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Cornell University Library

1203.B74

One hundred gymnastic games.

3 1924 014 115 053

The
tine

original of

tiiis

book

is in

Cornell University Library.

There are no known copyright

restrictions in

the United States on the use of the

text.

http://www.archive.org/details/cu31924014115053

ONE HUNDRED

GYMNASTIC GAMES
PREPARED BY

TEN MEMBERS OF THE ALUMNI OF THE BOSTON

NORMAL SCHOOL OF GYMNASTICS

jfestina

Xente

BOSTON
GEO. H. ELLIS, PRINTER, I4I

1897

FRANKLIN STREET

copyright

By The Boston Normal School of Gymnastics


1897

2)eDicate!)

TO THE MEMORY OF

MRS.

MARY HEMENWAY

INTRODUCTION.

The

need

direct,

and

helpful

in

the

has led to the preparation of

The aim has been

this book.

give

to
its

material

make

few suggestions

use.

to

It

may be

that

under three heads rather

arrange

to

than to plan

separate

widely

of like character.

Games
of

simple and

it

has seemed best

an orderly progression, which would

games

games

of a compact, practical collection of

for gymnastic teachers

are valuable in physical education as a test

what the pupil has gained from his gymnastic training


alertness

in

qualities

which

as

is

essential

The

greater

used

in

to

as a

means of

and

hand with joyous

moral

in

recreation,

any game played in


has

and, to

number

of

made

been

insure

right

these

being practical,

its

games have

the

with

been

played

or

our school and gymnasium work.

These games, as a
dren,

also

in these directions

in

collection
;

and

This physical, mental, and moral

well.

thoughts in view
the

self-control,

must go hand

training

spirit.

and

him yet further

training

and nearly

all

rule,

have been invented by

chil-

have been handed from one gener-

ation to the next unchanged.

Many

of the ball

games

have a long and eventful history


as Blind

varied

Man's

little

century.

Buff, I Spy,

and some

others, such

and Black and Red, have

since Pollux wrote of

them

in the second

Seventeen hundred years ago Greek children

played Ostrakinda

except to call

vifith

The

on the other.
it

shell,

child

dark on one

to-day

side, light

makes no

change

Black and Red, and to use a

disc,

with one side red, the other black.

Eton boys are notably leaders


pursue in after

life

and

it is

in

whatever calling they

claimed that this quality,

which makes them foremost in the world of


gained on the playgrounds of Eton.

action, is

This thought makes

the teacher pause to consider what part he shall take in

games, and how the strong individuality of each pupil


to

be developed, so that he may grow

himself and of his opportunities.

in

is

mastery of

ERRATA,
Page

33, line 25,

insert

"of his own side" after "a

player."

Page
Page

37, line 8, for "jiggling" read "juggling."


37, line 24,

"When

add:

the ball goes out of

bounds, either of the following rules


nature of the ground requires.

1.

may be used, as the


The ball is thrown

from the place at which it is picked up, into the court


from which it came, by the player who touches it first.
2. The ball is carried to the place at which it left the
court,

and thrown from

touches

this

place by the player

who

it first."

Page 48, line 15, insert " without having turned his
head " after " the one who is it sees them."

The pursuers and the opponents not caught form lines again " after " Blacks are the
Page

52, line 28, insert "

pursuers."

Page

81, line 25, insert

"or one

that has

been named

before" after "wrong division."

Page

89, line

18, for

"he keeps

his place,

and the

teacher addresses another pupil," read "the dialogue

continued between the teacher and No. 5."

is

INDEX.

The games marked

with a star can be played in the school-room.


PAGE

*All Up
...
Ball and Bases
*Ball Hunt
Ball Stand
Ball Tag
Basket Ball
*Bean Bags in a Circle
Bean Bags over the Head
*Bean Bags with a Board
Bears and Cattle
Beast, Bird, and Fish
.

....
.

17

22

.21

34
16
15
14
.

50

88

Birds

49

Black and Red


Blind Man's Buff
Blind Man's Buff with a
*Call Tag
Cat and Rat
Catch Ball
Catch of Fish
Centre Ball
Centre Base

52
41

Wand

...

85
71
61

ig
51

Check

73
29

27
.

Circle Ball
Circle Catch Ball
Corner Ball
Cross Tag
Dare Base
Days of the Week
.

19
S3
18

26
24

44

....

....

....

54
20

PAGE

...

*Dead Ball
Dodge Ball
*Drop the Handkerchief
Duck on the Rock
*DucKS Fly
Fives

....

...

-3
.

...

.....
.

Haley Over
Hanging Cats
Hare and Hounds ...
Hat Ball ...
Have you Seen my Sheep ?
*Herr Slap Jack ...
...
.

23

...

60

.60
49
74

....

....

...
...

Spy
Jacob and Rachel
I

Jump the Shot

Lame Fox and Chickens


Last Couple Out
Lawn Bowls

Ninepins

*NoT

I,

Sir

87

87
45

42
.

66

.....

47

48

....

28

London-loo
Mail-man
*MusiCAL Instruments
.

89

75

...

21

-77

51

25

64

74

Hill Dill
Hop Scotch
*Huckle Buckle Bean Stalk
*HuNT THE Key
Hunt the Slipper
Iron Tag

6i

83

58

43
85

...

68

46

20

59
72
82

....

22
.

*FoLLOw THE Leader


Fox AND Chickens
Fox AND Geese
French Blind Man's Buff
*Fruit Basket
Garden Scamp
*GoiNG TO Jerusalem
*Grand Mufti
Grocery Store
*GuEss Ball

c-j

^3

....
.

86

.64

9
PAGE

....

*Observation

Pass Ball
*Passing Clothes-pins

90
27

....

81

*Preliminary Ball
Preparation for Volley Ball
Prisoner's Base

31

Prison Goal
Pussy wants a Corner
Russian File

65

13

55
55

69

*Sculptor

67

Spin the Platter

*Stage-coach
Statues
Stealing Sticks
Steeple Chase
*Steps

66
84
70

...
.

...

56

-57

70

Still Pond

41

....

Stone
Stool Ball

24

...

Stoop Tag
String Ball

44

14

Tag
*Teacher and Class
Thanksgiving Dinner
The Belled Cat
Thread the Needle
Three Deep
Tommy Tiddler's Ground
.

.'....

42
68

.62

....

45

Umbrella Ball
.

44
16
S3

...

V1S-A.-VIS

.46

13

...

Volley Ball
Wheel Fox and Geese
Yards Off

63

32
.

....

63

76

BALL GAMES.

PRELIMINARY BALL.
Grade

Primary.

No. of Players: lo to 60.


Purpose Heave movement
:

Apparatus

Balls for half the

Training for ball games.

number

The players stand in two lines


The players of one line hold

of players.

facing each other.


the

balls.

At

signal each throws his ball to the player opposite

him

in the other line.

good one
Throwing

3 times with right

The following

order

is

hand and catching with both

14

Four umbrellas or boxes are placed

hollow square.

on the top of the desks, so that each

At

from each person.

may be

a goal

and be about six feet

for one-fourth the players,

a given signal the players

throw their bags or balls into the nearest umbrella.

The bags

are then taken from the umbrellas,

When

the players throw again.

they should be required to use

fairly well,

and

they can throw


each

hand alternately.

STRING BALL.
Grade

Grammar, High.

No. of Players

lo to 20.

Purpose Heave movement Alertness.


Apparatus Ball attached to a rope Object on which
:

to

The

ball is

paratus, or,

The

hang the

if

ball.

hung from

players stand about

game by

starts the

a piece of gymnastic ap-

out of doors, from the limb of a tree.


it

in a circle.

One

player

striking the ball with the hand;

the others try to catch

it before he can hit it again.


they do not catch the ball he scores one, and
continues until the ball is caught, scoring one each
time he strikes it.

If

BEAN BAGS WITH A BOARD.


Grade

Upper Primary, Grammar, High.

No. of Players: 10 to 60.


Purpose Heave movement
:

Precision.

IS

Apparatus Boards
Five bean bags
:

for every ten or fifteen players


for each board.

Have a board made about 2J^ by 2 feet, with a


large hole cut near the upper left-hand corner, and
a small one near the lower right-hand corner, and

arranged to stand at an angle of 45.


Draw a line
about 20 feet from the board, changing the distance to suit the age of the players.
Sides are
chosen, and the players throw alternately from each
side.

Appoint a

Each player

referee.

stands with his toe on the given line.

in

He

turn

tosses

bean bags in succession, and tries to have each


go through one of the holes in the board. If a

five

bag goes through the small

hole,

through the large one, ten; and,

it

counts fifteen;

if

it

board at the end of the player's turn,

it

lies

on the

counts

five.

BEAN BAGS OVER THE HEAD.


Grade

Grammar, High.

No. of Players: 10 to 25.

Purpose Heave movement


Apparatus Bean bag.
:

Alertness.

One

player is chosen to throw the bean bag.


stands in front of the other players with his
back to them, takes the bean bag, and tosses it over

He

his head with both hands.

catch

it.

the bag.

The one who

is

Each player

tries

to

successful next throws

i6

TEACHER AND
Grade:

CLASS.

All.

No. of Players: lo to 60.

Purpose Heave movement


Apparatus Bean bags.
:

Alertness.

Appoint teachers according to the number of

The

from

standing

No.

teacher throws a bag to No.

ten

to

other

teachers face

twenty feet away.

them,
I

The

one for every seven pupils.

players,

players form a line as pupils.

pupil

who

and immediately throw it back to


must catch
the teacher, who then tosses it to No. 2 pupil,
and so down the whole line. When No. i teacher
it,

4 pupil, No. 2 teacher begins


and so they follow in
When a teacher reaches the end of the
turn.
Whoclass, he returns, and throws to No. i pupil.
ever fails to catch a bean bag, whether teacher or
has reached No.

or

throwing to No.

pupil;

pupil, goes to the foot of the class.


fails, his

place

is

supplied by No.

BEAN BAGS IN A

If

a teacher

pupil.

CIRCLE.

Grade: All.
No. of Players 8 to 25.
Purpose
Heave and alternate
:

side

movements

Alertness.

Apparatus

The
apart.

Bean bags.

players form a circle, standing several feet

The bean bags

are distributed at equal dis-

17
tances.

tosses

it

instantly

Each player who holds a bag turns and


to his next neighbor to the right, and
faces

his neighbor

receive the next bag.

motion

at once.

