3^ !^^^M: ^oV' On the Green Trail CAMP AND OUTING ACTIVITIES BY F. H. ^HELEY Author of "Told by the Camp Fire" G. Cornelius Baker Author of "Indoor Games and Socials for Boys' New York: 124 East 28th Street London: 47 Paternoster Row, E.G. 1915 c,"^^ Copyright, iqis, by The International Committee of Young Men's Christian Associations ^. JUL -6 19(5 ©a. 4406598 INTRODUCTION Play forms a very large part in the social adjustment of boyhood. Play teaches a boy loyalty, team work, co- operation, the philosophy of sacrifice, humility, respect for the rights of others, promptness, self-mastery, subor- dination to leadership, courage, and many other virtues necessary to make him a useful and worthy member of society. Lessons learned on the campus prepare for the seriousness of the greater game of life itself; therefore the play life of a camp is most important and should be carefully directed. Every camp director and leader is confronted with the task of keeping the life of the camp free from monotony and "grouchiness." This book is calculated to make the task lighter. It is crammed with suggestions so that no two days of the camping season ne»d be alike. "Some- thing doing" all the time is the best testimony a boy can give of a camp. He may only see the fun side of the doing, but the leader must always see the character- building value in every activity if th» camp is to be a vital factor in making manhood. Misdirected energy results in a misspent summer, and a weakened character. Harnessed energy brings joy of achievement, cooperation, opportunity, and a happy vaca- tion. A boys' camp is no longer looked upon as a loaf- ers' paradise or a school for rough-house. It is now regarded as an educational agency where, under the in- V vi INTRODUCTION spiration of the greatest of teachers, nature, boys may learn the great lessons of life and its relationships. This book may be heartily recommended for its practi- cability, its logical arrangement of games and activities and its freedom from everything that would suggest un- necessary danger. H. W. Gibson, Boys' Work Secretary, Young Men's Christian Association, Mass. and R. I. June I, 1915. CONTENTS CHAPTER PAGE Preface ix I. Games and Activities Around the Camp Fire i II. Games for the Campus 33 III. General Camp and Outing Games . . 75 IV. Stormy-day Activities 102 V. Quiet Games 132 VI. Aquatic Events i43 VII. Songs for the Camp I55 VIII. Suggestive Events and Ideas .... 187 IX. Pageants and Plays 225 X. Honor Systems, Awards, and Clues . . 258 XI. Nature Education 302 XII. Bible Study and Religious Activities . 338 PREFACE It has not been our aim to prepare a book on Camp technique, but rather to bring together from many sources all available material dealing entirely with activi- ties that have a positive all-round character developing value. The authors wish to make grateful acknowledgment to the many workers among boys who have contributed to this volume by word, paragraph, or suggestion. It would have been impossible to have done all the work necessary in preparing this volume if it had not been for the friendly and willing assistance given us. Special acknowledgment is gladly made for the use of quotations from the following publications: Dan C. Beard's "The Outdoor Handy Book" and "The Boy Pio- neers," Charles Scribner's Sons; Official . Handbook of The Boy Scouts of America; Jessie H. Bancroft's "Games for the Playground and Gymnasium," Macmillan & Co.; A. M. Chesley's "Social Activities for Men and Boys," Association Press; Champlin's "Encyclopedia of Games and Sports," Henry Holt & Co. ; "Outdoor Games," A. G. Spalding; Sir Baden Powell's "Scouting Games," A. Pearson & Co. ; Ernest Seton Thompson's "The Birch- bark Roll of the Woodcraft Indians" and article from Country Life in America, Doubleday, Page & Co. ; Report of the National Museum; Emmett D. Angell's "Play," Little, Brown & Co.; Mind and Body; and The Scout. F. H. C. G. C. B. June I, 1915. After supper we got started On a featur uv the camp That desarves tew hev its rankin' With the boat-ride an' the tramp; Thet wuz when we got the Camp Fire Fer tew burnin' warm an' light, An' hatched up impromptoo progrums Fer tew make the evenin's bright. Singin', speakin', tellin' stories, Spinnin' yarns, an' stories read Out uv books, made time fly swiftly, Till 'twuz time tew git tew bed. Thun we'd finish up our evenin' By a gratitudeful prayer, Givin' up our souls an' bodies Tew a lovin' Father's care. Ah ! them days wuz days uv blessin' ! After hours uv climbs an' walks, Comin' back around the Camp Fire Fer the restful songs an' talks. An' fin'ly, the peaceful sleepin'. Free from shut-in walls an' floors, On our pine-bough-springy ground-beds In God's healthful out-uv-doors ! W. M. VORIES, Reuben Strazvstack's Diary, Camp Tecumseh. CAMP AND OUTING ACTIVITIES CHAPTER I GAMES AND ACTIVITIES AROUND THE CAMP FIRE The merry camp fire, brightly glowing on "Mother Nature's Hearth," has always been the school of a boy's imagination. Perhaps it is because it speaks to the long ago in his make-up, or perhaps because his sturdy fore- fathers loved its hour of fellowship after strenuous days of work. At any rate, undoubtedly it is the real gate- way to the inner heart of almost every healthy boy. When the fire roars and crackles, then the fellows dance about it and yell the wild yells of the Indian, as they add log after log to the blaze until the pile is ex- hausted. Then when the flames die down and nothing remains but the heap of brightly glowing embers, they crowd close together, slip their arms about one anoth- er's shoulders, and sit and look into its mysterious ever- changing light, fascinated. "In chariots of flame drawn by tiny spark steeds," or in swiftly curling wreaths of smoke, their thoughts are carried off into strange riots of fancy until every burn- I 2 CAMP AND OUTING ACTIVITIES ing stump and dying ember is alive with sprightly imps and goblins. It has ever been the story hour, since the world began ; the abiding place of fellowship and brother- hood. Campers, grown old, looking backward remem- ber with remarkable distinctness even parts of camp fire conversation, and who shall ever undertake to estimate the number of changed lives that are at least an indirect result of the evening talks and fun about the camp fire? In the Boys' Camp it is a well-established institution, and the events hereinafter stated are merely suggestions to help the Camp Leader, as he endeavors to keep the programs fresh and new and different) adding now and then a bit of originality or local color. See that the fire is not too large, and conduct your evening after the manner of an Indian council, having two circles, the inner one for campers having won their emblems, the outer one for untried braves. Have a dif- ferent committee in charge of your program each week, in order to insure interest and variety. Be very sure the program has been prepared, and that it is not so long that everybody is completely tired out before the end. Every camp fire gathering should be closed with some simple devotion, if it is only all standing, forming a rough circle with arms on one another's shoulders and repeating a brief prayer of thanksgiving for the day. STUNTS Auction (i) Announce to the boys that on a certain night there will be an auction sale and the currency used will be black- berries, strawberries, blueberries, or any fruit that hap- GAMES AROUND THE CAMP FIRE 3 pens to be quite plentiful around camp. Each boy is to furnish something wrapped up in paper, to be auctioned off. On the appointed day have the boys go out and pick as many berries as they can, for currency. Select some one with a glib tongue and ready wit as auctioneer, to auction the articles off in the usual way, the boys bidding a certain number of berries for the articles. This will afford much fun for the boys. The berries can be used for pies the next day, when all can enjoy the "cooked money" together. Auction (2) A very lively evening may be had about a camp fire by picking up a great lot of trinkets about the camp, wrapping each one in paper so as to conceal its identity and shape, and tagging it with a misleading title. Then issue to each camper common beans or grains of corn, to be used as money. The auctioneer puts up the package and reads the tag — "A Diamond Pin" (a ten-cent piece and a large safety pin). "A Bunch of Dates" (an old calendar). "A Pair of Kids" (two kid curlers). "A Rubber-tired Perambulator" (a wornout sneaker). "A Gift Meet for a King" (a wienerwurst). "An Easy Slipper" (a banana peeling). "A Pair of Bats" (two brick bats or two tiny whittled baseball bats). The bid- ding begins and finally the package is sold to the highest bidder. But before he opens the package he must guess what is in it. If he guesses he will not have to pay, but if he fails he must pay. The game is to see who can buy the most packages and still have the most money left. It creates a great deal of excitement and many a good laugh. CAMP AND OUTING ACTIVITIES Paper Balloons A friendly battle that is no end of fun may be had in camp at a very little expense. Divide the camp into two equal sides, each with a chosen leader. Inflate and release at the same instant two hot-air balloons, one to represent each side, and allow the opponents to throw any sort of a given missile at the rising balloons. A lake shore, or the bank of a river, is the best place for the fight. The balloon that rises out of reach first in spite of its holes and tears, wins the fight. This is very exciting, as the action of the balloons is very uncertain. To make the stunt a real success the balloons should be very full of warm air before being released, and an umpire should be appointed to give the signal to "Fire." The balloons should be given a chance to get a good start. Cat-tail heads, pine cones, green walnuts, green apples, and the like, make good ammuni- tion. Limit the number of missiles each camper may throw. A Camp Fire Band The leader announces that he will give each camper the name of a band instrument and that upon a given signal each is to imitate to the best of his ability the instrument given him, the camper making the best repre- sentation to be chosen leader for the second selection. He then whispers to all campers but two to keep still, and one of these he names a bass drum and the other a piccolo. He then announces the name of the song to be "rendered" and signals to start. The effect is very comi- cal and causes a merry laugh. GAMES AROUND THE CAMP FIRE 5 Burning a Dummy In some camps, one evening each season is turned over to a very interesting ceremony. A week previous to the The Burning of Grouch occasion a committee is appointed to discover, if they can, just what is the worst spirit in the camp, such as Selfishness, Grouchiness, Crabbedness, Carelessness, or 6 CAMP AND OUTING ACTIVITIES some such concrete fault. The committee reports, and a dummy is carefully built to represent this fault. Every camper is enlisted to gather wood for the huge fire that is to be built. A case is made out against the offender, a jury sworn in, lawyers and a judge chosen, and on the fateful night the dummy is tried for his crimes and, after due consideration, is condemned to be burned at the stake. The fuel should be well oiled and the dummy should be loaded with fireworks if possible. It is desirable to place the form on a high pole above the fire and lead the fire up to the dummy by means of an oiled rope. This stunt can be made very impressive and can be used to bring home many helpful lessons. One boy writes : "The burning of 'Doc. Grouch' cured me all right. I never thought how mean ^ grouch was before. I pever see one now that I don't think of that night and the crowd yelling — 'Down with the Grouch !' I try to never be grouchy any more." Another boy said, "I was always a 'crabber' until that night. No more for me ! It's the 'crabber' that spoils everything. I used to be awfully unpopular with the gang, but I'm not now, 'cause I've quit crabbing. Say, that old dummy sure did look 'crabbie' that night, with the flames roaring up around him. But it served him right.'