XfA-en ■ ffl Ufcoois.Qoiv.- / Da^rt\ of ysic«\ aAaoaftvoK? -fee m wovnar) Gacne*$ac djoo^s GAMES for GROUPS Large and Small Old and Young Indoors or Out COMPILED BY DEPARTMENT OF PHYSICAL EDUCATION FOR WOMEN, UNIVERSITY OF ILLINOIS, FOR THE AGRICULTURAL EXTENSION SERVICE AUGUST, 1925 U. OF ILL LIS. FOREWORD In issuing this revised edition of the Play Manual, an effort has been made to include games best suited for the purpose of promoting organized play in the community. A few of the games are particularly adapted to boys, some to girls, or to men or women, but most of them may be played by any group, under a wide variety of circumstances. Play is an important part of wholesome neighborhood life. It is believed that well-directed play, often including both grown-ups and children, will develop the real spirit of sportsmanship, and that the team work learned in games is an excellent foundation for cooperation in civic and rural affairs. This manual, it is hoped, will be useful both to the leaders of boys' and girls' clubs, and to community leaders whose groups include persons of all ages. c cop. 2. r, Games for Groups, Large and Small, Old and Young, Indoors or Out Compiled by the Department of Physical Education for Women As a part of each rural club meeting, or community gathering, some sort of recreation may well be planned. This feature is not only an incentive for attendance but adds to the value of the meeting. If games are played, an excellent opportunity for exercise and an easy means of getting acquainted are furnished. When the recreation is to be games, a leader will be needed to start the play. The purpose of this circular is to give suggestions to leaders and directions for some games that have been played successfully. SUGGESTIONS TO LEADERS In communities not used to playing, an atmosphere of self-con- sciousness is likely to prevail. With the right sort of game, a tactful leader may quickly win over a group to self-forgetfulness and a lively spirit of play. Play is instinctive, and if a group is once started there should be little difficulty in keeping it going. The leader should know the games thoroly and know just how to get groups into formation for the next game. The leader's mind should be free to adapt the procedure to the spirit of the group. The leader should give simple directions one at a time rather than long descriptions of what is to be done. For instance, if you wish to play "Broncho Tag," do not tell your group to form in sets of threes in a circle, with numbers 2 and 3 behind number l's. Rather, "Form a circle." When that is done, "Number by 3's." That done, "All the number 2's in each group stand behind number l's," etc. The leader should not abuse the use of the whistle. Blow it once clearly and sharply and then wait for the group to quiet. The leader should keep the voice low and clear. Do not shout. The group will be quiet if they find that they must be in order to hear. An afternoon or evening program of games should have variety; games which are alike should not follow each other. So far as possible, large numbers should be kept in one group, but if the number is so large as to be unwieldy, they should be divided into several groups, each group doing the same thing. 4 Manual of Games If the group is small, the leader should enter into the games too. If the group is large, the leader should not participate as a player, for he will need all his energy and thought to direct the play and to care for situations which will arise. The leader should plan the program of games so that a strenuous game is followed by a less active one. The group should be kept busy all the time and should be given rest by alternating quiet and active games, rather than by being left to their own devices. The leader should remember that the spirit of the group will depend on the spirit in which he gives directions. Edna Geister ex- presses this well in "The Ice Breaker Herself." She says in speaking of the leader: "She might want four men for a race. Shall she ask for four men to volunteer? She is missing a wonderful opportunity if she does. Instead she might ask the four best looking men to step forward. Do they step? They do not! Instead she chooses a deacon from the Bap- tist Church, and his colleagues are convulsed; she chooses the principal of the High School, who is anything but beautiful; she chooses the shyest man she can find, and then probably 'that man who is hiding behind the post!' Can you hear the uproar? All of which goes to show that directions should not be just directions. The fun should start the minute you begin to explain a game." INDOOR GAMES FOR SMALL GROUPS Singing Proverbs One person who is IT leaves the room. While he is gone, the rest of the group select a proverb and a tune to which it is sung. Each person in the group is assigned one word in the proverb and sings this continually. If the proverb selected is "Still waters run deep," and the tune "Yankee Doodle," one person sings only the word "still," another, "waters," etc., all to the tune of "Yankee Doodle." If the proverb lacks words enough for the entire group, several persons may be given the same word. These people should not sit next each