If desired, a forfeit

one who

of the

the

to

left,

ready to

All the bags should

to catch

fails

may be
bag, or

be in

required

he may

may be used in place


bean bags, and the game made more difficult by
having them of various sizes.

drop out of the

Balls

circle.

of

BALL HUNT.
Grade

Grammar, High.

No. of Players

6 to 60.

Purpose
Heave movement Alertness
Apparatus Two tennis balls.
:

Self-control.

If

there are six players, those of each side form a

apex of the triangle on


one side standing with his back to the one at the
apex of the opponents' triangle.
Let the teacher be
referee.
At a signal given by the referee one of

triangle, the player at the

those at the base of each triangle throws the ball to


the one at the apex, and he to the remaining player.

then returned in reverse order to the one from

It is

whom

it

started.

leader, the

side
If

As

soon as

players of

which has returned the

the ball

is

dropped,

is

it

that side

it is

of

points

hands.

The

ball first, scores a point.

picked up, and the throw-

ing begins in turn from the one

Any number

received by the

clap

may be

who dropped

it.

agreed upon for a

When

game.

two

they are arranged in

No.

line,

No.

on B's side throws


and he returns the

and No.

When

to No. 2

number,

line.

of

B's line.

The

balls

being given, No.

signal

B commence

of the opposite

No.

ball to

throwing the

balls.

the balls have reached the end of the

they are returned in reverse order;

who

in

the players of one

throws to No. 2 in B's

constantly cross.

thus
I

lines,

with those of the other, so that

alternating

side

exceed six

the players

line,

and the leader

receives the ball, scores one for his side.

first

CIRCLE BALL.
Grade

Upper Primary, Grammar.

No. of Players

10 to 30.

Purpose Heave movement


Apparatus Ball.
:

Alertness.

The

players form a ring.

the ball at another player,

throw

it

at

some other one

One of them throws


who must catch it, and
in the ring.

It

should

and unexpectedly.
Variations may be made by bouncing the ball, by
clapping the hands before catching it, or the person

be thrown

who
may

in

fails to

quick succession

catch

it

may

sit

down.

The game

also be played with the players seated.

19

CENTRE
Grade

Upper Primary, Grammar, High.

No. of Players : 12 to 30.


Purpose : General exercise

Apparatus

The

BASE.

Alertness.

Bean bag.

players form a ring, one player standing in

the centre and holding the bean bag.


at

some

player,

who must

catch

it,

He

place

tosses

centre of the circle, and at once chase the one

threw

it.

The one who threw

it

in the

it

who

the bag runs out of

the circle, and tries to return and touch the bag before he is tagged.

If

he

is

tagged, he

is

out of the

game, and the other player throws the bag.


is

If

he

and the name

of

not tagged, he throws again.

CATCH
Grade

Upper Primary, Grammar.

No. of Players

10 to 30.

Purpose : General exercise


Apparatus : Rubber ball.

The

BALL.

ball is

Alertness.

thrown into the

air,

he catches the ball before its


second bounce, he tosses it up, and calls the name

a player called.

If

of another player.

loses a point.

he

is

If

When

out of the game.

he does not catch the

ball,

he

a player has lost four points,

20

DAYS OF THE WEEK.


Grade

Upper Primary, Grammar.

No. of Players

3 to

7.

Purpose : Heave movement


Apparatus : Wall of a room

Alertness.

Rubber

ball.

is given the name of a day of the


One throws the ball against the wall, and
The
calls the name of some day, as Monday.
player named Monday must catch the ball before it

Each player

week.

touches the
ball

if

floor.

If

he does not

he catches

the

first

it,

he throws the

player continues.

DEAD BALL.
Grade

Upper Primary.

No. of Players

15 to 60.

Purpose Heave movement Alertness.


Apparatus One to three soft balls.
:

The players stand in the aisles between desks.


The teacher tosses the balls into the air. Any one
catches a ball, and tosses

may
is

it

at

some

either dodge the ball or catch

struck,

he

is

dead, and

must

it.

sit

He

player.
If

the player

down.

If

he

catches the ball, he must try to strike some other


player.
The balls must be tossed, not thrown.
The game is played until only one person is left

standing.

21

BALL TAG.
Grade

Grammar, High.

No. of Players : 9 to 30.


Purpose Heave movement
:

Apparatus

Tennis

Observation

Arrange the players


vi?ho

Exactness.

two lines facing

in

other, and about forty feet apart.

out a player,

ball.

One

each

side sends

stands in the middle, half-way

and facing his own side. One


of the opposite side throws the ball, and strikes the
The one struck
one in the middle on the back.

between the

lines,

must guess who threw the

ball.

If

he guesses

correctly, one of the opposite side takes his place.


If

he does not, the opposite side continues throwing

until he

is

successful.

GUESS BALL.
Grade

Grammar, High.

No. of Players

10 to 25.

Purpose Heave movement


Apparatus Soft ball.
:

Alertness

Self-control.

The

He

them.

son

When

who

stands

is

several

with his back toward

counts aloud a given number.

time the ball


line.

One

players form a line.

feet in front of the others,

Mean-

passed back and forth along the

the given

number

holds the ball throws

player in front on the back.

If

is

called, the per-

and strikes the


he is hit, he turns

it,

22

and

quickly,

ball.

places;

not, the

if

the two players change

If correct,

player in front.

by the attitudes who

to guess

tries

threw the

game

If

repeated, with the

is

same

the player in line fails to hit

the one in front with the ball, they change places.

DODGE
Grade

BALL.

Grammar, High.

No. of Players: 20 to 60.


Purpose : Heave movement

Apparatus

Alertness.

Ball.

Half the players form a


stand inside

The

it.

circle,

the other half

thrown by any person

ball is

any one within the ring.


If the
he joins the circle. The player wins

in the circle at

person

is hit,

who

the last to stand within the circle.

is

BALL STAND.
Grade

Grammar, High.

No. of Players

6 to 25.

Purpose General exercise Alertness


Apparatus Walls of a room Ball.
:

Self-control.

The players stand near the corner of the room.


The one who is it takes the ball, bounces it against
the wall, and calls the name of a player.
The
player called

touches the

tries

floor,

fast as they can.

to

catch

the

ball

before

it

while the other players run as


If the

player called catches the

23
the other players return, and he bounces the

ball,

ball, calling a

name, as

at first.

If

he does not

may run until he picks it


up and calls, " Stand! " Then each one must stop
where he is without turning. The one holding the

catch the ball, the others

ball throws

back.

and

calls,

one on the

successful, the one struck

is

not, the players


ball

trying to strike some

it,

he

If

played in a circle, in which case the ball


into the air and the

respects

it is

like the

name called. In
game played in the

HAT
Grade

If

is it.

may run again until he picks up the


"Stand!" The game may also be
is

tossed

all

other

corner.

BALL.

Grammar, High.

No. of Players

lo to 20.

Purpose : General exercise Alertness Skill.


Apparatus : Hat for each player
Ball for
;

each

player; Small stones.

The

hats are placed in a row on the floor, while

the players

stand at some distance facing them.

The one whose

hat is at the end of the line to the

right takes the ball and tosses


hat.

The

it

into any player's

other players scatter, while the one into

whose hat the


up, and throws

ball falls runs for the ball, picks


it,

trying to strike one of them.

it

If

he succeeds, the player struck has a stone put into


his hat.

he

is

When

a player has five stones in his hat,

out of the game, or,

if

preferred, he

may pay

24

The

a forfeit.

player

who was

struck, next throws

If the previous player did not


the ball into a hat.
hit any one, the players stand in line while he tries

again to throw the ball into a hat.


fails to

him

any player

If

throw the ball into a hat, the player next

in line

makes the attempt.

STOOL BALL.
Grade

Grammar, High.

No. of Players

lo to 25.

Purpose General exercise Alertness.


Apparatus : Tennis ball Stools one
:

number

less

than the

of players.

Place the stools in a circle, several feet from each


other.

player stands back of each stool, and the

bowler in the centre of the

circle.

tosses the ball at one of the players.

can strike

it

back with his hand,

The bowler
If

all

the player

the players

change places, and the bowler may hit with the ball
any one who is between the stools. If a player is
struck before he reaches a stool, he becomes bowler.
Variation may be made by having the one struck go
out of the game.

CORNER
Grade

BALL.

Grammar, High.

No. of Players

8 to 20.

Purpose General exercise


Apparatus Chalk Ball.
:

Alertness.

25

Mark
number

off a

number

players,

of

or circle several

goals equal to half the

of

arranging them in

feet apart.

Appoint a

square
referee.

One

Divide the players into two groups.

side

stands in the goals, the other within the square.

Those standing

in the goals toss the ball

player to the next until


the square.

It

may then

from one

has passed once around

it

be tossed to a player in a

goal or thrown at one of the players in the centre.


Balls are thrown underhand to a friend, overhand
at

an enemy.

is

out.

If a person in the centre is hit, he


Every failure to catch a ball, to strike a
player, or to throw the ball in the required way, is
a foul.
A player is out on making six fouls.
When half the players on either side are out, the
game is ended. The score is found by counting
the difference between the number of players left
in the goals and those inside the square.
The dif-

ference

the score for the side having the greater

is

The

number.

sides change places after each game.

HALEY OVER.
Grade

Grammar, High.

No. of Players

lo to 30.

Purpose General exercise Alertness.


Apparatus Ball House, out of doors
:

Curtain, in-

doors.

Two

parties are formed.

side of a house.

One

stands on either

player throws the ball over the

26
house, and one of the opposite side must catch

it.

he succeeds, he darts around the house, and tries


to strike a player with the ball, or he may keep it
If he hits the player,
in his hand, and tag with it.
he takes him back to his side if he does not, both
If

remain on the opponents' side. If no one catches


the ball when it is thrown over the house, it is

The unthrown back for the other side to catch.


caught
from
certainty as to whether a ball is to be
over the roof or whether a player will appear to
tag gives point to the game.
The side wins which
gains

the players.

all

be appointed

if

referee for each side

game

The

necessary.

may

can be

played in the gymnasium by stretching a curtain,

and throwing the ball over

CIRCLE
Grade

it.

CATCH

BALL.

Grammar, High.

No. of Players: 15 to 30.

Purpose

Heave and

alternate side

movements

Alert-

ness.

Apparatus:

Form

Ball.

a circle, the players standing from six to

eight feet apart.

Toss the ball from one

other, either to the right or left, as

The

first

player

into the circle,

who does
and throws

may

to the

be decided.

not catch the ball steps


it

to

some

player.

