!" 113 Line Ball 384 Puss in a Corner 163 3B. Third Year (second half), (_8-9 years old_). Playground PAGE Bean Bag Box 305 Ball Chase 334 Call Ball 338 Chinese Chicken 68 Dodgeball (Informal) 363 Follow Chase 88 Follow the Leader 89 Fox Trail, Single Rim 95 Jumping Rope--I 118 Lame Fox and Chickens 124 Line Zigzag 421 Prisoner's Base--I 157 Shadow Tag 173 Shuttle Relay 173 Stoop Tag 190 Who goes round my Stone Wall? 206 Schoolroom PAGE Bean Bag Box 305 Chinese Chicken 68 Flower Match 220 Follow the Leader 89 Horns 223 Line Zigzag 421 Old Man Tag 142 Schoolroom Tag 172 Tag the Wall Relay 192 Weathercock 204 4A. Fourth Year (first half), (9-10 _years old_). Playground PAGE All-up Relay 45 Animal Chase 46 Arch Ball 321 Bag Pile 303 Corner Spry 360 Farmer is Coming, The 85 Guess Who 100 Home Tag 106 Hunt the Fox 110 Roley Poley 399 Slap Catch 178 Stealing Sticks 188 Target Toss 315 Schoolroom PAGE All-up Relay 45 Arch Ball 321 Bag Pile 303 Corner Spry 360 Guess Who 100 Naughts and Crosses 229 Slap Catch 178 Target Toss 315 Vaulting Seats 202 4B. Fourth Year (second half), (9-10 _years old_). Playground PAGE Bear in the Pit 50 Bunch of Ivy 57 Captain Ball--II or III 341-4 Catch of Fish 61 Catch the Cane 62 Criss-cross Goal 307 Cross Tag 75 High Windows 104 Hunt, The 110 Leapfrog Race 129 Numbers Change 139 Pass Ball Relay 395 Potato Race, 151 or 152 or Potato Shuttle Relay 154 Step 188 Schoolroom PAGE Balloon Ball 325 Blackboard Relay 53 Catch the Cane 62 Criss-cross Goal 307 Home Run 384 Leaf by Leaf 225 Thimble Ring 194 Observation 139 Potato Race 151 or 152 Tip Tap Toe 237 5A. Fifth Year (first half), (_10-11 years old_). Playground PAGE Arch Goal Ball 323 Basket Ball Distance Throw 329 Club Snatch 72 Drive Ball 375 Dumb-bell Tag 83 Fire on the Mountains 86 Fox Trail, Double Rim 93 Japanese Tag 116 Jumping Rope--II 119 Leader and Footer 127 Over and Under Relay 392 Stride Ball 407 Third Slap 195 Triple Change 200 Wall Ball Drill 416 Schoolroom PAGE Buzz 210 Blackboard Relay 53 Dumb-bell Tag 83 Going to Jerusalem 98 Kaleidoscope 122 My Lady's Toilet 138 (_See also_ Spin the Platter) Over and Under Relay 392 Scat 234 Schoolroom Dodgeball 369 5B. Fifth Year (second half), (_10-11 years old_). Playground PAGE Ball Puss 327 Balloon Goal 326 Baste the Bear 49 Black Tom 54 Circle Dodgeball 364 Hound and Rabbit 107 How Many Miles to Babylon? 108 Kaleidoscope 122 Passing Race 312 Pebble Chase 145 Stone 190 Three Deep 196 (_See also_ Third Man and Last Man) Wood Tag 209 Schoolroom PAGE Ball Puss 327 Balloon Goal 326 Blackboard Relay 53 Cat Party 217 Jump the Bean Bag 311 Kaleidoscope 122 Last Man 126 Leaf by Leaf 225 Passing Race 312 Toss Ball 412 6A. Sixth Year (first half), (_11-12 years old_). Playground PAGE Ball Stand 328 Body Guard 56 Double Dodgeball 365 Every Man in his Own Den 83 Fist Ball 376 Garden Scamp 97 Jumping Rope--III 121 Last Couple Out 125 Line Zigzag--II or III 422-3 Partner Tag 145 Prisoner's Base--II, III, or IV 158 Skin the Goat 176 Schoolroom PAGE Beast, Bird, or Fish 215 Blackboard Relay 53 Catch Basket 307 Desk Relay 309 Hands Up, Hands Down 221 London 226 Recognition 233 Spin the Platter 183 (_See also_ My Lady's Toilet) Vaulting Relay 317 6B. Sixth Year (second half), (11-12 _years old_). Playground PAGE Barley Break 48 Center Club Bowls 355 Chickidy Hand 67 Curtain Ball 361 Progressive Dodgeball 366 Duck on a Rock 81 Football Tag 379 Hand Football 382 Indian Club Race 112 Jumping Relay Race 117 Jump the Shot 122 Old Woman from the Wood 143 (_See also_ Trades) Red Lion 165 Round Ball 401 Sun Dial 190 Stake Guard 186 Schoolroom PAGE Blackboard Relay Race 53 Schoolroom Dodgeball 369 Find the Ring 220 Jumping Relay Race 117 Old Woman from the Wood 143 (_See also_ Trades) Round Ball 401 Zoo 242 7A. Seventh Year (first half), (12-13 _years old_). Playground PAGE Black and White 52 Bombardment 334 Fence Tag 85 Keep Moving 270 Oyster Shell 143 Poison 148 Rolling Target 169 Saddle the Nag 171 Slipper Slap 179 Third Man 194 Schoolroom PAGE "B" Game 213 Blackboard Relay 53 Black and White 52 Keep Moving 270 Last Man 126 Nimble Squirrel 230 Slipper Slap 179 7B. Seventh Year (second half), (_12-13 years old_). Playground PAGE Corner Ball 359 Dumb Crambo 219 Emperor Ball 346 Forcing the City Gates 89 Fox and Geese 92 Hand Ball Drill--II 381 Line Club Bowls, Double 385 Mount Ball 387 Odd Man's Cap 140 Pass and Toss Relay (Single Line) 313 Pinch-o 146 Volley Ball 413 Wand Tug of War 203 Whip Tag 205 Zigzag Overhead Toss 424 Schoolroom PAGE Bend and Stretch Relay 50 Dead Ball 362 Dumb Crambo 219 Line Club Bowls, Double 385 Literary Lore 225 Schoolroom Volley Ball 402 Up, Jenkins! 239 8A. Eighth Year (first half), (_13-14 years old_). Playground PAGE All Run 321 Battle Ball 331 Catch and Pull Tug of War 60 Chinese Chicken 68 Circle Race 69 Circle Relay 70 Line Zigzag--III 423 Maze Tag 131 Nine-court Basket Ball 388 Overtake 393 Poison Snake 149 Round Ball 401 Square Ball 404 War 417 Schoolroom PAGE Blackboard Relay 53 Cross Questions 219 Hen Roost 223 Minister's Cat, The 227 Overtake 393 Schoolroom Captain Ball 353 Sketches 236 8B. Eighth Year (second half), (_13-14 years old_). Playground PAGE Bound Ball 336 Boundary Ball 335 Chinese Wall 68 Circle Club Bowls 357 Circle Zigzag 419 Double Relay Race 76 Japanese Crab Race 115 Line Club Bowls, Single 386 Master of the Ring 131 Pass and Toss Relay (Double Line) 314 Pig in a Hole 397 Stool Ball 406 Tossing Wands 198 Wand Race 202 Schoolroom PAGE Author's Initials 213 Blackboard Relay Race 53 Crambo 218 Double Relay Race 76 Line Club Bowls, Single 386 Prince of Paris 232 Wand Race 202 GAMES FOR HIGH SCHOOLS (_15-19 years of age_) This list of high school games is far from exhaustive. A large percentage of those listed for the elementary grades will be found suitable for high schools. MISCELLANEOUS ACTIVE GAMES PAGE All-up Relay 45 Bull in the Ring 56 Bung the Bucket 57 Catch and Pull Tug of War 60 Circle Race 69 Circle Relay 70 Club Snatch 72 Contests for Two (chapter on "Feats and Forfeits") 245 Double Relay Race 76 Duck on a Rock 81 Dumb-bell Tag 83 Every Man in his Own Den 83 Follow the Leader 89 Forcing the City Gates 89 Fortress 90 Fox and Geese 92 Fox Trail, Double Rim 93 Hang Tag 101 Home Tag 106 Hound and Rabbit 107 Indian Club Race 112 Japanese Tag 116 Japanese Crab Race 115 Jumping Rope--I 118 Jumping Rope--II 119 Jumping Rope--III 121 Jumping Relay Race 117 Jump the Shot 122 Last Couple Out 125 Leader and Footer 127 Leapfrog Race 129 (_See_ list of Leapfrog Games in Alphabetical Index. ) Master of the Ring 131 Maze Tag 131 Odd Man's Cap 140 Oyster Shell 143 Partner Tag 145 Pebble Chase 145 Pinch-o 146 Poison 148 Potato Shuttle Relay 154 Prisoner's Base--II, III, IV, V 158-161 Saddle the Nag 171 Shuttle Relay 173 Single Relay Race 175 