Games for the Playground, Home, School and Gymnasium Part 52

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Athletic feats requiring skill, strength, or agility are a very interesting and amusing feature for gymnasiums and many other conditions, and contain possibilities for some excellent and vigorous physical development. As some of these may be used for forfeits (although some kinds of forfeits cannot take the place of athletic feats), these two cla.s.ses of amus.e.m.e.nts are included here in one chapter. The searcher for forfeits will do well, however, to look through the section on feats.

I. CONTESTS FOR TWO: WRESTLING MATCHES AND TUGS OF WAR

The following group of wrestling matches and races make a very interesting and vigorous form of game with which to close a lesson in formal gymnastics. For instance, if pupils are in a formation that admits of immediately turning toward partners without change of formation, this may be done and any of these games then used without further rearrangement of a cla.s.s. When used in this way the wrestling matches are generally determined by the winning of the best two out of three trials.

These wrestling matches and races may of course be used also for forfeits.

BALANCE WRESTLE.--Two contestants stand each in a forward stride position, the right foot being lengthwise on a line (the same line for both contestants) and the left foot back of it, turned at right angles to the right foot with the heel touching the same line. The toes of the right feet should touch. In this position players grasp right hands. The objects of the game are to make the opponent (1) move one or both feet, or (2) touch the floor with any part of the body. A point is scored for the opponent whenever a player fails in one of these ways. After a trial has been made with the right hand and foot, the wrestle should be repeated with the left hand and foot extended, and so on alternately.

BOUNDARY TUG.--Two lines are drawn on the floor, five feet apart.

Within this s.p.a.ce two contestants face each other, the right toes touching and each stepping backward in a strong stride position with the left foot. Both players grasp a cane or wand, and each tries to pull the other across one of the boundary lines.

HARLEQUIN WRESTLE.--This is a one-sided wrestle between two persons.

Each stands on one leg; they then grasp right hands and each tries to make the other lower his upraised foot to the ground, or touch the floor with his free hand. The opponent may not be touched with the free hand.

INDIAN WRESTLE.--Two players lie on their backs side by side, with adjacent arms locked. The feet should be in opposite directions. At a signal the adjacent legs are brought to an upright position and interlocked at the knees. The wrestle consists in trying to force the opponent to roll over from his position.

INTERFERING.--This is one of the hopping relays, but the shoulders may not be used in it. Two contestants fold arms, and each, while hopping on one foot, tries to make his opponent put the other foot to the floor. As neither arms nor shoulders may be used, this is done entirely by a side movement of the free leg.

KNEE AND TOE WRESTLE.--Two players sit on a mat, facing each other.

The knees should be drawn up closely and the players should be near enough together to have the toes of each touch those of the opponent.

Each player pa.s.ses a stick under his knees, and then pa.s.ses his arms under it and clasps his hands in front of his own knees. The wrestling begins at a signal and consists in each player trying to get his toes under those of his opponent and throw him backward.

LUNGE AND HOP FIGHT.--A circle six feet in diameter is drawn on the ground. One player takes a lunge position forward, so that his forward foot rests two feet within the circle. The second player stands in the circle on one foot with arms folded across the chest. The hopper tries to make the lunger move one of his feet. The lunger in turn tries to make the hopper put down his second foot or unfold arms. Either player is defeated also if he moves out of the circle. The lunger may use his hands and arms.

PUSH AND PULL.--Two lines are drawn on the floor at an interval of five feet. Within these lines two players take their places with two stout sticks, canes, or wands between them, each player grasping one end of each cane. The object of the feat is to push the opponent across the boundary line behind him, or to pull him over the nearer boundary line.

The relative positions of the opponents may be reversed and the same struggle gone through back to back, still holding the canes.

This differs from Boundary Tug in the way the wands are held and the fact of there being two wands.

