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School, Church, and Home Games Part 6

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Fox and Rabbit

The group link hands and form a circle. Two players are selected, one to be "It" and the other to be chased, as in the preceding game. In this game, however, it is not necessary that the fox follow the same course the rabbit pursues, in his endeavor to tag him, but both can go in and out of the circle at will. The players in the circle endeavor to a.s.sist the rabbit and impede the fox in his chase, as much as possible.

When the fox has caught the rabbit, two other players are selected to take their places.

Chicken Market

One player is selected to be a buyer, another to be the market man. The rest of the players are to be chickens. They stoop down in a row, clasping their hands under their knees. The buyer inquires of the market man, "Have you chickens for sale?" The market man says, "Yes, plenty of them". Thereupon the buyer goes along the line and examines the chickens. He finds one too tough, one too fat, etc., until at last he comes to one which suits his fancy, and he so informs the market man. He takes one arm and the market man takes the other and between them they swing the chicken back and forth. If the chicken maintains the grasp of its hands beneath its knees, it is accepted by the buyer and is led off to the home of the buyer, marked upon the ground. The game continues until all the chickens are sold.

Chickidy Hand

The player who is selected to be "It" interlocks the fingers of his hands and holds them against a post, which is known as the goal. The other players fold their hands in the same way and place them against the post. To start the game, "It" counts ten, whereupon the players leave the goal and "It" endeavors to tag one of them. The hands must be kept folded until tagged. The one tagged joins hands with "It" and continues with him in an effort to tag others. The players endeavor to keep from being tagged by the line and try to break through the line.

Succeeding in this, the individual towards the head of the line, next to the break, drops out of the game. Those in the line cannot tag a player who has rushed in and succeeded in breaking the line until the line reforms.

Pa.s.s Ball

The group form a circle and are counted off in 2's. The Number 1's are given a ball or some other object easily tossed, at one side of the circle and the Number 2's a like object on the other side of the circle. Then 1 competes against 2 in an endeavor, by pa.s.sing the object around the circle, to have it overtake that pa.s.sed by the other team.

When the object pa.s.sed by one team has overtaken and pa.s.sed that of the other, it counts one point and the game starts over, with the objects on opposite sides of the circle.

Poison

The group forms a circle, linking hands. In the center of the circle is placed on end a short log about a foot long. (A tall bottle may be used in place of the log). By it is lying a soft playground baseball or a yarn ball. The circle begins to rotate around the log, the object being to keep from knocking the club over, on the one hand, but to force some one else in the circle to knock it over. The instant it falls, the circle dissolves and all the players except the one who knocks over the club run, while he picks up the ball and throws it at the running players. If he succeeds in hitting some one, the one hit is out of the game. If he fails, he is out. So the game continues until but two players are left.

Fox Trail

[Ill.u.s.tration]

A large circle is drawn upon the ground. This should measure from 30 to 40 feet in radius. Another circle is drawn within this first circle and should have a radius 10 feet less than the first. Eight or 10 spokes are drawn from the center to the circ.u.mference. Where these spokes intercept the outer circle a small circle is drawn. These small circles are known as "dens". A player is placed in each one of these dens.

Another player is known as the hunter and stands at the hub of the wheel. The players in the dens are known as foxes. There is to be one more fox than den. This odd fox can stand anywhere else on the rim, where he tries to get a den whenever he can. The object of the game is that the foxes run from den to den without being caught by the hunter.

The method of running, however, is restricted. Both foxes and hunter are obliged to keep to the trails running only on the lines of the diagram. It is considered poor play to run from den to den on the outer rim, as there is practically no risk in this. Foxes may run in any direction on the trail, on the spokes or on either of the rims. They may not turn back, however, when they have started on a given trail, until they have run across to the intersection of another line. If the hunter succeeds in tagging a fox, the two exchange places, the fox becoming the hunter. This is a good game to play in the snow marking the trails in the snow.