Skin the Goat 176 Slipper Slap 179 Stake Guard 186 Stealing Sticks 188 Three Deep 196 (_See also_ Third Man. ) Tossing Wands 198 Tree Party 199 Triple Change 200 Wand Race 202 Whip Tag 205 Wood Tag 209 Ball Games PAGE All Run 321 Ball Chase 324 Balloon Ball 325 Ball Puss 327 Ball Stand 328 Basket Ball Distance Throw 329 Battle Ball 331 Bombardment 334 Bound Ball 336 Boundary Ball 335 Call Ball 338 Captain Ball--I 339 Captain Ball--II 341 Captain Ball--III 344 Center Club Bowls 355 Circle Club Bowls 357 Corner Ball 359 Curtain Ball 361 Dodgeball 363 Double Corner Ball 370 Drive Ball 375 Emperor Ball 346 Fist Ball 376 Football Tag 379 Hand Football 382 Hand Ball Drill--II 381 Line Club Bowls (Single) 386 Line Club Bowls (Double) 385 Mount Ball 387 Nine-court Basket Ball 388 Over and Under Relay 392 Progressive Dodgeball 366 Pig in a Hole 397 Progressive Captain Ball 349 Round Ball 401 Square Ball 404 Stool Ball 406 Stride Ball 407 Ten Trips 408 Tether Ball 409 Volley Ball 413 Wall Ball Drill 416 War 417 Zigzag Overhead Toss 424 (_See also_ Circle Zigzag, Line Zigzag--II, III. ) GAMES FOR PLAYGROUNDS, GYMNASIUMS, AND LARGE NUMBERS The term "playground" is here used to designate a general outdoor play space of liberal area. The open country or a village would be just as suitable for many of the games, though with few exceptions they may be played in limited territory. With the exception of the hide-and-seek games almost all are equally suitable for both playground and gymnasium. The list includes games for players from kindergarten age to adults, and for both large and small numbers. For games for players of different ages, see Index for Elementary and High Schools. In the column indicating which games are suited to large numbers, the figures indicate the largest number with which the game may be well played. Still larger numbers of players may participate, but the group method is advisable for so many. MISCELLANEOUS ACTIVE GAMES For Large Numbers Page All-up Relay 60+ 45 Animal Blind Man's Buff 30+ 46 Animal Chase 30+ 46 Arrow Chase 47 Barley Break 48 Baste the Bear 30+ 49 Bear in the Pit 30+ 50 Bird Catcher 60 52 Black and White 100 52 Black Tom 30+ 54 Blind Bell 100 55 Blind Man's Buff 30+ 55 Body Guard 30+ 56 Bull in the Ring 30+ 56 Bunch of Ivy 60+ 57 Bung the Bucket 30 57 Buying a Lock 30+ 58 Cat and Rat 30+ 60 Catch and Pull Tug of War 100 60 Catch of Fish 30+ 61 Catch the Cane 30+ 62 Cavalry Drill 100 62 Centipede 63 Charley over the Water 30+ 65 Chickadee-dee 65 Chicken Market 66 Chickidy Hand 30+ 67 Chinese Chicken 30+ 68 Chinese Wall 60+ 68 Circle Race 30+ 69 Circle Relay 60+ 70 Clam Shell Combat 30 71 Club Snatch 60 72 Cock Stride 74 Cross Tag 30+ 75 Crossing the Brook 60+ 74 Do this, Do that 60+ 75 Double Relay Races 100 76 Drop the Handkerchief 30+ 80 Duck on a Rock 30+ 81 Dumb-bell Tag 30+ 83 Every Man in his Own Den 30+ 83 Exchange 30+ 84 Farmer is coming, The 30+ 85 Fence Tag 30+ 85 Fire on the Mountains 30+ 86 Flowers and the Wind, The 30+ 87 Follow Chase 30+ 88 Follow the Leader 60+ 89 Forcing the City Gates 30+ 89 Fortress 100 90 Fox and Geese 30+ 92 Fox Trail, Double Rim 30+ 93 Fox Trail, Single Rim 95 French Tag 60+ 96 Frog in the Middle 30+ 96 Garden Scamp 30+ 97 Going to Jerusalem 60+ 98 Good Morning 60+ 99 Guess Who 30+ 100 Gypsy 101 Hang Tag 100 101 Have you seen my Sheep? 30+ 102 Hide and Seek 103 Hide the Thimble 60 104 High Windows 30+ 104 Hill Dill 30+ 105 Hip 30+ 105 Home Tag 60+ 106 Hopping Relay Race 100 106 Hound and Rabbit 60+ 107 How Many Miles to Babylon? 100 108 Huckle, Buckle, Bean Stalk 60 109 Hunt, The 30+ 110 Hunt the Fox 60+ 110 Hunt the Slipper 30+ 111 Indian Club Race 100 112 I say, "Stoop!" 60+ 113 I Spy 30+ 113 Jack be Nimble 60+ 114 Jacob and Rachel 30+ 115 Japanese Crab Race 60+ 115 Japanese Tag 60+ 116 Johnny Ride a Pony 60 116 Jumping Relay Race 60+ 117 Jumping Rope--I (small single rope) 100 118 Jumping Rope--II (one large rope) 100 119 Jumping Rope--III (two large ropes) 100 121 Jumping Rope--IV (large and small ropes) 121 Jump the Shot 60+ 122 Kaleidoscope 30+ 122 Lady of the Land 123 Lame Fox and Chickens 30+ 124 Last Couple Out 30+ 125 Leader and Footer 60+ 127 Leapfrog 100 127 Leapfrog Race 100+ 129 Letting out the Doves 30+ 129 Lost Child, The 30+ 130 Master of the Ring 30+ 131 Maze Tag 100 131 Menagerie 60+ 132 Midnight 30+ 133 Moon and Morning Stars 30+ 133 Mother, may I go out to Play? 134 Mother, Mother, the Pot boils Over 135 My Lady's Toilet 30+ 138 Numbers Change 30+ 139 Odd Man's Cap 30+ 140 Old Buzzard 30+ 141 Old Woman from the Wood 60+ 143 Oyster Shell 100 143 Par 30+ 144 Partner Tag 100 145 Pebble Chase 30+ 145 Pinch-o 30+ 146 Pitch Pebble 147 Poison 30+ 148 Poison Snake 30+ 149 Pom Pom Pullaway 30+ 149 Potato Race 100 151-2 Potato Shuttle Relay 100 154 Potato Spoon Race 60 155 Prisoner's Base 30+ 157-161 Prisoner's Base--I 30+ 157 Prisoner's Base--II 30+ 158 Prisoner's Base--III 30+ 159 Prisoner's Base--IV 30+ 161 Prisoner's Base--V 30+ 161 Puss in a Corner 30+ 163 Puss in the Circle 30+ 164 Railroad Train 100 164 Red Lion 30+ 165 Relay Races 60-100 All-up Relay 45 Circle Relay 70 Double Relay 76 Potato Races 151-155 Shuttle Relay 100 173 Single Relay 175 Ring-a-lievio 30+ 166 Ringmaster 60+ 167 Robbers and Soldiers 100 168 Rolling Target 30 169 Round and Round went the Gallant Ship 30+ 170 Run, Sheep, Run 30+ 170 Saddle the Nag 30+ 171 Sardines 30+ 172 Seeking for Gold 234 Shadow Tag 60+ 173 Shuttle Relay 100 173 Single Relay Race 100 175 Skin the Goat 176 Skyte the Bob 177 Slap Catch 30+ 178 Slap Jack 30+ 179 Slipper Slap 30+ 179 Smuggling the Geg 30+ 180 Spanish Fly 30+ 182 Spans 183 Spin the Platter 30+ 183 Spooning 30 184 Squirrel in Trees 100 185 Stage Coach 60+ 185 Stake Guard 30+ 186 Stealing Sticks 30+ 188 Step 30+ 188 Still Pond, No More Moving 30+ 189 Stone 30+ 190 Stoop Tag 60+ 190 Sun Dial 190 Tag Games 60+ 191 Ten Steps 30+ 193 Thimble Ring 30+ 194 Third Man 100 194 Third Slap 30+ 195 Three Deep 60 196 Tommy Tiddler's Ground 30+ 197 Tossing Wands 60+ 198 Trades 60+ 199 Tree Party 60 199 Triple Change 60+ 200 Tug of War (_See_ Catch and Pull Tug of War and Wand Tug of War, also _Contests for Two_, under "Feats and Forfeits. ") Under the Cuckoo's Nest 30 201 Wand Race 30+ 202 Wand Tug of War 100 203 Water Sprite 30+ 203 Wee Bologna Man, The 60+ 204 Whip Tag 30+ 205 Who goes round my Stone Wall? 30+ 206 Wolf 30+ 208 Wood Tag 30+ 209 Quiet Games _See_ Section on Quiet Games 213 SINGING GAMES Large Numbers Page Did you ever see a Lassie? 