ROOSTER FIGHT.--This is an old Greek amus.e.m.e.nt. A ring six feet in diameter is drawn on the ground. Two players are placed in this, who stoop and grasp each his own ankles. In this position they try to displace each other by shouldering. The player loses who is overthrown or who loosens his grasp on his ankles.

SHOULDER SHOVE.--For this, the players are divided into groups of five; each group marks on the ground a circle about eight feet in diameter. All five players stand within the circle. Four of them must fold their arms across the chest and hop on one foot. The object of the game is for these four players to push the fifth one, who is It, out of the circle with their shoulders. They may not use their hands.

The fifth one may stand on both feet and use his arms. Should one of the hoppers place both feet on the ground or unfold his arms, he must leave the circle. The player who is It may avoid the hoppers by running and dodging. Should he be pushed out of the circle, the four hoppers are considered to have won the game.

WAND AND TOE WRESTLE.--Two players sit on the floor with knees bent and toes touching those of the opponent. One wand is held between them, which both grasp so that the hands are placed alternately; there should be a short s.p.a.ce in the center between the hands. The object of the tug is to pull the opponent up and over the dividing line. This is an excellent form of wand wrestle and will hold the interest of a cla.s.s for months, especially if a continuous score be kept for the same contestants.

WAND TWIST.--Two players stand and grasp at or near shoulder height a wand or cane held in a horizontal position. The object of one player is to raise or twist the wand out of the horizontal position, and of the other player to prevent this. The one who is trying to hold the wand in the horizontal position should have his hands next to each other in the center of the wand. The one who tries to twist the wand should place his hands outside of and touching those of the player who is resisting.

WAND WRESTLE.--One player holds a wand or cane at full arm's length above his head, the hands being at about shoulder width distant on the wand, which should be held horizontally. The other player tries to pull the wand down to shoulder height. He may pull it forward at the same time, as it may be almost impossible in some cases to lower it without this forward movement.

II. RACES

ESKIMO RACE ON ALL FOURS.--The performers stand with hands and feet on the floor, the knees stiff, the hands clinched and resting on the knuckles. The elbows should be stiff. In this position a race is run, or rather "hitched," over a course that will not easily be too short for the performers.

This is a game of the Eskimos, reported by Lieutenant Schwatka.

ESKIMO JUMPING RACE.--Fold the arms across the breast with the knees rigid and the feet close together. Jump forward in short jumps of an inch or two.

This is the regular form of one of the games of the Eskimos, reported by Lieutenant Schwatka.

III. MISCELLANEOUS FEATS

ANKLE THROW.--This feat consists in tossing some object over the head from behind with the feet. A bean bag, book, or basket ball, is held firmly between the ankles. With a sudden jump, the feet are kicked backward so as to jerk the object into an upward throw, which should end in its curving forward over the head. It should be caught as it comes down.

ARM'S LENGTH TAG.--Two players stand each with an arm extended at full length at shoulder level, and try to touch each other without being touched in return. This will require some rapid twisting, dodging, and bending. A touch on the extended hand does not count.

BACKSLIDING.--The hands are placed palm to palm behind the back with the fingers pointing downward and thumbs next to the back. Keeping the tips of the fingers close to the back and the palms still together, the hands are turned inward and upward until the tips of the fingers are between the shoulders, pointing upward toward the head, and the thumbs outside.

CATCH PENNY.--One elbow is raised level with the shoulder, the arm being bent to bring the hand toward the chest. Three or four pennies are placed in a pile on the bent elbow. Suddenly the elbow is dropped and the same hand moved downward quickly in an effort to catch the pennies before they fall to the ground.

CHINESE GET-UP.--Two persons sit on the floor back to back with arms locked, and retaining such relative positions they try to stand upright.

COIN AND CARD SNAP.--Balance a visiting card on the tip of the middle or forefinger. On top of the card place a dime or nickle; this should be exactly over the tip of the finger and in the middle of the card.

Snap the edge of the card with a finger of the other hand, so that the card will be shot from under the coin and leave the coin balanced on the finger.