^ A Barnyard Convention The entire company sit in a great circle about the camp fire. The leader then announces that they are go- ing to have a barnyard convention and that he will whis- per to each camper the animal or bird that he is to repre- sent at the convention. This done, the leader calls in a GAMES AROUND THE CAMP FIRE 7 \;ud voice, "This convention is now open!" Every camper is to rise up and mimic the animal or bird that has been given him. But the leader, in making his round, tells every camper but one to sit perfectly still and not make a sound. To this one he whispers "You are a don- key." When all is ready, he calls in a loud voice, "This convention is now open !" whereupon this one lonely camper promptly jumps to his feet and brays as loudly as he can. The effect is marvelous. If you have a camp fire program that lacks life, try this stunt impromptu. It works like a charm. Deeds of Bravery A really helpful camp fire stunt is to set an evening when every camper will briefly tell of the bravest deed he ever saw, read about, or heard of. Many very inter- esting stories will be told, and a helpful discussion may be had at the close as to the real difference between bravery and courage. * . Digging Up and Burying the Camp Ghost The camp director, unknown to others, puts a skeleton of some animal in a box and buries it at the camp fire_ place. When the boys are gathered at the camp fire it is announced that the camp ghost is to be dug up. Two or three of the older fellows are called upon to help, and with shovel and pickaxe they uncover the box. Then pallbearers are selected and the cofiin is carefully lifted out and an American flag put over it. Then the campers in single file, march, with the bugle playing a dead march, to the recreation tent, where the cofifin is placed on a table and a short address made by the camp direc- tor, winding up with a call for volunteers to watch the 8 CAMP AND OUTING ACTIVITIES ghost during the night. Two boys watch at a time. The length of the watches depends upon the number of boys. Have the ghost a little way distant from the camp so that the watchers will not disturb the rest of the camp, and so that the boys can sleep until their turn comes when they are awakened by the retiring watch. During the day the ghost is left unwatched, but when it comes time for the camp fire the campers are made to put on their pajamas and again march in single file, to a dead march played on a bugle very slowly and sol- emnly to the place where the ghost is, and it is then carried to the camp fire where all is in readiness to bury it. When all are seated in a circle about the fire the director makes a speech on the camp ghost, substituting the word spirit for ghost, and making it a talk on the camp spirit. Then when the talk is finished the dirt is put on the coffin and the camp ghost is buried. The bodily remains of the ghost lie in the ground, but his spirit will be in the hearts and lives of every boy while he is at camp. Graduation in Pumpkin Center School Have about ten scholars, all attired (half of them as girls) for the occasion. Have one give the valedictory address (a choice collection of big words without saying much). Another, the class essay (a very small boy's description of a day in camp). Another, the class proph- ecy (a look into the future successes of the various campers; a good time to "rub it in" in a helpful way). Another to sing a solo or two (choice camp songs). An- other, the class history (recalling some of the funny camp experiences of years before). Another, the camp poet (using many original jingles or limericks on camp- GAMES AROUND THE CAMP FIRE 9 ers or camp events). Have the whole presided over by a typical schoolmaster, dressed in a bathing suit, sneakers, and a silk hat. This stunt may be elaborated or adapted to meet any occasion. Especially good for a visitors' day camp fire. Indian Battle Half of the tents are Indians, half are Whites. The Indians "make up," some as squaws. After they are all bedecked in paints, blankets, and feathers, they go to various points at the outskirts of the campus, while the whites are assembling about the camp fire. At a signal, when all is peaceful and the whites are reposing about the fire (village) the Indians swoop down on them. After a "sham battle" they effect the capture. The scene is very picturesque. After the combat is over, Indians and whites gather around the ca!mp fire and listen to In- dian legends and stories of Indian life. "Jack's Alive!" Having built a bonfire, all the boys squat around it like so many Indians about their camp fire. A cork on the end of a stick is thrust into the blaze. Then by using the stick for a handle one of the boys withdraws the cork and, blowing out the flame but leaving the red glow- ing end of the cork, exclaims "Jack's alive!" and passes it to the next boy to the right. This boy blows the cork to see that the end still glows and repeats the words, "Jack's alive !" as he hands it to his companion at his right. As the hot end becomes duller the boys pass it with greater haste, each repeating, "Jack's alive," until the time arrives when no amount of blowing will bring to 10 CAMP ANt) OUTING ACTIVITIES life the dead embers on the cork. Then "J^ck is dead," and the boy holding the dead Jack must submit to having the score marked on his face. One black mark only can be made for one dead Jack. The first mark may be on one side of the player's upper lip representing one-half of a mustache. The cork is than again placed in the fire while the boys sit around and wait for Jack to come to life again. Then the cork is again passed around with the same re- marks, until Jack again expires and another lad is deco- rated with the half of a mustache or a big black eye- brow or a round blarck dot on his cheek. When Jack shows a ruddy red light he is passed along carelessly, but as his light pales it is laughable to see with what haste the boys shout ''Jack's alive !" and pass the dying ember on to the next player. — D. G. Beard, "The Outdoor Handy Book." The ifeast Camp Fire The last camp fire may be made the very best one of the season if planned for a little in advance. Let every camper tell what the camp has meant to his life. Let the leaders say a helpful word. Mix in a review of the favorite songs and yells, and award the last emblems and honors, or medals, for the season. Close the evening with a devotional period of thanksgiving and some good refreshments. A Mock Trial With a little originality there is hardly a camp fire stunt that can be made to equal a live mock trial in real "side splitters." It may be held on the spur of the mo- ment and be entirely impromptu, or it may be carefully GAMES AROUND THE CAMP FIRE ii worked out a few days ahead. It is always well to have the defendant one O'f the really popular campers, and the charge against him should have very special local sig- nificance. For instance, try your best swimmers for "Going in without a proper bathing suit." Try a quiet, thoughtful fellow for "Creating a disturbance in the night," and try a very bashful camper for "Visiting the girls in the village or across the lake." Try a boy who is awkward and clumsy for "P»rofessionalism in ath- letics," and so forth. The judge should be your camp "wit" and the jury made up of fellows who are sharp witted and full of fun. Don't let it drag. Often it can be made more interesting by involving all the camp offi- cials and by allowing the defendant's wife (a weeping, heartbroken female) to have a prominent seat. A great deal of rivalry can be aroused in securing and working up the best evidence through witnesses. The lawyer for the plaintiff opens the case before the jury, followed by the lawyer for the defense; then in- troduce as many witnesses as desired, followed by allow- ing the prisoner to speak for himself. Then let the case go to the jury and the sentence be pronounced without delay. Lots of fun may be had by making the sentence a command to "jump in, clothes on," or tell a story, or go through the spattering machine. Camp Minstrel Shows Secure a copy of the latest Madison Budget* It is worth the expense in new and original material, and be- ing new the boys will enter into the work heartily. A splendid opening chorus can be arranged by making parodies on a few of the best known melodies that most ♦Crest Trading Co., 144 W. 57tb St., New Y«rk City 12 CAMP AND OUTING ACTIVITIES boys know, making each song a take-off on some camper or camp event. It is much easier to get boys to learn songs that have a personal "rub" in them than the ordi- nary kind; such songs are harmless and better than the modern ragtime. The Budget will give many short monologues and sketches that will add and make variety. The costumes can be made up of material at hand. A box of burnt cork should be in every camp for camp fire stunts in general; it will be found very useful. Arrange the stage with a grove or shrubbery for back- ground and light it with lanterns, in front of which a slanting board should be driven to serve as reflector. Japanese lanterns hung about in the trees help a great deal. Then a large camp fire some little way from the stage adds the last touch. Many jokes of camp life can be worked up with very little effort that will cause untold merriment among the campers. Close the performance by suddenly unfurling a big American flag from some hidden limb, sing "America," all standing, followed by the camp yells. A Ghost Minstrel Use no lights. Have the stage dark and all the clowns with sheets thrown over them. Have some noiseless dances and a number of pantomimes. Wind up the act by having the clowns sing "John Brown's Body," leaving off a word each time it is repeated, and likewise one ghost disappearing with the left off word. If done with snap, it is an excellent stunt. When nearly all the ghosts have left the stage have the rest suddenly take off their sheets and uncover a great juicy pie and enjoy it with much silent laughter. GAMES AROUND THE CAMP FIRE 13 Minstrel Show at Camp Iola Pat and Rub Divide the campers into two squads by numbering around the circle, one, two, one, two. Have the "ones" stand in a circle, put one hand on their heads and the 14 CAMP AND OUTING ACTIVITIES other on their stomachs, then at a signal from the leader all are to pat their heads and rub their stomachs while he counts twenty, when they are to reverse and pat their stomachs and rub their heads. Count is kept of the num- ber that succeed in doing the trick, and then the "twos" stand up and go through the same performance. The side having the larger number of boys who accomplish the trick is declared winner, and prescribe a stunt that the losers must do for the enjoyment of the entire crowd. Pole Boxing Choose a spot near the camp fire where the grass is soft. Then lash a stout green sapling, about four inches in diameter, which has previously been padded with an old blanket, to a larger tree just high enough from the ground so the contestants cannot touch the ground when straddling the sapling. The other end of the sapling may be held up with a crotch, or may be suspended by means of a rope from a nearby limb. At any rate, be certain it is solid. Give each contestant one boxing glove and allow both to mount the sapling, holding on with the ungloved hand. Each time a contestant loses his balance so that he must use his gloved hand to keep him from falling, is counted a round. Each contestant might represent some school or col- lege. Pillow Fights This is a splendid substitute for the old and more com- mon blanket toss, and has all of its fun and none of its dangers. Suspend a smooth, peeled pole six inches in diameter GAMES AROUND THE CAMP FIRE 15 and free from sharp places, at least four feet above the ground, in a perfectly rigid position and so arranged that the pole cannot turn ; suspend over sand or sod if pos- sible. Each contestant is given a feather pillow in a stout --♦ ••^w ^ 1 ::;■ » l^^S r -%^iB^ ^VHkJi ~ ' ''*^mI ^l^'l Pillow Fight case, straddles the pole, and the fight is on. As soon as one boy drops his pillow or falls off, it is counted an out. Fight for best two out of three. It is great fun to run right through the camp — eliminate to a final win- ner each week. There will be great competition to hold the leather medal and be the Pillow King. i6 CAMP AND OUTING ACTIVITIES A Surgical Operation The patient, suffering untold misery, is brought in on a stretcher and a doctor called. After a careful examina- tion Doctor No. I diagnoses the trouble as appendi- citis and declares that all that can save the man is a speedy operation, but as he has come without his instru- ments he hurries back to get them. But in his absence the sick man's friends question among themselves if Doctor No. I knows what he is talking about. Finally they decide to call another doctor and have another examination. Doctor No. 2 comes, and after smelling