60+ 261 Draw a Bucket of Water 60+ 263 Duck Dance, The 30+ 264 Farmer in the Dell 30+ 265 Hunting 60+ 267 Itisket, Itasket 30+ 268 Keep Moving 60+ 270 King of France 60+ 273 Kitty White 30+ 274 Leaves are Green 60+ 276 Let the Feet go Tramp 60+ 276 London Bridge 30+ 278 Looby Loo 60+ 280 Muffin Man 30+ 282 Mulberry Bush 60+ 283 Nuts in May 60+ 285 Oats, Peas, Beans 60 287 Round and Round the Village 30+ 290 Snail 60+ 292 BEAN BAG GAMES Large Numbers Page Bag Pile 100 303 Bean Bag Board 30+ 304 Bean Bag Box 305 Bean Bag Circle Toss 30+ 305 Bean Bag Ring Throw 60+ 306 Criss-cross Goal 60+ 307 Passing Race 100 312 Pass and Toss Relay (Single Line) 60 313 Pass and Toss Relay (Double Line) 314 Target Toss 60 315 Teacher and Class 60 316 GAMES FOR EITHER BALLS OR BEAN BAGS Large Numbers Page All Run 30+ 321 Arch Ball 100 321 Arch Goal Ball 60 323 Call Ball 30+ 338 Center Catch Ball 30+ 355 Circle Ball 60+ 356 Club Bowls 60+ 359 Center Club Bowls 355 Line Club Bowls (Single) 386 Line Club Bowls (Double) 385 Corner Spry 60+ 360 Dodgeball 60+ 363 Over and Under Relay 100 392 Overtake 60 393 Ring Call Ball 30+ 399 Round Ball 60+ 401 Zigzag Games 100 419 Circle Zigzag 419 Line Zigzag--I 421 Line Zigzag--II 422 Line Zigzag--III 423 Zigzag Overhead Toss 424 BALL GAMES Large Numbers Page All Run 30+ 321 Arch Ball 100 321 Arch Goal Ball 100 323 Ball Chase 324 Balloon Ball 325 Balloon Goal 100 326 Ball Puss 30+ 327 Ball Stand 328 Ball Tag 329 Basket Ball Distance Throw 329 Battle Ball 331 Bombardment 100 334 Boundary Ball 100 335 Bound Ball 30+ 336 Call Ball 30+ 338 Captain Ball--I 339 Captain Ball--II 60 341 Captain Ball--III 30+ 344 (_See_ Emperor Ball, Progressive Captain Ball. ) Center Base 30+ 354 Center Catch Ball 30+ 355 Center Club Bowls 30+ 355 Circle Ball 60+ 356 Circle Club Bowls 60+ 357 Circle Dodgeball 60 364 Circle Stride Ball 30+ 358 Circle Zigzag (_see_ Zigzag. ) 419 Corner Ball 30+ 359 Corner Spry 60 360 Crackabout 60 360 Curtain Ball 100 361 Dodgeball 60+ 363 Double Corner Ball 100 370 Double Dodgeball 60 365 Drive Ball 30+ 375 Emperor Ball 30+ 346 Fist Ball 30+ 376 Football Tag 30+ 379 Hand Ball Drill--I (Elementary) 100 380 Hand Ball Drill--II (Advanced) 100 381 Hand Football 30+ 382 Line Ball 60 384 Line Club Bowls (Double) 60+ 385 Line Club Bowls (Single) 60+ 386 Line Zigzag 421-423 Mount Ball 100 387 Nine-court Basket Ball 60 388 Over and Under Relay 100 392 Overtake 60+ 393 Pass Ball Relay 100 395 Pig in a Hole 60+ 397 Progressive Captain Ball 100 349 Progressive Dodgeball 366 Ring Call Ball 30+ 399 Roley Poley 399 Round Ball 60+ 401 Russian Hole Ball 401 Spud 100 404 Square Ball 30+ 404 Stool Ball 406 Stride Ball 100 407 Tether Ball 409 Three Holes 411 Toss Ball 60 412 Tree Ball 413 Volley Ball 30 413 Wall Ball Drill 416 War 60+ 417 Zigzag Games 419 Circle Zigzag 60 419 Line Zigzag--I 100 421 Line Zigzag--II 100 422 Line Zigzag--III 100 423 Zigzag Overhead Toss 100 424 GAMES FOR BOYS' AND GIRLS' SUMMER CAMPS The games in this list are selected with a view to suitableness for the open country, and to a wide range of ages which often are found in summer camps. The so-called "quiet" games are not necessarily noiseless, but are distinguished from active games in which the players move around. ACTIVE GAMES PAGE All-up Relay 45 Animal Blind Man's Buff 46 Animal Chase 46 Arrow Chase 47 Barley Break 48 Baste the Bear 49 Bear in the Pit 50 Bird Catcher, The 52 Black and White 52 Black Tom 54 Blind Bell 55 Blind Man's Buff 55 Body Guard 56 Bull in the Ring 56 Bunch of Ivy 57 Bung the Bucket 57 Buying a Lock 58 Cat and Rat 60 Catch and Pull Tug of War 60 Catch of Fish 61 Catch the Cane 62 Centipede 63 Chickadee-dee 65 Chicken Market 66 Chickidy Hand 67 Chinese Chicken 68 Chinese Wall 68 Circle Race 69 Circle Relay 70 Club Snatch 72 Cock Stride 74 Cross Tag 75 Drop the Handkerchief 80 Duck on a Rock 81 Dumb-bell Tag 83 Every Man in his Own Den 83 Exchange 84 Farmer is Coming, The 85 Fence Tag 85 Fire on the Mountains 86 Flowers and the Wind 87 Follow Chase 88 Follow the Leader 89 Forcing the City Gates 89 Fortress 90 Fox and Geese 92 Fox Trail, Double Rim 93 Fox Trail, Single Rim 95 Garden Scamp 97 Going to Jerusalem 98 Guess Who 100 Gypsy 101 Hang Tag 101 Have you seen my Sheep? 102 High Windows 104 Hill Dill 105 Hip 105 Hopping Relay Race 106 How Many Miles to Babylon? 108 Huckle, Buckle, Bean Stalk 109 Hunt, The 110 Hunt the Fox 110 Hunt the Slipper 111 I say, "Stoop!" 113 I Spy 113 Jacob and Rachel 115 Japanese Crab Race 115 Japanese Tag 116 Jumping Relay Race 117 Jumping Rope--I 118 Jumping Rope--II 119 Jumping Rope--III 121 Jumping Rope--IV 121 Jump the Shot 122 Kaleidoscope 122 Lady of the Land 123 Lame Fox and Chickens 124 Last Couple Out 125 Leader and Footer 127 Leapfrog Race 129 Letting out the Doves 129 Lost Child, The 130 Master of the Ring 131 Maze Tag 131 Menagerie 132 Midnight 133 Mother, may I go out to Play? 134 Mother, Mother, the Pot boils Over 135 My Lady's Toilet 138 Odd Man's Cap 140 Old Buzzard 141 Old Woman from the Wood 143 Oyster Shell 143 Partner Tag 145 Pebble Chase 145 Pinch-o 146 Pitch Pebble 147 Poison 148 Pom Pom Pullaway 149 Potato Race 151 Potato Shuttle Relay 154 Potato Spoon Race 155 Prisoner's Base--I-V 157-161 Puss in a Corner 163 Puss in the Circle 164 Railroad Train 164 Red Lion 165 Ring-a-lievio 166 Ringmaster 167 Robbers and Soldiers 168 Rolling Target 169 Run, Sheep, Run! 170 Saddle the Nag 171 Sardines 172 Seeking for Gold 234 Shadow Tag 173 Shuttle Relay Race 173 Single Relay Race 175 Skin the Goat 176 Skyte the Bob 177 Slap Catch 178 Slap Jack 178 Slipper Slap 179 Smuggling the Geg 180 Spin the Platter 183 Spooning 184 Stage Coach 185 Stake Guard 186 Stealing Sticks 188 Step 188 Still Pond, No More Moving! 189 Stone 190 Stoop Tag 190 Sun Dial 190 Tag 191-2 Ten Steps 193 Thimble Ring 194 Third Man 194 Third Slap 195 Three Deep 196 Tommy Tiddler's Ground 197 Trades 199 Triple Change 200 Under the Cuckoo's Nest 201 Wand Race 202 Water Sprite 203 Wee Bologna Man, The 204 Whip Tag 205 Who goes round my Stone Wall? 206 Wolf 208 Wood Tag 209 SINGING GAMES PAGE Did you ever see a Lassie? 261 Draw a Bucket of Water 263 Duck Dance, The 264 Farmer in the Dell 265 Hunting 267 Itisket, Itasket 268 Keep Moving 270 Kitty White 274 Leaves are Green 276 London Bridge 278 Looby Loo 280 Muffin Man 282 Mulberry Bush 283 Nuts in May 285 Oats, Peas, Beans 287 Round and Round the Village 290 Snail 292 QUIET GAMES PAGE "B" Game, The 213 Bargain Counter 214 Beast, Bird, or Fish 215 Buzz 216 Cat Party 217 Crambo 218 Cross Questions 219 Dumb Crambo 219 Find the Ring 220 Flower Match 220 Grass Blade 221 Hen Roost 223 Horns 223 Initials 224 Leaf by Leaf 225 Literary Lore 225 London 226 Minister's Cat, The 227 Music Box 228 My Lady's Lap Dog 228 Naughts and Crosses 229 Observation 139 Penny Wise 230 Planting a Garden 231 Poor Pussy 150 Prince of Paris 232 Scat 234 Seeking for Gold 234 Simon Says 235 Spans 183 Tip Tap Toe 237 Up, Jenkins! 