It is

then passed from one to another, so as to be difficult


to catch.
The one in the centre tries to catch it.

27
If

he

successful, the one

is

take his place,


to catch

or, if

who threw

preferred, the one

it

last

who

may

failed

it.

PASS BALL.
Grade

Grammar, High.

No. of Players: 25 to 30.


Purpose : General exercise

Apparatus

The

Large

Alertness.

ball.

players form a ring, with the feet

sufficiently far apart for the ball to roll

placed

between

them, and each foot touching a neighbor's foot, so


that the ball cannot readily pass between players.

One

stands in the centre of the circle, and tries to

roll the ball


it

between the feet of a player, who

back with his hands.

If

it

rolls

passes between his

he moves his feet so that

it cannot pass,
he takes the place of the player in the centre.

feet or

if

CENTRE BALL.
Grade: High.
No. of Players: 10 to 20.
Purpose : General exercise Alertness Self-control.
Apparatus : Ball i o to 12 inches in diameter; Stick 3
Chalk, indoors Spade,
feet long for each player
;

out of doors.

Form

a circle out of

doors

by digging holes

three inches in diameter, one less in

the players,

and from four

number than

to six feet apart.

In the

28
centre dig a hole large enough to hold the ball.

In-

doors draw chalk lines to serve the same purpose.

The

The

ball is placed in the centre hole.

players

hold their sticks with both hands, with the ends

under the

One, two, three,

ball.

they raise the ball into the


put the end

air.

of his stick into a

counted,

and he has charge of the

unable to do

this,

His object

to roll the ball

is

is

The

to
is

ball.

into the centre hole

or to put his stick into the hole of a player

not at his place.

and

Then each runs


hole.
One player

who

is

other players try to keep the

from the centre hole; the guardian protects the


ball by placing his stick in front of it.
Whenever
a hole is unguarded, any one may take it, and whoball

ever

is left

without a hole for his stick must guard

When

the ball.
hole, the

game

the ball

is

ended.

is

rolled into the centre

The point

in this put the player out of the game.

must only be

rolled, defended,

must

of a stick

never be raised above the waist line.

Two

faults

The

ball

or attacked by the

stick.

LAWN
Grade

BOWLS.

Grammar, High.

No. of Players: 4 to 20.


Purpose Heave movement
:

Apparatus

Skill.

Ball for each player.

level place is

selected out of doors, or the

game may be played in the gymnasium. Sides are


chosen.
The leader of one side takes a ball called

29
the jack, which

is

colored so as to be readily distin-

guished from the other balls, and throws

The

considerable distance.
at the

it

to a

other players, standing

same place from which the leader threw, throw


them lie as near the jack

their balls, trying to have

The

as possible.

players throw alternately from

When

each side.

all

have thrown, the side which

The

has a ball lying nearest the jack scores.

score

will be one for each ball that lies nearer the jack

The

than the best ball of the opposing side.


of

the two

should be of different

sides

Very elaborate

they do not add to

its

BALL
Grade

made

sets of balls are

this game, and its rules

may be

balls

colors.

for playing

complicated, but

gymnastic qualities.

AND

BASES.

Grammar.

No. of Players

6 to 20.

Purpose : General exercise


Apparatus : Large ball.

Skill

Speed.

Mark a place for home plate and three bases to


complete the diamond, as in base ball. Choose sides,
which may be called Reds and Blues. Appoint an
umpire and a
at the

home

scorer.

The

plate, the first

paces from him.

The Red

first

Red

Blue not

player stands
less than

five

player strikes the ball

with his hand as far as possible in any direction,

and runs to the

and the home

first

plate,

base, to the second, the third,


if

he can, before the Blue

30
has

returned

scores as

the

ball is returned.

Red

ball

many points
If

If the

is out.

before the ball

may remain

is

the

to

home

the Blue catches the ball, the

runner reaches the third base

home plate, he
home plate when

returned to the

over and try for the

When

the next one of his side strikes the ball.


the Reds have played,

nings.

game

He

plate.

as he has run bases before the

the Blues have their

all

in-

consists of two innings.

FIVES.
Grade

Grammar, High.

No. of Players

Purpose

2 or 4.

General exercise

Alertness

Skill

Co-oper-

ation.

Apparatus

Wall with

level

space at base

Small ball

Chalk.

On

a wall free from obstacles draw a line three


and a half above the ground.
On the ground
or floor draw a line parallel to the wall and ten feet

feet

distant.

Draw

lines to

mark the outer edge

court on the wall and on the ground.

of the

One

player
throws the ball against the wall above the chalk
When it has bounced back and rebounded
line.
from the ground, or before it touches the ground, a
player of the opposite side strikes
wall

it

with the palm of his hand.

opponents must strike

it

next.

The

against the

One
ball

of
is

his

thus

struck alternately by one of each side until a failure

31
is

made.

striking

failure consists in missing the ball,

against the wall below the chalk line,

it

letting the ball touch the ground outside the court,

or not striking

When any

made,

is

The game

opposite side.

second

until after its

it

such failure

is

it

won by

the side which

scores a certain number, as ii or 21.

first

the simple game.


find the

game

Players

as played at

bounce.

scores one for the

This

is

who become expert will


Rugby or Eton more in-

teresting.

PREPARATION FOR VOLLEY BALL.


Grade: High.
No. of Players: 10 to 20.
Purpose General exercise Alertness
:

Co-operation

Skill.

Apparatus: Volley

Mark

a court

off

equal courts

Nos.

40 by 40

Draw

feet.

a line

the centre, dividing the space into

through

ball.

I,

and B.

Call the players in

Let No. i A serve


bounces it, and then bats

2, 3, etc.

takes the ball,

first.
it

two
and

He

over to

Court B, using either or both hands. The ball is


allowed to bounce once, and then must be returned,
or

it

may be

it bounces, except imwins a point if B fails


bounces twice or if he returns

returned before

mediately after a serve.


to return
it

it

before

it

outside A's court.

When

erly returned by either side,

the ball

No.

is

not prop-

serves, then

32

No.

A, and so alternately on each side.

score

is

kept by the scorer, and

The

called before

is

A's score is always called first.


Any number of players on a side may bat the ball
to return it, so long as they do not let it touch the
each play begins.

floor

twice while

it

The game

in their court.

is

may be modified by forbidding the use of more than


one hand or of either the left or the right. Bouncing the ball, except after the service, may also be
forbidden.

VOLLEY BALL.
Grade: High.
No. of Players: 2
Purpose
General
:

to 12.

exercise

Alertness

Dexterity

Co-operation.

Apparatus

Net

Volley ball

number

Mark

wide, of length to suit court

2 feet

Court 50 by 50

feet, size

off a court 17

by 40 feet for two players,

larger for a greater number, about


for each player.

the court

in

10 square feet

Stretch the net so that

half

lengthwise,

6 feet 6 inches above the

floor.

between poles, they must be


the lines.

varying with

of players.

Mark

with
If

at least

it

its
is

it

divides

top

line

stretched

one foot outside

a line, called a "dribbling" line,

from the net and parallel to it.


Appoint a referee, two judges, and a scorer.

in each court

The

feet

referee shall see that all rules regarding the

net and the dribbling line are complied with.

33

judge shall stand at each end of the court, to give


decisions on the boundaries.

A game

consists of nine innings.

An

inning

is

when each person has served in turn.


The game consists in keeping a ball in motion

finished

over the net from one side to the other without al-

lowing
floor.

go outside the court or to touch the


The hand is used to strike the ball.
it

to

member

of

one side starts the game by serving

the ball over the net into the other court

ponents return
continues

before

it

This
or

it

server stands with one foot on the back line

If a ball

into the opponents'

it

opponents' court; but,

is

ble the ball

may

strike

to carry

When

keeping

it,

"dribbling" the

cross the dribbling line.

a player, the server

is out,

the opponents'

into the

not have a second trial.

not allowed during service.


is

it

goes outside or strikes

it

if

may

the net, the server

the time.

trials

court.

service threatens to strike the net, an-

in

other player of the same side

Dribbling

Two

and bats with the hand.

are allowed to send

into

return

fails to

floor.

of the court,

may

the op-

strikes the floor.

it

one side

until

touches the

The

it

it

To

drib-

bouncing

ball,

all

no player

If a service strikes

unless the ball bounces

court.

person

continues

serving until he makes two faults in succession

during service or until his side does not return


the ball.

ball

which hits the

net,

if

not a service ball.

34

"net"

and counts as a failure to


If the ball hits the net during service, it
return.
is "dead," and counts as a trial serve.
is

called a

If

ball,

any one touches the net while playing,

it

puts

the ball out of play, and counts for the opposite


side.

If

any player catches or holds the

ball for an

instant, it counts for the opposite side.


If

the ball strikes any object except the floor and

bounces back into the court,

in play.

it is still

Each good service unreturned or

ball in play un-

returned by the side receiving counts one for the


side serving.

side only scores

failure to return the ball

when

serving.

by the serving side

puts the server out.

BASKET BALL.
Grade

High.

No. of Players: lo to

Purpose

i8.

General exercise

Alertness

Co-operation

Self-control.

Apparatus: Basketball; Two basket-ball baskets.

The
tions.

field
If

may be any

level space with

no obstruc-

there are nine players, the court should

be marked

off

60 by 45

feet,

with

its

boundary

lines 3 feet from any obstacle, unless the walls of

the room are used as boundaries.

placed directly over

the

The

boundary

baskets are

lines,

one at

either end of the court, and 10 feet above the floor.

For a match game the

officials shall

be:

35

referee

who

decides all questions respecting

the ball.

Two
decide

umpires, one for each end of the court, to


points respecting

all

One person
call

time

at the

shall also

men and

end

of each half of the

The

keep the score.

kept where

lines.

as time-keeper and scorer,

it

can

seen

be

who

shall

game, and

be
by the players and
score should

spectators.

Two

captains, each appointed

who must be

by his own

players in the match.

They

side,

toss for

choice of basket, and call attention to violations of


the rules.

G. T.
C.

G. D.

The

= Goal thrower.
= Centre.
= Goal defender.

X=

A's men.

B's men.

players should be stationed nearly as in the

diagram.

Each player

is

forbidden to pass from

36
the division in which he

is

stationed into either of

The

the other two divisions.

object of the

game

is

to put the ball into the opponents' basket.

The game
ball

up

by the referee tossing the


beginning
after each goal, or whenever the ball
started

is

in the centre of the field at the

of each half,

has been out of play.

To
first

put the ball in play at the centre, it must


be touched by one of the centre men after it

has been tossed up by the referee.