other, however. IT is called back to the group, and all begin singing at once, each repeating the word assigned to him. IT may go about the group listening to each person, and one or two words will often be enough for him to detect the proverb. The person from whom he received the cue takes his place. If IT first detected "waters" and then "deep," and "deep" gave the cue for completing the statement, the person who sang "deep" becomes IT. Confusing Anatomy IT stands before any one person in the group and, pointing to some part of his body, says "This is my , one, two, three, (counting to ten)." He does not name the part of the body to which he points. Indoor Games for Small Groups 5 He might point to his eye and say "This is my foot, one, two, three, etc." The player before whom he stands must reply by pointing to the part of the body which IT has named and saying "This is my " (naming the part to which IT pointed). In the case given above, he would point to his foot and say "This is my eye." If the reply is not given correctly before IT has counted ten, these two players exchange places. If the reply is given correctly before IT counts ten, IT must go on to another player. I See a Ghost This game is best suited to six to eight players who have not played it previously. One of them, however, should know the game. Players stand close together in a line facing the rest of the group, the player who knows the game standing at the left end. He begins by telling the person on his right, "I see a ghost." The second player says, "Where?" "There," says the first, pointing diagonally upward with the right hand. The second player tells the third, and so on down the line, until all are pointing and gazing at the ghost. The first player begins again, pointing the left hand in the same direction. The third time the first player kneels on the right knee, and then on the left, so that eventually all players are kneeling and pointing with both hands while gazing upward. This is the signal for the player on the left to push so that players fall over each other. Animal Blind Man's Buff IT is blindfolded and stands in the center of the circle with a wand in his hand. Players in the circle join hands and move about until IT taps his wand on the floor. IT then tries to touch some player with the wand. Players may dodge when the wand is pointed at them but are not to drop hands or move about. When the wand has touched some person, IT gives the name of some animal which that player is to imitate. If "dog" is named the player barks. IT tries to identify the player from the imitation. If, after three attempts, the identification has not been made, IT moves on to another person. If the name of the imitator is given, that person becomes IT. Chinese Spelling Match Players are divided into two lines and the game is conducted like the old-fashioned spelling match. Only well-known words are given and they must be spelled backward. Pass the Buck Players are seated close in a circle with IT within the circle. Players close their hands and keep them moving by bringing their own hands together and then moving them out to the side to meet the 6 Manual of Games hands of the players to the right and to the left. A coin is started in the circle and passed from one player to another when hands meet. IT tries to locate the coin and may at any time demand that a player open his hands. Any person caught with the coin exchanges places with IT. Geography All the players are seated in a circle. One player calls out the name of a country and the player on his left must then name a second country, the first letter of which is the last letter of the country just given. The next player in the circle uses the last letter of that word as his initial letter, and so on. About fifteen seconds is allowed each person to think of his word. Suppose the first player says "Greece"; the second player, who must use E to this initial letter, gives "Egypt"; then follow Turkey, Yucatan, Netherlands, Spain, and so on. Anyone who fails to give a word drops out of the game. The same word should not be given twice. Sometimes the first player begins with the name of a mountain, river, or lake, but no matter what he chooses, the other players must give words naming others of the same class. Anagrams Let a word of any sort be chosen and have each player write it at the top of his paper. The game consists in making as many words as possible from the letters forming the original word. No letter may be used more often in any one word than it appears in the original word. Simple plurals, formed by adding the letter S to the singular, are not counted as extra words, nor are proper nouns or abbreviations permitted. Usually about ten minutes is allowed for discovering the words. At the end of that time one person reads his list and the others check the words they also have discovered. When he finishes, the person to his left reads the words he has found which were omitted from the first paper, and so on around the circle. The simplest way to score is to give the person with the longest list of words the first place. If the formation of long words is considered desirable, however, the reckoning must be by syllables. This