239 What is my Thought Like? 240 Woodland Lovers 241 Zoo 242 BEAN BAG GAMES PAGE Bag Pile 303 Bean Bag Board 304 Bean Bag Box 305 Bean Bag Circle Toss 305 Bean Bag Ring Throw 306 Criss-cross Goal 307 Target Toss 315 Teacher and Class 316 GAMES FOR EITHER BALLS OR BEAN BAGS PAGE All Run 321 Arch Ball 321 Call Ball 338 Center Catch Ball 355 Circle Ball 356 Club Bowls 359 Center Club Bowls 355 Line Club Bowls (Double) 385 Line Club Bowls (Single) 386 Dodgeball 363 Over and Under Relay 392 Ring Call Ball 399 Round Ball 401 Zigzag Games 419 Line Zigzag--I 421 Line Zigzag--II 422 Line Zigzag--III 423 Zigzag Overhead Toss 424 Circle Zigzag 419 BALL GAMES PAGE All Run 321 Arch Ball 321 Arch Goal Ball 323 Ball Chase 324 Balloon Goal 326 Ball Puss 327 Ball Stand 328 Basket Ball Distance Throw 329 Battle Ball 331 Bombardment 334 Boundary Ball 335 Bound Ball 336 Call Ball 338 Captain Ball--I 339 Captain Ball--II 341 Captain Ball--III 344 (_See_ Emperor Ball, Progressive Captain Ball, and Schoolroom Captain Ball. ) Center Base 354 Center Catch Ball 355 Center Club Bowls 355 Circle Ball 356 Circle Club Bowls 357 Corner Ball 359 Curtain Ball 361 Dead Ball 362 Dodgeball 363 Double Corner Ball 370 Drive Ball 375 Emperor Ball 346 Fist Ball 376 Football Tag 379 Hand Ball Drill--I (Elementary) 380 Hand Ball Drill--II 381 Hand Football 382 Line Ball 384 Line Club Bowls (Double) 385 Line Club Bowls (Single) 386 Line Zigzag 421-423 Mount Ball 387 Nine-court Basket Ball 388 Over and Under Relay 392 Pass Ball Relay 395 Pig in a Hole 397 Progressive Captain Ball 349 Ring Call Ball 399 Roley Poley 399 Round Ball 401 Russian Hole Ball 401 Square Ball 404 Stool Ball 406 Stride Ball 407 Ten Trips 408 Tether Ball 409 Three Holes 411 Toss Ball 412 Tree Ball 413 Volley Ball 413 Wall Ball Drill 416 War 417 Zigzag Overhead Toss 424 (_See also_ Circle Zigzag. ) HOUSE-PARTY AND COUNTRY-CLUB GAMES The list of games offered under this heading is made with the realization that the guests for such conditions may include very young people and adults. No attempt is made to select appropriate games for either, the choice being left for the circumstances of any given occasion. While many of the games are for indoors, most of them may be played out of doors, and a few good chasing games for young people are included. An especial effort has been made to secure for this list games that utilize natural material, as leaves, grasses, trees, stones, etc. , and some snow games are given for winter days. The so-called "quiet" games are not necessarily noiseless, but are distinguished from active games by the players not moving around. ACTIVE GAMES PAGE Animal Blind Man's Buff 46 Arrow Chase 47 Balloon Goal 326 Barley Break 48 Baste the Bear 49 Black and White 52 Blind Bell 55 Blind Man's Buff 55 Body Guard 56 Catch of Fish 61 Chickidy Hand 67 Circle Race 69 Club Snatch 72 Curtain Ball 361 Dodgeball 363 Duck on a Rock 81 Dumb-bell Tag 83 Every Man in his Own Den 83 Exchange 84 Follow the Leader 89 Fox and Geese 92 Fox Trail 93-95 Going to Jerusalem 98 Have you seen my Sheep? 102 Hide the Thimble 104 Hill Dill 105 Hound and Rabbit 107 Hunt, The 110 Hunt the Fox 110 I Spy 113 Jacob and Rachel 115 Japanese Tag 116 Keep Moving 270 Last Couple Out 125 Maze Tag 131 Menagerie 132 My Lady's Toilet 138 Odd Man's Cap 140 Old Woman from the Wood 143 Partner Tag 145 Pebble Chase 145 Pinch-o 146 Pitch Pebble 147 Poison 148 Poor Pussy 150 Potato Shuttle Relay 154 Potato Spoon Race 155 Prisoner's Base--I-V 157-161 Puss in a Corner 163 Ring-a-lievio 166 Rolling Target 169 Run, Sheep, Run! 170 Russian Hole Ball 401 Sardines 172 Single Relay Race 175 Slap Catch 178 Slipper Slap 179 Snow Dart 181 Snow Snake 182 Spin the Platter 183 (_See also_ My Lady's Toilet. ) Stage Coach 185 Stake Guard 186 Stealing Sticks 188 Still Pond, No More Moving 189 Sun Dial 190 Tag 190-192 Tether Ball 409 Thimble Ring 194 Third Man 194 Three Deep 196 Trades 199 Tree Party 199 Triple Change 200 Wee Bologna Man 204 Who goes round my Stone Wall? 206 Wood Tag 209 QUIET GAMES PAGE Author's Initials 213 "B" Game, The 213 Bargain Counter 214 Beast, Bird, or Fish 215 Buzz 216 Cake Sale 216 Cat Party 217 Crambo 218 Cross Questions 219 Dumb Crambo 219 Find the Ring 220 Flower Match 220 Grass Blade 221 Hen Roost 223 Horns 223 Initials 224 Leaf by Leaf 225 Literary Lore 225 London 226 Minister's Cat, The 227 Music Box 228 My Lady's Lap Dog 228 Naughts and Crosses 229 Penny Wise 230 Planting a Garden 231 Prince of Paris 232 Recognition 233 Scat 234 Seeking for Gold 234 Shakespearean Romance, A 235 Simon Says 235 Sketches 236 Tidbits Farmer 237 Tip Tap Toe 237 Up, Jenkins! 239 What is my Thought Like? 240 Woodland Lovers, The 241 Zoo, The 242 GAMES FOR CHILDREN'S PARTIES The games in this list are mainly for children from four to ten or twelve years of age. They are suitable both for indoors and the lawn. While most of them call for only a mild form of exercise, a few of the more lively running games are included. The so-called quiet games are not necessarily noiseless, but are distinguished from active games in which the players move around. ACTIVE GAMES PAGE All-up Relay 45 Animal Blind Man's Buff 46 Animal Chase 46 Barley Break 48 Baste the Bear 49 Bird Catcher, The 52 Black and White 52 Blind Man's Buff 55 Blind Bell 55 Body Guard 56 Bunch of Ivy 57 Cat and Rat 60 Catch the Cane 62 Catch of Fish 61 Charley over the Water 65 Club Snatch 72 Crossing the Brook 74 Do This, Do That 75 Drop the Handkerchief 80 Dumb-bell Tag 83 Exchange 84 Farmer is Coming, The 85 Flowers and the Wind, The 87 Follow Chase 88 Follow the Leader 89 Fox and Geese 92 Fox and Squirrel 93 Garden Scamp 97 Going to Jerusalem 98 Good Morning 99 Guess Who 100 Gypsy, The 101 Have you seen my Sheep? 102 Hide and Seek 103 Hide the Thimble 104 High Windows 104 Hopping Relay Race 106 Hound and Rabbit 107 How Many Miles to Babylon? 108 Huckle, Buckle, Bean Stalk 109 Hunt the Slipper 111 I Spy 113 I say, "Stoop!" 113 Jack be Nimble 114 Jacob and Rachel 115 Japanese Tag 116 Kaleidoscope 122 Lady of the Land 123 Lame Fox and Chickens 124 Last Couple Out 125 Letting Out the Doves 129 Lost Child, The 130 Maze Tag 131 Menagerie 132 Midnight 133 Mother, may I go out to Play? 134 Mother, Mother, the Pot boils Over 135 My Lady's Toilet 138 Numbers Change 139 Observation 139 Odd Man's Cap 140 Old Buzzard 141 Old Woman from the Wood 143 Partner Tag 145 Pebble Chase 145 Pinch-o 146 Potato Shuttle Relay 154 Potato Spoon Race 155 Puss in the Circle 164 Puss in a Corner 163 Railroad Train 164 Ring Master 167 Sardines 172 Slap Catch 178 Slap Jack 178 Slipper Slap 179 Spin the Platter 183 Squirrel in Trees 185 Step 188 Still Pond, No More Moving 189 Stoop Tag 190 Sun Dial 190 Thimble Ring 194 Three Deep 196 Trades 199 Tree Party 199 Wee Bologna Man, The 204 What is my Thought Like? 240 Who goes round my Stone Wall? 206 Wood Tag 209 QUIET GAMES PAGE "B" Game, The 213 Beast, Bird, and Fish 215 Buzz 216 Cross Questions 219 Dumb Crambo 219 Find the Ring 220 Flower Match 220 Grass Blade 221 Hen Roost 223 Horns 223 Keep Moving 270 Leaf by Leaf 225 Literary Lore 225 London 226 Minister's Cat, The 227 Music Box 228 My Lady's Lap Dog 228 Naughts and Crosses 229 Penny Wise 230 Planting a Garden 231 Poor Pussy 150 Prince of Paris 232 Simon Says 235 Tip, Tap, Toe 237 Up, Jenkins! 