The ball may be caught and thrown or batted in


any direction by one or both hands.
Two hands on a ball are necessary to secure it.
If a player rolls a ball, he does not hold it with both
hands; and it may be struck from him.
In no
other case may a player remove the ball in any way
from the hands of an opposing player.

player

may

intercept

the ball

when

it

is

thrown from or to an opposing player; but he must


not run with the ball, nor hold it more than five
seconds.

The

ball

closed

fist.

may

not be kicked, nor struck with the

Tackling, holding, pushing, or interfering with


the person of an opposing player,
shall the

arms be used

in

is not allowed nor


any way to interfere with
;

the progress of a player.

When

two persons hold the

doubt as to
ball

whom

up where

it

it

ball,

and there

is

belongs, the referee tosses the

was held,

if

inside the court, or

37
just within the

boundary

lines, if the players held

the ball outside.

A goal

is

made only by a goal thrower, and counts

one.

The following
Kicking the

are fouls

ball; striking

"jiggling"

ball;

catching

it

it,

i.e.,

so as to

it

from the hands of an opponent

tossing

remove

it

running with the


it

into the air

and

again to prevent holding; bouncing the

more than three times in succession; passing


from one player to another, so that an opponent
cannot get it without making a foul crossing boun-

ball
it

dary lines with both feet;

all

roughness and any

interference with an opposing player.

When

a foul

is

umpire sustains

it,

making the
stands
ing.

foul

claimed,

and the referee or an

a goal thrower from the side not

has a free throw for goal,

and

from the goal to which he is throwplayer shall stand nearer than 6 feet to

S feet

No

the goal thrower, nor in a lane 6 feet wide from the

thrower to the goal, nor interfere with the ball


until

it

has reached the goal.

ball is out of

bounds only when

it

has com-

pletely crossed the line.

The game

consists of two halves of ten minutes

each, with a rest of five minutes between.

RUNNING GAMES.

41

BLIND MAN'S BUFF.


Grade

No. of

Upper Primary, Grammar, High.


Players: 101030.

Purpose General exercise


Apparatus Handkerchief.
:

Keenness

of

perception.

One

player

is

blindfolded, and turned about three

times in the centre of the room.

When

catch one of the players.

he must guess
rect,

whom

is

then tries to

he has succeeded,

he has caught.

the player caught

correct,

He

blindfolded

If
:

he must catch another player.

if

he
he

is
is

cor-

not

Instead of

who is it, he may have his


hands tied behind him, and catch a player in this
way.
blindfolding the one

STILL POND./
Grade Upper Primary, Grammar, High.
No. of Players: 10 to 60.
Purpose Alertness Self-control.
:

Apparatus

Handkerchief.

One person is blindfolded; the other players


move about the room until he counts seven aloud,
and calls, "Still pond, no more moving!" After
one may take only seven
He tries to catch one of the players. If
steps.
he is successful and guesses who it is, the one
he has said

caught

is

this,

each

blindfolded.

42

^HE
Grade

BELLED CAT.

Grammar, High.

No. of Players: 12 to 30.


Purpose General exercise
:

Apparatus

Hang

Alertness.

Bell.

a bell around the neck of one player, call-

him the

cat, blindfold two, and let the others


form a ring, inside which the two blindfolded may

ing

When

chase the cat.

the cat

is

caught, the suc-

becomes cat, wears the bell, and


chooses one from the ring to be blindfolded.
cessful

player

AND

JACOB
Grade

RACHEL.

Upper Primary, Grammar, High.

No. of Players: 12 to 30.


Purpose General exercise
:

Apparatus

Alertness.

Handkerchief.

One player is chosen to be Jacob, another to be


Rachel; the others form a ring. Jacob is blindfolded, and chases Rachel about inside the ring,

He

trying to catch her.

calls,

"Where

art thou,

Rachel?"

She must reply, "Here am I, Jacob."


Two Jacobs and two Rachels may be in the ring at
the same time if the number of players is large.
Each Jacob must catch his own Rachel. When
Rachel

is

caught she

new Jacob from the

is

blindfolded, and chooses a

ring.

43

FRENCH BLIND MAN'S


Grade

BUFF.

Upper Primary, Grammar.

No. of Players

lo to 30.

Purpose Run Alertness.


Apparatus Handkerchief.
:

One

player

is

The one

in

the

blindfolded,

ring about him.

others

form a

All in the ring are numbered.

the centre

The

two numbers.

calls

having these numbers change places at

players

once, while the centre player tries to catch one.

If

he succeeds, the one caught takes his place.

MAIL-MAN.
Grade

Grammar, High.

No. of Players: 10 to 30.


Purpose Run Alertness.
:

The players form a


name of a post-office.

Each one takes the

ring.

One

of

the

the

players,

mail-man, stands in the centre of the circle, and

names of two post-offices. The players


having these names change places at once. The
mail-man tries to reach one of the vacant places
calls the

before

the

player

Whichever one
feits

at

may

fails

who
is

is

running towards

the next mail-man.

be required of the players

once on hearing their names.

it.

For-

who do not run

44

TAG.
Grade:

All.

No. of Players 6 to 60.


Purpose : Run Alertness.
:

One player

chosen to be

is

it.

He

runs and tags

who then takes his place as


runner.
The game may also be played without
telling who is it. All may pretend to tag; but any
one who is not it must whisper when he touches a
player, "I am not it," while the one who is it must
The game is a very lively one.
say, "I am it."
some other

player,

STOOP TAGGrade

Primary, Grammar.

No. of Players: 10 to 60.

Purpose

One

General exercise

person

Alertness.

chosen to be

is

it.

He

pursues the

who cannot be tagged while stooping.


The game may be varied by allowing each player
to stoop only a certain number of times while the
other players,

same person is it or by requiring some special


gymnastic position to be taken.

CROSS TAG.
Grade: All.
No. of Players
10 to 60.
Purpose Run Alertness Co-operation.
:

One person
other players.

is

it, and pursues


the
any one runs between the one

chosen to be
If

45

who

is it

and the one pursued, the one pursued may


who crossed between

not be tagged, and the one

must be chased by the pursuer. He in turn will be


safe if some other player crosses between him and
the pursuer.
If the number is large, more than one
person may be it.
One to thirty is a good average.

IRON TAG.
Grade: All.
No. of Players: lo to 60.
Purpose Run Alertness.
Apparatus Objects made
:

of iron.

who tries to tag the other


They cannot be tagged while touching
iron with the hand.
The first player tagged is out
of the game, the second tagged is it.
The game
continues until all are out.
Variations may be
made by requiring the players to touch iron either
leader is chosen,

players.

with the elbow, with four fingers at once, or with

number of players is small, the


one tagged may be it, and no one dropped from

the foot.
first

If

the

the game.

TOMMY

TIDDLER'S GROUND.

Grade Primary.
No. of Players 10 to 30.
Purpose Run Alertness.
Apparatus Chalk.
:

A
One

line

is

player.

drawn dividing the

Tommy

two parts.
Tiddler, stands on one side the
floor into

46
line,

latter

other players on the

the

other

venture across the line saying,

Tommy

side.

"I

The
am on

picking up gold and


While they are on Tommy Tiddler's side,
Whoever is tagged
they may be tagged by him.
Tiddler's ground,

silver."

changes places with

Tommy

Tiddler.

FOX AND CHICKENS.


Grade

Primary.

No. of Players

5 to 30.

Purpose Run Alertness.


Apparatus Chalk.
:

One is chosen to be fox, and has a den marked off.


The other players run before the den near enough
The fox tries to tag one
for the fox to touch them.
while they pass.

becomes

If

he

is

successful, the one caught

fox.

^STONE.
Grade

Grammar.

No. of Players : 10 to 30.


Purpose General exercise
Apparatus Chalk.
:

Alertness.

Mark off two goals, one at each end of the room,


and draw a large circle half-way between them.
One of the players who is it sits on the floor in the
centre of the circle, the other players dance around

on the chalk ring until the one in the centre jumps

47

The

up.

one who

players then run to either goal, and the

is it tries

to tag as

they reach the goals.


with him, and

The

sit

All

many as possible
who are tagged

before
return

near the centre of the circle.

players again dance around until those within

All tag as many as possible.


the ring jump up.
The game continues until no one is left on the ring.
The players within the circle may lie at full length
if it is wished to make the game more difficult.

LAME FOX AND CHIOCENS.


Grade Upper Primary, Grammar.
No. of Players: 6 to 30.
Purpose General exercise Alertness.
Apparatus Chalk.
:

Mark

off a den for the fox at one end of the room,


for the chickens at the other end.
house
and a
One player is chosen to be fox, and stands in his

den; the other players, the chickens, stand in their


At a given signal all the chickens run out

house.

and the

many
foxes.

fox,

as

hopping on one

possible.

When

foot, tries to catch

as

All who are tagged become

a signal is given, the foxes

must

re-

turn to their den and the chickens to their house.

All the foxes now hop out to chase the chickens


If a fox while outside
signal is given.

when the

his den touches both feet to the floor at the

time, the chickens drive


kerchiefs.

He may

him home with

same

their hand-"

change from one foot to the

48
other, but he

The

fox

may

their house

feet to the floor.

any time for a rest. The object


to have the foxes catch all the

at

game

the

of

must not touch both

return to his den and the chickens to

is

chickens.

LAST COUPLE OUT.


Grade Upper Primary, Grammar, High.
No. of Players 1 1 to 60.
Purpose Run Alertness Co-operation.
:

The

players stand in couples behind each other.

In front of this double line stands the one

He

who

is

"Last couple out!" and must not


look behind.
The last two run, one on each side of
the other players, and try to join hands in front of
it.

calls,

the lines.

As

soon as the one who

he gives chase.

If

is it

sees them,

he tags one, he and the one

tagged form a couple, and stand in front of the


others; and the one not tagged

is

it.

not tag either before they join hands, he

If

he does

is still it,

and the couple just chased stand immediately behind him. When there are a large number of
players, two sets may be formed facing each other.
The two who are it call at the same time. The
couple on each side must join hands at the rear of
the opposite line.
Each one who is it chases the
couple of his

own

side.

49

BIRDS.
Grade

Primary, Grammar.

No. of Players

lo to 25.

Purpose: Run; Alertness; Speed.

