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School, Church, and Home Games
by George O. Draper
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In the next race five or six flags of the Allies are passed about the circle in the same way. The flags are stuck in the ground in front of the leaders. Upon the signal to start, the leaders pick up the first flag and start it on its way, then immediately pick up the second and start it about the circle and so on until all of the flags are in motion. The American flag should be passed last. When all of the flags have been returned to the leaders they run to the center of the ring. The first one to stick the American flag up in the receptacle there placed to receive it wins the race. (Careful instruction should be given that the flags in being passed about the circle must be handed from one individual to the next so that every individual passes the flag. Throwing is not allowed.)

See chapter on Racing Games for picnic for other suggestions.

Following these passing games the group can be broken up into smaller circles, each under the direction of a leader who has been previously instructed in the type of game he is to give to his group. The activities of the smaller groups are to be arranged according to the age of the participants.

In dividing a group into smaller groups according to age, the leader should first have all children under twelve years of age step forward. These should be placed in the charge of group leaders. Next all the boys and girls from twelve to eighteen should be asked to step forward and next all those young men and women who can participate in active games. When this last group has been called forward, those remaining will form the fourth group.

It is difficult for one leader to handle more than fifteen individuals. If any of the groups contain more than this number, they should be subdivided, with a leader placed in charge of each subdivision. Try as far as possible to have the two sexes equally divided in each group. The games should be carefully selected in advance and the various leaders should have been trained for their task. No active play program for large groups should be planned for a longer period than one hour and then frequent rest periods allowed for adults.

Games which will be found adaptable for the various groups contained in this volume are suggested below:

For the children under twelve—Schoolyard Games for Primary and Intermediate Pupils.

For those from twelve to eighteen—Schoolyard Games for Advanced Pupils.

For the young men and women—Outdoor Games for the Older Boys and Young Men.

For the middle-aged—a selection of games from chapter on "Games for Picnics, and Social Games for Adults".



CHAPTER III

GAMES FOR A STORY PLAY HOUR

The Story—"Paul Revere"

Following the reading of Longfellow's poem the listeners are given the opportunity to give expression to their imagination in the following games,—

"The Red Coats"

Divide the group into two equal teams. One team is called the farmers, the other the red coats. A goal is marked off on the ground in the form of a hollow square large enough to contain all the members of one of the teams.

All of the red coats take a position inside of the goal with eyes closed while the farmers hide. After sufficient time has been given to the farmers to hide, the red coats are released and each seeks to discover a farmer. Upon being discovered the hiding farmer must remain in his hiding place until tagged by the red coat then they both race back to the goal. The first one to cross the goal line becomes a farmer and the other a red coat in the next hiding. After returning to the goal both farmer and red coat must remain therein until all of the farmers have been discovered. If the last red coats find it difficult to locate the hiding farmers they can call to their assistance such other red coats as they may need, in which case the red coat first discovering the farmer points him out to that red coat who enlisted his help, thereupon said red coat tags the farmer and races with him to the goal.

After all of the farmers have been discovered those who are to be farmers in the next round hide and the game goes on as before.

In case two red coats discover the same farmer the one first tagging him shall count and shall race with him for the goal. In case the red coat discovers more than one farmer he may choose the one he wishes to tag, but he is not to disclose the other to another red coat.

"Yankee Doodle Tag"

The group is divided into two equal teams. Two lines are marked upon the playing space parallel to each other and about 20 yards apart. These lines should be long enough to allow all of the expected number of players to form line upon, shoulder to shoulder. Each team lines up on a goal line facing in the same direction, Team A facing the center of the playing space, Team B facing away from the center.

Team A marches forward whistling "Yankee Doodle" maintaining a straight line until a leader who takes a position near the center of one side of the playing space raises a hand above his head. This is a signal for team A to stop whistling, break ranks and run back to their goal line.

Team B, whose backs are toward the advancing column, upon hearing the whistling stops, turns about and chases after team A, trying to tag as many of them as possible before they get back to their goal line. Every member of team A who is tagged becomes a member of team B.

Team B next marches forward whistling as did A, while A waits on their goal line until the whistling stops, thereupon they turn about and chase B. The game continues in this way. At the end the team having the most players is declared the winner.

Note—the leader giving the signal for the whistling to stop should take a position where the signal cannot be seen by the team waiting to chase the whistlers.

"Paul Revere Race"

The group is divided into teams of from 8 to 15 each. These teams are placed on the field in parallel columns of file with a distance of 10 feet between each team. The players on each team are then arranged in the line at a distance of from 10 to 20 feet apart. The lightest member of each team is selected as the rider for that team and takes his position behind the player at the back end of his line.

