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Games for the Playground, Home, School and Gymnasium
by Jessie H. Bancroft
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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 the front wall. As soon as this player is out of the aisle, the others all move backward one seat. This leaves the front seat vacant, and the runner having touched the wall returns immediately and takes this vacant front seat. As the player sits he raises his hand, which is a signal for the player who is now the last one in the line to run forward, the line moving backward one place as soon as he is out of the aisle. He, in turn, having touched the wall, takes the vacant front seat. The play is continued in this way until every one in the row 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 players should be very careful to keep their feet under the desks, so there will 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 played where there is plenty of space and many hiding places. The distinctive feature of this game is the peculiar limitation put on the opportunity to hide, which may even free the blinder from his task. The one who is It, or hunter, blinds his eyes and counts ten while the other players run 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 sees moving must come back to the goal and start over again. The hunter repeats this five times, and any player not entirely out of sight the fifth time the hunter turns must change places with him, the original hunter becoming a spectator of the game. Having called "Ten!" and turned to look for moving players five times, the hunter (or the one taking his place, as explained above) counts one hundred, to give the players time to reach final hiding places, and the game proceeds as in regular 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 with his left hand the right wrist of his left-hand neighbor. This leaves all of the right hands free and all of the left hands occupied. The odd player stands in the center of the circle, and tries to detect who holds the thimble that is passed from hand to hand. Each player in the circle places his right hand first in the hand of his neighbor on the right and then in the hand of the neighbor on the left, keeping this movement going rhythmically, while the entire circle repeats the lines:—

"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, he goes up to him and says: "My lady's lost her thimble. Have you it?" If correct, these two players change places. If incorrect, the one who is It 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 the thimble, the one who was It taking the vacant place in the circle, and the one who held the thimble going to the center. Should the player be incorrect 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 irregular way. The players forming each couple stand facing each other, with the distance 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 object of the latter being to tag the runner. The runner may take refuge between any two players who are standing as a couple. The moment that he 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. Should the chaser tag the runner, they exchange places, the runner immediately becoming chaser and the chaser being liable instantly to tagging.



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 of him, all standing at a distance of from thirty to fifty feet from a goal previously decided on. The players in the line hold their hands extended forward the length of the forearm, the elbows being bent and touching the sides; the palms should be turned downward.

The one who is It tries to slap the hands of any of the players, who may evade him by bending the hands downward, upward, or sideways, at the wrist, but may not withdraw the arm or change the position of the elbow. Any player who receives three slaps, whether on one or both hands, immediately upon receiving the third slap, chases the one who is It toward the goal. Should the slapper be caught before he reaches the goal, he must continue as before, but if he succeeds in reaching the goal in safety, he changes places with his pursuer, who becomes It, 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 and adults.

All of the players but two form in a double ring, facing inward; that is, in two concentric circles, with one player directly behind another.

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, start outside of the circle, generally one of them being on one side of the circle and the other opposite. The object of the game is for the chaser to tag the runner. The runner may save himself by stopping in front of any couple standing in the circle, whereupon, that file having been made "three deep," the outer player or third man becomes at once liable to tagging, and in his turn becomes runner and tries to evade the chaser. He may seek refuge in the same way in front of a couple.



Should the chaser tag the runner, they exchange places, the runner immediately becoming chaser, and the chaser being liable instantly to tagging.

It will thus be seen that great alertness is necessary on the part of any one standing on the outside of the circle, as at any moment the runner may take refuge in front of his file or couple, making him the third man and liable to be tagged. It is not permissible for any third man to take refuge in front of the couple standing immediately on his right or left when he becomes third man.

Both runner and chaser may dash through the circle, but may not pause for a moment within the circle, except when the runner claims refuge in front of some couple. When players are inclined to confuse the play by hesitating while running through the circle, this privilege of running through is sometimes forbidden, all the chasing being confined to the outside of the circle.

VARIATION.—This game may be varied by having the players who form the circle stand face to face, with a distance of one long step between each two, instead of all facing toward the center of the circle. In this form of the game the runner takes refuge between the two forming the couple, the one toward whom his back is turned being the third man. Both runner and chaser may run between the two circles of players.

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 these belongs to Tommy Tiddler, who stands on his side of the line and may not cross it. All of the other players are on the other side of the line, 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 changes places with him. The players will learn to add to the interest of the game by venturing as near Tommy Tiddler as possible and being very tantalizing in inducing him to run after them. Tommy Tiddler, on his part, will find opportunity for considerable finesse, such as in appearing to give his attention entirely to one player, then suddenly turning 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 three feet in length. A leader is appointed who either counts or commands as a signal for tossing the wands back and forth from one line to the other: as, "One, two, three—toss!" This is even more effective if gymnastic movements be taken on the three counts, as bending the trunk forward with the wand downward, stretching the arms upward with the wand overhead, extending it forward at shoulder height, and then tossing 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, and caught with the hands in the same position. Later, the hand position should be reversed, the wand being grasped with the downward-turned palms.