One

player

is

chosen to be mother, another to be

The mother gives the players the


and then stands some distance from
The catcher does not know the names of

bird-catcher.

names

of birds,

them.

the birds, and calls different ones until he uses the

name

of

mother.

some
If

player,

who immediately flies to the


him before he

the bird-catcher can tag

reaches the mother, he belongs to the catcher;

if

he reaches the mother safely, he

is

continued until

is

hers.

This

The game is won by


who has the greater num-

all are flown.

either mother or catcher

ber of birds.

HILL
Grade:

DILL.''

All.

No. of Players: 10 to 60.

Purpose: Run-, Alertness.


Apparatus: Chalk.

Draw two
room, from

parallel lines near the centre of the

10 to

stands the one

who

15

feet

is it.

apart.

He

Between them

calls,

"Hill Dill,

Come

over the hill!

"

50

and the players run across the space between the


lines.
They may be caught while crossing. All
that are tagged join the one who is it, and help
him.

J BEARS AND CATTLE.


Grade:

All.

No. of Players

1 1

to 60.

Purpose Run Alertness


Apparatus: Chalk.
:

Mark

off three goals,

room on one
opposite side.

side,

One

Speed

Co-operation.

one in each corner of the

and one
player

in the
is

middle

of the

the bear, and stands

in the goal on the side having but one, the other

players,

as

cattle,

stand

At

each corner goal.

in

two groups, one in

a given

signal

the

cattle

change goals, and the bear tries to tag as many as


possible while they are changing.
The bear and
all those tagged join hands, and return to the bear's
goal.
This chain must chase the cattle when
the signal

is

given.

The bears at each end of the


who may tag: they are the

chain are the only ones


first

bear and the

the line

is

first

person

whom

he tagged.

bears back to their den with handkerchiefs.

one of the cattle to be caught


next game.
last

If

broken, the cattle come out, and drive the

is

bear in

The
the

SI

CATCH OF
Grade

FISH.

Grammar, High.

No. of Players

i6 to 60.

Purpose: Run; Alertness.

Apparatus: Chalk.

Mark

off a goal

at

each end of the room, and a

prison called the net in some corner.

Divide the

players into two groups, one for each goal.

The

players in one goal join hands and are the net, those
in the other are fish.

signal

given, and all

is

The net runs out,


many fish as possible.

the players must change goals.

and

tries

The

fish

to

surround as

can only escape through the opening in

the net, and,

when the two ends

close together, all

that are within are caught, and are placed in the


prison,

The
The game

called also the net.

hands, and are the net.


ternately,

till all

fish
is

then join

continued al-

of one side are caught.

GROCERY STORE.
Grade

Upper Primary, Grammar.

No. of Players

10 to 60.

Purpose : Run Alertness


Apparatus : Chalk.
;

Mark

off a

Self-control.

goal at each end of the room.

Half

the players stand in one goal; the others choose

some object sold in a grocery store, then walk up


and stand in line in front of their opponents' goal,
and tell the initial letter of their word. The players

52

commence guessing

inside the goal

the word.

As

soon as they mention the right one, the others run


for their goal, while the ones from within give
chase, and tag as

the

over

safely

many
line.

as possible before they are

All tagged

The game

ponents' side.

is

join

won by the

the

op-

side gain-

Instead of
ing the greatest number of players.
objects in a grocery store, geographical names may

be used, or names of trades.

BLACK AND RED.


Grade

Upper Primary, Grammar, High.

No. of Players: ii to 31.


Purpose : Run Alertness Self-control.
Disc 10 inches in diameter, red on one
Apparatus
;

side

and black on the other

chiefs for half the

Mark
room

off

number

Chalk

Handker-

of players.

a semicircular space at one end of the

for a goal.

Divide the players into two com-

ReThe Blacks and Reds

panies, one the Reds, the other the Blacks.

serve one player for herald.


form two lines, back to back, about six feet apart,
and equally distant from the goal. The herald

stands between the lines, and spins the disc.

If

"Red!" when

the

the red side falls up, he calls,

Reds turn and pursue the Blacks, trying to touch


them before they reach the goal, and so put them
out of the game.
If the black side is up, the
Blacks are the pursuers.
The company that puts
out all its opponents wins the game.

S3

LONDON-LOO.
Grade

Upper Primary, Grammar, High.

No. of Players

lo to 30.

Purpose : Run Alertness Co-operation.


Apparatus : Object for goal.
;

The

players run and touch the wall at the end of

The

the room or some other object chosen as goal.

He

last

one to touch

The

other players stand at the opposite end of the

is it.

The one who

room.

"Loo!

is

it

stands at the goal.

calls,

"London!"

the

"

and try to touch the goal before they are tagged.


The one who is it may tag
as many as he can.
All who are tagged join hands,
and, standing at one end of the room, call, " London " Again the reply "Loo! " is made, and the
tagging begins.
Only the players at each end of
the chain may tag.
If the chain is broken at any
point, the one through whose fault it was broken
others reply,

is

and the rest of the chain join the other


The last person caught starts the new

it,

players.

game.

CHECK.
Grade: Grammar, High.
No. of Players: 10 to 60.
Purpose : Run Alertness.
;

Apparatus: Chalk.

Draw
off a

a line across the middle of the floor.

Mark

The

players

space on each side for a prison.

54
are divided into two groups.

Each group stands

about ten feet from the central line.

The

cross over the line into the opponents'

players

court,

and

some one, calling out "Check!" when


They must tag with the palm of the
they succeed.

try to tag

hand.

When

a player

hastens back to his

be tagged.

If

he

has tagged an opponent, he

own

is

side, lest

he in turn should

caught, he loses his prisoner.

he returns safely, he takes his captive to prison.


is won by the side which imprisons all

If

The game
its

opponents.

DARE

BASE. K

Grade: Grammar, High.


No. of Players lo to 60.
Purpose : Run Alertness.
:

Apparatus

Chalk.

Mark off a goal at each end of the room, and midway between mark a long base called the dare base.

The
They con-

Place a catcher at each end of the dare base.


other players stand in the two goals.

stantly cross from one goal to the other, and

may be

tagged while between goals, but are safe while on


the dare base.

They cannot return from the dare

base to the goal from which they started, but must

continue to the opposite goal.


are out of the game.

The

last

All who are caught


person caught wins,

becomes catcher, and chooses his

assistant.

55

PRISONER'S BASE.
Grade

Grammar, High.

No. of Players: lo to 30.


Purpose : Run Alertness Co-operation.
;

Apparatus

Draw

Chalk.

a line across the floor near the end of the

Each

room, and divide the space enclosed in half.


half

is

a base.

No.

base and No. 2 base each has

a prison marked off in the corner diagonally oppo-

The

site itself.

stands in

players choose sides.

One

its base.

"Chevy! Chevy! Chevy!"


of the opposite side.

Each side

player runs out, calling,

He

player

is

pursued by one

may

only catch an

opponent who ran out before he did, and may only


be caught by one who has come out later than himAll tagged are prisoners.

self.

Prisoners are re-

leased on being touched by one of their

To

help free themselves, they

own

may form

side.

a chain

and reach toward their friends, so long as the


one has his foot inside the prison.

If

last

the chain

may be put in prison again. A


may only release one prisoner at a time.
The game is won by the side that imprisons all
broken, all

is

player

its

opponents.

PRISON GOAL.
Grade

Grammar, High.

No. of Players

10 to 30.

Purpose Run Alertness.


Apparatus Two objects as goals
:

Chalk.

Place a jumping standard or larger object as goal

56
at

each end of the room, some distance from the

Mark

wall.

a prison on one side equally dis-

off

Appoint two captains who

tant from the goals.

The

choose sides.
ners,

some

game

is

captain appoints some as run-

is

the

home

guarder of the opposite

scores one.

object of

around the opponents' goal, and


goal without being tagged by a

to circle

return to the

when he

The

as goal guarders.

not

Each successful run

side.

may be tagged at any time


touching his own goal. Each person
player

tagged must go to prison, and remain there until

own side.
who touched him can-

freed by being tagged by a runner of his

The player

freed and the one

not be tagged while returning from

Each prisoner

after being freed

goal before he

may play

again.

the prison.

must touch his own

The

side having

the larger score wins.

y STEALING STICKS.
Grade

Grammar, High.

No. of Players

Purpose

lo to 30.

General exercise

Alertness

Speed

Co-

operation.

Apparatus: Twelve

sticks;

Chalk;

Handkerchiefs

for half the players.

Draw
mark

a line across the middle of the floor,

off a goal at

each end of the room.

sticks in each goal.

them choose

sides.

and

Place six

Appoint two captains, and let


Arrange the sides facing each

57

may stand
may appoint some as

other and near the centre line; no one

The

near the goals.


runners,

if

he

game is to win
from the opposing side. The players

all

defenders

others as

The

thinks best.
the sticks

captains

of

the goal,

object of the

try

to reach the goal of the opposite side without being

caught and held.

They may be caught

as soon as

both feet have crossed the line into the opposing

Each one who reaches the opposite goal


carry one stick to the goal of his own

court.

may

safely
side,

and he may not be caught while returning


If he is caught before reaching the

with a stick.

opponents' goal, he

is

inside the opponents' goal until


his

own

To

side.

must stand
touched by one of

a prisoner, and

his release, he

aid in

may hold

out his hand as far as possible, provided his feet are

within the goal.

When

touched

by one

friends, they both return to their side, and

be caught while returning.

by a side while any of

The game

is

its

won by the

No

stick

members

of

his

may

not

may be taken
are prisoners.

side which gains all the

sticks.

STEEPLE CHASE.
Grade

Grammar, High.

No. of Players: lo to 30.


Purpose Run Alertness.
:

Apparatus: Jumping standard

goal

marked

is

the standard

is

off at

Handkerchief; Chalk.

each end of the room, and

placed between them, rather nearer

58

The handkerchief

one goal than the other.

is

hung

Half the players stand


One in each goal
in one goal, half in the other.
stands with his toe on the line of the goal; and at
the word "Start! " called by the umpire, the player
on the top of the standard.

from the goal nearer the


handkerchief, and tries to
the one running from the
If he is successful,
him.
nearer goal;

game

is

if

not, both

won by

opposite side can touch

both players stay in the

go to the farther one.

The

the side that brings all the players

The

into its goal.

standard runs, takes the


return to his goal before

right distance for the standard

from the nearer goal will depend on the skill of the


players, and must be changed to suit different
classes.

/
Grade

FOX AND

Grammar, High.

No. of Players

Purpose

One

GEESE.

lo to 30.

General exercise

player

is

Co-operation

chosen to be fox.

are the geese, and form a


at the head,

file

Alertness.