the patient's feet, feeling his head, and insisting on count- ing the patient's ribs, he declares the trouble to be cancer. About this time Doctor No. i returns, bringing his tools in a great box, or basket — a hammer, saw, ax, shovel, etc., etc., and prepares to go to work, when he sees Doctor No. 2. There follows a lively argument; Doctor No. I declares it is appendicitis, but Doctor No. 2 begs his pardon and says, "My dear doctor, it's not appendicitis, but a cancer." At this point the patient rises and orders Doctor No. i to commence the opera- tion, which he does with all haste, using all his tools, much to the discomfort of the patient. When the in- cision is made he brings out all sorts of astonishing things, holding each one up for view — a loaf of bread, a string of wieners, a half dozen roasting ears, a head of cabbage, a small ham, and a long piece of rope. Satis- fied with his work, he sews up the sick man and assures him he will soon be better. But he gets worse, and Doctor No. 2 is sent for. He again makes an opening and after fishing around a long while draws out a shin- ing tin can and holds it up to view, crying, "You see, GAMES AROUND THE CAMP FIRE 17 sir, it was a can — sir!" The sick man is so surprised that he jumps from the stretcher and walks away. Story Telling Contest It is surprising the great variety and number of new stories about Mike and Pat and Oley and Ikey that can be told by a group of boys about the camp fire. Give some reward for the best story told and keep a careful watch for anything that is off color. A whole evening may be spent in this way with many laughs. Every camp has a natural story teller and he should be encouraged to lead off. One story reminds someone of another, and so on. This is a splendid time for the leaders to relate helpful anecdotes with obvious points. In one camp they start Mike and Pat in Dublin, bring them across the ocean, and then start them across the country by telling stories of their adventures. Start Oley and Pete in Minnesota, Ikey and Jakey in New York, and Rastus in New Orleans. These make very jolly evenings. Camp Fire Tag To liven things up there is nothing like it. 3uild a big fire, then choose the man that is to be It. Upon a given signal the game begins, and he who is It must step on the head of the shadow of some other camper, where- upon the one "stepped on" becomes It. It can easily be seen that if the campers run directly away from the fire far enough their shadows disappear and they are safe until they again get in range of the light. It is a strenu- ous game, and should not be indulged in for too long a period. i8 CAMP AND OUTING ACTIVITIES Camp Take-offs The most popular stunts of all for a camp fire are no doubt "take-offs" on various phases of the camp life, and on special events, incidents, or happenings. Every camp has its fellow that is always "getting in wrong," or a "loquacious encyclopedia," or a "sleepy lazy boy," or a "heavy eater," or a "dude," a "grouch," and so on. All of these offer material for take-offs that are lots of fun and incidentally teach some lessons. It does us all good sometimes "to see ourselves as others see us." The following may give some suggestions: I. Have a number of boys come in one at a time, each one representing a week at camp. For instance — First Week: A boy all dressed in nice clean camp clothes, a suitcase in one hand, a fishing pole, tennis racket, etc., in the other. He comes in very eager and enthusiastic. Second Week: A boy in gymnasium shirt and khaki trousers, very busy swatting a cloud of mosquitoes that have been attracted by his fresh, pink skin. Let him rub on salves and ointments, and release numerous "stout" perfumes from various bottles in his efforts to secure peace. Third Week: A fellow that moves with great pain and that evidently has a grouch. His neck is stiff and his shoulders are all sunburned. Perhaps, a friend might enter and slap him good naturedly on his shoulders and then wonders why "Sonnie" loses his temper. Fourth Week: A real homesick boy. Fifth Week: A brown healthy lad, fairly running over with life and good spirits. Sixth Week: Going home; clothes all too small, an GAMES AROUND THE CAMP FIRE 19 armful of things that wouldn't go in the trunk under each arm, and so forth. 2. Take-off on the arrival of the daily mail. 3. Take-off the camp store, its clerks, customers, and stock of goods. 4. Take-off the morning setting up drill, closing with a little tumbling of some sort. 5. Take-off the chef serving up a meal, using as many of his mannerisms as possible. 6. Have a mock nature study class. Take-off the learned teacher and have each camper bring in a specimen he has found. Have the teacher examine it carefully and then explain to the pupil what his specimen really is, — such as a turtle in a box (a Norwegian bedbug). A pair of cat-tails (pussy willows). A sweet iris (an American flag). A garter snake (a sea serpent). A cabbage (a prehistoric head), and so forth. This stunt is great fun if carefully worked up. 7. Take-off the camp doctor, by having campers come in with all sorts of ills and pains, each case to be care- fully diagnosed by the doctor and then prescribed for. Let him prescribe a large dose of castor oil for a sore toe, a hot bandage on the head for stomach-ache, ice packs on the feet for sun burn, nasty pills for sore eyes, a bitter gargle for a sprained ankle, and so forth. It will make one continuous roar of laughter. 8. Almost every camp has a friendly initiation for all newcomers. This initiation makes a good take-off. In one camp it takes this form: As soon as a new fel- lows arrives all the old campers make it a point to ask many questions about the "Doodle-bug," until the new camper is led to ask about it himself. Someone promptly volunteers to call up a doodle-bug for him. He is led 20 CAMP AND OUTING ACTIVITIES off to a doodle-bug's home and persuaded to bend over to more closely observe the tiny hole, while the boys call "Doodle-bug! Doodle-bug!" in the sweetest voices they can muster. When the observer is completely en- grossed, all the other campers quickly rise and slap the newcomer on his tightly stretched trousers. Some campers can be led into the little game a half dozen times before they catch on. It makes a splendid take-off. Scouts' War Dance Scouts form up in one line with leader in front, each holding his staff in the right hand, and resting his left on the next man's shoulder. Leader sings the Eengonyama song. Scouts sing chorus, and advance to their front a few steps at a time, stamping in unison on the long notes. At the second time of singing, they step backward. At the third, they turn to the left, still holding each other's shoulders, and move round in a large circle, re- peating the chorus until they have completed the circle. They then form into a wide circle, and one steps into the center and carries out a war dance, representing how he tracked and fought with one of his enemies. He goes through the whole fight in dumb show, until he finally kills his foe; the scouts meantime still singing the Eengonyama chorus and dancing on their own ground. As soon as he finishes the fight, the leader starts the "Be Prepared" chorus, which they repeat three times in honor of the scout who has just danced. Then they recommence the Eengonyama chorus, and another scout steps into the ring, and describes in dumb show how he stalked and killed a wild buffalo. While he does the creeping up and stalking the animal, the GAMES AROUND THE CAMP FIRE 21 scouts all crouch and sing their chorus very softly, and as he gets more into the light with the beast, they simul- taneously spring up and dance and shout the chorus loudly. When he has slain the beast, the leader again gives the "Be Prepared" chorus in his honor and it is repeated three times, the scouts banging their staffs on the ground at the same time as they stamp "Bom ! Bom !" At the end of the third repetition, "Bom ! Bom !" is repeated the second time. The circle then close together turn to the left again, grasping shoulders with the left hand, and move off, singing the Eengonyama. — "Scouting for Boys.'' EDUCATIONAL CAMP FIRE FEATURES First Aid Talks Use the demonstration method. It interests the boys and they enjoy seeing actually how it is done. It is a splendid idea to alternate a first aid talk with a health talk. Here again a reflectoscope or stereopticon is al- most indispensable. There are many very excellent illus- trations for such talks to be found in the "Boy Scout Manual." The best book for a simple course is "The American National Red Cross First Aid Text Book," abridged edi- tion. The work should give some information on — 1. Body structure and functions. 2. Bandages, splints, stimulants, and emetics. 3. Common accidents — how to care for them and to prevent them. 22 CAMP AND OUTING ACTIVITIES 4. Common emergencies. 5. Camp diseases and their care. 6. Injuries from indoor and outdoor sports. 7. Care and transportation of wounded. Health Talks The camp affords a rare opportunity to give a group of growing boys suggestions as to their living. These health talks should be given at the camp fire by either the physical director or the camp doctor, — should be brief, to the point, and constructive, with a very prac- tical application to camp life. Some suggested topics are: — 1. Eating — (Food: its digestion and assimilation; how to eat, what to eat, and when to eat.) 2. Sleeping — (How we grow; when to sleep, where to sleep, and how much to sleep.) 3. Exercise — (Its value and effects in development.) 4. Teeth — (Care of teeth and effects of careless- ness.) 5. Ears, eyes, and nose — (Dangers of carelessness.) 6. Posture — (Its relation to health and character.) 7. Sex Hygiene — (Positive information, based on Hall's book "Youth into Manhood.") If the camp is fortunate enough to possess a stereopti- con or a reflectoscope, these talks can be made doubly effective. Often a microscope and a small selection of slides can be used to great advantage to develop health- ful living. Indian Folklore Fortunately there are a number of excellent volumes of Indian Folklore that may be secured at any good GAMES AROUND THE CAMP FIRE 23 public library. Every good camper should know the Indian, not as he has been painted in the past by preju- diced historians, but as he was before the white man corrupted and abnormally developed his baser nature. He is almost an ideal in many ways, and there is no better way to bring this ideal to a boy than by relating the traditions and folklore of the Indian. Some of the best books for this purpose are: "Rolf in the Woods," Ernest Thompson Seton. "Myths and Legends of California and the Old South- west," Katharine B. Judson. "Myths and Legends of the Pacific Northwest," Kath- arine B. Judson. "Algonquin Legends of New England," C. G. Leland. "Pawnee Hero Stories and Folk-tales," Geo. Bird Grinnell. "Childhood of Ji Shib the Ojibwa," A. E. Jenks. "Blackfoot Lodge Tales," Geo. Bird Grinnell. "Legends of the Red Children," Mary Pratt-Chadwick. "Flying Plover," Theo. Roberts. "Book of Woodcraft and Indian Lore," Ernest Thomp- son Seton. One wise camp leader asked one of his assistants to prepare himself through the winter with just this sort of material, looking forward to the next season. So popular were these stories that if the story-teller sat down with a group of the campers an Indian story was promptly de- manded. The Missing Words Have the boys seated around the camp fire. The leader reads from a familiar story and leaves out a word at various places and the boys in turn try to tell the missing 24 CAMP AND OUTING ACTIVITIES words. The boys who miss drop out, as in a spelling match. The boy who is the last to place a missing word wins. The Camp Paper Many leaders have felt the camp paper was too much trouble, but the vast majority that have given it a fair trial think it fills a great place in the activities. , The papers of various camps vary from typewritten or mimeographed papers to bound magazines with numer- ous cuts for illustration. One camp has the work di- vided so that one boy writes athletic news, one aquatic news, one general news items, one jokes and stories, one nature study, and so forth. Other camps leave the job entirely to a committee of leaders, or even to one man, but in some way arrange to provide a camp paper, for it has a permanent value as a record of events. Kamp Kiamesha issues a weekly paper known as the Kiamesha Knocker. Camp Couchiching issues The Couchiching Camper. Dayton Camp, The Camp FireHy. Minneapolis Camp, The Evening Whang-Doodle. Kineo Camp, The Kineo Camper. Some of the other better known ones are, Doin's of John Doe, The Dope Sheet, The Twilight Express, and many others. Camp Te- cumseh, in 1900, kept a diary written by "Reuben Straw- stack," which was a history of events in verse and read every night at the camp fire. Question Match While the boys are seated around the camp fire, start a. question match, on the same line as the old spelling match, but instead of using words, ask various ques- ' GAMES AROUND THE CAMP FIRE 25 tions about our country, states, cities, etc. The boy who is the last to be questioned down wins. This can be used in various ways by describing trees, fish, birds, ani- mals, etc., and having the boys guess the answers. Suggested Books for Reading Around Camp Fire ''Parables from Nature," M. S. Gatty. *The Heroes," Chas. Kingsley. *'Dr. Grenfell's Parish," Norman Duncan. "Chapel Talks," George W. Hinckley. *'Young Men Who Overcame," Robert Speer. "The Rival Campers Ashore," Ruel Perley Smith. "Poems of Action," David Porter. "The Fight for Character," H. C. King. "The Joys of Living," "Talks with Great Workers," Orison Swett Marden. "School Stories," No. 592; "Hunting Stories," No. 593; "A Boy in Congress and Other Stories," No. 595; "Turning Points in a Boy's Life," No. 596; The Ameri- can Boy Books. "Roughing It with Boys," George W. Hinckley. "Sequil," H.'a. Shute.' "Penrod," Booth Tarkington, "Boys of the Bible," Norma B. Carson. "Around the Fire," H. M. Burr. "Man Without a Country," E. E. Hale. "Rolf in the Woods," Ernest Thompson Seton. "Arizona Nights," Stewart Edward White. "Watchers of the Camp-fire," C. G. D. Roberts. "Around the Camp Fire," C. G. D. Roberts. "Campfire Musings," W. C. Gray. "Watchers of the Trails," C. G. D. Roberts. "The Story of Dan McDonald," G. W. Hinckley. 