At the signal to start he leaps upon the back of the last man who carries him forward to the next man of his team in front of him in the line, and the rider must change from the back of the first steed to the back of the second without touching the ground. The second steed carries him to the third, and he is passed on from steed to steed until he reaches the last steed at the end of the column who carries him across a finish line. The first Paul Revere to cross the line wins the game for his team.

"The Midnight Ride"—Quiet Games

Two teams of equal numbers are chosen and arranged in two lines facing each other. If the game is played in-doors place the teams on opposite sides of the room. A pad of paper and a pencil is given to the two players at the head of each line. The leader then reads a number of lines from Longfellow's poem "The Midnight Ride of Paul Revere", requesting that all of the players endeavor to remember as much of the poem as possible. When a sufficient number of lines have been read the player at the head of each team, at a signal to start, writes the first word of the poem on the sheet and passes it along to the next player in line who writes the second word. And so it is passed until it reaches the end of the line. If a player does not remember the right word he writes his surname in place of the word and passes it on to the next player who either fills in the proper word or writes in the surname.

The team which passes the pad to the other end of the line first wins, provided that every one has either written a word from the poem or a name thereupon, and scores 5 points. The team having the fewest names written into the poem also scores 5 points (an error counts the same as a name). In case of a tie, the score race is repeated.

MODIFICATION.—Read several verses and require the paper to be passed up the lines and back as many times as are necessary to write down all of the verses read, using the same method used in the other race. The team first getting all of the verses written, wins. Those who cannot add the right word to the verse must write their surname in every time the paper passes them. Forfeits can be required from them whose names appear above a certain number of times on a sheet. If the group is very large increase the number of teams.

The above games are supposed to be played after the reading of Longfellow's poem—"The Midnight Ride of Paul Revere".



CHAPTER IV

AN INDOOR SPORTS FAIR

They are still talking about the Indoors Sports Fair that the Welfare League of Ashton gave last spring, and ranking it as the best thing the town ever did to raise money for their united welfare funds.

When the doors were opened on the first night it was not surprising to see a crowd all ready to push in and enjoy the sports prepared for them. No admission was charged, but each sport, exhibit and event had its price plainly marked in black on a bright blue sign at the entrance.

That first evening it seemed as if the golf course was patronized as freely as any of the sports. It took up one large corner of the hall, where a miniature nine-hole course had been laid out on dark blue denim. The "holes" were marked out with rings of white paint, and there were a few hazards of sandbags and a very low brick wall. For the most part it was a putting game, a putter being handed to the player after he had paid his admission to the "caddie" at the turnstile gate.

They say the boys had the time of their lives at the baseball diamond, and some of their fathers too, to judge from the receipts. Back on a large piece of canvas Bill Simons had "dashed in" with cold water paints a baseball diamond, with trees in the background and bleachers on each side, all in a queer perspective which didn't hurt the game any. In the curtain Bill had cut holes just a little larger than a baseball, so that throwing the ball through these holes was not any bush-league business. On the diamond he had marked under the holes, First Base, Second Base, Third Base, and Home Run at the plate. Back of the plate were two holes quite close together, one marked Strike and the other Ball. Two holes in the outfield and two "over the fence" were also arranged in pairs to make pitching difficult. Regular baseballs were sold, four shots for a nickel. The ruling of the game was simple: Three strikes out, four balls a chance to try first base, or one of the "over the fence" holes for a home run; after first base, second and third had to be hit successively before a home run could be scored, and to make it harder there was a "grounder" hole near third base which put one out of the game; balls which merely struck the curtain were counted as fouls, four fouls being out. Back of the curtain Bill had hung an old mattress against which the balls bounded to the floor. This was covered with a black cloth to make the holes in the diamond visible.

Seeing the Old Home Town

Down the line next to the baseball diamond came the bowling alley, where everyone who was not a fan or a golf fiend was taking a hand at the sport. This alley was laid on a long board table, and the game played with tenpins and small wooden balls. Six balls for a nickel they sold here, and because the sport needed something to speed it up a bit they linked it with the food table next door. The best cooks in town presided over this. You paid your money for your tenpin balls, and proceeded to run up a score by counting the numbers on the pins you knocked down; the pins were set far apart to make it difficult. Then you took your score to the food table, where certain numbers of points brought you a glass of jelly, a can of mince-meat, a box of cookies, or a jar of mayonnaise. That bowling alley certainly did appeal to the women!