All the others

with the chief goose

and each one with both hands on the


This chain must

shoulders of the player in front.

be kept unbroken.

goose in the line.

The fox tries to tag the last


To prevent this, the chief goose

tries

always to be in front of the fox, so that he

may

not pass.

trying to protect

The

line will

its last

move

member.

If

like an

he

is

in

tagged,

59

he becomes fox, and the fox chief goose.


is

long, the last ten geese

who

are touched sit down.

line
all

may be

If

the

tagged, and

DROP THE HANDKERCHIEF.


Grade:

All.

No. of Players: lo to 30.


Purpose Run Alertness.
:

Apparatus

The
to be

Handkerchief.

players form a ring.


it.

One, as A,

is

chosen

runs around the outside of the ring,

and drops the handkerchief behind some player B.


When B discovers the handkerchief, he picks it up
and follows A around the circle, trying to tag him
before he reaches the vacant place.
If he touches
If
A, he returns to his place, and A runs again.
If
he does not, A takes B's place, and B is runner.

does not discover the handkerchief until

has

passed around the ring, picked up the handkerchief,

and touched B, B must go into the centre of the


ring, and play no more, and A continues running.
If the number of players is small, B may pay a'forfeit instead of going out of the game.

6o

HERR SLAP
Grade:

No. of Players

Purpose

The
be

it

JACK.

All.

Run

lo to 30.
Alertness

Self-control.

One who

players form a ring.

is

chosen to

runs around the outside, and touches some

player on the back.

The one touched immediately

runs in the opposite direction.

When

the two meet,

they make a deep bow, then, passing to the right,


each tries to be

first in

the vacant place.

The one

This game may be played between


desks by forming a hollow square, and allowing the
one touched to vault over the nearest chair into

who

fails is

it.

the outside aisle where the running

is

game may be varied by requiring each

done.

player,

The
when

touched, to hop once before starting his run.

/have you
Grade

seen

my

sheep?

Primary, Grammar.

No. of Players : 10 to 30.


Purpose: Run; Alertness.

A ring

is

formed.

outside, touches
"

One

player walks around the

some one on the back, and

Have you seen my sheep?

says,

"

The one touched replies, "How was he dressed?"


The one who is it
then describes the dress of some player, who, when
he recognizes himself, must run and try to pass

6i

around the circle, and reach his own place before


the one who is it can tag him.
If he is tagged, he
is it.

CAT AND rat/


Grade

Primary, Grammar.

No. of Players: lo to 60.


Purpose General exercise
:

Alertness

Co-operation.

and one for

Choose
others form a ring with clasped hands.
one player for cat

tries to catch the rat,

The

of the circle.

who

at first

is

rat.

The

The
cat

in the centre

players favor the rat,

who runs

and out of the circle under their clasped hands,


but try to prevent the cat from entering by stoopin

ing until their hands touch the


rat

is

When

floor.

the

while the

caught, the cat joins the circle,

and chooses a new rat from the


sometimes, to choose both a
new cat and a new rat each time the rat is caught.

rat

becomes

players.

When

cat,

It is better,

there are a large

may be chosen

number

of players, three cats

to chase three rats.

In this case

the cats are distinguished by handkerchiefs tied on


the arms.

GARDEN SCAMP.
Grade

Grammar.

No. of Players: 12 to 30.

Purpose

The

Run

Alertness

players form a ring.

Accuracy.

One

is chosen
Both stand

player

to be gardener, another to be scamp.

62

The gardener

inside the ring.

you doing in my
answers the scamp.

"No

gardener.

patch?"

"Who

The

"What

are

He

then

in the

same

one," replies the scamp.

runs, and the gardener

path.

let

asks,

"Eating berries,"
you in?" says the

must follow him

players in the ring hold up their arms

running.

to help both in

the gardener catches

If

the scamp, he becomes gardener,

from the ring to be scamp.

If

and chooses one

the gardener fails to

follow the scamp exactly, the scamp joins the ring,


If wished,
and the gardener chooses a new scamp.
the gardener may be required not only to follow the

path of the scamp, but also his motions.

THREE
Grade

No. of Players

Purpose

One

is

DEEP.

Grammar, High.
:

Run

20 to 60.
Alertness

chosen to be

it,

Self-control.

another to run.

The

other players arrange themselves in two circles,

one within the other, the players some distance


and each one in the outer circle immediately

apart,

behind one in the inner circle.

is it.

He may

players, thus
safe

and

The player who

pursued by the one who


place himself in front of any two

has no place runs, and

making

is

file

to save himself

must run

front of another group.

If

He

of three.

but the outer one of the three

may be

then

is

tagged,

to place himself in

a player

is

tagged, he

63
is it;

and the one who tagged him takes the run-

The game may be

ner's place.

varied by having

the two circles face each other, and leave a space

between

The runner then

running.

for

places

himself between two players, and the one toward

whom

he turns his back

may be

tagged.

WHEEL FOX AND


Grade

GEESE.

Grammar, High.

No. of Players

3 to 15.

Purpose Run Alertness


Apparatus : Wheel 18 feet
:

Self-control.
in

diameter drawn on the

floor or in the snow.

Draw

He

the wheel, and choose one player to be fox.

chases the geese, the other players, and tries

to tag one.

of the

The running
The hub

wheel.

done on the lines

is

all

is

the goal, and no one

may be tagged while on it. When a goose is


caught, he becomes fox.
The game may be varied
by having all the geese who are tagged remain
In this case the game lasts until there are
foxes.
no geese.

VIS-A-VIS.
Grade

"

Grammar, High.

No. of Players : 20 to 60.


Purpose : March Alertness.
;

One

player

in couples

is

The
Whenever

chosen to be

about the room.

it.

others stand

the one

who

64
is it calls, "Face to face!" the two in each couple
must face each other. When he calls, "Back to
back!" they must turn back to back. When he
"Vis-a-vis!" they must change partners.
calls,

The one who

to secure a partner, and the

is it tries

player left alone

is

now

it.

NINEPINS.
Grade: Grammar.
No. of Players: 20 to 60.
Purpose March Alertness.
Apparatus Music.
:

The

players walk in couples a few feet apart and

so as to form a double circle.


in the centre.

Those

which suddenly

One

in the circles

stops.

player stands

march

to music,

Instantly each player next

the centre leaves his partner, and passes to the place


of

player next in front.

the

If

the one

in

the

centre can secure one of these places, the player left

without a partner stands in the centre.

GOING TO JERUSALEM.
Grade

Upper Primary, Grammar, High.

No. of Players

10 to 60.

Purpose March Alertness Self-control.


Apparatus Chairs one less than the number of play:

ers

The
in

Music.

chairs are arranged in line facing alternately

opposite directions,

for instance,

one

to

the

65

two

east,
is

to the west, three to the east.

march

played, and the players walk around the chairs

The music suddenly stops, and all try to


The one who fails is out of the game,
and takes away a chair.
The game is continued
until only one player is left.
It may be played in
in line.

iind seats.

the school-room by marking several desks at which

no one may
once.

may
to

If

sing,

sit

there

and so putting out several players at


is no piano in the room, the pupils

and the teacher clap his hands for them

be seated.

WANTS A CORNER./

PUSSY
Grade

All.

No. of Players

8 to 20.

Purpose : Run Alertness.


Apparatus : Goals one less
;

than

the

number

of

players.

One

player

is

chosen to be pussy

take some objects as goals.

all

the others

The pussy walks from

one to another, saying, "Poor pussy wants a cor-

The reply is made, "Go to my next neighbor."


The other players constantly change places.
The pussy may try to secure any goal when it is
ner."

vacant.
is

pussy.

If

he succeeds, the person without

a goal

66

THE PLATTER.

SPIN
Grade

Grammar, High.

No. of Players

lo to 30.

Purpose : General exercise


Apparatus Platter.

Alertness.

The

One

players form a circle.

stands in the

floor.
The
moment he takes his hand from the platter he must
call the name of a player, who runs and tries to

centre,

and spins

catch

before

it

catch

it

platter

lies

on the

he spins the platter

it,

on

the

floor.
:

if

If

he does not

he does, the

first

To make the game more diffimay be required to sit or kneel on

spinner continues.
cult,

the

the players

floor.

JUMP THE SHOT.


Grade

Grammar, High.

No. of Players

10 to 30.

Purpose Jump Alertness.


Apparatus Bag filled with sand, with rope attached.
:

The

players form a circle.

swing the

He

shot,

and

sits

in

One

is

chosen

to

the centre of the ring.

holds the rope, and swings the bag in a circle,

making it slide upon the floor. Each player must


jump over it as it reaches him. Those who do not
jump quickly and well are hit by the bag, and must
step out of the ring.

67

SCULPTOR.
Grade

Upper Primary, Grammar, High.

No. of Players

Purpose

lo to 60.

General Exercise

Alertness

Self-control

Balance.

One

is

chosen to be

it.

He may

He

assistants to help place his figures.

name

gives each

statue or group of statuary,

some welland shows how

The

players form a

player or group of players the

known

have several

the position

is

be taken.

to

of

and dance around.


The sculptor calls,
sculptor is at home " and counts to twenty.
ring,

"The
Each

one must fall into the position given him before


"twenty " is called. Whoever fails must pay a for-

When

the sculptor cries, "The sculptor is


home!" all dance again in a circle. The
game may be made more difficult by requiring each
feit.

not at

player to have some spot as a pedestal, on which

For very young children


he must take his position.
any gymnastic position may be taken, or they may
imitate statues of animals which the sculptor is
For those slightly older
supposed to have made.
the balance positions are good.
of players

position.

is large,

When

the

number

whole groups may take the same

68

THREAD THE NEEDLE.


Grade: Primary.
No. of Players : lo to 30.
Purpose: March.

The

holding hands.

players form a line,

last one of the line goes up to the leader, and


"How many miles to Babylon.' "

"Threescore and

Leader.

Last

"Can

Player.

ten.

by candle-

there

get

The
says,

light.?"

"Yes, and back again.


"Then open the gates without more ado.
L. P.
And let the king and his train pass through."
L.

The

make an arch
commencing with
The game is repeated

leader and his next neighbor

by raising the hands, and the


the last player passes under.

with the

last

line

player as leader.

FOLLOW THE LEADER.


Grade

Upper Primary, Grammar.

No. of Players

Purpose

7 to 60.

General exercise

All the players form a

Quickness

line.

The

leader marches,

any gymnastic movement, and each


the players must repeat his movement ex-

runs, or takes

one of
actly.

of observation.

