Games for the Playground, Home, School and Gymnasium Part 34

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SHUTTLE RELAY

(Double Relay)

_20 to 100 players._

_Playground; gymnasium._

This form of relay race is especially adapted to large numbers in limited s.p.a.ce. The action is more rapid than in the single relay, although each runner runs only half as far.

The players are divided into two or more groups of equal numbers. Each group in turn is divided into two divisions, which stand facing each other in single file, with the leader of each division toeing a starting line. There should be from fifty to one hundred and fifty feet between the starting lines. At a signal, the leaders on one side of the ground run forward, but instead of touching a goal or terminal line at the opposite end of the ground, the runner "touches off"

(touches the outstretched hand of) the leader of the line facing him, and pa.s.ses at once away from the playing s.p.a.ce. He should not line up again with his team.

The player thus touched dashes forward in his turn and touches the first player in the file facing him, from which Number One came, and pa.s.ses off the game limits. Each player thus runs only in one direction, instead of in two, as in a single relay race. The team wins whose last player first dashes across the starting line opposite him.

As in the single relay race, this may be played by handing a flag from one runner to the next, instead of "touching off." If a flag be used, it should not be on a stick because of danger to the eyes.

This game may also be played with strict observance of athletic rules. The first runners should then be started with the signals, "On your mark!" "Get set!" (or "Get ready!") and "Go!"

There should be a judge to watch fouls for each division of each team, and two judges at the finish. Fouls consist in starting over the line, even with part of the foot, before being touched off, or in a failure to actually touch. The teams win in the order of finis.h.i.+ng, plus consideration of the number of fouls, as described for the Potato Shuttle Relay.

SIEGE

_10 to 30 players._

_Out of doors; barn._

This game is suitable for a barn; the greater the number of open doors and windows available in the barn the better.

The players are divided into two equal parties, one of which personate defenders, and take their places in the barn, with the doors and windows open. The other party are the besiegers, and are stationed outside the barn. The fighting is done by means of weeds specially prepared for the purpose. The weeds commonly called redroot or iron-weed are very good for this. The stems, measuring about a foot and a half in length, are stripped except for a small leaf or tuft of leaves at one end. On the opposite end the root is cut away so as to leave only a small k.n.o.b which will serve to weight the missile.

The game opens with each party provided with a pile of this ammunition, which is thrown at the opponents through the doors and windows of the barn. A player hit once with a dart is considered "wounded," but may keep on playing. A player hit twice is "killed,"

and is out of the game. Each party must keep within its own bounds.

The party wins which has the fewest killed at the end of the game.

This was a favorite game with a group of Long Island boys, from one of whom the author obtained it.

SINGLE RELAY RACE

_10 to 100 players._

_Playground; gymnasium._

This game differs from the track event known as a Relay Race.

The form here given is one of the best for engaging in strenuous exercise all of a large number of players in a limited playing s.p.a.ce.

A wall or fence is chosen for a goal, or a line may be drawn across the ground for this purpose, or a goal object may be placed for each team, around which each player on the team must run. From fifty to a hundred feet back of this goal, or objective point, and parallel to it, a line is drawn to serve as a starting line.

The players are divided into two or more groups of equal numbers. Each group lines up in single file behind the starting line. If possible, there should be at least five feet distance sideways between the files. The first player of each file stands toeing the starting line, and at a signal runs forward to the goal, touches it with his hand if it be a wall or fence, or with his foot if it be a line on the ground, or runs around it if it be an object. He then runs back to his line and touches the outstretched hand of the next player (called "touching off"), who should have moved forward to toe the starting line. As soon as this touch is received, this player in turn runs forward, touches the goal, and returns in the same way. Each player as he returns leaves the playing s.p.a.ce at the rear. The file moves up one place each time that a runner starts, so that the next player will toe the starting line.

The file wins whose last runner is first to dash across the starting line on his return run. If desired, each runner may hold a flag in his hand and pa.s.s it to the next player, instead of merely touching the hand. This flag should not be on a stick, which is dangerous for the runner receiving it.

Starting over the line before being touched by a returning runner is a foul. Where athletic procedure is not observed, this starting over the line may be penalized by having the transgressor go back and start over again. In an athletic event it disqualifies the team, unless the competing teams have made an equal or greater number of fouls.

Where this game is played in strict athletic form, the first start is made in response to the usual signals: (1) "On your mark!" (2) "Get set!" (or "Get ready!") (3) "Go!" In compet.i.tive events of this sort, crossing the starting line before being touched off is a foul; also touching a goal object around which the players may have to run. There should be a judge of fouls for each team and two judges at the finish. The team wins which finishes first with the fewest number of fouls, as explained for the Potato Race. The simple "touch-off," and not the handing of flags, is customary in athletic procedure.

SKIN THE GOAT

_6 to 20 or more players._

_Playground; gymnasium._

This is a game of leapfrog, differing from Saddle the Nag in the gradual lengthening of the line of backs, though there are similar features in the two games. The players in this game are not divided into opposing parties.

One player stands with his back against a wall or fence. Another player stoops, with his head against the breast or stomach of this first player. A third player jumps upon the back thus made and tries to "crown" the player standing against the wall, that is, to place his hand on his head. The player, who is making the "back" tries in every way (except by straightening up) to throw the player off his back and so prevent his crowning of the standing player. If the "back" succeeds in doing this, the one whom he throws off takes his place behind this stooping player in the same general position, grasping him around the waist and bending his head to one side or against the forward player, thus lengthening the line of backs. Another player then jumps on the backs, tries to make his way to the one who is upright and crown him.

Any player who succeeds in crowning the upright player changes places with him, the one winning who has done this the most times when the play ends.

SKYTE THE BOB

_2 to 10 players._

_Playground; seash.o.r.e._

_Note._--The word "skyte" means a sharp, glancing blow, and as here used indicates the way in which the stones are thrown at the "bob."

This game is played with b.u.t.tons and stones. Each player is provided with one or more b.u.t.tons called "men." A small, flat stone about the size of a quarter may be used as a man in place of a b.u.t.ton. In addition, each player is provided with a flat stone called a "pitcher." A flat stone, small, but somewhat larger than the pitchers, is placed on the ground as a base on which the men are piled, and is called the "bob." The game consists in hitting the bob with a pitcher so as to knock over the pile of men, the men becoming the property of the thrower or not, according to their position as they fall.

From fifteen to twenty-five feet from the pile of men a line is drawn from which the players throw. Each player in turn toes the line and throws his pitcher so as to strike the bob or base under the pile of men, his object being to make these men fall off. Any men that are knocked off, and lie nearer to the pitcher where it fell than to the bob, become the property of the player who threw the pitcher. The second player then takes his turn, but his play is more difficult than that of the first player, as any men that he drives nearer to the first player's pitcher belong to the latter. Any man which lies nearer to the second player's pitcher, however, than to the bob or to the first player's pitcher, belongs to this second player. This is continued by the different players in succession, the player winning who has the largest number when all of the men are disposed of, or when all have thrown.

SLAP CATCH

(Hands Up)

Games for the Playground, Home, School and Gymnasium Part 34

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Games for the Playground, Home, School and Gymnasium Part 34 summary

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