And if there was ever a more successful grab bag for the children than the quoits game, the Ashton Welfare Committee wants to hear about it. They called it a Good Luck booth for it had a horseshoe-shaped opening with a row of numbered pegs across the back. The kiddies bought the quoits, little wooden horseshoes cut from cigar-box wood, and tossed them over a peg. The number of the peg corresponded to a numbered tag which was handed out to be redeemed at the parcel-post window near the aerial mail plane.

This aviator, by the way, was an official of the Cupid Airline, so he advertised on his aeroplane, which was painted on a large curtain with a hole cut out where the seat would be, and the wheel of an electric fan poked through at the front and set going for a propeller. His mail bag hung over the side of the car inside of which he stood in aviation uniform, and for ten cents you could get your fortune in a small white envelope out of the mail bag if you were a man, or in a pink envelope if you were a girl.

But say, for a real scream, you had to take a sight-seeing trip in the auto! It was worth twice the toll. Dottie Earle had charge of it, and she made one of the funniest guides you ever heard. "This way, ladies and gentlemen," she would shout through her megaphone; "get your tickets for a tour of the city in the most magnificently equipped sight-seeing autos that ever ran on three wheels and one cylinder! Only twenty-five cents, two bits a ride! See the birthplace of Ashton's mayor, the history of Ashton's past, its chief industries," and so on.

When her tourists assembled in front of her machine, which was a real car, at least the front half of one, an old relic which the garage had just about decided to scrap, its latter half hidden behind a dark curtain, Dottie led them back of the curtain where the sights of Ashton were hidden. In another black curtain were a series of holes not any larger than a quarter, and behind each was one of the sights, a cradle, a picture of the town dump, a scrubbing brush and a large pen-knife for the sights already mentioned. For the Home Team she had a snapshot of the Warren twins, for the competitor of the Herald, a telephone, and so on with eight other "hits" on town topics and characters. So many guffaws and squeals of laughter came from behind the curtain that they had to call in a "traffic cop" to keep the crowd outside quiet.

The "traffic cops," by the way, were boy scouts. They had dark blue costumes of cheap drill, trimmed with white braid, and wore white cotton gloves and shiny badges. They really did have power invested in them by the committee to preserve order and keep the crowds moving. At one point they were allowed to stand with a semaphore and hold up the crowd, not allowing anyone to pass who could not show a certain number of tags from the various booths. This tag system was to insure that all would play fair, for there was so much fun just watching other folks spend money that the tightwads might never have taken their hands out of their pockets or opened their purses.

A Racket Around the Candy Booth

Mrs. Peterson, who sells the best bread in town, had charge of the cake archery. You bought arrows for this, three for ten cents, but you could not shoot until a dollar's worth of arrows had been sold. Then you took your turn at the bow and arrow. The arrow which hit nearest the bull's-eye got the cake, of course, and it was some cake, if it happened to be one of Abbie Southerland's angel foods.

The Girls' Club had drawn the candy table for their share of the fair, and a pretty booth they made of it, using all the tennis nets they could beg, borrow or steal to drape it with and putting up all the candy in ten-cent packages wrapped in white waxed paper to look like tennis balls. Someone got funny and asked why there was such a racket around the candy booth!

The fair lasted three days. What with changing the attractions, keeping fresh food on the refreshment tables, making special attractions for children in the afternoons after school by offering prizes for sports events like sack races, obstacle races, and so on, getting up interest in golf tournaments and baseball series, the place was kept packed from three in the afternoon until midnight.

In The Ladies' Home Journal, Jan., 1921. Published with the permission of the author, Claire Wallis, and The Ladies' Home Journal.



CHAPTER V

RACING GAMES FOR PICNICS

In these games participants are divided into a number of equal teams. Each team is lined up in single file behind a base line. A distance line parallel to the base line and about ten yards from it is indicated on the field.

Egg and Spoon Race

A basket of eggs, apples, potatoes or stones is placed in front of each team and a spoon given to the first member of each team. Empty baskets are placed on the distance line opposite the position of each team. At the signal to go the first player on each team, keeping the left hand behind the back, takes one egg from the basket by means of the spoon and carries it on the spoon to the basket from the distance line. Returning to the base line the spoon is handed to the second member of the team who repeats the performance of the first. The game continues until the last player on each team, after carrying the egg forward, returns across the base line. The team first succeeding wins.

Should a player drop an egg, he must gather up as much of the egg as possible and carry it to the far basket and there deposit it before returning with the spoon to the next member of his team.