Weavers Race

A group forms a circle which is counted off by 2's. The Number 1's in the circle const.i.tute team A, and the Number 2's team B. Two captains stand side by side in the circle. Each holds a small stick. At a signal to go both start racing in opposite directions around the circle, going to the rear of the first player, to the front of the second, to the rear of the third, etc., weaving their way in and out. When they meet at the further side of the circle they must join hands and spin around once in the circle before continuing to weave their way back and forth from the point in the circle from which they left. Thereupon number 1 of A team tags the next player on his team in the direction in which he ran. Number 1 of B team tags the next one on his team who starts in the direction in which the first ran. The race continues until everyone in the team has completed his run around the circle in the required way.

Circle Chase

The group forms a circle and counts off by 4's. The leader takes his place in the center of the circle. He calls any number from 1 to 4, and all of the men holding that number step back and run around the outside of the circle to the right, endeavoring to tag the man who is running just ahead of him. The leader blows a whistle, which is the signal for the men to return to their original places in the circle, with the exception of those who have been tagged out. The latter are supposed to take a position within the circle. The leader next calls another number and they proceed as did the first. As the game continues, the circle grows smaller. The individual wins who succeeds in tagging out all those of his number.

Reuben and Rachel

The group forms a circle, joining hands. One of the players is blindfolded and placed in the center of the circle. All the rest in the ring dance around him until he points at some one. That one enters the circle and the blind man calls out, "Rachel". The other must answer, "Here, Reuben", and move about in the circle so as to escape being tagged by Reuben. Every time Reuben calls out, "Rachel", she must reply, "Here, Reuben", and so it goes on until she is caught. Reuben must guess who she is and if he guesses correctly Rachel is blindfolded and the game goes on as before. If not, the same individual continues as Reuben and he points out a new Rachel to come into the circle.

Channel Tag

The group forms a circle, faces to the right and a.s.sumes a stride position. The one selected to be "It" takes his place in the center of the circle. The others pa.s.s a ball or bean bag either backward or forward between their legs. The one in the center tries to capture the ball or bag. If he succeeds, the one last touching it must take his place in the center of the circle. Every one must touch the ball or bag when it pa.s.ses by them, either forward or backward.

Soak 'em

A sock stuffed with straw is used in this game. A circle is drawn upon the ground. The group is divided into two teams. One team takes its place in the center of the circle, the other lines up around the circ.u.mference. Those on the outside of the ring endeavor, without stepping over the line, to throw and hit those within. Succeeding, the one hit must lie upon the ground within the ring. The others endeavor to avoid being hit by dodging here and there. When all of the first team in the ring have been hit, they take their position outside of the ring and throw at their opponents. The team succeeding in hitting all of the opponents in the _quickest_ time, wins.

The Dummy

One of the group, known as the "dummy", must take a position 30 feet in front of a line and stands with his back to the rest of the group. A soft ball is thrown at him and he endeavors to guess who hit him. If he succeeds, that one must take his place.

Oriental Tag

Similar to ordinary tag, except that the one "It" cannot tag any one who has his forehead to the ground.

Ball Tag

The one who is "It" is armed with a soft ball. He attempts to tag another by means of hitting him with the ball. The one who is. .h.i.t becomes "It".

Couple Tag

Similar to ordinary tag, except that the group is arranged in couples.

Couples must lock arms. The couple which is "It" endeavors to tag some other couple. If either of the men making up the "It" couple succeeds in tagging either man of another couple, that group is "It".

CHAPTER VI

SCHOOLYARD GAMES

For Advanced and High School Pupils

Dresden Tag

The group forms a circle with at least three feet s.p.a.ce between each individual in the circle. One individual is selected to be "It", another to be chased. Those in the circle are to place their hands upon their knees and a.s.sume a stooping position, as for leap frog. "It"

endeavors to tag the individual he is to chase before said individual can leap over the back of any one forming the circle. Should he leap over the back of some one, the one over whose back he jumped is then subject to being tagged by "It". Should "It" tag the one chased, then "It" must leap over some one's back to escape from being tagged. After leaping over a back, the individual who made the leap takes the position of the one who left that place in the circle.

Fox and Geese

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