CIRCLE FORM.—When players are proficient in catching in opposite lines or ranks, they should form a circle, facing around in single file, each player being provided with a wand which is tossed backward over the head and caught by the player behind. This may be done best rhythmically 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 a little practice, however, this usually resolves itself into a quick drill rather than a game; but it is a most interesting, skillful, and diverting 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 Woman from the Woods." The players divide into two equal parties. One party retires and decides on some trade or occupation, whereupon they advance 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 they go through pantomimic motions descriptive of the occupation chosen, such as planing, sawing, or hammering, for the carpenter; the motions of the bricklayer, tailor, cobbler, motor-man, etc. The second party guesses what this pantomime indicates. Should they guess correctly, they have a turn at representing a trade. Should they fail, the first party has another trial.

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

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. It may be used on any ground or strip of woodland where there is a variety of trees, the game consisting in identifying the trees.

A tag or card is fastened on one or more trees of each variety within certain prescribed limits. These cards may be made as fanciful or as rustic as desired. Birch bark is very appropriate for them, and for either birch bark or a conventional card a pretty element may be added by writing some appropriate quotation or verse, after the Japanese custom. 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 list of numbers corresponding to those on the trees. Thus, if fifteen trees be numbered, there should be fifteen numbers on each player's card.

The players, having been provided each with a card and pencil, wander at will over the designated territory. Whenever a number is discovered on a tree, the player, if he knows the name of the tree, writes it on his own card opposite the corresponding number. For most companies, popular rather than botanical names of the trees are permissible. At a signal—a bell, whistle, horn, or call—the players all assemble. The host or hostess then reads a correct list, each player checking the card that he holds. The player wins who has the largest number of names 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.



TRIPLE CHANGE

10 to 60 or more players.

Playground; gymnasium; parlor.

The players form a circle, with the exception of three who stand in the center. Those forming the circle and those in the center number off in threes. The players in the center take turns in calling each his number, as "One!" "Two!" or "Three!" whereupon all of the players in the circle who hold that number quickly change places with each other, the one who called the number trying to catch one as he runs to a new place. Any player so caught changes places with the caller. For instance, the center player may call "Three!" whereupon all of the Numbers Three in the circle must change places. They may do this by changing with a near neighbor, or tantalize the one who called by running across the circle.

The center players take turns in calling numbers. For instance, if the first one fails to secure a place, then the second of the center group calls. Should the first succeed in catching one of the other players, the player so caught will await his turn in the center until Numbers Two and Three have each had a turn at calling before he calls a number.



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

5 to 30 players.

House party; out of doors.

One player is chosen as leader, and stands up, generally with his back against a wall or post, while a second player, who is the cuckoo, bends down, as for leapfrog, with his head against the leader. The other players stand around in a circle, each placing a finger on the back of the cuckoo. The leader then "counts off" the fingers of the players with the following rhyme, indicating a finger for each accent of 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 rhyme must then go to any place directed by the cuckoo, who, if he has any intimation of the identity of the player, may use considerable tact in choosing a difficult or interesting place; as on some high point to which it is difficult to climb, or under some low object under which it is hard to crawl, some distant place, etc. One player, however, must be directed to hide under the cuckoo's nest, and this player takes a position at the feet of the cuckoo. This is a favored position. When all of the players have been thus disposed, the leader calls, "Pom, pom, cooketty coo!" As soon as this call is heard, the players run back and pound the cuckoo on the back until the last one is in. This last one becomes the cuckoo for the next repetition of the game.



VAULTING SEATS

10 to 60 players.

Schoolroom.

This game is played the same as Changing Seats, except that the pupils vault over the seats instead of sitting in them. The game may be played anywhere above the third year.

The teacher gives the order "Right, jump!" whereupon all of the pupils jump over their seats toward the right-hand side of the room. The row that is displaced, now standing in the right-hand aisle, runs at once around the room to the left-hand aisle. The teacher then repeats her command. The directions for the vaulting should be varied and unexpected, several being given to the right, then several to the left, 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 twenty feet from it and parallel with it a starting line is drawn. The players 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 of each division toeing the line. Each leader balances on the forefinger a gymnasium wand, the other hand being placed on the hip, and walks forward to the objective line, all starting at a given signal. Should the wand be dropped, it must be picked up and the effort resumed from the place where this happened.

The first one to reach the objective line wins; or, if a relay, scores for his division. The division wins that gets the largest score. If desired, the winners, i.e. those scoring for the different lines, may "play off" against each other, after all of the other players have had their turn.



WAND TUG OF WAR

10 to 100 players.

Playground; gymnasium.

This game is played with wooden gymnastic wands, from three to five feet in length, and not less then one inch in diameter. There should be half as many wands as there are players. A line is drawn across the center of the floor or playground. The players are divided into two divisions, one standing on each side of the dividing line, so that each player faces an opponent. These grasp each the end of a wand, held horizontally between them. At a signal a tug of war begins, each player trying to pull his opponent across the line. Any one who puts a foot on the ground of the opponent's territory ceases the struggle and must come across the line. The division wins which has the greatest number of players on its side of the line at the end.