Pea Shelling Race

A basket containing peas and an empty dish are placed on the distance line opposite each team. There should be at least six peas contained in each basket for every player on the team. At the signal to go the first player on each team runs forward, shells his peas into the dish and lays the six empty pods in a straight line behind the dish. Accomplishing this, he returns and tags off the next player on the team who repeats the performance of the first. The team first succeeding in shelling all of the peas and having each player's pods lined up in a straight line, wins.

Needle Threading Race

An individual holding a needle and a short piece of thread is on the distance line opposite each team. At the signal to go, the first player on each team runs forward, takes the needle and thread, threads the needle, hands it back to the individual and returns and tags off the next player on the team. The individual holding the needle unthreads it, ready for the next player to repeat the performance of the first. When the last player crosses the starting line after threading the needle the race ends.

Button Sewing

As many buttons as there are players on each team are placed on the distance line opposite each team, a strip of cloth, a needle, and as many short lengths of thread as there are players. At the signal to go, the first member of each team runs forward, threads the needle with one of the pieces of thread, sews a button on the strip of cloth, using up all of the thread in his piece. He leaves the needle stuck in the cloth at the distance line and returns and tags off the next player, who repeats the performance of the first, as do all other team members.

Rope Skipping Relay

A piece of rope is necessary for each team. At the signal to go, the first member of each team skips rope forward to the distance line. From the distance line he runs back and hands the rope to the next one on the team, who repeats the performance of the first. Each player must skip the rope at least six times in each direction. The last member of the team, after skipping the rope forward to the distance line, returns across the base line, ending the event.

Rope Skipping Contest

A piece of rope is needed for each team. At the signal to go, the first individual skips rope ten times, in place, hands the rope back to the next individual who skips ten times, and so the rope is passed on until it gets to the last one in the line, who skips twenty times and passes the rope back to the one next in front of him in the line. The rope is passed until it gets to the first member of the team, each one skipping ten times upon receiving it. When the one in the front of the line has skipped ten times, he ends the race by running forward across the distance line.

Dizzy Izzy

A cane or stick is given to the first player on each team. Upon the signal to go he places the end of the stick upon the ground, holding the stick in a vertical position, and places the centre of his forehead on the upper end of the stick. In this position, he circles around the stick three times and then runs forward to the distance line and returns, handing the stick to the next player on his team behind the base line. The second player places his forehead upon the stick and repeats the performance of the first, as does every other player on the team. The last man ends the race by crossing the base line.

Caterpillar Race

The players on each team sit upon the ground in single file, with the head of each team behind the base line. The knees are bent so that the feet are near the hips. Each player reaches back with his two hands and grasps the ankles of the player next behind him. At the signal to go, the entire column moves forward, endeavoring to keep from breaking the column by any one losing his grip on the ankles of the next member of the team, behind. The caterpillar creeps forward across the distance line and returns. When the rear end of the column crosses the base line, the race is completed, provided the column is unbroken.

Potato Race

Two peach baskets and two potatoes, stones or blocks of wood for each contestant are needed for each team. One basket is placed before each team on the base line and one directly opposite on the distance line. The potatoes are placed in the basket on the base line. The first player takes a position on the right hand side of the basket behind the base line, with a potato in his hand. At the signal to start, he runs around the basket on the distance line, dropping his potato therein. He returns, running around the basket on the base line, picks up the second potato, which he carries and drops into the far basket, as he circles it. He then returns and tags off the next player on the team, who, after being tagged, picks up the first potato and carries it to the far basket, returning for his second. Each player in turn carries two potatoes, one at a time. Both baskets must be circled in carrying the potatoes forward. The player is not allowed to touch the basket in running around it. If his potato fails to go into the basket, he must pick it up and put it in before he goes for his second potato or touches off the next runner. The last player on each team ends the race by crossing the base line after having properly deposited his two potatoes in the far basket.

Apple Race*

A strawberry basket full of small apples is handed to the first member of each team. At the signal to go the basket full of apples is passed back over the heads of the players until it reaches the last player in the column. The last player, upon receiving the basket full of apples, runs forward on the right hand side of his line to the distance line, where an empty basket has been placed. He pours the apples from his full basket into the empty basket, leaving the basket which is now empty on the distance line. He returns with the full basket to the front of the column and starts passing the basket full of apples back over his head. When it reaches the individual who is then at the rear of the column, he runs forward, repeating the performance of the first. The race ends when the last man on the team to run returns across the base line after having changed the apples on the distance line.

Apple Race No. 2*

A basket full of apples and an empty basket are placed upon the distance line opposite each team. At the signal to go the first man on the team runs forward, empties the apples from the full basket into the empty basket. Should he spill any, he must pick them up. All of the apples must be in the basket before he leaves them. He leaves the empty and full baskets on the distance line and returns, tags off the next member on his team and takes his place at the rear of the line. When all members of the team have done this and the last member crosses the base line, the race ends.