method is really a fairer index, since it requires as much skill to find one long word as several short ones. Favorite words for anagram-making are: Constantinople, inter- mediate, conglomeration, and recalcitrant, but shorter words may also serve the purpose. As short a word as live contains material for five other words: lie, veil, vie, vile, and evil; and in the word herein six other words may be found without altering the arrangement of the letters in the original word: he, her, here, rein, in. Indoor Games for Small Groups 7 Gossip Players are seated in a circle. One begins by whispering a state- ment to the person on his right. Each player in turn whispers to the person on his right. When the statement has been given to everyone, each tells aloud what he said to the next. The final statement will usually be little like the original. Cooperating Artists Each player is given a sheet of paper and a pencil and is told to draw the head of a bird, beast, or fish. The paper is folded so that only the end lines of the neck show, and the paper is passed to the right. Bodies are drawn, the papers are folded and passed again, and the feet are added. Questions Answered Each person writes any question he would like answered on a piece of paper. The paper is folded and passed to the right. Each person then writes a statement or phrase which is an answer to a question. Questions and answers are then gathered and read aloud. Caterpillar Players are seated in a circle with chairs about one foot apart. One player is selected to be IT and takes his place in the center. This leaves one empty chair. Each player is responsible for the chair on his right. If that chair is empty, he immediately moves into it so that the empty chair is on his left. If IT at any time succeeds in getting into the vacant chair, the person on whose right IT is seated goes to the center. No person is allowed to stand until the chair on his right has been vacated. If the group is large or the game lags, there may be two vacant chairs. Identification This game is suitable for groups in which the participants are well- known to each other. Players are divided into two groups. A curtain is arranged so that a player may stand behind it and reveal part of his face, for example, the chin, the eyes, or the mouth. Members of the other group identify the player by the one feature. Individual or group scores may be kept. Hands and shoes may also be shown for iden- tification. Circle Catch Players stand or are seated in a circle with one player in the center. A soft ball or soft object is tossed from one player to another across the circle. If IT at any time touches the ball, the player who last touched the ball exchanges places with IT. Shouting Proverbs Players are divided into two groups. Each side selects a proverb 8 Manual of Games and one word in it is assigned to each player. If there are not enough words for the entire group, several players may have the same word. One group listens while the other on signal shout together, each player shouting his own word. The listeners are given five trials. If the proverb is guessed, the listeners score one. Wills Wide sheets of paper are necessary for this game. Each player writes his name at the top, and, along the right-hand side a list of his bequests, such as his money, photograph, diary, etc. The papers are folded vertically and passed on to the left neighbor, who writes a list of people to whom the bequests are made. After the paper is again folded it is passed on, and the use of each object is stated. If the paper is ruled, it will aid in keeping the list even. After all have finished, the papers are collected and read. Example: This is the will of Henry Brown and he left: Two dollars to cook to keep her warm. Love to the undertaker to prevent sickness. A photograph to the druggist as a solemn warning. A bottle of tonic to John White to fascinate the girls. A pair of spectacles to the postman to cure wrinkles. Cootie Party This game may be progressive. Four play at each table, on which there is a ridiculous paper bug with six feet, representing a cootie. These directions may be written on its back: (1) body, (2) head, (3) eyes, (4) feelers, (5) feet, (6) tail. Each player has been provided with a paper and pencil. The object is to draw a complete cootie. In turn, each player throws a dice, but may draw nothing unless "one" should be on top. Then he may draw the body. Each player has only one turn. At his next turn, if "two," "five," or "six" should be on top, he may add the head, one of the feet, or the tail, respectively. Of course he cannot put in either eye, or either feeler, until the head has been drawn. Only one foot, one eye, or one feeler, may be put in at a time. The first one completing a cootie calls out "cootie" and the players all stop. The two having the most points at each table move on to the next table. At the close, the one having the largest number of complete cooties wins the prize. Hearts Six dice are needed for each table. The letters H, E, A, R, T, S, are pasted on the six sides of the dice. W 7 hen the dice are thrown, an H, E, among the letters counts 5; H, E, A, 10; H, E, A, R, 15; H, E, A, R, T, 20; and H, E, A, R, T, S, 25. If three H's are thrown at any time, the player's score is wiped out and he must begin again. Players keep score and progress in partners. As soon as any couple makes 100 points, they call out "Hearts," and the two highest from each table progress. Change partners each game. Indoor Games for Small Groups 9 Contest Evening 1. The Grasshopper Race. Who can make the fastest time hopping across the room on one foot? 2. Bumblebee Contest. Who can say "Bz-z-z-z-z-z-z-z-z-z" the longest, without drawing a breath: 3. Pig-Rooting Contest. Who first can push a tennis ball across the room with his forehead? 