The game is best played in two or three five-minute intervals, with rests between.



WATER SPRITE

10 to 30 or more players.

Playground; gymnasium.

The players stand in two lines facing each other, with a large open space representing a river between. One player, representing the water sprite, stands in the middle of the river and beckons to one on the bank to cross. This one signals to a third player on the opposite bank or side of the river. The two from the banks then run across to exchange places, the water sprite trying to tag one of them. If the water sprite be successful, he changes places with the one tagged.

This is a Chinese game, reported by Miss Adele 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 useful purpose in familiarizing children with the points of the compass.

The class having learned which directions are north, east, south, and west, one player, who represents the weather bureau, stands in front of the others (or the teacher may take this part), and calls out which way the wind blows. For instance, when he says, "The wind blows north" the players turn quickly toward the north; if he says "west," the players turn to the west; whenever he says "whirlwind," the players all spin around quickly three times on the right heel.

The interest will depend very largely on the rapidity and variety with which the leader calls the various points of the compass. For older children, 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 ideas stands in front of the other players and repeats this verse rapidly, imitating each time he repeats the verse some one action characteristic of the members of a band. For instance, the first time he may go through the pantomime of playing a fife; the next time, without any pause between, he may imitate the beating of a drum; the next, playing a fiddle, trombone, flute, cymbals, triangle, imitate the drum major, etc. All of the other players follow his movements.

The sport will depend largely upon the rapidity of the time and the vivacity that is put into the movements.

FOR THE SCHOOLROOM.—The head players in the different lines of seats should take turns in being the Bologna Man, and the movements should be such as will afford effective exercise. For instance, the first player will stand and repeat the verse while hopping on one foot, the entire class joining in the hopping. The moment he is through, the leader of the next row should jump up, face the class, and repeat the verse, going through some other motion, such as hopping on the other foot; he, in turn, to be succeeded by the next leader, etc. Many gymnastic movements will suggest themselves, such as jumping on both feet, jumping forward down the aisle frog fashion, jumping high in place, running in place, stretching the arms out sideways and bending sideways like a walking beam, whirling both arms around like a windmill, 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 perhaps more skillful and interesting when played with a "beetle," a small cylindrical sack about twenty inches long, stuffed with cotton, and resembling in general proportions a policeman's club.

All but one of the players stand in a circle with hands behind their backs. The odd player runs around the outside carrying the beetle, which he drops in the hands of any player in the circle. That player immediately turns to chase his right-hand neighbor, beating him as much as he can find opportunity for while he chases him around the circle and back to his place. It is obviously to the interest of this neighbor to outrun the beetle and escape a buffeting.

The one holding the beetle then takes the place of the first outside player, that one joining the ring. The new beetle man, in turn, runs around on the outside and drops the beetle in any hands which he chooses.

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 the circle, he takes the part of a sheep. One player is chosen to be Jacky Lingo, who walks around outside of the circle. Another, who is the shepherd or owner of the sheep, stands in the center of the circle.

The owner says, "Who goes round my stone wall?" The outside player answers, "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 on the back, one for "one-by-one," another for "two-by-two," and a third for "three-by-three." If a large number be playing, he may tap two for each count instead of one, making six in all. As the players are tapped, they step out from the sheepfold and line up back of Jacky Lingo, each one in the line placing his hands on the shoulders of the one next in front. This is continued until all the players are taken by Jacky Lingo, who then runs off around the ground with them. The owner goes after them, faces Jacky Lingo, and says, "Have you seen anything 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 to prevent. Any sheep in the line may be touched by the owner, and when so touched he steps out of the line and stands aside until all are caught.

VARIATION.—When played indoors or on the turf, the game may be played by the owner being blindfolded and taking a position on hands and knees—"all fours." The dialogue is the same as given above, and the gathering in of the sheep by Jacky Lingo the same, except that the players do not line up behind him. They simply stray over the ground when 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 fours and blinded, tries to catch them. The first one caught becomes shepherd the next time.



WINK

9 to 25 players.

House party.

An uneven number of players are required for this game. Enough chairs are placed in a circle to allow one chair to each two players and one for 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. There should be one empty chair with a guard behind it. This odd player winks at some one sitting in the circle, who at once tries to slip out of his chair without being tagged by his guard and take his place in the empty chair. He may not go if he be tagged by his guard. The object of the guards should be to avoid being the keeper of an empty chair, and therefore the one who has to wink. The players try to evade the vigilance of the guards by the quickness and unexpectedness of their movements. The guards may not keep their hands on their prisoners, but must have them hanging at their sides until they see their players winked at. They may not dash around the sides of the chairs which they guard, but must stay all the time behind them.

Nodding the head may be used instead of winking, but is more apparent to the guards.



WOLF

5 to 30 or more players.

Out of doors.

This is an admirable hide and seek game where there are many hiding places, as in a village or the country.