Apple Race No. 3*

Peach baskets containing an equal number of apples (fifteen makes a good number) are placed at the front of each team. An empty basket is placed at the rear of the column. At the signal to go the first man on the team picks the apples out of the full basket, one at a time and passes them to the rear as rapidly as possible. Every man in the line must receive and pass back every apple. The last man in the column deposits the apples in the empty basket as rapidly as he receives them.

When the last apple has been passed back, the man in front of the column passes back the empty basket. When the empty basket reaches the last man in the column, he picks up the full basket, places the empty one in its place and runs to the front of the column with the full basket, places it in front of him on the ground and starts passing the apples back, one at a time, as before. The race continues until the last man on the team runs forward and places his full basket of apples on the distance line in front of his team.

Judges should count the apples to see that there are as many in the basket as the team started with, before rendering a decision as to the winner of the race.

Apple Race No. 4*

A peach basket is placed opposite each team and ten feet beyond the distance line. The first member of each team is handed a good sized apple. At the signal to go he runs forward to the distance line, and standing behind the same, endeavors to toss the apple into the basket. Failing to do this, he may run forward and recover the apple, but must return to the distance line in his endeavor to toss the apple into the basket. When he has succeeded in tossing the apple into the basket, he picks the apple out of the basket and runs back, handing it to the next member on the team, who does the same as he did. The race continues until the last member of the team has properly tossed the apple into the basket, recovered it and has run across the base line.

* Stones may be used in place of apples in these races.

Apple Toss

A basket containing four apples is placed on the ground in front of each team. An empty basket is placed on the distance line opposite each team. The first player on each team takes a position beside the empty basket on the distance line. At the signal to go the second player on the team, who stands by the basket containing the apples, picks up the apples, one at a time, and tosses them to the first player who stands on the distance line. The first player, upon catching the apples, drops them into the empty basket until he has received all four. He then carries the full basket back and places it on the ground in front of his team, while the player who tossed the apples to him runs forward to the distance line with the empty basket. The third player on the team then picks up the apples, one at a time, and tosses them to the second player, who is now beside the empty basket on the distance line, while the first player takes his position at the rear of the line.

The race continues in this way until it becomes the turn of the first player to toss the apples forward. After having tossed the four apples, he picks up his empty basket and runs with it across the distance line, ending the race.

No player can have more than one apple in his hand at a time and the player tossing the apples forward must stand behind the base line and cannot pick up the basket to run forward with it until he has gotten rid of the fourth apple.

Roll Over Relay

At the signal to go, the first player on each team runs towards the distance line. Somewhere between the base line and the distance line, he must take a forward roll upon the ground. He then runs across the distance line and back, tagging off the next player, who repeats his performance.

Spin Around Relay

One member of each team takes a position on the distance line, opposite to and facing his team. At the signal to go the first man on each team runs forward, locks his right arm in the right arm of the man on the distance line and in this position spins twice around, using the man on the distance line as a pivot. Completing his second spin, he remains on the distance line while the man who was there returns and tags off the next member of his team, who repeats the performance. The race ends when the last man to spin around the pivot crosses the base line.

This race can be modified by having two or even three individuals distributed at equal distances between the base and the distance line to spin around, instead of one.

Chair Relay

A chair is placed on the distance line opposite each team, with the back of the chair towards the team. Boxes may be used instead of chairs in this race. At the signal to go the first player on each team runs forward, sits in the chair, lifting both feet clear of the ground, then running around the chair, returns and tags off the next player, who does the same.

Where folding chairs are available, the chair can be folded and left upon the ground on the distance line. Then each contestant is required to open the chair, sit upon it, then fold it, lay it upon the ground and return to tag off the next player.

Chair Passing Race

A box can be used instead of a chair in this event. All of the players are asked to face to the right. A chair is given to the man at the right hand end of the line to sit upon. All of the others remain standing. At the signal to go, he picks up the chair, and passes it to his left hand neighbor who receives it and passes it on to his left hand neighbor and so the chair is passed until it gets to the player at the left end of the line. He, upon receiving it, places it upon the ground and sits upon it, lifting both feet from the ground. Then, picking up the chair, he runs to the rear of his line until he gets to the other end. There again he sits upon the chair, raising both feet from the ground, and then starts passing it to the left. So when every man in the line has run to the right with the chair in turn, the last man ends the race when he sits upon it at the right hand end of the line.

