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Every Boy's Book: A Complete Encyclopaedia of Sports and Amusements Part 2

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[Ill.u.s.tration]

JACK! JACK! SHOW A LIGHT!

This game can only be played in the dusk of evening, when all the surrounding objects are lost in the deepening gloom. The players divide into two parties, and toss up for innings, which being gained, the winners start off to hide themselves, or get so far away that the others cannot see them; the losers remaining at the home. One of the hiding party is provided with a flint and steel, which, as soon as they are all ready, he strikes together; the sparks emitted guide the seekers as to what direction they must proceed in, and they must endeavour to capture the others ere they reach home; if they cannot touch more than two of the boys, the hiders resume their innings, and the game continues as before. It is most usual, however, for the boys at the home to call out, "Jack, Jack! show a light!" before the possessor of the flint and steel does so. When one party is captured, the flint and steel must be given up to the captors, that they may carry on the game as before.

JINGLING.

The jingling match is a common diversion at country wakes and fairs, and is often played by schoolboys. The match should be played on a soft gra.s.s-plot within a large circle, enclosed with ropes. The players rarely exceed nine or ten. All of these, except one of the most active, who is the "jingler," have their eyes blindfolded with handkerchiefs.

The jingler holds a small bell in his hand, which he is obliged to keep ringing incessantly so long as the play continues, which is commonly about twenty minutes. The business of the jingler is to elude the pursuit of his blindfolded companions, who follow him by the sound of the bell in all directions, and sometimes oblige him to exert his utmost abilities to effect his escape, which must be done within the boundaries of the rope, for the laws of the sport forbid him to pa.s.s beyond it. If he be caught in the time allotted for the continuance of the game, the person who caught him wins the match; if, on the contrary, they are not able to take him, he is proclaimed the winner.

[Ill.u.s.tration]

JUMP LITTLE NAG-TAIL!

In this game, six or eight players on each side is the best number. The two leaders should toss up for choice of partners, and after selecting them, toss again for innings. The loser must then place himself quite upright, with his face to a wall, against which he rests his hands; and one of his partners should next stoop down, and put his head against his leader's skirts, as shown in the annexed ill.u.s.tration; another partner also bends, and places his head against the skirts of the second player, and the rest of the partners must take their places in the same manner, one behind the other: when thus arranged, they are called "nags." One of the winning party next takes a run, and placing his hands on the back of the last player or "nag," endeavours to spring on to the back of the first, or at least to clear as many "nags" as he possibly can, in order to allow room for those following him to leap on the backs of the other "nags," which they should do in succession, until they are all fairly astride. If any of the "nags" sink under the weight, or in trying to support themselves touch the ground either with their hands or knees, or if the riders can keep their seats without touching the ground, whilst their leader counts twenty, or repeats the words, "Jump little nag-tail one, two, three!" three times, concluding with "off, off, off!" the riders resume their innings, and begin again; on the contrary, should there not be sufficient s.p.a.ce for all to leap on, or they are unable to keep their seats on the backs of the "nags," they lose their innings, and become "nags" in their turn. The "nags" must, while in the line, hold either by the trousers of the player before them, or else lean their hands on their knees, or cross their arms on their b.r.e.a.s.t.s. Each rider must call out "Warning" before he leaps on the back of one of the "nags."

JUMPING ROPE.

Two players swing round a long rope, and when the revolutions become tolerably regular, one, two, or even more boys step forwards, and allowing it to swing over their heads, jump up as it descends, so as to let it pa.s.s under their feet as in the case of the common skipping-rope.

The leapers must step forwards the moment the rope is at its highest, in order to be ready to skip over as it swings close to the ground; and they should be careful to keep the same time with the motions of the boys holding the rope, so as not to be struck by it in its circuit.

Another game may be played with a long skipping-rope, by the player at one end holding the rope in his outside hand, making a step or two towards the other player, and with his help swinging it round, and then skipping over it.

MY GRANDMOTHER'S CLOCK.

In this amusing sport the players join hands, and extend their arms to their full extent. One of the outside players remains stationary, and the others run round him as fast as they can, which proceeding is called "winding the clock." In this manner the straight line becomes a confused spiral, and all the players get huddled together in a most laughable manner. The winding of the clock usually leads to such disorder that it is next to impossible to unwind it without breaking the line of boys.