One player is chosen for the wolf, who goes off and hides. The rest of the players are sheep, with one of their number as leader. A place is chosen for a pen where the sheep must stay and blind their eyes while the wolf is hiding. This pen may be a tree or rock or a square or circle drawn on the ground. The leader counts one hundred, to give the wolf time to hide. The sheep then start out, but must all follow their leader "like sheep," looking for the wolf in each place where the leader may search for him. This game differs from most other hiding games in that the searchers are the ones who have to flee for safety when the hider is discovered. As soon as the wolf is spied, the leader cries:—

"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 toward them, which he must do before he may chase them; but immediately that the wolf has made his leap, the sheep all turn and run for the sheep pen, the wolf following. As the wolf may not run until he hears the word "wolf" at the end of the leader's lines, the latter often tantalizes the wolf by saying, "I spy the woolly, woolly—lamb!" or "the woolly, woolly—cat!" or names any other animal he chooses, with a pause before the name, to prolong the suspense of the impatient wolf, finally ending up with "the woolly, woolly—wolf!"

Any sheep tagged by the wolf becomes a wolf and joins the wolf the next time, hiding either in the same den with him or in a separate den. When there is more than one wolf, the leader halts his sheep whenever he spies a wolf, whether it be the original wolf or not, and all of the wolves join in the chase when the sheep run back to the pen. The game ends when all of the sheep have been caught.

The wolf has several resources at his command for catching sheep in addition to a simple chase. If at any time while in hiding he spies the sheep before they spy him, and considers their position in relation to the goal advantageous to himself, he may call, "Stand your ground, three feet!" whereupon the sheep must instantly stand still and then take three steps toward the wolf and stand again until he jumps toward them, when the chase for the sheep pen begins. The wolf may also exercise considerable finesse by running directly for the pen if he be in a position to reach it quicker or more directly than by chasing the sheep. Should he reach the pen first, he may then tag the sheep as they run in. One sheep may act as a decoy to engage the attention 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 is desirable to have two or more who are It, or taggers. The players venture as near as possible to the one who is It, taunting him by crying, "Ticky, ticky, touch wood!" Any player may seek immunity from being 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 may stay very long in any place of safety, and the moment his hand or foot be taken from the wood he is liable to be tagged. A player who is not near wood may gain a few minutes' respite by calling out "Parley!" but he must stand perfectly still in the place where he then is, the tagger being able to tag him if he makes the slightest move of any part of his body. When such a player decides to run again, he calls out, "Parley out!"

This game affords opportunity for a great deal of sport through the making of false starts and the daring approach to the one who is It, who, in turn, may make sudden and unexpected sorties in different directions.

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. All the players stand grouped around a goal, and the stick thrower throws a stick as far away from the goal as he can. As soon as the stick touches the ground, all of the players, including the thrower, but not the one who is It, scatter and hide. The one who is It must walk to the stick (never run), take it up, bring it back, and stand it up, resting against the goal. He then starts to hunt for the hidden players. He must run back and touch the goal for any player whom he discovers, saying, "One, two, three, for—!" naming the player. Any one caught in this way becomes a prisoner at the goal. Any player who has not been detected by the spy may run in to the goal at any time and throw the stick away, whereby all of the prisoners, i.e. those who have been spied and previously caught, become free and hide again. Whenever this freeing of prisoners happens, the spy must return to the goal, walk to the stick, pick it up, walk back with it to the goal again, and go on with the play as before. This continues until the spy has touched the goal for all of the players, though they need not all be prisoners at once. Any player spied who reaches the goal before the spy, is thereafter free; i.e. out of the game. The last one caught becomes 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 various series or groups of words, each group descriptive of some author, and each word beginning with one of his initials in regular order. The player wins who guesses the largest number of authors. The following are 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 prepared like the following list. The answer to each question is to be written opposite it, and must consist of the letter B as an initial and added to it the number of letters designated, the whole conforming to the definition 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 game may 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 is either written on the papers in advance, or by the players from dictation, minus the underscoring. Each player is then required to find in the text the names of twenty-five textiles that may be purchased in a dry goods store, none to be mentioned twice, indicating each by underscoring. The player wins who has the largest number correct.

Dolly Varden, immaculately dressed, sat in the window ledge and heard from the church near by the mellow chords of the organ dying slowly away. Her silken hair was well drawn back from her forehead low and broad. Clothed as she was in pink and green, she made one think of the spring. She was considered musical; I considered her brilliant in every way. I was before the dresser, getting ready to go out, and taking a forkful of cold slaw now and then, or some mock duck. "I want to 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 as is represented. You should canvas for a book or paper, Caleb, some handy volume, possibly a duodecimo. Hairsplitting terms like this I do not often employ, but, blessings on the head of Cadmus! linguists must sometimes use their hands as well as their wit, weed gardens, if need be, but spare the mullein, for it seems to me like a flower. Always remember 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 player stands or sits in the center with a soft ball, made by crushing paper or knotting up a handkerchief. This is thrown at one of the players by the one in the center, who says quickly, "Beast, bird, or fish!" then repeats one of these classes and immediately counts ten, whereupon the player who has been hit by the ball must name some beast or bird or fish, according to the class last named by the thrower. This must be done before the latter has finished counting ten. For instance, the thrower will say as he throws, "Beast, bird, or fish!—Bird!" whereupon the player hit by the handkerchief must name a bird while the thrower counts ten. This must not be a repetition of any bird previously named in the game. Should the player who is hit by the ball fail to meet the requirements, he changes places with the thrower. Should he succeed, the thrower repeats the game by hitting some other player.