Chair Sitting Race

A box can be used for this event instead of a chair. If a chair is used, it is well to have a very sturdy one. This race starts with the players in the same position as in the preceding race, the player on the right hand end of the line sitting upon the chair. At the signal to go, he picks up the chair, passing it in front of him to the neighbor on his left, who, after sitting upon the chair and lifting both feet from the ground, passes it in front of him to the next player to the left and so the chair is passed towards the left hand end of the line, each player in turn sitting upon it and then passing it in front of him to the next player on the left. The race ends when the man on the far left end of the line sits upon the chair with his feet off the ground.

Squash Race

One crook-neck summer squash, a short stick, a piece of twine and a strawberry basket are needed for each team in this race. The strawberry basket, containing the squash with its neck projecting over the edge, is placed on the distance line. A slip noose is made in one end of the twine. The other end is tied to the end of the stick. This fish pole arrangement of twine and stick is handed to the first man on each team. At the signal to go he runs forward to the distance line and proceeds to fish for the squash in the basket by slipping the noose of string over its neck. He is not allowed to touch the string or squash with his hand in his effort to do this. He must use his stick as a fish pole. When he has succeeded in capturing the squash, he picks up the basket and carries the squash swinging from the end of his fish pole to the next player on his team. The second player, upon receiving the squash, the fish pole, and the basket, runs forward, slipping the noose off the squash. He places the squash in the basket on the distance line and proceeds to fish for it as did the preceding player. Each player does this in turn.

Poison Club

Small logs of stove length, flat on one end, are lined up between the base and distance lines in front of each team. There should be at least five of these for each team and they should not be placed more than three feet apart, set on their flat end in a straight line.

At the signal to go the first member of each team hops forward across the distance line, hopping to the right of the first club, to the left of the second, to the right of the third and so on in and out until he has cleared all the clubs. He then completes the distance, hopping to the distance line. From there he may run back and tag off the next member on his team. Should he knock over any of the clubs, he must stop and set it up without touching more than one foot to the ground, before he can proceed to the next club. The race ends when the last individual runs across the base line.

Club Change

Two small circles are drawn on the base line opposite each team. Three short logs similar to those in the preceding game are balanced on end in the right hand circle opposite each team. At the signal to go the first player runs forward, picks up the logs, one at a time, and changes them to the empty circle. When he has changed all three logs, he can then return and tag off the next player on his team. The second player runs forward and proceeds to change the three logs back to their original circle. So each player changes the three logs from the full to the empty circle. When the last player, after having accomplished this, crosses the base line, the race ends.

Fan and Bag Race

A small paper bag well inflated with air, and a palm leaf fan are given to the first player on each team. The bag is placed on the base line in front of the team. At the signal to go, the first player proceeds to blow the bag forward by means of the fan, until it has crossed the distance line. He then picks up the bag, returns, places it on the base line in front of the next player to whom he hands the fan. The second player repeats the performance. The race ends when the last player blows the bag across the distance line.

Quadruped Race

The first two players on each team stand back to back behind the base line, with the first player facing the distance line. The two lock arms behind them. At the signal to go the first player bends forward, lifting the second player so that his feet are clear of the ground and carries him forward on his back in this position. When he has crossed the distance line, he lowers the player upon his back, without changing their relative position and that player, upon getting his feet upon the ground, bends forward, lifting the first player upon his back, and runs back with him in this position across the base line.

When the first couple has crossed the base line, the second couple on each team proceeds with the race, copying the first.

Centipede Race

The players of each team lock their arms around the waist of the player next in front of them and race in this compact position across the distance line, turning around without breaking their formation, and end the race when the last man on the team crosses the base line.

Blind Chariot Race

Several teams can be used in this race. The distance line is pointed out before blindfolding each team. Each team is made up of two horses and a driver. All three are blindfolded, facing in the same direction. The horses' inside arms are locked together. The driver takes hold of the outside arms. Each team is turned around three times and at a signal, race to the goal.

Hoop Race

A wooden hoop is placed on the distance line opposite each team. At the signal to go the first player rushes forward and picks up the hoop and passes it down over his head, body, and legs, steps out of it, while it is lying on the ground. He then steps back into it, and lifts it up, passing it over his entire body, legs, trunk and head. When he has lifted it over his head, he places it on the distance line and runs back to tag off the next player, who repeats the performance of the first as do all the others in turn.

Rainy Day Race

The players on the team are grouped in pairs. Each team is given an umbrella, two raincoats, one pair of gloves and one pair of rubbers. This equipment is placed in a pile upon the ground in front of each team. At the signal to go the first couple on each team go to the pile of clothes; one puts on one glove, one the other; they do the same with the rubbers; each puts on a raincoat and opening the umbrella link arms and run to the distance line and back removing the rubbers, gloves, coat and closing the umbrella. They then tag off the next couple who repeat the performance of the first. This continues until the last couple crosses the base line ending the race.