26 CAMP AND OUTING ACTIVITIES "Indian Story and Song from North America," Alice C. Fletcher. "Secrets of the Woods," W. J. Long. "Wilderness Ways," W. J. Long. "Northern Trails," W. J. Long. "Told by the Camp Fire," F. H. Cheley. "The Call of the Wild," Jack London. "Crooked Trails," Frederick Remington. "Wells Brothers : The Young Cattle Kings," A. Adams. "On the Trail of the Sioux," D. Lange. "Ungava Bob," D. Wallace. Traditions and Early History There is hardly a camp site in the country but that is located directly on or near a historic point, or that has any quantity of interesting tradition and Indian history connected with it. There is nothing so interesting to the boys. Take pains to acquaint yourself with the history of early settlers, of the Indians, of your immediate lo- cality. In many places the geological history is also very interesting. Develop the friendship of your oldest neigh- bor and have him come often to chat by the camp fire. Perhaps he is a farmer and has seen the country de- velop marvelously; perhaps a country store dealer and knows of the commercial developments, the coming of the first railroad, and so forth; perhaps he is a game warden, full of experiences, or a forest ranger, or an old prospector. Make use of him. There are no stories so interesting as true stories told by quaint characters. Hunt up a county history. It will give you much to build upon in this regard. Make one leader responsible for this sort of information. It makes each hike and side trip have a special significance to the boy. GAMES AROUND THE CAMP FIRE 27 EATS A Camp Fire Apple Bake Cut two substantial crotches and a long green pole about two inches in diameter. Set this up over the fire in such a way that a long row of apples may be sus- pended from small wires over the hot coals. It is better to have the apples all fixed before the fire is lighted. Have the rest of the evening's fun while the fire is burning down. The apples should have a hollow cut in the top and this cavity filled with butter and brown sugar. Let the apples cook slowly. When done, remove the entire cross pole and pass a wire to each camper.^ Fresh soda crack- ers go very well with the baked apples. Corn Roasts There are corn roasts and corn roasts. This one is some work, but such corn can be secured in no other way. It is an Indian trick and will be thoroughly en- joyed by every camper. If any quantity is to be roasted at once, such as sixty or one hundred ears, a wire basket made of heavy large-meshed iron wire is almost a neces- sity. There should be attached to each end of this basket a very stout wire with which to pull it out when the corn is done. Dig a hole eight inches larger each way than your basket and at least thirty inches deep, in clay if possible. Then build a good fire and put into it enough medium sized bowlders to make a good layer under, over, and around the basket. These stones should not be taken from the lake shore, as they explode and crumble when 28 CAMP AND OUTING ACTIVITIES the water is poured on them. The stones should heat at least forty minutes in a rousing fire. Meanwhile the corn left in the shucks should be soaked in water, then laid in the basket which has in it a thick layer of either sassafras, tulip, or hickory leaves also wet. When the corn is all carefully laid in the basket it should be cov- ered with six inches of wet leaves. Corn Roast by the Dying Embers The first layer of hot rocks are then put into the pit, then the basket is laid in and the balance of hot rocks put in around and on top of the basket. You will then need four stout sticks three feet long and two inches in diameter. These are placed at each corner of the basket and the dirt is shoveled in about them. When all is cov- ered securely, these corner sticks are carefully pulled out, one at a time, and a half bucket of water poured in the hole they create, and then promptly filled up with GAMES AROUND THE CAMP FIRE 29 a shovel of dirt to keep in the volume of steam generated by the water coming in contact with the hot stones. Care must be taken to have the earth covering thick enough, or a miniature volcano will result and someone will get badly burned. After this fireless cooker is completed the corn should stay in the ground at least two hours and a half, when it may be dug out. The leaves keep the corn clean, and if the basket is turned over quickly the corn will come out on top steam- ing hot and ready to eat. Each camper should have a sharp stick ready to hold his corn on and swabs should be provided with which to put melted butter on the corn. The corn is best when it is just slightly browned, and tulip leaves give the best results. Corn is delicious cooked in this manner, and as many as two hundred ears have been cooked successfully at one time. Let every camper help, and a very enjoyable evening may be had. Serve a picnic supper with the corn as a last course. The corn may also be cooked using clay instead of leaves and rocks. This is more work and the results less satisfactory. A simpler way is to merely wet the corn in the shucks, tie the loose end with a bit of wire, and throw the ear in the coals and cook. However, half-cooked corn is not healthful, and care should be exercised in allowing the boys to have it. Marshmallows a la Cookie Have each camper secure a long, slender, green, forked switch upon which to toast his marshmallows. They should be toasted by coals and. not in the flame. Pass to each camper a half dozen square saltine wafers, and 30 CAMP AND OUTING ACTIVITIES when his marshmallow is cooked let him place it between two wafers and eat. If nuts are easily secured, they make the treat still better. A Sweet Potato Bake There are two ways, both very good. 1. Wash the potatoes, wrap them in at least a dozen thicknesses of wet paper and cook in the ashes. A pleas- ant flavor may be cooked into the potato by wrapping them first in clean, fresh sassafras leaves. Eggs, white Bermuda onions, and sour apples are also very excellent cooked in this manner and eaten with butter, pepper, and salt. 2. Boil the sweet potatoes, peel and slice them, then put on to cook in a large kettle or bucket, adding a gen- erous lump of butter and enough brown sugar to make a thick butterscotch over them. Serve to be eaten be- tween slices of plain bread. This is a very inexpensive treat and a delicious one. You will find it very popular with the boys. A Special Tent Supper Once or twice a week dispense with the regular even- ing meal and at five o'clock serve the boys with rations from the commissary, including beefsteak, potatoes, etc. Then have each group cook their own meal around a lit- tle fireplace which they have previously prepared near their tent. Let each tent then, under the leadership of their own leader, have a helpful program, such as stories, quiet talks, etc. Make these evenings the most helpful and long-to-be-remembered ones of the camping season. They incidentally give each leader a much needed touch with his own group and get the boys more intimately ac- GAMES AROUND THE CAMP FIRE 31 quainted with him. This plan also tends to break the possible monotony of the regular camp fire evenings. A Camp Fire Taffy-Pull Have each camper take his plate to the fire with him. Upon gathering at the fire they will find a large kettle or pot of plain taffy bubbling over the coals. When the taffy is cooked have the campers line up and pass by the kettle, where they will each one be served a ladle of taffy. When cool enough, the taffy is to be pulled, — an eatable prize to be given for the best pulled candy. H a short hike can be taken into a nearby woods, and then make the taffy, it will add to the evening. The stunt can also be made attractive by securing maple syrup and boiling it down to sugar, the maple sugar to be eaten at the close of the evening's program. A Good Recipe for Camp Fire Taffy Equal parts of granulated sugar and corn syrup; cook until it forms a soft ball in cold water. Flavor, and add nut meats. Pour on greased pie pans to cool. Pull until hard. A Treasure Hunt for Eats This stunt can be worked up with great interest by telling, about the fire, a story of a treasure that is sup- posed to be hidden at a certain place. When the desired interest has been created, let one leader suggest that they go and see about it. Then follows a short hike through the woods with lanterns or torches to help find the way. When the exact spot is located some campers are set busy digging, while the rest gather wood for a fire. The camp leader has previously buried (unknown to 32 CAMP AND OUTING ACTIVITIES the camp) any sort of a treasure he desires, such as a half dozen watermelons, a big sack of apples, a sack of nuts, or whatever he may have been able to secure. The treasure is dug up with great gusto and eaten about the fire. Then come the songs, yells, and the tramp back to camp. It has in it all the elements that a boy loves, if carefully prepared for. Have a neigh- boring farmer plant the treasure, so it will be a total surprise to all, even the tent leaders. CHAPTER II GAMES FOR THE CAMPUS All Run Draw a circle on the ground, and place all the players in it. One boy takes the basketball and throws it up in the air. The players all run in different directions, and when the thrower catches the ball he shouts "Hold !" and all players stop. The thrower chooses one boy to throw the ball at, and if he hits him, they exchange places. If he misses twice, he stands twenty feet away with his back to the players and each has one chance to hit him with the ball. A diversion of this is for one player to drop the ball and call out the name of one of the boys, or a num- ber — if you prefer numbering the players; the boy whose name is called grabs the ball and tries to hit one of the players, who in turn tries to hit another until some- one misses. The person who misses continues the game in the center. Bear and His Master One boy is selected to be the bear and one to be the master. A strong rope about eight or ten feet long is needed. The bear takes the rope by one end and the master the other. The boys gather around the bear. Then the master cries out, "One, two, three, my bear is 33 34 CAMP AND OUTING ACTIVITIES free," and rushes up to the bear to protect him. The fun of the game is to slap the bear with the open hand when running away from the master, he only being able to run the distance of the rope. If the master tags one of the boys before he gets away, he becomes the bear, and the boy that was the bear becomes the master. Ball Tossing Game Have the boys form a circle facing the center, about six feet apart, with one player in the center. The