Games For All Occasions Part 1

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Games For All Occasions.

by Mary E. Blain.

PREFACE

"A Merry heart maketh a cheerful countenance."

The desire to play and frolic seems to be a heritage of mankind. In infancy and early childhood this joy and exuberance of spirit is given full sway. In youth, that effervescent stage of human existence, "joy is unconfined." But in middle age and later life we are p.r.o.ne to stifle this wholesome atmosphere of happiness, with care and worry and perhaps, when a vexed or worried feeling has been allowed to control us, even forbid the children to play at that time. Why not reverse things and drown care and strife in the well-spring of joy given and received by reviving the latent spark of childhood and youth; joining in their pleasures pa.s.sively or actively and being one of them at heart. So presuming that "men are but children of a larger growth," the games, pastimes and entertainments described herewith were collected, remembered and originated respectively with the view of pleasing all of the children, from the tiny tot to, and including the "grown-up," each according to their age and temperament.



M. E. B.

GAMES FOR TINY TOTS

A RUNNING MAZE

Form a long line of children--one behind the other. The leader starts running, and is followed by all the rest. They must be sharp enough to do exactly as the leader does.

After running for a moment or two in the ordinary running step, the leader changes to a hopping step, then to a marching step, quick time, then to a marching step, slow time, claps and runs with hands on sides, hands on shoulders, hands behind, etc.

Finally the leader runs slowly round and round into the centre, and can either wind the children up tightly or can turn them on nearing the centre and run out again. For another change the long line can start running and so unwind the spiral.

BEAN BAG

All stand in a line except one who is the leader who stands a short distance opposite the line.

The leader throws the bean bag to the child at the head of the line who returns it to the leader. The leader throws it to the next child, who throws it back to the leader, and so it is thrown back and forth to each child in turn. Any one in the line who fails to catch the bag must go to the foot of the line.

If the leader fails to catch the bag he must go to the foot of the line and the one at the head of the line takes his place.

"BIRDS FLY."

This is a very simple game. Each player places a finger on the table, which he must raise whenever the conductor of the game says: "Birds fly," "Pigeons fly," or any other winged creatures "fly."

If he names any creature without wings, such as "Pigs fly," and any player thoughtlessly raises his finger, that player must pay a forfeit, as he must also do if he omits to raise his finger when a winged creature is named.

b.u.t.tON, b.u.t.tON

All the children except the one who pa.s.ses the b.u.t.ton sit in a circle with hands placed palm to palm in their laps.

The child pa.s.sing the b.u.t.ton holds it between her palms and goes to each one, in turn, slipping her hands between the palms of the children. As she goes around the circle she drops the b.u.t.ton into some child's hands, but continues going around as long after as she pleases, so the rest will not know who has it.

Then she stands in the middle of the circle and says: "b.u.t.ton, b.u.t.ton, who has the b.u.t.ton?" All the children guess who has it, the one calling out the correct name first is out and it is his turn to go around with the b.u.t.ton.

BINGO

"The miller's dog lay at the mill, And his name was little Bingo, B with an I, I with an N, N with a G, G with an O, His name was little Bingo.

"The miller he bought a cask of ale, And he called it right good Stingo, S with a T, T with an I, I with an N, N with a G, G with an O, He called it right good Stingo."

One child represents the miller, the rest stand round him in a circle, and all dance round and sing the verse. When it comes to the spelling part of the rhyme, the miller points to a child who must call out the right letter.

Anyone who makes a mistake must pay a forfeit.

BLINDMAN'S BUFF

Before beginning to play, the middle of the room should be cleared, the chairs placed against the wall, and all toys and footstools put out of the way. The child having been selected who is to be "Blind Man" or "Buff," is blindfolded. He is then asked the question, "How many horses has your father?" The answer is "Three," and to the question: "What color are they?" he replies: "Black, white, and gray." All the players then cry: "Turn around three times and catch whom you may." "Buff"

accordingly spins round and then the fun commences. He tries to catch the players, whilst they in their turn do their utmost to escape "Buff,"

all the time making little sounds to attract him. This goes on until one of the players is caught, when Buff, without having the bandage removed from his eyes, has to guess the name of the person he has secured. If the guess is a correct one the player who has been caught takes the part of "Buff," and the former "Buff" joins the ranks of the players.

BLOWING THE FEATHER

All the children, except one, sit on the floor around a sheet or table cloth which they hold about eighteen or twenty inches above the floor. A feather is placed on the sheet and at a signal the child nearest it blows the feather toward another child. The object is to keep the feather in the air, not allowing it to light.

The remaining child runs back and forth around the group trying to catch the feather. When he is successful, the person on whom the feather rested or was nearest to, changes place with him.

c.o.c.k FIGHTING

This is a most amusing game, and although only two boys can play at it at one time they will keep the rest of the company in roars of laughter.

The two who are to represent the "c.o.c.ks" having been chosen, they are both seated upon the floor.

Each boy has his wrists tied together with a handkerchief, and his legs secured just above the ankles with another handkerchief; his arms are then pa.s.sed over his knees, and a broomstick is pushed over one arm, under both knees, and out again on the other side over the other arm.

The "c.o.c.ks" are now considered ready for fighting, and are carried into the center of the room, and placed opposite each other with their toes just touching. The fun now commences.

Each "c.o.c.k" tries with the aid of his toes to turn his opponent over on his back or side.

The one who can succeed in doing this first wins the game.

It often happens that both "c.o.c.ks" turn over at the same time, when the fight commences again.

CATCHING THE MOUSE

The children sit in two rows opposite each other with a s.p.a.ce between.

One child takes the place of "cat," being blindfolded, the cat standing at one end of the row and the mouse at the opposite end. They start in opposite directions, guiding themselves by the chairs, the cat trying to catch the mouse. When the mouse is caught it is made the "cat," and one of the company takes the place of the mouse.

Games For All Occasions Part 1

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Games For All Occasions Part 1 summary

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