239 What is my Thought Like? 240 Zoo, The 242 SINGING GAMES PAGE Did you ever see a Lassie? 261 Draw a Bucket of Water 263 Duck Dance, The 264 Farmer in the Dell 265 Hunting 267 Itisket, Itasket 268 Kitty White 274 Leaves are Green 276 London Bridge 278 Looby Loo 280 Muffin Man 282 Mulberry Bush 283 Nuts in May 285 Oats, Peas, Beans 287 Round and Round the Village 290 Snail 292 BEAN BAG GAMES PAGE Bag Pile 303 Bean Bag Board 304 Bean Bag Box 305 Bean Bag Circle Toss 305 Bean Bag Ring Throw 306 Target Toss 315 Teacher and Class 316 Zigzag Games 419 BALL GAMES PAGE Balloon Ball 325 Balloon Goal 326 Call Ball 338 Center Catch Ball 355 Circle Ball 356 Ring Call Ball 399 Round Ball 401 Zigzag Games 419 GAMES FOR EITHER BALLS OR BEAN BAGS PAGE All Run 321 Arch Ball 321 Call Ball 338 Center Catch Ball 355 Circle Ball 356 Club Bowls 359 Corner Spry 360 Dodgeball 363 Over and Under Relay 392 Overtake 393 Ring Call Ball 399 Round Ball 401 Zigzag Games 419 SEASHORE GAMES An especial effort has been made to secure for this list games that utilize pebbles, shells, stones, holes dug in the earth, and diagrams drawn on the sand. Many games are given requiring but little activity and suited to hot days; but there are also a number of good running and chasing games suitable for a hard beach. Games are given for both young and older players. PAGE All Run 321 Arch Ball 321 Ball Chase 324 Bean Bag Ring Throw 306 Beast, Bird, or Fish 215 Bird Catcher, The 52 Boundary Ball 335 Buying a Lock 58 Buzz 216 Catch and Pull Tug of War 60 Center Catch Ball 355 Centipede 63 Chinese Chicken 68 Circle Ball 356 Clam Shell Combat 71 Club Snatch 72 Cross Questions 219 Did you ever see a Lassie? 261 Dodgeball 363 Draw a Bucket of Water 263 Duck Dance, The 264 Duck on a Rock 81 Dumb Crambo 219 Farmer in the Dell 265 Find the Ring 220 Flower Match 220 Follow the Leader 89 Fox Trail, Double Rim 93 Fox Trail, Single Rim 95 Grass Blade 221 Hen Roost 223 Horns 223 Hunting 267 Hunt the Slipper 111 Itisket, Itasket 268 Keep Moving 270 Kitty White 274 Lady of the Land 123 Leader and Footer 127 Leapfrog Race 129 Leaves are Green 276 London 226 London Bridge 278 Looby Loo 280 Maze Tag 131 Minister's Cat, The 227 Mother, may I go out to Play? 134 Mother, Mother, the Pot boils Over 135 Muffin Man 282 Mulberry Bush 283 Music Box 228 My Lady's Lap Dog 228 Naughts and Crosses 229 Oats, Peas, Beans 287 Odd Man's Cap 140 Over and Under Relay 392 Oyster Shell 143 Partner Tag 145 Pass Ball Relay 395 Pebble Chase 145 Pig in a Hole 397 Pinch-o 146 Pitch Pebble 147 Poison 148 Potato Shuttle Relay 154 Prince of Paris 232 Prisoner's Base--II, III, IV, V 158-161 Progressive Captain Ball 349 Ring Call Ball 399 Ringmaster 167 Roley Poley 399 Rolling Target 169 Round and Round the Village 290 Russian Hole Ball 401 Saddle the Nag 171 Scat 234 Seeking for Gold 234 Shadow Tag 173 Shuttle Relay 173 Simon Says 235 Single Relay Race 175 Skin the Goat 176 Skyte the Bob 177 Slap Catch 178 Slap Jack 178 Slipper Slap 179 Snail 292 Spooning 184 Square Ball 404 Squirrel in Trees 185 Stage Coach 185 Stake Guard 186 Stealing Sticks 188 Step 188 Stone 190 Stoop Tag 190 Stride Ball 407 Sun Dial 190 Tag 191 Target Toss 315 Teach: How to teach Games 27 Teacher and Class 316 Teacher of Games (To the) 26 Tether Ball 409 Third Man 194 Three Deep 196 Three Holes 411 Tommy Tiddler's Ground 197 Trades 199 War 417 Whip Tag 205 Who goes round my Stone Wall? 206 Zigzag Overhead Toss 424 ALPHABETICAL INDEX Ages, Games for Different, 12-16 Index for, 427 All Run, 321 All up Relay, 45 Animal Blind Man's Buff, 46 Animal Chase, 46 Arch Ball, 321 Arch Goal Ball, 323 Arrow Chase, 47 Author's Initials, 213 Automobile Race, 48 "B" Game, 213 Babylon (_see_ How Many Miles) Bag Pile, 303 Ball Chase, 324 Ball Drill (_see_ Hand Ball Drill and Wall Ball Drill) Ball Games, 319 Balloon Ball, 325 Balloon Goal, 326 Balloon Specifications, 297 Ball Puss, 327 Ball Stand, 328 Ball Tag, 329 Bargain Counter, The, 214 Barley Break, 48 Basket Ball Distance Throw, 329 Baste the Bear, 49 Battle Ball, 331 Bean Bag and Basket Relay, 303 Bean Bag Board, 304 Bean Bag Box, 305 Bean Bag Circle Toss, 305 Bean Bag Games, 303 Bean Bag or Ball, Games for Both, 318 Bean Bag Ring Throw, 306 Bean Bag Specifications, 297 Bear in the Pit, 50 Beast, Bird, or Fish, 215 Beetle goes Round (_see_ Whip Tag) Bend and Stretch Relay, 50 Bird Catcher, The, 52 Black and White, 52 Blackboard Relay, 53 Black Tom, 54 Blind Bell, 55 Blind Man's Buff, 55 Blind Man's Buff, French (_see_ Exchange) Body Guard, 56 Bombardment, 334 Boundary Ball, 335 Bound Ball, 336 Bowl Ball (_see_ Center Club Bowls, Circle Club Bowls, and Line Club Bowls) Bull in the Ring, 56 Bunch of Ivy, 57 Bung the Bucket, 57 Buying a Lock, 58 Buzz, 216 Cake Sale, 216 Call Ball, 338 Captain Ball, 338 Captain Ball--I, 339 Captain Ball--II, 341 Captain Ball--III, 344 Captain Ball--IV (_see_ Emperor Ball) Captain Ball--V (_see_ Progressive Captain Ball) Cat and Mice, 59 Cat and Rat, 60 Cat Party, 217 Catch and Pull Tug of War, 60 Catch Basket, 307 Catch of Fish, 61 Catch the Cane, 62 Cavalry Drill, 62 Center Base, 354 Center Catch Ball, 355 Center Club Bowls, 355 Centipede, 63 Changing Seats, 63 Charley over the Water, 65 Chickadee-dee, 65 Chicken Market, 66 Chickidy Hand, 67 Chinese Chicken, 68 Chinese Wall, 68 Choosing Sides, 41 Circle Ball, 356 Circle Club Bowls, 357 Circle Dodgeball, 364 Circle Race, 69 Circle Relay, 70 Circle Seat Relay, 71 Circle Stride Ball, 358 Circle Zigzag, 419 Clam Shell Combat, 71 Club Bowls, 359 Center Club Bowls, 355 Circle Club Bowls, 357 Line Club Bowls (Double), 385 Line Club Bowls (Single), 386 Club Snatch, 72 Cock Stride, 74 Contests for Two, 245 Corner Ball, 359 Corner Spry, 360 Correlation with School Subjects: _Arithmetic:_ Blackboard Relay, 53 Buzz, 216 Cross Questions, 219 Nimble Squirrel, 230 _English:_ Author's Initials, 213 "B" Game, 213 Blackboard Relay, 53 Cat Party, 217 Crambo, 218 Cross Questions, 219 Kaleidoscope, 122 Literary Lore, 225 Minister's Cat, The, 227 Recognition, 233 Shakespearean Romance, 235 Sketches, 236 _Geography:_ Blackboard Relay, 53 Cross Questions, 219 Kaleidoscope, 122 Weathercock, 204 _History:_ Blackboard Relay, 53 Cross Questions, 219 Kaleidoscope, 122 Recognition, 233 Sketches, 236 _Nature:_ Beast, Bird, or Fish, 215 Bird Catcher, 52 Cross Questions, 219 Flower Match, 220 Flowers and the Wind, 87 Horns, 223 Kaleidoscope, 