INDEX

GAMES FOR SCHOOLS

SCHOOLROOM GAMES

For Primary Pupils

Aisle Hunt 3 Aviation Meet 1 Birds Fly 4 Bee 2 Bowing Race 6 Button, Button 1 Cat and Mouse 1 Change Seat Relay 5 Charlie Over the Water 5 Colors 2 Hide in Sight 2 Hide the Clock 3 I See Red 3 Music Rush 5 New Orleans 4 Poison Seat 3 Rat-a-tat Race 6 Spin Around Race 7 Tap Relay 6

For Intermediate Pupils

Compass 11 Corner Spry 9 Change Seats 14 Clapping Song 12 Flag Race 10 Frogs in Sea 9 Geography 11 History Race 13 Hunt the Rattler 8 Indian Trail 12 Initial Tag 8 Jerusalem, Jericho, Jemima 10 Last Man 14 Magic Music 8 Multiplication Race 13 Name Race 9 Number Relay 13 Poem Race 14 Relay Run Around 15 Rhymes 12 Seat Vaulting Tag 10 Spelling Words 11 Sticker 8

For Advanced and High School Pupils

Art Gallery 19 Bowknot Relay 20 Cooking Race 21 Definitions 16 Descriptive Adjectives 17 Directions 23 Distinguishing by Smell 19 Distinguishing Sounds 18 Drawing Animals 20 Geography 16 Grammar Race 22 Guessing Dimensions 19 Historical Pictures 20 Jumbled Words 17 Laugh 19 Mysterious Articles 19 Schoolroom Tag 22 Seeing and Remembering 16 Spelling Game 21 Store 18 Train of Thoughts 20

SCHOOLYARD GAMES

For Primary Pupils

Back to Back 26 Chase the Rabbit 24 Handkerchief Tag 25 Peggy in Ring 26 Progression 25 Puss in Corner 26 Shadow Tag 25 Squirrel in Trees 25 Statues 24 Steps 24

For Intermediate Pupils

Antony Over 29 Ball Tag 36 Channel Tag 35 Chicken Market 31 Chickidy Hand 31 Circle Chase 34 Couple Tag 36 Fox and Rabbit 31 Fox Trail 33 In and Out 30 Link Race 27 Maze Tag 27 Oriental Tag 36 Pass Ball 32 Poison 32 Reuben and Rachel 35 Roly Poly 29 Snake and Bird 30 Soak 'Em 35 The Dummy 36 Turtle Tag 29 Weavers Race 34

For Advanced and High School Pupils

Dresden Tag 37 Fox and Geese 37 Freight Train Tag 39 Hand Baseball 41 Kick Ball 41 Last Couple Out 41 Partner Swat Tag 38 Pin Ball 40 Plug the Hole 38 Red, White and Blue 39 Roll Ball 39 Spanish Fly 42 Take Away 39 Tony Says 43

SOCIABLE GAMES FOR THE HOME, CHURCH, ETC.

For the Home:

Board and Nail Puzzle 49 Captain Kidd's Gold 53 Catechism of States 47 Chic-a-dee 53 Come-She-Come 45 Floor Baseball 51 Hide the Thimble 45 Last Match 46 Red Triangle Ring Toss 50 Spinning for 20 49 Spin the Platter 48 Step by Step 48 Tit Tat Too 45 Twenty Questions 44 You Know Me 45 Your House, My House 46

ICE BREAKERS FOR SOCIABLES:

Bean Penalty 57 Bird Hunt 55 Matching Advertisements 56 Matching Proverbs 56 Mixing March 56 Musical Medley 57 My Month 55 Poison Circle 55 Puzzled Words 57 Shoe Hunt 56 Trip Around the World 57

SOCIAL GAMES FOR GROWN-UPS

Analogues 63 Biographic Cartoons 59 Charades 64 Ghost 64 Gossiping 63 Illustrated Songs 59 Knight of the Cracker 65 Match Boxing 66 Muddled Words 60 Poor Pussy 62 Rooster 62 Smiles 59 Tea Pot 60 Trades 61 Who Are They? 61 Who Is It? 61

