Games for the Playground, Home, School and Gymnasium Part 13

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FENCE TAG

_4 to 30 or more players._

_Indoors; out of doors; schoolroom._

This game is a great favorite with boys for outdoor play, but may also be used in the gymnasium, various pieces of apparatus being used in lieu of a fence.

A certain length of fence is chosen for the game. The one who is It gives the other players a slight start in which to vault over the fence, when he immediately vaults over and tries to tag them. This tagging may be done only when both players are on the same side of the fence.

The dodging is made almost or quite entirely by vaulting or dodging back and forth across the fence within the length or boundaries previously determined. Any player tagged must change places with the one who is It.

FOR THE SCHOOLROOM.--This game may be used in the schoolroom by vaulting over the seats. When played in this way, it is not allowable to reach across seats or desks to tag a player. The tagging must be done in the same aisle in which the tagger stands.

FIRE ON THE MOUNTAINS

_10 to 30 or more players._

_Playground; gymnasium._

[Ill.u.s.tration diagram: FIRE ON THE MOUNTAINS]

A number of stools are placed in a circle with considerable s.p.a.ce between them, there being two stools less than the number of players.

If played out of doors, a stone may be used to sit on in place of a stool, or the players may stand, each on a spot or base marked on the ground. One of the odd players is a leader, and sits or stands in the center; the remainder are circle men and take each his place on a stool or base, the other odd man standing anywhere in the circle between the bases. The object of the game is for the circle men to change places on a signal given by the leader, each player trying to secure a stool and avoid being the odd man. The longer the distance between stools or bases the greater the sport. The running must be done in a circle outside of the bases, and no crosscuts through the circle are allowed. The player in the center repeats in rapid time the following lines:--

"Fire on the mountain, run, boys, run!

You with the red coat, you with the gun, Fire on the mountains, run, boys, run!"

At any time, at the close of the verse, or unexpectedly, by way of interruption to it, the center player will call "Stool!" or "Base!"

when all of the players must change bases. There will thus be one odd player left out. This player then steps one side and is out of the game, taking with him a stool belonging to one of the players, so that the number of stools is reduced by one; if bases are used, one is crossed out to show it is out of the game. The center player, who remains caller throughout, then repeats the verse and the signal for changing.

For each round of the game one player and one stool are taken out of the circle, until but two players and one stool are left. These two finish the game by circling the stool and some objective point a couple of yards away; when the signal to change is then given, the last one of the two to reach the stool becomes the leader for the next game.

VARIATION.--This game may be played without eliminating a player for each round. In this form, each player who is left out when stools or bases are taken must pay a forfeit, but continues actively in the game. The forfeits are redeemed when each player has been odd man at least once.

In this form of the game, instead of having one leader throughout, the leader (center man) should try to secure a stool for himself when the others change, the odd man becoming leader. There should then be but one stool or base less than the number of players.

This is a Scotch game, the reference to signal fires on the mountains, to red coats, and guns, having an obviously historic origin.

FLOWERS AND THE WIND (THE)

_4 to 30 or more players._

_Indoors, out of doors._

This game is suitable for little children. The players are divided into two equal parties, each party having a home marked off at opposite ends of the playground, with a long neutral s.p.a.ce between.

One party represents a flower, deciding among themselves which flower they shall represent, as daisies, lilies, lilacs, etc. They then walk over near the home line of the opposite party. The opposite players (who represent the wind) stand in a row on their line, ready to run, and guess what the flower chosen by their opponents may be. As soon as the right flower is named, the entire party owning it must turn and run home, the wind chasing them. Any players caught by the wind before reaching home become his prisoners and join him. The remaining flowers repeat their play, taking a different name each time. This continues until all of the flowers have been caught.

FOLLOW CHASE

_10 to 30 or more players._

_Gymnasium; playground._

The players stand in a circle with arms stretched sideways, resting on each other's shoulders, thus making a wide distance between. One player is chosen for runner and one for chaser. The game starts with the runner in one of the s.p.a.ces under the outstretched arms of the players, and the chaser in a similar position on the opposite side of the circle. At a signal from a leader both start, the runner weaving in and out between the players or das.h.i.+ng across the circle in any way that he sees fit; but the chaser must always follow by the same route.

If the runner be caught, he joins the circle; the chaser then takes his place as runner and chooses another player to be chaser.

The leader (who may be one of the players) may close the chase if it becomes too long by calling "Time!" when both runners must return to their places in the circle, new ones taking their places.

For large numbers there may be two or more runners and an equal number of chasers, or the players may be divided into smaller groups.

With various modifications, this game is found in many countries. As given here, it is of Italian origin.

FOLLOW THE LEADER

_5 to 60 or more players._

_Playground; gymnasium; parlor; schoolroom._

One player, who is especially resourceful or skillful, is chosen as a leader. The others all form in single file behind him, and imitate anything that he does. The leader aims to keep the line moving, and should set particularly hard tasks for them, such as climbing or vaulting over obstacles, under others, jumping to touch high points or objects, going through difficult feats, jumping certain distances, taking a hop, skip, and jump, walking backward, turning around while walking, walking or running with a book on the head, etc. Any one failing to perform the required feat drops out of the game or goes to the foot of the line; or at the pleasure of the players may pay a forfeit for the failure and continue playing, all forfeits to be redeemed at the close of the game.

[Ill.u.s.tration: FORCING THE CITY GATES

_Reprinted from Dr. Isaac T. Headland's "The Chinese Boy and Girl," by kind permission of Messrs. Fleming H. Revell & Co._ ]

FORCING THE CITY GATES

_10 to 30 or more players._

_Playground; gymnasium._

Two captains are selected, who alternately choose players until all are in two groups. The two sides then line up in two straight lines, facing each other about ten feet apart, and holding hands, each line representing the gates of a city. The captains dispose their men in line as they see fit, but it is advisable to alternate the larger or stronger players with the smaller or weaker ones, to equalize the strength at the points of attack. The captain of one side then names one of his players, who steps forward and tries to break through the hands of the opposing side, or he may dodge under them. If he does not succeed in one place, he may try in another, but may not have more than three trials. Should he succeed in breaking the opposing line or dodging under, he returns to his side, taking the two whose hands had been parted or evaded, as prisoners to reenforce his side. Should he fail in the third attempt, he is to remain on the side of his opponents. The captains alternate turns in sending forth a man to "force the city gates." The players taken from the opposing side must thereafter work for the side to which they are taken captive, each prisoner being placed in the line between two of the original team.

Games for the Playground, Home, School and Gymnasium Part 13

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Games for the Playground, Home, School and Gymnasium Part 13 summary

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