RUs.h.i.+NG BASES.

Two bases having been made, one at each end of the playground, all the players take up their position in one of them, except one, who is generally elected by counting out; this player, who is called "the King," stations himself midway between the bases, and endeavours to catch the others as they rush through his territory from base to base.

Should the king succeed in catching one of the trespa.s.sers, he raps him on the head, saying, "I crown thee king!" and the one so crowned joins the first king between the bases, and helps to catch the other players.

When the out-players considerably outnumber those remaining in the bases, they may enter the bases, and, if they are strong enough, pull the others out and crown them. In this lively game the rule is, that a player must run to the opposite base if he puts both feet outside his own. In some parts of England this game is known by the name of "King Caesar."

[Ill.u.s.tration]

SEE-SAW.

For this amus.e.m.e.nt a stout plank should be laid across a felled tree or a low wall; it must be very nicely balanced if the players are of the same weight; but if one is heavier than the other, the end on which he intends to sit should be the shortest. Two players then take their seats on the plank, one at each end, whilst a third stations himself on the middle of it, as represented in the ill.u.s.tration; the name of this player is in some places Jack o' both Sides, and in others Pudding. As the players by turns make slight springs from their toes, they are each alternately elevated and depressed, and it is the duty of Pudding to a.s.sist these movements by bearing all his weight on the foot, on the highest end of the plank, beyond the centre of the tree or wall on which it rests. This will be best understood by referring to the ill.u.s.tration: thus, A is the trunk of a tree; across it a plank is laid, on which two players, B, C, take their seats; D is "Pudding;" it will be seen that his left foot is beyond the centre of the trunk A, on the highest end of the board, and consequently his weight being added to that of B will depress that end of the plank, and the end on which C sits must, of course, rise; Pudding then bears on his right foot, and C in turn descends; and thus the game continues during pleasure, Pudding bearing alternately on each side.

THREAD THE NEEDLE.

This game can be played by any number of boys, who must all join hands; the game is begun by the outside players at each end of the line holding the following dialogue: "How many miles to Babylon?" "Threescore and ten." "Can I get there by candle-light?" "Yes, and back again." "Then open the gates without more ado, and let the king and his men pa.s.s through." The player and the one next to him at the end of the line opposite the last speaker then elevate their joined hands as high as they can, to allow the speaker to run under, and the whole line follows him, still holding hands. This should be done, if possible, without breaking the line by letting the hands go, and is styled "threading the needle." When all the boys have pa.s.sed through, the same conversation begins again, excepting that the respondent in his turn becomes the inquirer, and runs between the opposite players, the others following as before.

TOM TIDDLER'S GROUND.

This is a very favourite game with little boys, and may be considered as a modification of rus.h.i.+ng bases. A large base is formed by drawing a line across the playground, and one boy, called "Tom Tiddler," takes his station within it, while the others run in crying out, "Here am I on Tom Tiddler's ground, picking up gold and silver." If Tom Tiddler can touch any boy while he is on his ground, the boy so touched takes his place as the guardian of the imaginary gold and silver.

TWO TO ONE.

Two to one is a very capital exercise with a common skipping-rope. It is done by skipping in the usual way for a short time, and then increasing the rapidity of your movements, and leaping tolerably high, endeavouring to swing the rope round so quickly that you can pa.s.s it twice under your feet while you are taking the leap; practise this till you are quite proficient, and then try to pa.s.s the rope three times under your foot instead of twice.

WALK, MOON, WALK!

This may be played by any number of boys, who all tie large knots in one corner of their pocket-handkerchiefs, and then toss up to see who shall be "Moon;" the loser is the one to whom the part falls, and he must be blindfolded. "Moon" now stands with his legs stretched apart, while his playmates go behind him in succession, and jerk their handkerchiefs between his legs, as far as they can and in whatsoever direction they please. When all the boys have done this, one of them cries "Walk, Moon, walk!" which is a signal for the blindfolded player to walk forwards until he treads upon one of the handkerchiefs, when in an instant the other players pick up their knotted handkerchiefs, with which they belabour the unlucky owner of the one trodden upon by Moon, as he runs to a distant base and back; after which he becomes Moon, and the game continues as before.