122 Leaf by Leaf, 225 Observation, 139 Tree Party, 199 Woodland Lovers, 241 Counting-Out, 35 Crackabout, 360 Crambo, 218 Criss-cross Goal, 307 Cross Questions, 219 Cross Tag, 75 Crossing the Brook, 74 Curtain Ball, 361 Cuts (Drawing Cuts), 40 Dead Ball, 361 Desk Relay, 309 Did you ever see a Lassie?, 261 Dodgeball (Informal), 363 Circle Dodgeball, 364 Double Dodgeball, 365 Progressive Dodgeball, 366 Schoolroom Dodgeball, 369 Do this, Do that, 75 Double Corner Ball, 370 Double Dodgeball, 365 Double Relay Races, 76 (_See also_ Shuttle Relay) Draw a Bucket of Water, 263 Drawing Cuts, 40 Drill Ball (_see_ Hand Ball Drill and Wall Ball Drill) Drive Ball, 375 Drop the Handkerchief, 80 Duck Dance, The, 264 Duck on a Rock, 81 Dumb-bell Tag, 83 Dumb Crambo, 219 Emperor Ball, 346 Every Man in his Own Den, 83 Exchange, 84 Faba Gaba (_see_ Bean Bag Board) Farmer in the Dell, The, 265 Farmer is Coming, The, 85 Feats and Forfeits, 243 Fence Tag, 85 Fetch and Carry Relay, 309 Find the Ring, 220 Fire on the Mountains, 86 Fist Ball, 376 Floor Formations, 32 Flower Match, 220 Flowers and the Wind, The, 87 Football Tag, 379 Follow Chase, 88 Follow the Leader, 89 Forcing the City Gates, 89 Forfeits, 245, 254 Formations, 32 Fortress, 90 Fox and Geese, 92 (_See also_ Naughts and Crosses and Fox Trail) Fox and Squirrel, 93 Fox Trail, Double Rim, 93 Fox Trail, Single Rim, 95 French Blind Man's Buff (_see_ Exchange) French Tag, 96 Frog in the Middle, 96 Games for Various Conditions (_see_ Indexes) Garden Scamp, 97 Going to Jerusalem, 98 Good Morning, 99 Grass Blade, 221 Guess Who, 100 Gypsy, 101 Hand Ball Drill, 379 Hand Ball Drill--I (Elementary), 380 Hand Ball Drill--II (Advanced), 381 (_See also_ Wall Ball Drill) Hand over Head Bean Bag, 310 Hand Football, 382 Hands Up, Hands Down, 221 Hang Tag, 101 Hat Ball (_see_ Roley Poley) Have you seen my Sheep?, 102 Hen Roost, 223 Here we go Round (_see_ Mulberry Bush) Herr Slap Jack (_see_ Slap Jack) Hide and Seek, 103 Hide-and-Seek Games: Hide and Seek, 103 I Spy, 113 Ring-a-lievio, 166 Run, Sheep, Run!, 170 Sardines, 172 Smuggling the Geg, 180 Ten Steps, 193 Yards Off, 210 Hide the Thimble, 104 High Windows, 104 Hill Dill, 105 Hip, 105 Holders, 39 Home Run, 384 Home Tag, 106 Hopping Relay Race, 106 Horns, 223 Hound and Rabbit, 107 How Many Miles to Babylon?, 108 How to teach Games, 27 Huckle, Buckle, Bean Stalk, 109 Hunt, The, 110 Hunt the Fox, 110 Hunt the Ring (_see_ Find the Ring) Hunt the Slipper, 111 Hunting, 267 Indexes: Boys' and Girls' Summer Camps, 440 Children's Parties, 446 Country Clubs, 444 Elementary Schools, 427 Gymnasiums, 435 High Schools, 433 House Parties, 444 Large Numbers, 435 Playgrounds, 435 Schools: Elementary, 427 High, 433 Seashore, 449 Indian Club Race, 112 Initials, 224 Introduction, 1 I say, "Stoop!", 113 I Spy!, 113 Itisket, Itasket, 268 Jack be Nimble, 114 Jacob and Rachel, 115 Japanese Crab Race, 115 Japanese Tag, 116 Johnny ride a Pony, 116 Jumping Relay Race, 117 Jumping Rope, 117 Jumping Rope--I, small single rope, 118 Jumping Rope--II, one large rope, 119 Jumping Rope--III, two large ropes, 121 Jumping Rope--IV, large and small ropes, 121 Jump the Bean Bag, 311 Jump the Shot, 122 Kaleidoscope, 122 Keep Moving, 270 King of France, The, 273 Kitty White, 274 Lady of the Land, 123 Lame Fox and Chickens, 124 Last Couple Out, 125 Last Man, 126 Last Pair Pass (_see_ Last Couple Out) Leader and Footer, 127 Leaf by Leaf, 225 Leapfrog, 127 Leapfrog Games, 127 I. With one back: Leader and Footer, 127 Leapfrog, 128 Leapfrog Race, 129 Par, 144 Spanish Fly, 182 II. With two or more backs: Bung the Bucket, 57 Cavalry Drill, 62 Johnny ride a Pony, 116 Saddle the Nag, 171 Skin the Goat, 176 Leapfrog Race, 129 Leaves are Green, 276 Let the Feet go Tramp, 276 Letting out the Doves, 129 Line Ball, 384 Line Club Bowls (Double), 385 Line Club Bowls (Single), 386 Line Tag (_see_ Maze Tag) Line Zigzag--I, 421 Line Zigzag--II, 422 Line Zigzag--III, 423 Literary Lore, 225 London, 226 London Bridge, 278 Looby Loo, 280 Lost Child, 130 Management of Playgrounds, 26 Marking Grounds, 301 Master of the Ring, 131 Maze Tag, 131 Menagerie, 132 Midnight, 133 Minister's Cat, The, 227 Miscellaneous Active Games, 43 Moon and Morning Stars, 133 Mother, may I go out to Play?, 134 Mother, Mother, the Pot boils Over, 135 Mount Ball, 387 Muffin Man, 282 Mulberry Bush, 283 Music Box, 228 My Lady's Lap Dog, 228 My Lady's Toilet, 138 Naughts and Crosses, 229 Nimble Squirrel, 230 Nine-court Basket Ball, 388 Numbers Change, 139 (_See also_ Exchange) Nuts in May, 285 Oat Sack Games, 303 Oats, Peas, Beans, 287 Observation, 139 Odd Man's Cap, 140 Old Buzzard, 141 Old Man Tag, 142 Old Woman from the Wood, 143 Over and Under Relay, 392 Overhead Toss (Zigzag), 424 Overtake, 393 Oyster Shell, 143 Par, 144 Partner Tag, 145 Pass Ball Relay, 395 Pass and Toss Relay (Double Line), 314 Pass and Toss Relay (Single Line), 313 Passing Race, 312 Pebble Chase, 145 Pencil and Paper Games: Author's Initials, 213 "B" game, 213 Bargain Counter, 214 Cake Sale, 216 Cat Party, 217 Crambo, 218 Initials, 224 Leaf by Leaf, 225 Literary Lore, 225 London, 226 Music Box, 228 Naughts and Crosses, 229 Penny Wise, 230 Planting a Garden, 231 Recognition, 233 Shakespearean Romance, 235 Sketches, 236 Tidbits Farmer, 237 Tip, Tap, Toe, 237 Woodland Lovers, 241 Penny Wise, 230 Pig in a Hole, 397 Pinch-o, 146 Pitch Pebble, 147 Planting a Garden, 231 Playgrounds, Management of, 26 Playing Values of Games, 8-29 Poison, 148 Poison Snake, 149 Pom Pom Pullaway, 149 Poor Pussy, 150 Potato Races, 151 Potato Race--I (individual competition), 151 Potato Race--II (team competition), 152 Potato Shuttle Relay, 154 Potato Spoon Race, 155 Preliminary Ball Drill (_see_ Hand Ball Drill and Wall Ball Drill) Prince of Paris, 232 Prisoner's Base, 156 Prisoner's Base--I, 157 Prisoner's Base--II, 158 Prisoner's Base--III, 159 Prisoner's Base--IV, 161 Prisoner's Base--V, 161 Prize Schoolroom Game (_see_ Balloon Goal) Progressive Captain Ball, 349 Progressive Dodgeball, 366 Puss in a Corner, 163 Puss in the Circle, 164 Quiet Games, 211 Railroad Train, 164 Recognition, 233 Red Lion, 165 Relay Races: All-up Relay, 45 Bag Pile, 303 Circle Relay, 70 Double Relay, 76 Fetch and Carry Relay, 309 Over and Under Relay, 392 Pass Ball, 395 Passing Race Pass and Toss Relay (Double Line), 314 Pass and Toss Relay (Single Line), 313 Passing Race, 312 Passing Relays with Bean Bags, 312 Potato Races, 151-155 Shuttle Relay, 173 Single Relay, 175 Tag the Wall Relay, 192 Ring-a-lievio, 166 Ring Call Ball, 399 Ringmaster, 167 Robbers and Soldiers, 168 Roley Poley, 399 Rolling Target, 169 Round and Round the Village, 290 Round and Round went the Gallant Ship, 170 Round Ball, 401 Run, Sheep, Run!, 170 Russian Hole Ball, 401 Saddle the Nag, 171 Sardines, 172 Scat, 