ball is tossed from one to the other, left or right, over. the head of one player only to the player beyond. The boy in the center tries to knock it to the ground and if he succeeds, they exchange places. To vary the game, have them close up the circle with space enough between the players to permit the escape of the center boy. The center boy tosses the ball to any boy in the circle, who tosses it back to him. The center boy then tries to escape with it through one of the openings before he is caught by the bo)/ who tosses the ball to him. If he is caught, places are exchanged. Bang the Bear One big boy is Bear, and has three bases in which he can take refuge and be safe. He carries a small air balloon on his back. The other boys are armed with clubs of straw rope twisted, with which they try to burst his balloon while he is outside the base. The bear has a similar club, with which he knocks off the hunters' hats. The hat represents the hunter's life. A good game for introducing strange or shy boys to each other. — Ernest Thompson Seton, "Birchbark Roll of the Wood- craft Indians." GAMES FOR THE CAMPUS 35 Ball Passing Games and Diversions For Basketball ; also to be played with Oat Bags. I. The players are divided into two parties. Each party then arranges itself into two ranks facing each other. The ranks are from two to five paces apart, as space will permit, and the two parties are two or three paces apart. The ranks in each party are numbered i and 2. Party i— First Rank... .0 ■ •0 Second Rank. . Party 2— First Rank... .0 Second Rank. . All being ready, a ball is given to the first member of Rank i in each party. He throws to the member of Rank 2 just opposite him, who throws it to the second member of Rank i, and so on. When the ball gets to the last member by the same zigzag path, the party which returns the ball to the first member first, wins the game. (See diagram.) 2. The players are arranged in four ranks, numbered I, 2, 3, and 4. (See diagram.) Ranks i and 2 face ranks 3 and 4. Ranks i and 3 constitute one party and 2 and 4 the other. Hence the ball must be thrown over one rank each time. Otherwise the game is like No. i. First Rank....o 0000000000 Second Rank. .00000000000 Third Rank...o 0000000000 Fourth Rank. .00000000000 36 CAMP AND OUTING ACTIVITIES 3. The players form a circle* facing inward. Each half of the circle constitutes a party, as shown in the diagram. Otherwise the game is the same as before. O o o o o o ^ o 4. The two parties form separate circles, the one within the other. The inner party faces outward, the other party faces inward. Two balls are used by each party. O o ^ o o ^ o o o o o o - o o o o o 5. The parties form separate circles and the ball must pass around the circle three times. The party which first accomplishes this wins. — Mind and Body, Vol. IV. GAMES FOR THE CAMPUS 37 Bean Bag Tag Bean Bag Tag is a splendid after-supper game. The player who is It counts five as slowly or as rapidly as he may choose, and may be moving all the time until he calls "Five." At that instant he must stop (while the others keep moving) and throw the bean bag. If he hits a camper he becomes It. If he misses he must pick up the bag and repeat the count. If the number of players is large enough it is better to have three or four Its. Brick Skittles Ordinary bricks make good skittles, and cobblestones will make very fair bowls for a game. On a vacant lot FRAME OF FOUR BRICKS or open space, draw a diamond-shaped figure and set up three rows of bricks at equal distances from each other. 38 CAMP AND OUTING ACTIVITIES At a distance agreed upon from this ''frame" draw the scratch or taw-line, and with your cobblestones or small bowlders bowl the bricks down as you would the pins in a bowling-alley. Count a point for every brick fairly upset. Make the game as many points as you wish, and take turns in bowling. Fours This is played in the same way as nine-pins or skit- tles, with the exception that bricks are used for nine- pins, and that only four bricks are set up in the frame, one at each of the four corners of the diamond. Dutch Pins In the real game of Dutch pins the skittles are larger and taller than in the other games here described, but as bricks are made of one size you will use the same D D D p D -J D _ Q bUTCH PINS GAMES FOR THE CAMPUS 39 bricks for Dutch pins that you do for nine-pins, but a square is used in place of a diamond for the frame, and nine bricks are set up in three lines. — D. C. Beard, "The Outdoor Handy Book.'* Black Baby A much noisier and more active game is that of Black Baby. It is a game of ball and is played in a part of the campus where there is bare earth, level and soft enough for the series of shallow holes necessary for the game. There must be a hole for each player, and a common, hollow India-rubber ball or a soft yarn ball covered with leather. On no account use a hard ball, as the game is too rough for the use of a missile that can do injury when thrown with force. First, with your heel make a number of holes about three feet apart and all in a line, one hole for each boy in the game. Every boy stands by to guard his particular hollow, while the boy at one end attempts to roll the ball slowly over the line of holes, so that it will rest in the hole in front of the lad at the opposite end. In case the ball passes safely over, the player at the other end rolls it back again in the same manner. This cannot go on long before the ball stops in one of the holes. As soon as this happens all the players except the one at the hole where the ball stops scamper away, shouting, "Black baby ! Black baby!" while the remain- ing lad seizes the ball as quickly as possible and throws it at his nearest playmate. If he fails to hit the fleeing mark all return to their places, and a little piece of coal, a "black baby," is put in the hole lately occupied by the ball ; but if he strikes the mark, the boy hit must 40 CAMP AND OUTING ACTIVITIES quickly pick up the ball and throw it at his nearest play- mate, and a game of "crackabout" ensues until someone misses. Then all return to their places, and a black baby is placed in the hole belonging to the lad who failed, and the game of rolling the ball is continued by the boys at the end holes. As soon as a boy receives two black babies he is called "black baby half whitewashed." The game goes on until some one player receives three black babies. As soon as this occurs the culprit takes the ball, retires to a wall, fence, or tree, and with his left hand and right foot resting against the tree, wall, or fence, which he must face, he throws the ball over his shoulder as far as he can. The spot where it strikes the ground is marked by the other boys with a taw-line, and from this line each player in turn has the privilege of throwing the ball at the unfortunate owner of three black babies, who stands with his back bent and his head resting against the wall. This may appear hard on the unlucky black baby boy, but every miss entitles the black baby to throw at the bad marksman. After each thrower has had three shots at the culprit, the misses are called, and each in turn takes his place at the stake and receives his punishment until all debts are paid. — D. C. Beard, "The Outdoor Handy Book." The Bull Fight Twelve players are needed for the game, which is in- teresting to watch and makes a good spectacle for a display. The players — i Bull, i Matador, 4 Chulos, 6 Scarf- bearers. Part I. — The bull enters the arena — which may be GAMES FOR THE CAMPUS 41 made by the other boys "forming fence" — with four or five six-inch strips of paper pinned to his back. The chulos try to tear off these without being touched by the bull, but if the bull touches them twice they are dead. The scarf-bearers, who carry their scarves in their hand, run in between the bull and a chulo if he is hard pressed, and by waving their scarves in the bull's face, make him follow them. If a chulo is once touched by the bull he is dead. Only one strip may be taken at a time. Part II. — When all the strips are off, or all the chulos killed, the arena is cleared and the bull blindfolded, with a scarf tied round his neck so that one pull at an end brings it off. The matador then enters and has to remove the scarf without being touched by the bull. If he succeeds, the bull is dead. — Sir Baden Powell, ''Scouting Games." Can-Can Can-Can is somewhat on the order of cricket. Two small holes are dug in the ground twenty-five to thirty paces apart. The boys use indoor baseball bats and a playground ball. There are two batters and two bowlers and as many fielders as choose to play. Back of the two holes are two cans set up on the ground and the object of the bowler is to knock over these cans. When the batter hits the ball, the two batters may run from base to base until the ball is played in. Whenever either can is knocked over, however, the batting side is out and the two bowlers go to bat. It doesn't require many fellows to play the game; in fact, four can have a very good time at it. 42 CAMP AND OUTING ACTIVITIES Chinese Wall The Chinese Wall is marked off by two parallel lines straight across the center of the playground, leaving a space between them of about ten feet in width, which represents the wall. On each side of the wall, at a dis- tance of from fifteen to thirty feet, a parallel line is drawn on the ground. This marks the safety point or home goal for the besiegers. 1 . 1 ^Sjp^Ojft^ ••• > ^ 1 ^ ^ • \ s ^ • • • One player is chosen to defend the wall, and takes his place upon it. All of the other players stand in one of the home goals. The defender calls "Start !" when all of the players must cross the wall to the goal beyond, the defender trying to tag as many as he can as they cross; but he may not overstep the boundaries of the wall him- self. All so tagged join the defender in trying to secure the rest of the players during future sorties. The game ends when all have been caught, the last player taken being defender for the next game. — Jessie H. Bancroft, "Games for the Playground." GAMES FOR THE CAMPUS 43 Centipede Race This is a very amusing race. Divide the boys into groups of six, each being supplied with a long pole. When all is ready, the boys straddle their pole, and at a given signal proceed that v^^ay over the campus to a given mark. It will create much rivalry to pit the boys of one tent against another. Club Snatch This is one of the best competitive chasing games. A goal is marked off across each end of the campus. Midway between the goals an Indian club is placed; a handkerchief or other similar object may be used, placed on some support — on a stake driven into the ground, laid over a rock or stool, or hung on the end of a branch. A stone or dumbbell laid on the ground may be sub- stituted. In line with the club a starting base is marked on each goal line. 44 CAMP AND OUTING ACTIVITIES The players are divided into two equal parties, each having a captain. Each party takes its place in one of the goals. The object of the game is for one of the runners to snatch the club and return to his goal before a runner from the opposite goal tags him, both leaving their starting bases at the same time on a signal. The players on each team run in turn, the captains naming who shall run each time. The captains toss for first choice of runners; the one who wins names his first runner, who steps to the run- ning base, whereupon the competing captain names a runner to go out against him, trying to select one of equal or superior ability. Thereafter the captains take turns as to who shall first designate a runner. When there is a large number of players, or very lim- ited time, a different method may be used for selecting the runners. All of the players should then line up ac- cording to size, and number consecutively by couples. That is, the first couple would be number one, the sec- ond number two, the third number three, etc. The couples then divide, one file going to one team and the other to the opposite team. The players run thereafter according to number, the numbers one competing, and so on. Each player may run but once until all on the team have run, when each may be called a second time, etc. To avoid confusion, the players who have run should stand on one side of the starting base, say the right, and those who have not run to the left. The first runners, having been called by their respec- tive captains to the starting bases, run on a signal; the players may reach the club together and go through many false moves and dodges before one snatches the club and turns back to his goal, Should he succeed in reaching GAMES FOR THE CAMPUS 45 the goal before the other player can tag him, his team scores one point. Should he be tagged before he can return with his trophy, the opponent scores one point. The club is replaced after each run. In either case both players return to their original teams. When each runner has run once, the teams exchange goals and run a second time. The team wins which has the highest score at the end of the second round. For large numbers of players there may be several clubs, each having corresponding starting bases on the goals, so that several pairs of runners may compete at once. One club for twenty players, ten on each side, is a good proportion. For young players the club may be placed nearer one goal than the other at first, as shown in the diagram. This is a capital game as here developed with the feature of scoring and may be made very popular. — Jessie H. Bancroft, "Games for the Playground." Corner Ball A space about thirty feet long and twenty feet wide is needed for the game, (See diagram.) A line divides this into two equal parts. At each corner is a base. Each party forms in a straight line about eight feet from the line. Two members of each party take positions in the bases on the other side. Number one of the first party then throws the ball over the heads of the second party, to one of his fellows on either of the bases. If he catches it, he throws it back. The opposing party tries to intercept the ball and if successful gains one point. The play then continues, the other side throwing the ball. The rules of the game are; 46 CAMP AND OUTING ACTIVITIES • O) o) o O) O) O) O) • o) o) : O 1. The members of each party may move about freely in their space. 