4. Weeding the Flower Beds. Who can pick the most black beans from a bowl full of red, white, and black ones, in a given time? 5. The Cross Cuckatoo Contest. Who can keep longest from smiling? 6. Ant-Hill Building Contest. Who can be the speediest in putting shot into a bottle without spilling any? 7. Catching Fireflies. Who can blow out the most candles at one breath? 8. The Heron Contest. Who can stand longest on one foot with eyes closed and keep his balance? 9. The Nibbling Mouse Contest. Who by tasting can guess most correctly the following ingredients: salt, sugar, cornstarch, borax, flour, soda? Indoor Track Meet Divide the crowd into at least four or five groups, each of which chooses a captain. Each group enters two or more contestants for each event. A committee of judges, a clerk to announce events, a timekeeper, and a starter should be selected. 1. Standing Broad Grin. Who can grin the broadest? Use a yardstick to measure if you want results. 2. Eighteen-Inch Dash. Each contestant is given a piece of string eighteen inches long on one end of which a lump of sugar is tied; the other end is taken in the teeth. Who can chew to the sugar first? 3. Shot Put. Each entrant stands on a chair and tries to drop ten beans one at a time into a glass jar placed on the floor. Use dried lima beans and a Mason quart jar. 4. Hammer Throw. One at a time the contestants toe a mark and see who can throw the farthest a paper bag filled with air. 5. Relay Race (for winners of other classes only). Beginning at a given signal who can eat two soda crackers and whistle first? The hands are kept folded behind the back while the crackers are fed to the contestants by assistants. Fortunes With a Penny Some player who does not know the game is selected to have his fortune told. He is seated and a penny which has been dipped in water is pressed firmly against his head. Some question which can be answered by a number is asked, such as "How many times will John marry?" He nods his head, and the number of nods necessary to shake off the coin is the answer to the question. After two or three such questions have been given, another is asked, and this time after pressing the coin firmly against John's forehead, the operator slips it into his own hand. John continues to shake his head, and his bewildered look and the dawning realization that no coin is there will furnish much amusement for the spectators. 10 Manual of Games INDOOR GAMES FOR LARGE GROUPS Back to Back Players are scattered about the playing space. There should be an odd number of players, so that one will be left without a partner. Partners stand back to back. At a signal, partners change, every person finding a new back to lean against. The person left without a partner is IT. Marching Contest Players in couples form a line around the room. At intervals about the room place gymnasium mats or mark squares on the floor, three feet by ten or twelve feet. Players march around the room to music, walking over the mats. The music is stopped unexpectedly and all couples on mats at that time are eliminated. Continue until one couple remains. Talking Tag One person who is IT may tag any other player who is not talking to someone (other than himself or IT). No player shall talk to any other player for more than two minutes. Alphabet Game Players are divided into two groups, which are assigned to different parts of the room. Each person in each of the groups is provided with a letter of the alphabet, which is large enough to be seen across the room. The leaders pronounce the same word at the same instant, and each group spells that word by forming a line of the players who carry the necessary letters. The group which first spells the word correctly scores one. Akimbo to Jerusalem This game is played like Marching to Jerusalem except that people are used instead of chairs. Half the group stand in a line — the first two people facing each other; the next two facing, etc. Each person in the line puts his right hand on his hip. The remainder of the group (which should number one more than the number of people in line) now march around the line. When the music stops each person march- ing must link arms with a player in the line. The person who loses out must drop out. When the music begins, one of those in the line must also drop out. This continues until one player is left. It Is To Laugh The players are divided into two groups and each group lines up on one side of the room. The leader describes some situation, such as a This morning just after putting on a new suit, I stepped out doors and Relay