SOCIABLE GAMES FOR YOUNG PEOPLE

Barnyard Chorus 68 Birds 70 Donkey Solo 68 Exchange 68 Feather Tag 70 Fruit Basket 67 Going to Jerusalem 72 Guess the Sound 69 Hush 71 Jack's Alive 71 Rapid Transit 69 Rhyming Verbs 67 Shifting Seats 69 Simple Simon's Silly Smile 71 What Animal? 67 Wink 71

TRICK GAMES FOR SOCIABLES

Aeroplane Ride 80 Blind Blow 77 Boots Without Shoes 76 Clairvoyant 75 Coin and Card Snap 77 Divesting 82 Egg Smash 81 Hay Stack 76 Hindoo Blind Reading 73 Knights of the Sacred Whistle 75 Magic Answers 74 Mental Telepathy 73 Musical Notes 81 Newspaper Touch 76 Number Trick 78 Penny Wise 78 Pigs in Pen 78 Reading Temples 80 Scissors Crossed 75 Siam Club 82 The Paper Artist 74 Tricks with Matches 77

STUNT ATHLETIC MEET

Bawl Game 83 Chair Tilting 85 Discus Throw 85 Duel Tug of War 84 Elimination Race 87 Hammer Throw 86 Head Toss 84 Javelin Throw 86 Light Weight Race 86 Long Glum 86 Lucky 84 One Mile Run 86 Peanut Relay 83 Peanut Throw 84 Ring the Bell 85 Running Broad Grin 86 Shot Put 84 Standing Broad Jump 83 Standing High Jump 83 Turtle Race 86 Twenty Yard Dash 86

COMPETITIVE STUNTS

Aviation Meet 89 Balloon Race 90 Blindfold Obstacles 91 Boat Race 92 Brick Relay 88 Candle Roll Over 91 Chair Stubbing 89 Chair-i-ot Race 89 Cracker Relay 91 Feather Blowing Relay 90 Lobster Race 90 Necktie Race 92 Prune Tag of War 90 Whistle Race 91

OUTDOOR GAMES

FOR OLDER BOYS AND YOUNG MEN

Chariot Race 100 Clock Games 99 Flathead Race 101 Forcing the City Gates 95 Fortress 94 Game of Goose 98 Hare and Hound 96 Human Targets 96 Leap Frog Race 102 Push Cross Line 94 Riding the Snail 102 Sling the Sack 97 Spin Around Race 101 Walking Race 100

FOR BOYS

Body Guard 106 Bombardment 108 Bombardment No. 2 109 Fence Tag 105 Fox in Hole 105 Hang Tag 105 Hide and Seek 103 Look Out for the Bear 104 One Step Off and All the Way Across 108 Sardines 106 Shinny 107 Still-a-Feet 104 Treasure Hunt 103 Wheel Away 108

GAMES OF STRENGTH

Cane Wrestling 112 Cumberland Wrestling 111 Finger Wrestling 110 Greco-Roman Wrestling 111 Hand Tug of War 112 Hog Tie 111 Neck Tug of War 112 One Leg Tug of War 111 Referee's Hold 110 Shoulder and Arm Push 111 Squatting Tug 112 Taking the Heights 110 Wrestle Tug of War 110

GAMES FOR SPECIAL OCCASIONS

AT THE DINING TABLE

Around the Chair 115 Candle and Plate Race 117 Earth, Air, Fire and Water 114 Jenkins Up 115 Malaga Grapes 115 Name Writing Race 117 Oysterette Race 113 Passing the Drink 113 Rat-a-tat-tat 114 Spearing Peanuts 116 String Winding Race 116 Table Football 116

A COUNTY FAIR PLAY FESTIVAL

The Games for All 120 The Grand March 119

GAMES FOR A STORY PLAY HOUR

Paul Revere Race 125 The Midnight Ride 125 The Red Coats 123 Yankee Doodle Tag 124

AN INDOOR SPORTS FAIR

A Racket Around the Candy Booth 130 Seeing the Old Home Town 128

RACING GAMES FOR PICNICS

Apple Race 135 Apple Race No. 2 136 Apple Race No. 3 136 Apple Race No. 4 137 Apple Toss 137 Blind Chariot Race 142 Button Sewing 133 Caterpillar Race 134 Centipede Race 142 Chair Passing Race 139 Chair Relay 139 Chair Sitting Race 140 Club Change 141 Dizzy Izzy 134 Egg and Spoon Race 132 Fan and Bag Race 142 Hoop Race 143 Needle Threading Race 133 Pea Shelling Race 132 Poison Club 141 Potato Race 135 Quadruped Race 142 Rainy Day Race 143 Roll Over Relay 138 Rope Skipping Contest 134 Rope Skipping Relay 133 Spin Around Relay 138 Squash Race 140

THE END

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