IN THE SCHOOLROOM this game may be played with all the players but one in their accustomed seats.

An old English form of this game substitutes the words "Fire, air, and water," for "Beast, bird, and fish," the players being required to name some animal that lives in the air or water when those elements are named, but to keep silence when fire is named. In this form the game 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 much muscular 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 next player says "Eight," and so on up to a multiple of seven, such as fourteen, twenty-one, twenty-eight, etc., on each of which the word "Buzz" should be used instead of the right number. The word "Buzz" is also substituted for any number in which the word seven occurs, even though it should not be a multiple of seven, such as seventeen, twenty-seven, thirty-seven, etc. When seventy is reached, the counting proceeds as "Buzz-one," "Buzz-two," etc., and seventy-seven is "Buzz-buzz."

Whenever a player says a number instead of "Buzz," or says "Buzz" in the wrong place, or calls out a wrong number, he must pay a forfeit and start the game over again by saying "One."

The game may also be played by having each player who misses drop from the game. Where this is done, and the player retains his seat but is silent, the game becomes even more confusing for the players who remain.



CAKE SALE

Any number.

Parlor.

Each player is given a card or sheet of paper prepared with the following questions, or they may be dictated at the time. The one wins who 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 the following questions. Each question is to be answered with a word, of which the first syllable is cat. The player wins who writes the largest number of correct answers, the list of answers being read by the 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 another full sheet of paper and a pencil. On one of the slips he writes a question. This may be as serious or absurd as fancy dictates. On the other 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 questions are thoroughly mixed and passed around, each player drawing one. The same is done with the nouns.

Each player must then write a verse which shall answer the question and contain the word that he has drawn, no matter how irrelevant they may be. A time limit is generally given for this performance, varying with the facility of the players.

The following may serve as examples. The author recalls a very grave banker, not suspected of humor, who drew the question, "How long should you roast a leg of mutton?" The word drawn was "Finger." He wrote:—

"To roast the mutton, let it linger Longer than to roast your finger."

Another business man drew the question, "What is the difference between 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 third slip of paper a verb or an adjective, these to be collected and redistributed 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, those directly opposite each other being partners. The odd player walks around the rows behind the others, asking questions of any player facing him from the farther row. The question must be answered, not by the player addressed, but by his partner or vis-a-vis, who sits with his back to the questioner.

Any player answering a question addressed directly to him, or failing to answer one addressed to his partner, or giving an incorrect answer to 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 rows should form a group and face each other so as to leave free aisles between the groups in which the questioners may walk, as shown in the diagram of "Old Man Tag."

The game may be made to correlate with almost any subject in the school curriculum, the questioner asking, for instance, for capital cities, boundaries, mountains, etc., for geography; for dates or the names of heroes in great events, for history; or even for brief problems in mental arithmetic.



DUMB CRAMBO

10 to 30 or more players.

Parlor.

The players are divided into two parties. One party goes outside of the room, and those remaining choose some verb, which is to be guessed and acted by the other party. The outside party is then told some word which rhymes with the chosen verb. They consult among themselves, decide on a verb which they think may be the right one, enter the room, and without speaking act out the word they have guessed. The inside party must decide from this pantomime if the correct verb has been guessed. If not, they shake their heads. If right, they clap their hands. No speaking is allowed on either side. If the outside party be wrong in their guess, they retire and try another word, repeating this play until they hit upon the right word, when the two sides 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 of string tied at the ends so as to form a circle large enough to go around, a small ring having been put upon this string. One player is chosen to stand in the center. The players who are seated then pass the ring from one to another, the object being for the player in the center to detect who has the ring. The other players will try to deceive him by making passes to indicate the passage of the ring when it really is not in their vicinity. When the player in the center thinks he knows who has the ring, he calls out the name of that player. If right, he sits down, and that player must take his place in the center. This game may be played by the players repeating the following 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 the player who is It must circle around the outside of the ring formed by the other players instead of standing in the center.