234 Schoolroom Captain Ball, 353 Schoolroom Dodgeball, 369 Schoolroom Tag, 172 Schoolroom Volley Ball, 402 Seeking for Gold, 234 Shadow Tag, 173 Shakespearean Romance, A, 235 Shuttle Relay, 173 Siege, 174 Simon Says, 235 Singing Games, 259 Single Relay Race, 175 Sketches, 236 Skin the Goat, 176 Skipaway (_see_ Slap Jack) Skyte the Bob, 177 Slap Catch, 178 Slap Jack, 178 Sling Shot (_see_ Jump the Shot) Slipper Slap, 179 Smuggling the Geg, 180 Snail, 292 Snow Games: Fox Trail, Double Rim, 93 Fox Trail, Single Rim, 95 Snow Dart, 181 Snow Snake, 182 Spanish Fly, 182 Spans, 183 Spin the Platter, 183 (_See also_ My Lady's Toilet) Spooning, 184 Spud, 404 Square Ball, 404 Squat Tag (_see_ Stoop Tag) Squirrel and Nut, 184 Squirrel in Trees, 185 Stage Coach, 185 Stake Guard, 186 Stealing Sticks, 188 Step, 188 Still Pond, No More Moving, 189 Stone, 190 Stool Ball, 406 Stoop Tag, 190 Straddle Club (_see_ Stride Ball) Stride Ball, 407 Sun Dial, 190 Tag, 191-192 Tag Games: Cross Tag, 75 Fence Tag, 85 French Tag, 96 Hang Tag, 101 Home Tag, 106 Japanese Tag, 116 Maze Tag, 131 Old Man Tag, 142 Partner Tag, 145 Schoolroom Tag, 172 Shadow Tag, 173 Stoop (or Squat) Tag, 190 Tag, 192 Tag the Wall Relay, 192 Whip Tag, 205 Tag the Wall Relay, 192 Target Toss, 315 Teach, How to teach Games, 27 Teacher and Class, 316 Ten Steps, 193 Ten Trips, 408 Tether Ball, 409 Thimble Ring, 194 Third Man, 194 (_See also_ Three Deep and Last Man) Third Slap, 195 Three Deep, 196 Three Holes, 411 Tidbits Farmer, 237 Tip, Tap, Toe, 237 To the Teacher of Games, 26 Tommy Tiddler's Ground, 197 Toss Ball, 412 Toss-up, 40 Tossing Wands, 198 Trades, 199 Tree Ball, 413 Tree Party, 199 Triple Change, 200 Tugs of War (_see_ Catch and Pull Tug of War and Wand Tug of War; _also Contests for Two_, under "Feats and Forfeits") Under the Cuckoo's Nest, 201 Up, Jenkins!, 239 (For the schoolroom, _see_ Hands Up, Hands Down) Vaulting Relay, 317 Vaulting Seats, 202 Volley Ball, 413 (_See also_ Schoolroom Volley Ball) Wall Ball Drill, 416 Wand Race, 202 Wand Tug of War, 203 War, 417 Water Sprite, 203 Weathercock, 204 Wee Bologna Man, The, 204 What is my Thought Like?, 240 Whip Tag, 205 Who goes round my Stone Wall?, 206 Widower (_see_ Last Couple Out) Wink, 207 Wolf, 208 Woodland Lovers, 241 Wood Tag, 209 Wrestling (_see Contests for Two_ under "Feats and Forfeits") Yards Off, 210 Zigzag Games, 419 Circle Zigzag, 419 Line Zigzag--I, 421 Line Zigzag--II, 422 Line Zigzag--III, 423 Zigzag Overhead Toss, 424 Zoo, The, 242 APPENDIX END BALL This game, originated under the direction of Mr. William A. Stecher, of Philadelphia, is probably the best game ever devised for introducing players to some of the intricacies of team work and advanced ball play. The practice which it gives in throwing, catching, guarding, scoring, the observance of rules, and attention to fouls, makes it an admirable training for the more complicated games, and should be used as a preparation for them. The Girls' Branch of the Public Schools Athletic League of New York City has officially adopted this game for this purpose in elementary schools, where its use precedes Captain Ball or other team games of similar type. No competition for girls is allowed between public schools in New York City. All competition is confined to the clubs of a given school. BALL. --The ball used in all match games shall be Spalding's OfficialBasket Ball. THE GROUND. --The ground is not invariable in dimensions. A spacemeasuring 30 x 30 feet is sufficient for the game, and the usual size, though a larger space may be used for a very large number of players. This space shall be outlined, and then divided across the center by astraight line from side to side. At either end a narrow goal strip, 3feet wide, shall be made by drawing a second line parallel to the endline. For all match games clubs should agree on the dimensions of the field, and all preliminary practice should be on the same sized field. PLAYERS. --The players shall be divided into two equal teams. One thirdof the players of each team shall be basemen, and take their placeswithin the goal at one end of the ground; the balance of the teamshall be guards and stand in the large territory in front of the goalon the opposite side of the ground. No regular arrangement for theplayers is required, but they should scatter over the field so as notto leave unguarded spaces. OBJECT OF THE GAME. --The object of the game is for the guards on oneside to throw the ball over the heads of the guards on the oppositeside to their own basemen, at the end of the opposite field. Each ballso caught by a baseman shall score one point for the side catching it. The baseman should at once throw the ball back over the heads of theintervening guards to his own guards for another throw. The object of the intervening guards is to intercept the ball beforeit can reach the basemen at their rear, and to throw it in turn totheir own basemen at the rear of the opposite court, over the heads ofthe intervening opponents. START. --The game shall be started by a referee (usually the teacher)putting the ball in play in the center of the field. This is done bytossing it upward between two opposing guards, each of whom shall tryto catch it. The one whose hands touch it first shall be the possessorof the ball. The guards shall step forward in rotation to try for theball whenever it is put in play, so that each guard shall have anopportunity. When a goal is made the ball shall remain in play. SCORE. --The ball shall score one point for a team whenever caught by abaseman from a throw from his own guards or whenever a baseman getspossession of the ball by its rolling into his territory. The ball continues in play when a point is scored. The game shall beplayed in two halves of 15 minutes each (for beginners the half may be10 minutes, until endurance is acquired). There shall be a rest offrom 3 to 5 minutes between halves. At the beginning of the secondhalf the players shall change goals. The team shall win which has the highest score at the end of thesecond half. FOULS. --It shall be a foul for any player to step outside of hisassigned territory, either over the side lines or into his opponent'scourt. A ball so caught shall not score, and the foul shall bepunished by the ball being given to the nearest guard of the opposingteam, who shall immediately put it in play by a throw to his ownbasemen or guards. This rule of overstepping territory shall apply toboth guards and basemen and for one foot or both. It shall be a foul to carry the ball; _i. E. _, to take more than onestep with it. It shall be a foul to touch the ball while it is in the hands ofanother player. It shall be a foul to hold or push another player. A foul shall be punished by the loss of the ball, which shall be givento a guard of the