DOG COLLAR.--Two players on hands and knees on a mat, rug, or cus.h.i.+on, face each other with about three feet distance between them. A knotted towel or a strap, or anything that will not chafe or cut the flesh, is thrown over both heads like a collar, being long enough to encircle the two. The head should be held well upward to prevent this from slipping off. At a signal, the players pull against each other, each trying to pull the opponent from the mat or to pull the collar from around his neck.

DOG JUMP.--The performer holds a stick horizontally between the forefingers of his hands, pressing with the fingers to keep it from falling. Keeping the stick in this position, he should jump over it forward and then backward. The same feat may be performed by pressing together the middle fingers of the two hands without a stick and jumping over them forward and backward, as a dog jumps through curved arms.

DOT AND CARRY TWO.--This is a spectacular feat of strength for three performers, A, B, and C. They stand in line, side by side, A standing in the center with B on his right and C on his left. He stoops down and pa.s.ses his right hand behind the left thigh of B, and clasps B's right hand. He then pa.s.ses his left hand behind C's right thigh, and takes hold of C's left hand. B and C pa.s.s each one arm around A's neck, and A, by raising himself gradually to a standing position, will find that he is able to lift the other two from the ground.

HAND STAND SALUTE.--A player is required to stand on his hands with legs stretched at full length in the air, and then wriggle the feet at the ankles.

HEEL AND TOE SPRING.--A line is drawn on the floor. The performer places his heels against this line, bends down, grasps the toes with the fingers underneath the feet and pointing backward toward the heels. He then leans forward slightly to get an impetus, and jumps backward over the line.

This same feat may be reversed. Standing in the same position, the performer toes a line and jumps over it forward.

JUG HANDLE.--The performer places his hands across the chest, with the tips of the middle fingers touching and the elbows extending on each side like a jug handle. Another player tries to pull the arms apart, either by working at them separately or together. Jerking is not permissible; the pull must be steady.

Until one has tried this, it is surprising to find that even a strong person cannot overcome a weaker one in this position.

LAST AND FIRST.--Place one foot immediately behind the other. On the rear foot place a small object, such as a light book, a slipper, or a small stick. With a sudden movement lift the forward foot, at the same instant hopping on the rear foot with a kicking movement forward, so as to throw the object forward beyond a given mark.

LATH AND PLASTER.--Rub the top of the head with one hand, and simultaneously pat the chest with the other hand. Reverse the movement, patting the head and rubbing the chest. Do each of these things with the hands changed, the hand that was on the chest being placed on the head, and _vice versa_.

PICK ME UP.--The performer is required to stand against the wall, drop a handkerchief at his feet, and without bending the knees stoop and pick up the handkerchief.

PICK UP AND PUSH UP.--A line is drawn about two feet from a wall, which is toed by the performer, facing the wall. Between the line and the wall is placed a stool directly in front of the performer. The player leans forward, puts the top of his head against the wall, picks up the stool with his hands, and pushes himself backward to an upright position, getting an impetus from the head only, and lifting the stool as he does so.

PINCUs.h.i.+ON.--On a chair having a cane or rush or wooden bottom a pin is stuck on the edge of the seat, or just under the edge, well around on one side toward the back. The performer starts sitting in the chair, and without leaving it, or touching his hands or feet to the floor, must reach around so as to remove the pin with his teeth.

PRAY DO.--A line is marked on the floor. The performer stands with his toes on the line, and without using his hands or moving his feet, kneels down and gets up again.

RABBIT HOP.--This should be done on a soft mat or cus.h.i.+on. The performer kneels; then sits back on the heels and grasps the insteps with his hands. From this position he leans suddenly forward, and while doing so pulls the feet up from the floor. In the instant that his weight is released, he hitches forward on the knees, the two knees moving forward alternately.

Games for the Playground, Home, School and Gymnasium Part 52

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Games for the Playground, Home, School and Gymnasium Part 52 summary

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