Races 11 slipped in a mud puddle. I got up and " what happened then is illustrated by the people in one of the groups. If any in the other group laugh, they must change sides. A new situation is given and the other side dramatizes. The team having the greatest number of players at the end is the victor. Squirrel and Trees Players are divided into groups of four. Three players join hands forming a circle or hollow tree. The fourth person is the squirrel and stands inside the circle. There should be two or three squirrels without homes. When the leader gives the signal, every squirrel must find a new home, and those who were without a tree may find one. Not more than one squirrel may be in one tree at any one time. RELAY RACES In all relay races, unless another formation is given, the players are divided into equal teams each of which lines behind a starting point in file formation. The first player runs from the starting line to the finish line, and then returns to the starting line and taps the second player, who runs and returns to start off the third, etc. After tapping off the next person, each player goes to the end of the line, standing behind the last person. Any team will have finished the race whenever number 1 is again at the head. In giving directions for each game, only the part of the first runner will be described. Driving the Pig to Market The first player is provided with a wand or broomstick and an Indian club (a round bottle may be used if an Indian club is not avail- able). The club must be driven with the wand, not allowing the hands to touch the club. The club must be driven across the finish line and then back to the starting line, where the first player hands the wand to the next runner. Travelers' Relay The first runner is provided with a suitcase in which are several articles of clothing. He runs half-way to the finish line, opens the suit- case, and puts on the clothing. The suitcase is closed, carried to the finish line, and back to the half-way point, where the clothes are re- moved, placed in the suitcase, and the whole carried to the starting line and given to the second runner. A skirt, slip-over sweater or middy, gloves, overshoes, and an umbrella make a good assortment. First and Last The first player runs to the finish line and back to the starting line and grasps the second player by the hand. Holding hands they run to 12 Manual of Games the finish line. Number 1 remains there and number 2 returns and grasps number 3's hand, and together they run to the finish line. Number 3 returns for number 4, etc. Zig-Zag Relay Four or five Indian clubs are set up on a line running between the starting and finish lines and at right angles to them. There should be a distance of about three feet between clubs. The first runner zig-zags thru these to the end line and back again. After the last runner has completed his trip, the whole team, holding hands, runs down and back, zig-zagging between the clubs. Down and Up Relay Four to six Indian clubs are set between the starting and finish lines, as indicated in the directions for Zig-Zag Relay. In running the course, the first player knocks the clubs over. The second player sets them upright. The third player knocks the clubs down, the fourth replaces them, etc. Run and Rest The teams line in couples, one person in the first couple carrying a folding chair. The couple runs to the finish line, where the person carrying the folding chair opens it and places it on the line. The other person sits down in the chair, rises, folds the chair, and carries it back to the second couple. Chariot Relay Teams line four abreast. Taking hold of hands, they run down to the end of the line and around a post or chair and back to tap off the next four. The turn at the finish line adds much to the fun in this relay. Broad Jump Relay (a) The first person in each line jumps as far as he can. The second person places his toes at the point where the heels of the first person landed, and so on. This is for distance — not for time as the other relays are. , (b) When only two teams are competing against each other, another method may be used. Number 1 of team A toes a certain line and jumps as far as he can. Number 1 of team B places his toejf whefre the heels of number 1 of team A landed, and jumps back in the opposite direction. Players from teams A and B alternate, all players from team A jumping in the same direction and all players from team B jumping in the opposite direction. When all have jumped, Team A wins if the last jump ends nearer the line toward which A has been jumping than A's original starting line. Relay Races 13 Throwing Relay- Throwing relays may be conducted in the formations which have been suggested for the jumping relays. Deliver the Message Teams line as usual for a relay, except that the first man of each team is at the end of the room opposite from his team. A paper con- taining a message is given to each of the first men. A short time (perhaps thirty seconds) is given for reading the message. Number l's are then started off and each runs to the opposite end of the room and grasps the hand of number 2. As they run back together number 1 whispers the message to number 