The game

is

limited by time.

69

RUSSIAN
Grade

FILE.

Upper Primary, Grammar.

No. of Players

7 to 60.

Purpose General exercise Alertness.


Apparatus : Goals one less than the number
:

Arrange the players half

of players.

in the aisle to the

left

of the central one, half in the aisle to the right of


it,

with the backs of those in one aisle toward the

backs of those in the other, each person standing by

The

a desk or in the space between desks.

which each player stands


person

is

is

place in

One

called a goal.

chosen to be leader.

He

runs down the

middle aisle touching two or more players on the


These immediately follow him and repeat

back.

his motions.
ones,

such as

The movements should be gymnastic


jumping and arm extensions. The

leader and his followers repeatedly

run through the


and each touches one or more players.
After a
This continues until all are following.
time the leader calls, "Goals!" and each player

middle

aisle,

tries to reach a

The one who

goal.

fails

is

now

leader.
The game can be played in a hall or
gymnasium by placing stools or chairs, one less
than the number of players, in two rows, with a

The players sit on the


forming two lines back to back.
The game
"
between
desks,
except,
when
played as
"Goals!

space between the rows.


stools,
is

is called,

left

the players

standing

is

sit

on the stools, and the one

next leader.

70

STEPS.
Grade: All.
No. of Players: lo to 30.
Purpose March Self-control.
:

Apparatus: Chalk.

drawn up in line, each one


equally distant from some object, as a wall, or from
One player stands in
a line drawn on the floor.
front of the others, facing them, closes his eyes and

The

players are

then instantly opens his

counts ten aloud,

While

move toward the

walk, or

eyes.

may

his eyes are closed, the players

run,

goal in any way, but be-

fore his eyes are open they

must

stop,

and he may

he sees moving back to the starting line.


The players win in the order in which they reach
send

all

the goal.

STATUES.
Grade

Grammar, High.

No. of Players: 10 to 30.

Purpose Run Alertness.


Apparatus
Jumping standard
:

Gong

Whistle

Chalk.

Draw

a line across

one end

At

of the room.

is

chosen to be

it,

and stands

room with his back


on the chalk
whistle.

line.

While he

in the

middle

to the other players,

The one who


is

is

it

the

One

other end hang a gong on a jumping standard.

of the

who

stand

blows a

blowing, he must look di-

71

may move
He may

rectly to the front, and the other players


as rapidly as possible toward the gong.

deceive them by pretending that he


the

whistle, and

is

about to blow

When

turn suddenly.

he

who are moving he sends back to the startThe one who is it changes his position

turns, all

ing line.

so that he

Each

then

always

is

player, as

and strikes

it

to

in front of the other players.

moves up to the gong,


show that he has succeeded.
he

is

able,

CALL TAG.
Grade

Primary, Grammar.

No. of Players: lo to 60.


Purpose March Alertness
:

One

Balance.

player. A, is chosen to be

form a

file.

As

ten.

it.

The

soon as he begins to count, the

When A

forward.

calls,

"Ten!"

file

may be;
who is

turns rapidly, and calls to any one

moving, as for instance B,


it.

If

Should

B may

call,

The game may be


raised.

the

and a
file.

is

then

The

forget to say tag before B's

varied by having the


in

monitor
little to

"Forfeit!" and keep his place.

march with hands


file,

can tag no one at once, he must turn and

count again.

name,

"TagB!"

walks

players

the

stop instantly, in whatever position they

and

others

turns his back, and counts aloud to

is

rest

players

position and the heels

placed at the head of each

the right of

it,

with his back to

teacher counts slowly.

The

players

72

Then the
until he calls, "Halt!"
The
monitors whirl suddenly, and tag as before.
"
march may also be started with the word, "March
must march

with

and,

"Halt!"

no

counting,

ended

at

the

command,

older pupils rapid counting in-

With

creases the difficulty.

DUCK ON THE ROCK.


Grade: Grammar.
No. of Players: lo to

20.

Purpose : General exercise


Apparatus : Out-of-doors,

Alertness.

Bowlder

Stones size of
Indoors,

fist

Large

stone

for each player.

Indian

club

Bean bag

for

each

player.

large stone, the duck,

is

placed on a bowlder;

and one player, the drake, stands to guard it.


A
line is drawn 20 to 30 feet from the bowlder.
Here
each player stands in turn, and throws his stone at
the duck, and tries to knock it off the rock.
If he
does not succeed, he stands near his stone, ready to
pick it up, and run to the starting line to throw
again.

the duck

The drake
is

can tag him at any time

on the rock,

if

a player knocks the duck

he

lifts

off,

all

is

be played

tagged becomes drake.


in

the

if

can run to the

starting line while the drake is replacing

one who

when

his stone; but,

it.

The game

The
can

gymnasium by using an Indian

club instead of a bowlder, and placing a bean bag on

n
The

top for the duck.

its

players have bean bags

instead of stones, and try to knock over the Indian


club, so that the bag will fall

off.

ALL UP.
Grade:

All.

No. of Players

6 to

oo.

Purpose : General exercise Speed Self-control.


Apparatus Six Indian clubs or tenpins Chalk.
;

played in

If

school-room,

draw four circles

near the front of the room, and mark three crosses


in each circle.

Place the clubs on the crosses in

Arrange the players

the outer circle on each side.


in

two

files

back of the room.

at the

The

outer

by the runners, whose


A
starting points are marked by chalked lines.

aisle on either side is used

player on

each

with his toe on

stands

side

At the

the

"Start!" he runs to
the outer circle on his side, and carries the clubs
one at a time to the inner circle, and places them
starting line.

on the crosses.

signal,

When

all

the pins are placed in

an upright position, he returns to the end of his


file

by the centre

aisle.

a given point in his


side.

The

file

The
first,

player

who reaches

scores one for his

next two runners return the clubs to the

outer circles, and the

had a chance to run.

game continues until


The side scoring the

all

have

greatest

number of points wins the game. If there is a


number of players, several circles may be

large

74
drawn, and the players stand in several

game can be played

in a

gymnasium

HANGING
Grade

files.

The

or out of doors.

CATS.

Grammar, High.

No. of Players

lo to 60.

Purpose: Heave movement Alertness.


Apparatus : Gymnastic apparatus.
;

One

is

chosen to be

He

it.

some

players, and tries to tag

chases
one.

the

The

other

players

cannot be tagged while hanging from a piece of


apparatus so that their feet do not touch the floor.

Whoever
players

is

is

tagged

is

When

it.

large, the first

and the second one tagged be

it.

HOP SCOTCH.
Grade

Upper Primary, Grammar.

No. of Players:

5 to 10.

Purpose General exercise Skill.


Apparatus: Chalk; Small flat stone.
:

JV>

the

one tagged

number of
sit down

may

n
A

drawn on the floor or on


and also a line a few feet from its base

figure like the above is

the earth,

One

line.

player stands on this line, and tosses

the stone into division


the stone out.

It is

then hops into

i,

then thrown into

jumps, resting one foot in

The

and one in

and kicks the stone from 2 into

and kicks

2.

player

then hops

2,

and then

out.

So he continues until 10 is reached.


He straddles
the line between i and 2, 4 and 5, and 8 and 9; in
all other places he hops directly into the court.
If the player fails to throw the stone into the right
division or to kick
it

on the line, he

into the right one or leaves

it

and the next player takes

is out,

The game may be played without straddling any lines, or the player may be allowed to

his turn.

place the stone on his foot and expel

it

once from

at

any division.

SPY.

Grade

Upper Primary, Grammar.

No. of Players

o to 60.

Purpose Run Alertness.


Apparatus : Object for goal.
:

Some

object

to touch

counts

it

all

is

the goal

one

agreed upon.

time

chosen as goal.
is

hundred

it.

or

Then he

The

He

closes his

any

number

calls,

last

one

eyes and
previously

"Coming!" MeanThe one who is

the players have hidden.

sets out to find them.

If

he sees a player, as

76
John,

he

"I spy John!" and

calls,

the goal before John.

The

players

may

tries to touch

who are hidden


one who is it is

run in at any time while the


They must touch the
enough from the goal.
goal, and call, "One, two, three, free! " before they

far

The

are safe.

first

player caught hides his eyes in

game

the next game, but each

is

continued until

all

are caught or have touched the goal.

YARDS
Grade

OFF.

Primary, Grammar.

No. of Players

5 to

20.

Purpose Run Alertness Speed.


Apparatus Object for goal Stick.
:

Some

object

which a stick

is

is

chosen for a goal, on or against

laid.

One

player

is

it.

Another

throws the stick as far from the goal as he can.

The one who

is it

returns the stick to the goal as

quickly as possible.

When

hide.
is it

he

the stick

Meantime
is

all

hunts for the other players.

If

players

the

in its place, the

one who

he sees one,

"I spy," and the player's name, and


touch the goal.
If any player can run from

calls,

runs to

his hiding place to the goal before the one


it

can touch the goal, he

This frees

all

who have been

again while the stick

one caught

is

may throw

it.

is

who

is

the stick away.

caught, and they hide

being replaced.

The

last

77

HARE AND HOUNDS.


Grade

Grammar, High.

No. of Players

Purpose

Run

Apparatus

Two

lo to 60.

Observation

Endurance.

Three canvas bags

Paper torn

small.

or three good runners are chosen to be hares.

general course

planned from three miles up-

is

ward, depending on the endurance of the players.

The

hares are

given

minutes'

ten

drop paper to mark their

trail.

They

start.

The

should

trail

be difficult to follow, should double on itself,


and take unexpected turns across streams, ditches,
After ten minutes the other players,
and fences.
the hounds,

When
out

,in

start.

They

one has found


his direction.

it,

scatter to find the scent.

he

calls,

When

and they

the scent

is

all

set

lost,

the

pack scatters again until some one finds the

The

object of the hounds

is

to

be

in at

trail.

the finish,

that of the hares to go over the course without being

overtaken.

MISCELLANEOUS AND QUIET


GAMES.

PASSING CLOTHES-PINS.
Grade:

All.

No. of Players: 12 to 60.

Purpose Dexterity Alertness.


Apparatus One to twelve clothes-pins.
:

I.

After a march around the room, form a circle

The

or square facing the desks and chairs.


of the

game

is to

to the next,

object

pass a clothes-pin from one child

so as to reach

a given point in the

time possible.
The leader
passes one clothes-pin, and immediately starts another, which is to try to overtake the first one becircle in the shortest

fore

it

reaches the leader.