2. No member may cross the line. — Mind mid Body, Vol. V. Chain Tug-of-War Divide the group into two even sides. Each group forms a chain, by grasping the boy in front of him around the waist. The leaders of each side grasp a stout stick and at a given signal the two teams try to pull the other over a line on the floor. Day and Night Divide the group into two sides, who line up back to back about five feet apart in the center of the campus. Each side has a home square at either end of the campus. The leader tosses up a penny, and if it comes head, he calls out "Day," if it comes tail, he calls out "Night." The side whose name is called rushes to their home square, the other side pursuing them, trying to tag as GAMES FOR THE CAMPUS 47 many as possible. Those tagged are out of the game. This continues until one side wins. Dressing Race Measure off a course of three hundred yards for the race track, having a starting line and a very distinct line at the first seventy-five yards, drawn across the track, another line at the next seventy-five yards. Be- fore the race starts each contestant is required to put his shoes at the first line, his shirt at the second line and his hat at the third line. The fourth line is the finish. The racers start at the report of a pistol. When they reach their shoes, they put them on, lace them up, before they can start for the next line. The first one crossing the line, with everything on, shoes laced, shirt buttoned, and hat on properly, wins the race. This can be run in relays. It is foul to interfere with each other while running or dressing, or to kick or misplace one's opponent's articles. There must be a judge at the start, one at each line, and one at the finish to see that the race is conducted fairly. The Fagots The players, leaving out one couple, arrange them- selves in pairs, one starting before the other so as to form a double circle, each pair thus arranged forming a Fagot. These fagots must stand at some little dis- tance apart from each other, so as to allow the other couple — respectively styled the Hare and the Hound — to pass easily between them. When the hare is in danger of being caught, or finds himself in need of rest, he takes refuge within the circle, placing himself in front of one of the fagots, which is then composed of three 48 CAMP AND OUTING ACTIVITIES persons. This being contrary to the rules of the game, the one standing outside the circle immediately leaves his place, and takes his stand before another of the fagots, which obliges the outside player, in his turn, to seek another position. Should he be caught before the change is effected, he becomes the hound. Fish Net A line is drawn across each end of the campus, be- yond which the players stand in two equal groups. The group on one side represents the Fish and the other the Net. The group representing the net clasp hands and at a given signal both sides advance toward the center, which represents the stream. The fish try to swim the stream without being caught in the net. Those caught are out of the game. If the net breaks at any point, the fish escape and the game starts over again. The groups change sides after each try. To win, one side must catch all the players on the other side. Find the Whistler Take a group of boys on the campus and give whistles to about six of them. Blindfold about six others and place them in the center of the campus; scatter the boys with the whistles to different parts of the campus. At a given signal the whistles are blown and the blindfolded boys are to find the whistlers. The whistlers are not to move after they blow the whistle. When one is caught he is blindfolded and the game proceeds. Fortress This is one of the very strenuous games based on the idea of warfare, The underlying idea is exactly op- GAMES FOR THE CAMPUS 49 posite to that of Robbers and Soldiers, being a game of attack and defense, rather than of chase and capture. A Fortress is marked on the ground, in the shape of a large square or oblong, the size differing with the area at disposal and the number of players. It should be not less than twenty-five by forty feet in dimensions. One or more sides of this may be situated so as to be inclosed by a wall or fence. A line should be drawn r _. I 1 ! 1 i i Tri-i^^f ^/;k n five feet inside of the fortress boundaries and another five feet outside of it; these mark the guard lines or limits for making prisoners. Each party should also have its prison — a small square marked in the center of the fortress for the defenders, and another at some distant point for the besiegers. The players are divided into two equal parties, each under the command of a general, who may order his men at any time to any part of the battlefield. One party of players are defenders of the fortress, and should scat- ter over it at the beginning of the attack and keep a sharp lookout for unguarded parts, The other players, 50 CAMP AND OUTING ACTIVITIES forming the attacking party, scatter under the direction of their general to approach the fortress from different directions. This may be done in a sudden rush, or de- liberately before attacking. At a signal from their gen- eral, the besiegers attack the fortress. The method of combat is entirely confined to engage- ments between any two of the opposing players, and is in general of the nature of a "tug of war." They may push, pull, or carry each other so long as they re- main upright; but wrestling or dragging on the ground is not allowed. Any player so forced over the guard line becomes a prisoner to his opponent and is thereafter out of the game. If he be a besieger, captured by a de- fender, he is placed within the prison in the center of the fortress, and may not thereafter escape or be freed unless the general should make an exchange of prisoners. Should he be a defender, pulled over the outer guard line by a besieger, he is taken to the prison of the at- tacking party. Players of equal strength should compete, the strong players with strong ones, and vice versa. The commanders should each give general directions for this to their men before the engagement opens. The battle is won by either party making prisoners of all of the opponents. Or it may be won by the besiegers if one of their men enters within the guard line inside the fortress without being touched by a defender. Should a player accomplish this, he shouts "Hole's won!" whereupon the defenders must yield the fortress, and the two parties change places, defenders becoming besiegers, and vice versa. The possibility of taking the fortress in this way should lead to great alertness on the part of the defenders, as they should leave no point unguarded, especially a fence or wall which the enemy might scale. GAMES FOR THE CAMPUS 51 The guard line should be drawn inside any such bound- aries, and a player entering in this way must of course get inside the guard line as well as over the fence. The attacking party on its part will use all possible devices for dashing into the fortress unexpectedly, such as en- gaging the players on one side of the fort to leave an unguarded loophole for entering at another. The attacking general may withdraw his forces at any time for a rest or for conference; either general may run up a flag of truce at any time for similar purposes. Under such conditions the generals may arrange for an exchange of prisoners ; otherwise there is no means of freeing prisoners. — Jessie H. Bancroft, "Games for the Playground." Fox Trail A large diagram is drawn on the ground, resembling a wheel with two rims. The outer rim should measure from thirty to forty feet in diameter; the inner rim should be ten feet from this. Across the circles are drawn straight lines resembling the spokes of a wheel, the number being governed by the number of players. Where these spokes touch the outer rim, a den or goal is marked for the foxes, there being one goal less than the number of foxes. A player, who is chosen as Hunter, stands at his goal in the center or hub of the wheel. The balance of the players, who are Foxes, take each a place in a den or the outer rim, with the exception of the odd fox, who stands elsewhere on the rim, trying to get a den when- ever he can. The object of the game is for the foxes to run from den to den without being caught by the hunter. The method of running, however, is restricted. 52 CAMP AND OUTING ACTIVITIES 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 around the outer rim, as there is practically no risk in this. The foxes may run in any direction on any trail. on the spokes of the wheel, or on either of the rims. They may turn off on the intersecting trail at any point, not being obliged to run entirely across to the opposite side of the rim, as in the simpler diagram given for the other game of this name. No fox, however, may turn back on a trail ; having once started, he must keep on to the next intersecting point. Whenever the hunter succeeds in tagging a fox, the two players change places, the fox becoming the hunter and the hunter a fox. GAMES FOR THE CAMPUS 53 This game is excellent sport, and is one of the most interesting and popular of chasing games. — Jessie H. Bancroft, "Games for the Playground." The Game of Goose Mark off the campus into a space about as large as a football field, and erect two gander poles (five feet high), one at each end of the field, each having two forks at the top opposite each other. The goose is a good stout cloth bag, such as a ham cover, stuffed, leaving ends to form the legs and neck. Midway between the gander poles mark a large ring, its size according to the number of boys playing. Mark a circle six feet in diameter around each gander pole to mark the safety limit. To start the game, let the two teams with the men placed alternately gather at the throw-ring around the Gander-man. The gander-man stands in the center of the circle with the goose in hand. At a given signal he swings around and tosses the goose in the air, to be received into the arms of some lucky player who imme- diately dashes off with it for the goal. The goal judges speed for their positions at their respective gander poles, and the rest of the game is like cross tag, with this dif- ference, that when a player is liable to lose the goose he tosses it to one of his own side if he can, and the boy who catches the bird is It until he gives it up or reaches the goal and swings it safely into the crotch. Each goal counts one goose, and five geese make a gander or game. Rules of the game. — The gander-man is field umpire, and the other judges keep order at the goals and decide disputes arising at their posts. The instant a player's two feet are inside the safety circle, he must not be mo- 54 CAMP AND