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 grass indiscriminately, not selecting the contents of the bunch. All sit down in a group. The first player lays out one from his pile, say a buttercup. 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 with that of the first player, who appropriates the entire pile when this has gone around the circle. Then the next player lays out something which all must try to match. The one wins who has the largest number of grasses or blossoms all counted together at the end. Different sorts of grasses and leaves count in this game as well as different kinds 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 blades being best for the purpose. The players are all seated in a group. One child makes a loop of a blade of grass by holding the two ends in his hand. Another child loops a blade of grass through this and the two pull; the one whose grass blade breaks loses, and the two pieces as trophies are given to the successful player, who then matches his grass blade with the next, and so on around the circle until his grass blade breaks, when he loses his turn and the next player has a similar turn. 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 designed especially for use as children assemble in a class room before the opening of the school session. The only material required is a small paper or worsted ball of a size that may be hidden in the clinched hand.

The players are divided into two groups, each group seated, partly facing the other (indicated by arrows in the diagram) with a captain standing 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 players pass the ball rapidly from one to another. Each player makes the motion of passing, so as to deceive the opposing group as to the whereabouts of the ball.



The captain and players of the opposing group meanwhile keep a sharp lookout 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 all passing in Group A must cease, and all hands must be raised high overhead and tightly clinched, so the player having the ball, when the passing 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 of each player of Group A, hands wide open, palms downward, and again the player with the ball tries to hide it under his hand.

The players of Group B, who think they know who has the ball, raise their hands. No player may speak unless called by his captain. When called, he may say, "Under J.'s right hand" (or left hand, as the case may be). J. raises the right hand, and if the guesser be mistaken, places that hand in his lap, it being thereafter out of commission, so to speak. No other player of Group A moves a hand. Should the ball be 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 asking players of his group to order a hand raised, or orders it himself, until the ball is discovered. Group B now takes the ball and passes it from one to another, and Group A gives commands through its captain. The side making a score of three hundred points wins. A side loses ten points when a player talks or calls for a hand to be raised without 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 the name of some object, and in answering any questions put to him in the game 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 more questions of each player, as he sees fit, the dialogue taking any turn he chooses, the following being suggestive of the general tone of it:—

The questioner says: "I heard that you got into the hen roost yesterday. 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 to the question, must change places with the questioner. Forfeits may also 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 game that may be played with all of the players seated, their forefingers placed on their knees or on a table or desk in front of them. One who is leader says:—

"All horns up!"

"Cat's horns up!" or

"Cow's horns up!"

whereupon he lifts his own forefingers, pointing upward. Should he name an animal that has horns, all of the players lift their fingers in similar manner, but should he name an animal such as a cat, that has no horns, any player that lifts his fingers in imitation of the leader 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 for each player. At the head of the paper are written the initials of some person who will be present; under this a series of questions which the player drawing the paper is to answer. The papers are put in a box or hat and drawn by the players, or held in the hand with the initials concealed and drawn in that way. A certain time may be allowed, if desired, for the answering of the questions.

The answers must be written in each case immediately below the question, must consist of only as many words as there are initials at the top of the sheet, and the words of the answer must begin with the initials 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 be used in the same way.

The players are each provided with a card or slip of paper and a pencil, and are seated. One leaf is handed to the first player, who passes it on to the next, and so on until it has made the round of the group. Each player, in turn, if he can identify the leaf, writes the name of it on a card. Each leaf is thus passed.

The host or hostess then reads a correct list, naming the leaves in the order in which they were passed. The player wins who has the largest 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 questions are written. The player wins who writes correct answers to the largest number of questions. This game may be worked up from the writings of any poet or author. Examples are given from Tennyson and Longfellow. The answers are appended here, but in playing the game should be read by 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.



This is a quiet game in which the players are all seated. A diagram is drawn on a slate or piece of paper of oblong shape, about six by ten inches in outside dimensions, if the surface admits of one so large. This is divided by a horizontal line every two inches. It is an advantage if the players have different colored pencils, but this is not necessary. A piece of paper is placed at the bottom of the diagram and blown over the diagram toward the top; or a small piece of glass or china called a "chipper" is used, the latter being nicked or snapped with the fingers. The first player snaps his chipper, and in whichever place it stops marks with a pencil a small round "o" to represent a man's head. The chipper is then returned to its starting place and the play is repeated. This is continued until the player has marked a head in each of the horizontal spaces; or should his chipper land a second time in a space in which he has already marked such a head, he makes a larger round under the head to represent the body of a man. The third time it lands in this place he makes a downward stroke for a leg, and the fourth time one for a second leg, which completes the man. Should three complete men be so drawn in one space, the player, without shooting again, draws what are called "arms," that is, a horizontal line from the figures across the space to the outside limits. This occupies the space completely and keeps the other player out of that space; that is, the other cannot put any men 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 loses his turn. The other player then takes his turn, and may start, continue, or complete men in any spaces which the first player has not occupied with three armed men, even though the latter may have started men in the space or have completed two of them. Each player may build only on his own men.

The player wins who succeeds in occupying the largest number of spaces with three armed men of his own drawing.

The space at the top of the diagram, called "London," is especially advantageous. No men are marked in it, but should the chipper land there at any time, the player may draw a head in every other space on the diagram, or add one mark to any one drawing he may have already in each space.

This game may be played on the seashore or playground or wherever the diagram may be drawn in hard earth.