Calling one cat and the

other mouse, or one fox and the other hound, adds


to the pleasure.
II.

The
left
first

leader starts two clothes-pins,

and one
in

leader.

to the

right.

The

one to the

object

is

to

be

reaching the point directly opposite the

The

side

which

succeeds

scores

Children ia the upper primary grades

one.

may

two or more clothes-pins at once.


The half
circle wins which has the highest score.

pass

of the

III.

Form two

lines.

At

a given signal the leader of

each line passes six clothes-pins to the player beside

82

They

him.

are passed quickly

down the line, each


The line which

player taking them in his hands.


passes them to the end
clothes-pin

is

dropped, the one

he has

let fall all

first,

in his hands,

scores a point.

who dropped
gather them

it

If a

must

all up,

and continue the passing.


They are returned
the same way, and the score is counted in each

The game may be

rection.

varied by passing them

both directions before scoring.

in

one

at the

end drops

all

up before returning

in
di-

In this case the

the pins, and picks them

Bean bags may be

them.

game may be

used instead of clothes-pins, or the

played at the seats, when six books are placed on


the

first

one

at a

desk at the right of each row and passed

time to the end of the row

back again.

then

may be

If

played

required to place his right

neighbor's shoulder and use only his

DUCKS
Grade

the

left,

and

one
hand on his

left

each

hand.

FLY.^/

Primary.

No. of Players: lo to 60.


Purpose Heave movement
:

The

at

standing,

players

may

Alertness.

stand in the aisles or

sit at

the

The one who is it


faces the class, and says, "Ducks fly!" and raises
his arms to represent flying.
The others must imiStanding

desks.

tate
fly.

him
If

is

preferred.

as long as he mentions animals that can


he names an animal that cannot, and says

83
for instance,

"Cats fly!" any child who makes a

movement must pay

a forfeit.

MUFTI. "^

GRAND
Grade

Primary.

No. of Players: lo
Purpose: Alertness.

The

to 60.

The

players form a circle.

teacher stands in

He makes some

moveGrand Mufti,"
when all the players must imitate his movements.
If he says, "So says the Grand Mufti," no one must

the centre as Grand Mufti.

ment,

move.

and

"Thus

says,

Whoever moves,

says the

either pays a forfeit or sits

down.

THANKSGIVING DINNER.
Grade Primary, Grammar.
No. of Players: 10 to 60.
Purpose Alertness.
:

Some one

is

each player the

chosen to

name

of

a Thanksgiving dinner.

tell

He

the story.

gives

something to be eaten at

The

players stand in the

between the desks, while the one who is it


When any
tells a story about Thanksgiving Day.
player hears his name mentioned, he must turn
aisles

about once in his place.

"The

For instance,

if

the story-

was put into


the oven," all who are named turkey must turn.
When the words " Thanksgiving dinner " are used.
teller should say,

large turkey

84

must

all

had best

This game may be adapted

turn.

holidays.

If

tell

the

children

to

other

are young, the teacher

the story.

STAGE-COACH.
Grade: Grammar, High.
No. of Players: lo

to 60.

Purpose : Alertness.
Apparatus : Chairs.

The

chairs are arranged in a circle; the one

stands in the centre.

is it

the desks, he stands

names each
of five

player.

may have

in

If

front

the

If

game

the

is

the class.

of

number

who

played at

is large,

He

groups

The names given

the same name.

must be parts of a stage-coach or its contents, or


may be the horses and their harness, as

they

springs, door, old lady, parrot, white horse.

the players are named,

the one

who

is

it

When
tells a

Each time the


must rise, and
turn once in their places.
When the name of any
player or group of players comes into the story, he
must turn. For instance, if " The driver cracked
story about a ride in a stage-coach.

word "stage-coach "

his

is

mentioned,

all

whip" be said, all the whips must rise, and


The story ends with the words, " The stage-

turn.

coach upset. "

The one who


is left

Then

all

is it tries

the players change seats.

to secure a chair.

standing must tell the next story.

Whoever

8s

FRUIT BASKET./
Grade

Grammar, High.

No. of Players: lo to 60.

Purpose Alertness.
Apparatus: Chairs one
:

less

than the number of

players.

The

players

sit in a circle.

He

the story.

One

and gives each player the name


he

tells a story,

is

chosen to

tell

stands in the centre of the circle,


of a fruit.

bringing in these names.

All

Then
rise,

and turn when the words " fruit basket " are heard.
Each player turns when he hears his name. The
story is ended by the words, " The fruit basket
Immediately all the players must change
upset."
seats,

and the one

chair.

Whoever

in
is

the centre tries to secure a


left

standing tells

the

next

story.

A WAND.

BLIND MAN'S BUFF WITH


Grade

Upper Primary, Grammar, High.

No. of Players: 10

Purpose

to 30.

Keenness of perception

Self-control.

Apparatus: Handkerchief; Cane.

One player is blindfolded, and given a stick.


The other players join hands, and dance around
him

until

stick.

stick at

he taps the floor three times with the

Immediately

some

one,

all stop.

who must

Then he points the


take

the end, and

g6

answer any three questions that he may

may

player

disguise

The

ask.

his voice in answering.

the one in the centre can guess

who

If

the two

it is,

players change places.

MUSICAL INSTRUMENTS.
Grade

Grammar, High.

No. of Players

Purpose

The

lo to 30.

Alertness.

players form a circle,

sitting

on the floor

or on chairs, and are the orchestra, each one choos-

ing the instrument on


is

decided upon.
all

as

which he will

the players

much

The conductor

hum

beats

the tune, each

One

play.

conductor, and stands in the centre.

tune

time,

making

it

is

while

sound

like his chosen instrument as possible, and

the motions

imitating

used

playing

in

The

it.

conductor suddenly turns to some player, and says,

"What
4,

is

5!"

the matter with your instrument

The one questioned must begin

before the conductor counts

five,

propriate for his instrument.

he may

say,

"I have broken

and
If

it

1,2,3,

must be ap-

he has a violin,

a string."

quick enough in replying or

.'

his reply

If

he

is

not

he says something
is the matter with his instrument that cannot be,
as of a violin, " The reed is lost," he must change

The conductor may clap


when the music must stop
Any one failing to stop becomes con-

places with the conductor.


his hands at any time,
instantly.

if

S7

The music never stops except when the


The person who fails may

ductor.

leader claps his hands.

pay a

and the same

forfeit,

throughout the game,

conductor continue

preferred.

if

HUNT THE KEY./


Grade

Upper Primary, Grammar.

No. of Players : lo to 30.


Purpose Alertness.
:

Twine

Apparatus

hung on

key

is

Key.
a long piece of twine.

The

One

stands

players form a ring, and hold the twine.


in the

The

centre.

others keep their hands con-

stantly in motion, and pass the key back and forth.

The one

in the centre tries to

The

the key.

players

may

the key to show where

it

discover

who has

occasionally whistle on
is.

When

caught with the key in his hands,

a player

is

he takes the

place in the centre.

HUNT THE
Grade Primary.
No. of Players 10
Purpose Alertness.
Apparatus Slipper.

SLIPPER.

to 30.

The

players sit on the floor in a circle, with the

knees raised, and the girls well scattered among the


One
boys, that their dresses may hide the slipper.
is

chosen to be

it,

and runs around the outside

of

88

who has the

the circle trying to tag the person

The

slipper.

slipper

is

passed quickly from one to

It
may sometimes be
another under the knees.
When
thrown across the circle if hidden at once.
far enough away from the one who is it, it may be
struck three times upon the floor to show where it

The one caught with

is.

the slipper

AND

BEAST, BIRD,
Grade

is it.

FISH.

Upper Primary, Grammar, High.

No. of Players

lo to 30.

Purpose Alertness.
Apparatus Handkerchief.
:

The

players stand or

calling

player,

either

One

in a circle.

sit

the knotted handkerchief,

and throws

"Beast"

or

it

at

takes

another

"Bird"

or

"Fish," and commencing at once to count aloud


to ten.
The one at whom the handkerchief is
thrown must name an animal of the right division
before the player says,

"Ten!"

For instance,

if

throws the handkerchief to B, and says, " Fish!

one, two,

has

counted

ten!" and B

ten,

says,

takes the

"Cod"

before

handkerchief, and

he is too late in
he names an animal of the
wrong division, he must pay a forfeit.
The game

tosses

it

at

another player.

saying his word, or

But,

if

if

may be played without forfeits. In this case the


who counts continues throwing until some
one fails.
The one who fails then takes the hand-

player

kerchief.

89

NOT
Grade

SIR.

I,

Grammar.

No. of Players

lo to 20.

Purpose: Alertness.

The

players stand in line, and are numbered in

One

order.

one

chosen to be teacher.

is

of his class,

Teacher.

"

He

turns to

and this conversation takes place:

heard something about you, No.

2,

sir."

P.

"What, sir, me, sir.? "


"Yes, sir, you, sir."
" Not I, sir."

T.

"Who,

P.

"No.
"No.

Pupil.
T.

T.

No.

then, sir.?"

s,

must go

sir."

5 to the foot."

"What,
"No. 5 to

can say,

he
" before the teacher

to the foot of the class unless


sir,

me,

sir.?

says,
the foot."
If he succeeds, he
keeps his place, and the teacher addresses another

The

pupil.

object of the

game

is

to be

head of

the class.

HUCKLE BUCKLE BEAN STALK.


Grade

Primary, Grammar.

No. of Players: 10 to 60.


Purpose : Quickness of perception

Self-control.

Apparatus: Thimble.

One

person

is

chosen to hide the thimble.

All

the other players close their eyes or go out of the

The one who

room.
it

can be seen and

The other players


As each one sees

is it

j'et

is

places the thimble where


not likely to be noticed.

are then called to hunt for


it,

he must

manner where

not show by his

may be varied by putting


Then the one who is it

it.

down, and must

sit
it

is.

The game

the thimble out of sight.


tells the players

who

are

near the thimble that they are "hot," and those


that are far off that they are

may be
when

played louder

all

are far

"cold."

when some one

Or music

is near, softer

away from the thimble.

OBSERVATION.
Grade Upper Primary, Grammar, High.
No. of Players lo to 30.
Purpose: Acuteness of observation.
Apparatus Twenty objects Paper and pencils.
:

Twenty

objects

player in turn

minute.

He

is

are placed

on

Each

then goes to a seat from which the

table cannot be seen, and writes

remember.

a table.

allowed to look at them one-half

The one writing

correctly wins the game.

down

all

the greatest

he can

number

"^

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