opposing team for a free (unobstructed) throw. ADDITIONAL RULES. --Should a ball roll or be thrown beyond the rearboundary line, the baseman nearest the ball shall leave his base tosecure it, bring it within the line at the point where it passed out, and from there throw it to one of the guards of his team in theopposite court. A ball that goes over the side lines shall similarlybe secured by the guard nearest where it left the field. [Illustration diagram: (The ground for End Ball. )] NEW YORK CAPTAIN BALL This form of Captain Ball has been officially adopted for the Girls' Branch of the Public Schools Athletic League of New York City. Its particular merit is in the scoring, a premium being placed on skillful play by the award of extra points for passing the ball entirely around the outer circuit of bases on a given side; and further extra points are given for following this circuit by a successful throw to the captain. This does away with the tendency to short-circuit the plays with too frequent throws to a captain, and encourages interplay and quick resourcefulness between members of a team. No inter-school competition is allowed for girls in the public schools of New York City; all competition is between clubs in a school. BALL. --The ball to be used in all match games shall be Spalding'sOfficial Basket Ball. GROUNDS. --The ground shall be divided by a neutral strip, 3 feet wide, in which the ball shall be put in play. To enter the neutral strip atother times shall constitute a foul. On each side of the neutral strip a series of small bases shall bedrawn, in number equal to one quarter of the entire number of players. These bases shall be in the form of a circle, 2 feet in diameter, orthey may be square, measuring 2 feet. The series of bases on each side shall outline the arc of a circleopen to the center, with one base in the middle of each side for thecaptain. The bases in the outer circle shall be not closer than 6 feetto each other or to the neutral strip separating the fields, and notnearer than 10 feet to the captain's base. PLAYERS. --Any even number up to forty may play the game. The playersshall be divided into two equal teams; each team in turn shall beequally divided between basemen and guards, the captain being abaseman. The basemen shall take their places in the bases on one side of thefield, and the guards of the same team shall stand near the opponents'bases on the opposite side of the field. The game shall be played in two halves, and for the second half theteams shall change sides, and the basemen and guards of each teamshall exchange places, basemen becoming guards, and _vice versa_. Formatch games a club shall be represented by a picked team. OFFICERS. --The game shall be in charge of a referee who shall callscore and fouls and put the ball in play at the beginning of eachhalf, and after each foul. The referee may be assisted by an umpire and inspectors, if desired;but for other than match games this is not necessary. OBJECT OF THE GAME. --The main object of the game is for the basemen ofa team to pass the ball from one to another, each pass successfullymade scoring for the team, as described under "Score. " The object of the guards is to intercept the passage of the ball andsend it back to their own basemen for similar play. RULES. --The game shall be played in two halves of 15 minutes each, with a 5-minute rest between, except at final meets, where halves maybe shortened to 6 minutes, if desired. Guards may move around freely on their own half of the ground, buteach should be responsible for guarding one particular baseman. Guardsmay not step within bases. Guards may not enter the neutral strip except when called there inrotation, as explained under "Start" to put the ball in play. The play of the ball need not be in consecutive order from base tobase, but may zigzag across the circle. It does not score when caughta second time by the same baseman during a given play, such a catchending the possible score for that team for that round of the ball;and it cannot score after being caught by the captain, though hiscatch scores. START. --The ball shall be put in play by the referee, who shall tossit up in the center of the neutral strip between two guards, one fromeach team, who shall try to secure it. To touch the ball shall notgive the guard possession of it; it shall be held in both hands. Incase of dispute, the referee shall again toss the ball. Guards shall be called in regular succession to the neutral strip toput the ball in play. The two called shall be from similar positionson opposite sides of the field. The ball is put in play from the center at the opening of the halves, and after a foul, but not after a score made in regular play; in otherwords, the ball continues in play until a foul is called or the halfends. SCORE. --One point shall be scored for a team whenever one of itsbasemen catches a ball thrown by any other of its basemen except thecaptain. When the entire succession of outer basemen have thus caughtthe ball, whether in regular rotation or not, two extra points shallbe scored; thus with 5 basemen, 6 points would be scored for such aplay. Two points additional shall be scored when such a play ends with asuccessful throw to the captain. With 5 outer bases, this would mean ascore of 8 points. Under all other circumstances, one point only shall be scored wheneverthe captain catches the ball from a baseman of his team. No score shall be made on a catch by a baseman or captain from aguard. One point shall be scored for the opponents whenever a foul is made, and the ball shall then be put in play again from the center. The ball shall cease to score: (1) After being caught by the captain; (_i. E. _, the captain's catch scores, but no throw made by him scores if caught). (2) When it gets to the hands of a baseman who has previously had it in the same play; (_i. E. _, this catch does not score). (3) When it gets to the hands of an opponent. The ball continues in play under all of the above-mentionedcircumstances. When a foul is committed it goes to the center for anew start. FOULS. --It shall be a foul: to carry the ball (_i. E. _, to take morethan one step with it). To hold it longer than time enough to turn around quickly, or threeseconds. To touch the ball in any way while it is in the hands of any otherplayer. To touch or trip an opponent. For guards to step into the neutral strip or the opponents' territory. It shall be a foul for a baseman to step out of his base with morethan one foot at a time, or for a guard to step within a base in anyway. One point shall be scored for the opponents whenever a foul iscommitted, and the ball is then put newly in play. [Illustration diagram: GROUND PLAN FOR NEW YORK CAPTAIN BALL] Printed in the United States of America.