For the schoolroom it is an interesting diversion for pupils who assemble 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 initial letter for the adjective; for instance, that it is an "aggressive" cat. This is continued, each player using a different adjective beginning with the letter "a," until the game has gone entirely around the circle. The first player then makes a similar remark about the cat, using an adjective beginning with "b." This goes around, and so on through the alphabet. Any player who is slow to respond, or who fails, must either drop out of the game or pay a forfeit, as may be 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 a good repertoire of popular airs sits at the piano—or lacking a piano, may sing without words—and goes briefly through snatches of one air after another, each of the players writing on his slip of paper the name of the air, or leaving a blank if he be unable to name it. The one wins who names the largest number of airs correctly.

This is an admirable game to use for old ballads, such as "Annie Laurie," "Suwanee River," "My Old Kentucky Home," "Blue Bells of Scotland," etc., or for national airs, or for both together. In a company that is well up on current music, airs from current songs and popular 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 next player and says, "My lady's lapdog." This player turns to the one next him and repeats the phrase, which is thus handed around the circle. When it gets back to the leader, the leader turns to his neighbor and adds an item to that previously mentioned, saying, "Two plump partridges and my lady's lapdog." This goes around the circle, when the leader says, "Three great elephants, two plump partridges, and my lady's lapdog," and so on, adding each time different items according to the formula given above. Any player failing to repeat the list correctly pays a forfeit.

VARIATION.—For younger players, the following list may be found better:—

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.



A diagram is drawn on a slate, paper, or the ground, and consists of two vertical lines, crossed by two horizontal lines. One player chooses to write "naughts" (o) and the other "crosses" (x). The players take turns in marking a naught or a cross in one of the nine places provided by the diagram, the object being to get three naughts or 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 is kept of the games played in which neither player wins.

This game may be played at the seashore, on the playground, or wherever the diagram may be traced on the earth.

For school use it is an interesting diversion for pupils who assemble early 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 first branch, jumped up three branches [to the fourth], came halfway down [to the second], went three times as high [sixth branch], fell halfway down [third branch], saw a dog, and ran to the top of the tree; fell to the ground and started over again; went up eight branches, jumped past three branches," etc., finishing up with, "How many branches from the top was he?"

This game has been found intensely interesting for children through the 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 to 1909), a piece of paper, and a pencil. On the paper are written beforehand, or to dictation, the following requirements, of course without the answers. The player wins who has the largest number of correct 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 game consists in one player writing down something that he has planted and the next player stating what came up. Anything may be planted, though the questioner must have in mind something that could come up from what he writes. He must sign his initials. The names of the plants that come up must bear some direct relation, punning or otherwise, to the things planted.

For example, a player writes, "I planted a kitten; what came up?" The paper is handed to the next player, who writes, "Pussy willows."

After the questions are written, the papers are collected and redistributed, and each writes an answer to the question he has drawn. They are then collected again, and the hostess reads the questions and answers. Any question not answered must be replied to by the player who 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 consecutively from one up, and are all seated.

The leader, standing in front, says, "The Prince of Paris has lost his hat. Did you find it, Number Four, sir?" whereupon Number Four jumps to 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 to his 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 is repeated. The object of the game is for the leader to try to repeat the statement, "The Prince of Paris has lost his hat," before the last player named can jump to his feet and say, "What, sir! I, sir?" If he succeeds in doing this, he changes places with the player who failed in promptness, that player becoming leader.

Should any player fail to say "Sir" in the proper place, this also is a 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 following questions, 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 a small thin strip of wood. The other player takes this quickly and tries to "scat" or hit the opponent's palm with the ruler before he can withdraw his hand. The game will be made more interesting by feints on the part of the player who has to take the ruler, he giving several appearances of taking it before really doing so. When a player succeeds in hitting his opponent's hand with the ruler they change parts in the game. Count is kept of the unsuccessful hits, the player winning 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 the ground in a circle. One of the players scatters the pebbles on the ground in the center of the circle, as jackstones are scattered. This player then draws a line with his finger between any two of the pebbles, and tries to snap one of these two so that it will hit the other, as marbles are snapped at one another. If successful in hitting the pebble, the same player has a second turn, keeping each time the two pebbles hit. Should this player miss, another gathers up the pebbles, scatters them, draws a line between any two of them, snaps them, etc.

The one wins who at the close of the game has the largest number of pebbles. It will be seen that a small number of players is better for this 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 the following questions, or the questions may be dictated at the time. Each question is to be answered with the title of one of Shakespeare's plays. The player wins who has the largest number correct at the end of 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 Caesar.) 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 at their respective desks. Each player makes a fist of each hand with the thumb extended. One is chosen for leader, whom the others follow.

The leader says, "Simon says, 'Thumbs up!'" whereupon he places his own fists on the table before him with the thumbs upward. The players must all do likewise. The leader then says, "Simon says, 'Thumbs down!'" whereupon he turns his own hands over so that the tips of the thumbs touch the table, the others imitating him. He may then say, "Simon says, 'Thumbs wiggle waggle!'" whereupon he places his fist on the table with the thumbs upward and moves the thumbs sideways, the players imitating him.