OUTING ACTIVITIES lested unless he fails to hang the goose or allows it to slip from his hands, then anyone of the opposing team may seize the bird and dash away with it or toss it to one of his own side. There must be no scrimmage over the possession of the bird, for as soon as an opponent gets hold of the goose in a player's hands the latter must let go his hold. One must not trip an opponent or interfere by body, arm, or leg contact without forfeiting one "honk" ; three honks count one goose (or goal) for the opposite side. Hat-Ball The players — about a dozen — put their hats (hol- lows up) in a row near a house, fence, or log. A dead line is drawn ten feet from the hats; all must stand outside of that. The one who is It begins by throwing a soft ball into one of the hats. If he misses the hat, a chip is put into his own, and he tries over. As soon as he drops the ball into a hat, the owner runs to get the ball; all the rest run away. The owner must not follow beyond the dead line, but must throw the ball at someone. If he hits him, a chip goes into that boy's hat; if not, a chip goes into his own. As soon as someone has five chips, he wins the booby prize; that is, he must hold his hand out steady against the wall, and each player has five shots at it with the ball as he stands on the dead-line. — Chepewyan Indian Game. The Hunters Mark off goals at both ends of the campus. The play- ers are named in groups of various animals; thus there GAMES FOR THE CAMPUS 55 will be tigers, lions, etc., and part are asked to get in one goal, and part in the other. One hunter is placed in the center, and he calls for one animal, who runs and tries to get to the other goal. If he is caught he is also a hunter and tries to catch the other animals. The game ends when all are caught. Ham-Ham-Chicken-Ham-Bacon Mark off two lines on either side of the campus. All the boys but one get on one side, and then the boy in the center shouts "Ham-ham-chicken-ham-bacon," the word bacon being the signal for all to cross over to the, other side, while he endeavors to catch one of them. The one caught helps him to catch the others. Hawk-Eye Test The contestants line up at a given point. One boy stands about one hundred yards away; he has concealed about him some disks about five inches in diameter, con- sisting of circular pieces of pasteboard or tin, on which have been pasted bright colored paper. Thus he may have a red, yellow, blue, green, black and a white disk. He also may have some small objects, such as an orange, an apple, a potato, a banana, etc. When the signal is given the boy produces an object, holds it aloft, being careful to hold it perfectly steady for about one second, then returns it. He goes through the entire list the same way. Then the boys make their report. One point is allowed for each object guessed correctly. The one guessing the greatest number wins. — D. C. Beard, "The Boy Pioneers." 56 CAMP AND OUTING ACTIVITIES Hide the Switch Divide the group into camps, making a definite boundary of play, each side having a goal. A switch is given one side and one of their number hides it. The game now starts. As soon as the switch hider thinks the switch is about to be found, he seizes it and tries to go to his goal before he is caught. If he succeeds, then his side takes one of the opponents; if he is caught, the other side gets one of his players. Indian Saddlebags The game is played with a pair of bags four by seven inches (filled with beans or corn), sewed on either end of a stout rope or a strap twenty inches long. Choose sides and let each side choose a chief. Each player should be equipped with a stout stick, preferably with a slight hook to the end of it — green branches may be selected. At either end of the field, which should be at least one hundred feet square and reasonably smooth, should be erected a simple goal-post like a capital let- ter H. The kick-off is made from the center of the field by the chief and is accomplished by raising the bags into the air and throwing them with the stick, for no player is ever allowed to touch with his hands or his feet the moving bags. The bags may be carried on the sticks, thrown or passed from player to player in an effort to reach the goal post. Of course no "poor sport" will be tolerated, and if a brave loses his temper he should be promptly removed from the game. Each goal counts five scalps. Encourage as open a game as possible. It is much GAMES FOR THE CAMPUS 57 more satisfactory to all concerned and accidents are much less liable to happen. Be sure to have a second pair of bags handy in case one set is damaged in play. The umpire may penalize for rough play, or remove players who, in his opinion, are making the game dan- gerous. The game should be played in two halves, the length of each half to be determined before each game. Jump the Shot Have the boys form a circle, and the leader in the center swings a rope with a ball attached to the end close to the ground and each player jumps over it as it passes. If a player stops the moving rope, he is required to drop out of the game. The leader increases the rapidity of the rope, and continually raises it a little higher from the ground. To fasten the ball on the end of the rope, place the ball in a towel and then tie. Knapsack Race Have the boys pair off, one to be the Runner and the other the Knapsack. When this has been done, the boys selected as the knapsacks get astride the shoulders of the runners, and thus they proceed over a course of fifty feet. There they change places, the knapsack be- coming the runner and the runner the knapsack. The team crossing the starting line first wins. Knights, or Horseback Wrestling Sides are chosen, and the big boys take the smaller ones upon their backs. The one who carries the boy is called the Horse, and the other the Rider. The horses upon one side charge and jostle the horses of the other 58 CAMP AND OUTING ACTIVITIES side, while the riders try to pull each other down. The game continues until only a single horse and rider re- main. This side wins the game. Lame Fox and Chickens One player is appointed Fox, and stands in a den marked off at one end of the campus. The other players are called Chickens, and have a chicken yard at the other end of the campus. The chickens advance as near the fox's den as they dare, and try to get him to come out. When the fox thinks they are close enough he darts out, only being allowed to take three steps, when he is obliged to hop after the chickens who are also com- pelled to hop. If he touches one before he reaches the chicken yard, the one touched becomes a fox and helps in catching the other chickens. The last chicken caught is the fox for the next game. Last Couple Out The boys form in a double file, each couple clasping hands. The odd player who is called It stands at the head of the double column. He calls "Last couple out," and the last two players in the column run on his own side of the column and try to reclasp hands somewhere in front of It before being tagged by him. If It tags one of the boys before this is done, he takes that boy as his partner and the other boy is It. Each couple, after having their run, take places at the head of the line. Leap-Frog Race This race is run by groups from three to ten on a side. A course is chosen, from one hundred to two hundred yards, according to the number of boys in a GAMES FOR THE CAMPUS 59 group. The boys are placed fifteen feet apart. At the signal "Go" the racers who have lined up give a "back" as in leap-frog and the last man proceeds as quickly as possible to jump over the backs of the others. When he alights on the last jump, he gives a back. Then the next follows, etc., until the mark is reached at the finish. The group wins who first has a player reach the goal. Monkey Tag Each boy secures a base, such as a tree, stone, or fence post, and one is called the Hunter. The boys keep in constant motion, running from base to base, while the hunter endeavors to catch a bey off a base. No two boys can occupy one base at the same time. The Mon- kies repeat this rhyme, "Monkey, monkey, bottle of beer, You can't catch a monkey here !" The boy who is caught is hunter and the hunter be- comes a monkey. Mount Ball This ancient game is played under difficult but very amusing conditions. The players "pair off" according to height, strength, and agility, and f@rm a double circle, faces to the center, with from two to six paces interval between pairs, according to the number of players tak- ing part. A coin or other article tossed in the air de- cides which boy of each pair shall become Pack-mule or Pony and which shall be Rider. Those designated as ponies take a stride position sideward and brace themselves by placing both hands on the knees, which should be kept extended, the body being forward in order 6o CAMP AND OUTING ACTIVITIES that the riders in the rear, outer circle, may readily mount by straddling their shoulders, upon the command of the leader of the game to ''Mount." The riders hav- ing mounted, play "catch ball," the ponies (as the play becomes better understood) growing restive, turning right, left, or about in order to make the ball catching as difficult as possible. When the ball has been missed by a rider, all immediately dismount and flee, the pony of the rider who missed the ball quickly picking it up and commanding all to "Stand" or "Halt." All riders stand still and the pony endeavors to hit a rider who may jump upward, or drop, but not otherwise leave his place. The other ponies remain in position in order that the riders may be readily distinguished. If the player who aims to hit a rider is successful in properly hitting him, places are exchanged, riders becoming ponies and ponies riders. If not successful, the game is continued as at first. The ball must at no time be held by a player but tossed as quickly as caught, no matter in what position the rider may find himself. The play may also be so directed that any pony can pick up the ball and aim it at the nearest rider. The leader of the game gives the command to mount and dismount, and determines the "misses" and "hits." — Mind and Body, Vol. I. Observation Race The contestants for this race are all blindfolded, placed with their heels to the line, with their backs to the direction in which they are to run and before the bandages are removed from their eyes, small articles are placed at short intervals upon each side of the course to the finish line. The length of the course should be GAMES FOR THE CAMPUS 6i adapted to the average age of the contestants. When the tomato cans, handkerchiefs, hats, etc., have been placed along the line, the starter cries, "Attention !" "Are you ready?" Then at the report of the pistol each lad tears the bandage from his own eyes and races down the track, using great care to mentally note every object he sees on either side during the run. When he crosses the finish line, he must stand with his back to the course, until he has made his report to the judges. The boy making the most points wins. — D. C. Beard, "The Boy Pioneers." Pass and Toss Relay (Double Line) The players are divided into two equal groups which compete against each other. Each group is divided into two lines or ranks which stand facing each other. There should be from ten to twenty feet of space between the two ranks. The game consists of passing a bean bag up one of these lines to the end, when the last player runs across to the opposite line, tossing the bag as he goes to the end man in that line, who catches it and passes it down the line. The same play is performed at the other end, the last player running across to the op- posite line, tossing the bag as he goes to the last player there. The lines move up or down one place each time a player runs across to the opposite rank. The game in detail will be as follows: No. I has a bag, and at a signal passes it down the line to No. 8, who runs across toward No. 9, tossing the bag to No. 9 as he does so. It must be tossed before he has gone halfway across the space. No. 9 immedi- ately passes the bag to No. 10, and so on up the line to the last player, No. 16. The moment that he receives 62 CAMP AND OUTING ACTIVITIES the bag, he runs across toward No. i, in the opposite rank, making a running toss as he does so. At the same time the entire line from 9 to 15 move up one place to make room for No. 8, who should take his place at the foot of the line next to No. 9. As soon as No. i re- ceives the bag, he passes it down the line to his