WANT A DAY'S WORK?

This is a capital game when well played, and the antics and grimaces of boys who are mimics cause great merriment. It also gives a boy a good notion of how mechanical labour is done, as no boy will ask for work unless he understands something of the nature of the business he solicits to be employed upon. The game begins thus, and it matters not how many boys are engaged in it:--A line is drawn; within that line is the shop, and when a bad workman is discharged he is pushed across the line. The employer, or master, should be a very sharp lad. A boy comes up, and the master asks him if he wants a day's work; the boy says he does. He is then asked what trade he is; if he says a tailor, a coat is supposed to be given to him to make; if a shoemaker, a pair of shoes; if a tinker, a saucepan to bottom; if a stonemason, a stone to cut or saw, and every boy must imitate the actions of the tailor, shoemaker, &c., while at work, whatever the trades may be. Then the master looks over the work, finds fault, gets in a rage, discharges the workman, and, if he can, turns him out of the shop. But if in the struggle the boy turns the employer out, he then becomes master, and the other is set to work.

So that, after a few good-natured trials of strength, each boy in turn generally becomes master.

WILL YOU LIST?

This is a very old game, and in some places is called "playing at soldiers;" the whole ceremony of enlisting is gone through, taking the s.h.i.+lling and swearing to serve the Queen, &c. But there ought to be two parties of boys, of not less than a dozen, with a commanding officer on each side. After learning their exercise, such as shouldering arms and marching, war breaks out; then one party is English and the other the enemy. Their weapons ought to be bulrushes, or stout reeds, such as are used in building, or something that will not do any injury when the charge commences. The side that breaks or takes away the most weapons is the conqueror, and much skill may be displayed in capturing the arms of others, and retaining your own. If boys can get some old soldier to drill them a few times, this may be made as good a game as they can play at. We have too few military amus.e.m.e.nts in our English games.

WHOOP!

One player takes his station at a spot called the "home," while the others go to seek out various hiding-places in which to ensconce themselves; when all are ready, one of them calls out "Whoop!" on which the player at the "home" instantly goes in search of the hiders, and endeavours to touch one of them as they run back to "home;" if he can do so, the one caught takes his place at the "home," while he joins the out players.

[Ill.u.s.tration]

HIGH BARBAREE!

In this game sides are chosen, and one party remains "at home," while the other hides. When the hiders are all ready, one of them calls out "High Barbaree!" upon which the seekers sally forth to look for them, as in "Whoop!" If the seekers can succeed in touching a certain number of the hiders before they can get to "home," they take their turn at hiding. The number to be caught must be agreed upon beforehand, and of course depends upon the number of players. It is usual to mention this number in the cry--thus, "High barbaree! _three_ caught he!"--"_four_ caught he!" and so forth. As a general rule, the number to be caught should exceed half the number of the hiders.

BULL IN THE RING.

This active, merry, noisy game can be played by any number of boys, and commences by their joining hands and forming a ring, having enclosed some boy in the middle, who is the Bull. It is the Bull's part to make a rush, break through the ring, and escape, and the part of the boys who form the ring to hold their hands so fast together that he cannot break their hold. Before making a rush the Bull must cry "boo" to give warning, so that the boys may grasp their hands more tightly. The whole ring generally replies to the Bull's challenge by crying "boo" all together, and a pretty noise they make. When the Bull breaks through the ring he is pursued until captured, and the boy who seizes him first is "Bull" when they return. A good "Bull" will lead them a pretty dance, clearing hedges and ditches; and if he gets back and touches some mark agreed upon, near to where he broke through the ring, he is "Bull"

again.

c.o.c.k FIGHT.

This humorous sport must not be confounded with the cruel battles between game-c.o.c.ks once so popular in England. Two boys represent the feathered combatants; each hops upon one leg, with his arms folded, and b.u.mps against the other, endeavouring to compel him to put both feet to the ground. The boy who keeps up longest wins the game.

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