If at any time the leader omits the words "Simon says," and goes through the movements simply with the words "Thumbs up!" "Thumbs down!" or "'Wiggle waggle!" the players must keep their hands still and not imitate his movements. Any player imitating him under these circumstances must either pay a forfeit or become leader, or both, as may 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 a description of some historical character; the object being to give a description that shall be perfectly truthful and yet puzzling or misleading for the other players who are to guess the identity of the character in the writer's mind.

One player is called on to read his description. The other players may have the privilege of asking questions that may be answered by "Yes" or "No" only; but it is considered much more of an honor to guess correctly without this assistance. The one guessing the character correctly reads his description next. A description for instance might read:—

"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 is opportunity for considerable guessing before the right character be found.



TIDBITS FARMER (THE)

5 to 30 players.

House party.

Each player should be given a card or slip of paper on which the following verses are written, the last of each line being left blank. The game consists in filling in the blank spaces each with a double letter of the alphabet, as indicated in parentheses. The player wins who 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 it varying with the number of players, a larger circle being desirable for a large number of players. This circle is intersected with straight lines, so that it is divided into a series of wedge-shaped spaces, the number of lines and spaces being also at the discretion of the players, the larger the number of players the larger the number of spaces desirable and the greater the variation in scoring. In each of these spaces numbers are written in consecutive order, one for each space, 1, 2, 3, 4, etc., or the numbers may be done in multiples of five,—5, 10, 15, 20, etc. The players take turns in rotation. The one whose turn it is shuts his eyes, takes a pencil, circles it around over 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 on the diagram, still with his eyes closed. He then opens his eyes, and should the pencil have touched one of the numbered spaces, he marks down to his score the number written in that space, and crosses out that figure on the diagram. Thereafter that space does not count in playing. Should the pencil touch a dividing line or the line forming the circumference of the circle, or fall outside of the circle, or fall in a space in which the number has been crossed out, the player scores nothing, and loses his turn, the next one taking up the play.



When all of the spaces have been crossed out, the player wins who has the largest score, but should any player at any time touch his pencil to the center of the circle, he wins the game.

OUT OF DOORS.—This game may be played out of doors by drawing the diagram on the earth with a sharpened stick, which is used afterwards as a pointer as a pencil is used on the paper diagram. If on hard earth the figures may be marked in the spaces as on a paper diagram, but the diagram should be drawn considerably larger than when on paper.

This is an admirable game for playing on the hard sand of the seashore. In that case little pebbles or shells are placed in the different spaces instead of numerals; one in the first space, two in the second, three in the third, etc. When a player places his stick or pointer in a space he removes the pebbles from that place to a little pile, and the score is counted at the end by counting this pile of pebbles. Any space from which the pebbles have been removed is thereafter out of the game, as when the figures are crossed out on the paper 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 intense interest. It consists in the guessing by opposing parties of the hand under 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 the game. The players gather around a table, one party on one side and the others opposite. A coin, usually a quarter, is passed from hand to hand under the table by one of the parties in an endeavor to conceal from the opponents which individual holds it. The leader of the opposite party then calls, "Up, Jenkins!" when all of the hands of his opponents are brought from under the table and held up with palms outward toward the guessing party, fingers closed down tightly over the palms, the quarter being hidden in one of the hands. The opponents may look at the hands from their side of the table in this way as long as they choose. The leader then commands "Down, Jenkins!" when the hands are slammed down simultaneously flat on the table, palms downward. This is done with enough noise to disguise the clink of the coin striking the table. The object of the game is for the opponents (those not having the coin) to guess under which hand the coin is laid, 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 the lifting of one specified hand at a time. The player named must lift the hand indicated, and that hand is thereafter to be taken from the table.

If the guessing party can be successful in thus eliminating all of the empty hands so that the coin is left under the last hand, they are considered to have won, and the coin passes to them for the next round. If the coin be disclosed before the last hand be reached, the side holding it adds to its score the hands remaining on the table that were not ordered off. The side wins which has the highest score when the play stops, the time limits being indefinite.

For the schoolroom see also an adaptation called Hands up—Hands down.



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 the number decides upon a "thought"; that is, he thinks of some person, object, or abstraction, without telling the others what it is. He then asks of each in turn, "What is my thought like?" Each answers anything he chooses. The first player then declares what his thought was, and asks 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 the circle might be, "Your thought is like an umbrella," "like Napoleon," "Pinafore," "sadness," "my necktie," "a rose," etc. The questioner then says, "I thought of a lead pencil. Why is a pencil like an umbrella?" "Because it is oftenest black." The pencil may be like Napoleon because it can make a mark; like a rose because it is sometimes cut, etc. If any one happens to answer to the first question, "a pencil" (or whatever was thought of), he also must pay a forfeit.

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