neigh- bor, No. 2, and so on till it reaches the end of the line, which at the same time should be moving down one place to make room for No. 16, who should take his place at the head of the line next beyond No. i. This play is repeated until No. i reaches his original position again, and the bag is passed to him there. Im- mediately on receiving it, he should lift it high as a signal that the play is completed in his group. The group wins whose first player is first to do this. The game may be made a little more definite by No. I having some distinguishing mark, as a handkerchief, tied on his arm. When players have some proficiency in the game as prescribed, they may play with two bags instead of one, keeping both in play at once. In this form of the game the diagonal opposites start each a bag at the same time, that is No. i and No. 9. The game becomes thus just twice as rapid. The team wins whose Nos. I and 9 first succeed in both returning to GAMES FOR THE CAMPUS 63 their original positions, where they should hold the bags aloft. A score should be kept, each team scoring two points for winning a game and one point for every time that its opponents' bags touch the floor, either through poor throwing or bad catching. — Jessie H. Bancroft, "Games for the Playground." Peg Placing This game can be played by any number of boys in competition one against the other. Each boy secures a peg, and from a given line, give one hop; then stoops over, reaching out with one hand and sticks his peg into the ground as far as he can reach. This continues until one boy is considered the winner. Poison This is another splendid after-supper game and is played in many ways, one of the best of which is the following : Form the players in a circle by holding wrists. Then in the center place an Indian club, a tall bottle, .or some- thing similar, and by it lay a soft playground or indoor ball. The circle begins to rotate about the club, the game being to keep from knocking the club or bottle over on the one hand, but on the other hand to force some- one in the circle to knock it over. The instant it falls the circle dissolves and all the play- ers, except the one who knocked over the club, runs while he picks up the ball and throws it at the running players. If he succeeds in hitting someone, the one hit is out of the game. If he fails, he is out. So the game goes on until there are but two players. 64 CAMP AND OUTING ACTIVITIES It can be made more lively by using three or five clubs or bottles. Prisoners' Base (i) Prepare the ground as shown in the diagram. The corners represent the four bases and prisons and the space in the center forms the home for the most im- portant performer, who is technically known as Chivy. Two captains are chosen. The captain of the reds WMTJS CHI VY \a/tsc \Reo sends one of his men into the center of the square to act as chivy, and virtually serve as the signal for hostilities to commence. A member of the opposite side pursues him; if he is caught he is placed in prison. The side that puts all its opponents in prison first wins the game. Prisoners' Base (2) Played by any number of persons, though the best number is from twelve to sixteen. Two enclosures are GAMES FOR THE CAMPUS 65 marked off, each large enough to hold half the players, and two prisons, a little smaller, some distance from the bases, according to convenience. Two methods of laying out ground are shown in the diagrams. The players are divided into two sides, each of which occupies one of the bases. A player from one side be- gins the game by running beyond the bounds of his base @ Prioorv Pri,30i\ A;. Bo Baoe X v<> v7- A* and one on the opposite side pursues him. A second man from the first party chases the pursuer, and so on, each party sending out as many men as they choose. If any one is touched while out of bounds, by a player on the opposite side who left bounds after him, he must go to the prison belonging to the enemy, and stay there until he is released by one of his own side. The prison of each side is opposite the base of the other side, as shown in the diagrams. No one is allowed to touch the catcher as he returns to his base, which he must do at once. A prisoner can be released by any one of his friends who can run from his base to the prison without being caught. When more than one player is in prison they may link hands, and reach out into the playing space, the man touched being the only one released. The 66 CAMP AND OUTING ACTIVITIES prisoner and his friend may then return to their base in safety. But if a player is caught while attempting a release he must himself go into prison. The game is won by the party that succeeds in getting all its enemies into prison at the same time. It is necessary for a player to remember which of his opponents left their base be- fore him and who after him, so that he may know whom to chase and whom to avoid. When a large num- ber are out of bound this complicates the game. — Champlin's "Cyclopedia of Games and Sports.'* Copyright, 1890, by Henry Holt & Co. Rounders Form the ground into a pentagon, each of the five sides constituting one of the five bases, which are num- bered from one to five. These bases form the spots or "homes" which the different players have to reach, if they wish to continue participation in the game. When practicable, these bases should be about fifteen or twenty yards apart; this is about right to prevent a "rounder" or entire circuit of the bases being too easily accom- plished. In the center of the grounds, marked by the letter F, is the spot where the "feeder" stands to deliver the ball to the "striker" (i) and this position is technically known as the "seat." It is the duty of this feeder to give or toss the ball to the various players who con- stitute the in side, as they come; and as on him depends much of the success which attends those who are in the field, he should not be lightly chosen, but be a respon- sible person always on the alert and up to every kind of ruse and artifice to secure the retirement of those who are in. GAMES FOR THE CAMPUS (>7 Choose up two sides, twelve or so on each side, toss for choice of innings. The in side then appoints a feeder, and distributes the remaining members of the side around the pentagon, so as to cover as much ground as possible, and prevent the ball from passing beyond the bounds of this belt of investment. The object of the striker is to hit the ball, and per- form the circuit of the five bases without bemg hit or touched by the ball while between bases, or before it has been thrown to the feeder and grounded home. The counting is the same as American baseball. Rolling Target This game consists in shooting or hurling through a rolling hoop a stick or gymnasium wand. The hoop 68 CAMP AND OUTING ACTIVITIES may be from six inches to two feet in diameter. The smaller hoop is adapted only to expert players; it is well to begin with a hoop the size of a barrel hoop. Where there are numerous players, they are divided into opposing teams, which alternate in throwing at the target (hoop). These* players take places at intervals of about five feet along one side of the playground, each holding a spear (stick) to hurl at the hoop as it passes him. Another player stands at one end of the ground and sends the hoop rolling the full length of the space covered by the playing team; its course should be from ten to twenty feet distant from the line-up of the team and parallel to the latter. As the hoop passes him, each player in turn hurls his spear at it. This is best done with the spear held hori- zontally at a height of about the middle of the hoop. Each spear that successfully goes through the hoop scores one point for its team. Each team has three rounds, and then gives place to its opponents. The team first scoring one hundred points wins the game. When there are not enough players to put into teams, each player scores independently, the first to make twenty points winning. To insure safety, no player should be allowed on the side toward which the spears are hurled. This game may be played capitally with bean bags instead of sticks. — Jessie H. Bancroft, ''Games for the Playground." Shoot Out Divide the boys into two groups, and draw them up in a line about twenty-five or thirty yards from the tar- gets, which are old bottles, bricks, cans, etc. At the word "Fire," stones are thrown at these targets. When GAMES FOR THE CAMPUS 69 a target falls, the umpire directs the corresponding man of the other group to sit down. He is supposed to be killed. The game goes on until the whole of one group is killed. A limited number of stones can be given to each group or a time limit placed upon the attack. Spud Spud is played ordinarily with an old indoor baseball somewhat soft from use. A basketball or volley ball may be used. All gather around one of the players who drops the ball, at the same time giving one of the names or numbers. The person called immediately obtains pos- session of the ball and throws from where he stands at one of the players, who scatter. If he hits a player, that man strives to hit another, and so on until someone misses. One miss counts one spud. The person who misses continues the game in the center. Three misses or spuds make the guilty party liable to punishment as in "All Run." — Spalding's "Book of Outdoor Games." Shooting Mark a large circle on the ground and place all but one boy within it. This boy has a football and endeavors to hit those within the circle. If one is hit, he takes a position outside the circle and assists in shooting the others. Only one ball is used. To vary this game one boy gets into the circle with the football and all of the other boys outside. He rolls the ball out of the circle and tries to tag a boy. If he" tags a boy before the ball is kicked back into the circle that boy assists him to catch the others. As soon as 70 CAMP AND OUTING ACTIVITIES the ball is kicked back into the circle, the circle tender must return and kick it out before he "can tag another boy. The Staff Run Two tent groups play this game against two other tent groups. We will call them A and B, C and D. A and B groups are partners and form into two columns, the boys standing one behind the other, the first boys in the columns facing each other about fifty feet apart. C and D groups do the same, forming beside the other columns and about fifteen feet distant. The leader stands in the center of the space after handing a staff to the first boy of each of the opposing columns in front of him. Upon a given signal the boys with the staffs run across as quickly as possible to the head boys of their partner columns, hand them the staffs and retire from the game. The boys now holding the staffs run across and hand them to the first of the remaining boys of their partner columns, and retire; and so on back and forth until the last boys carry the staffs to the leader. — Sir Baden Powell, "Scouting Games." Three Deep The boys form a circle, two deep, one behind the other. One player is selected as Runner and another as It, or Chaser. The chaser tries to tag the runner before he can get in front of a couple. If the runner gets there, the third boy becomes the runner and the chaser tries to tag him. This goes on until one is caught. He then becomes the chaser, and the game goes on. This game is also good for indoors. GAMES FOR THE CAMPUS 71 Wheelbarrow Race This race is run by several teams of two. Distance, one hundred yards. One boy is the wheelbarrow, who proceeds on both hands, while his legs are held by his partner. Whip Tag Have the boys form a large circle, with hands behind them, and facing the center. One player runs around the outside of the circle and places a "beetle" (a towel with a knot in the end) in the hands of one of the players. This player chases the other and has the oppor- tunity to hit him with the beetle until he gets back to the place he has left. The holder of the beetle now continues the game. Yale Lock Tag This game originated at Yale University. The players form in pairs with arms locked and scatter over the campus. One player is selected for Runner and another for Chaser. The chaser tries to tag the runner, who may save himself by locking arms with any one of a couple. This compels the third player to leave his part- ner and take the place of the runner and the player tagged becomes the chaser. Suggestions The following familiar games that need no explana- tion can be played to good advantage. 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