2, number 2 returns and, coming back with number 3, whispers the message, number 3 returns for number 4, etc. The winning line is the one whose last man is able to give the message correctly. If more than one are able to give it cor- rectly, the one of these finishing first wins; if none can give the correct message, the team finishing first wins. Double Carry Numbers 1 and 2 make a seat with their hands and carry number 3 to the finish line. Numbers 2 and 3 return and carry number 4, etc. Balancing Relays (a) Several yards in front of each team, place a large jug or small keg. Number 1 is provided with a candle and a box of matches. On signal he runs forward and sits upon the jug. He must balance him- self upon the jug without touching his feet to the floor. In this position, he must strike the match and light the candle. The lighted candle is then given to number 2, who blows it out, and repeats what number 1 has done. Number 2 gives the candle to number 3, etc. (b) Instead of the candle and matches, number 1 may be provided with a package of needles and a spool of thread. Balanced upon the jug, he threads his needle and places the threaded needle on the floor beside the jug. The package of needles and thread are given to number 2, etc. When the relay is completed, there should be beside each jug a threaded needle for every person in the line. Jump the Wand Numbers 1 and 2 hold a wand between them and turn about so 'they face the remainder of the team. Carrying the wand close to the floor, they move back toward the end of the line, each person jumping or stepping over the wand. As soon as each person is over the wand, he turns about and faces toward the back of the line. When numbers 1 and 2 have reached the end of the line, they return to the head in the same way, each person in line jumping the wand. From the head, 14 Manual of Games they run to the opposite end of the room carrying the wand between them and then back to the head of the line and hand the wand to numbers 3 and 4. Numbers 1 and 2 go to the end of the line and numbers 3 and 4 repeat what the first players did. RELAYS ESPECIALLY ADAPTED TO BOYS Double Hop Relay Number 1 raises his foot backward and number 2 grasps the ankle of the raised foot. In this position they hop together to the finish line. Number 1 remains there while number 2 runs back to the starting line. Number 3 grasps number 2's ankle and they hop to the finish line. Number 3 returns for number 4, etc. The team which is first on the opposite side of the room from the starting point wins. All Hop Relay (a) Teams stand in line, each person standing on one foot and raising the other behind. The raised foot is grasped by the person directly behind. In this position the whole line hops forward, around a given point, and back to the starting line. (b) This race can be varied by having the lifted leg raised forward and grasped by the person in front. Balance is much more difficult in this position. Human Ostacle Race Teams lie on the floor in a circle with heads toward the center. Each body is a radius for the circle, and there will be a space between each pair of feet. Players are numbered as in any relay. Number 1 rises and runs around the circle, leaping over or hurdling each pair of feet and stepping on each space between bodies. He begins by running over numbers 2, 3, etc., around to his own place. As soon as number 1 is back in his place, number 2 begins and runs around the circle. Number 3 runs after number 2 is back, etc. Squat and Run Teams line as usual for a relay and each player squats, bending the knees deeply, and placing his hands on the shouders of the player in front of him. The first man in each line places his hands on his hips. In this position each team runs from the starting line around a given point and back to the starting line. The squat positions must be. held while running. Wheelbarrow Relay Number 1 takes a position on all fours and his feet are picked up by number 2. In this manner (number 1 walking on his hands and number 2 carrying his feet) the two players race forward, around a Relays Especially Adapted to Boys 15 given point, and back to the starting line. Number 2 then walks on his hands while number 3 carries his feet. When these two return numbers 3 and 4 run, etc., until everyone in the line has walked on his hands. Toss the Stiff Numbers 2 and 3 face each other and join both hands, extending arms toward each other; numbers 4 and 5, 6 and 7, 8 and 9, etc., do likewise. Each team consists of two rows of players facing each other, and between the rows are the clasped hands of each pair. Number 1 stands at the head of the line; at the end of the line stands the last player. The pairs of players swing their arms over toward the back and around. Number 1 lies on the arms, relaxes completely, and as the arms swing back, is tossed between the players to the end of the line, where the last player catches him. Number 2 now stands in front of the line and the players on his side move up one place. Number 1 stands at the end of the line to catch number 2, and the last player takes his position in line to fill the space left by number 2 and the moving up of players. Number 3 is tossed next, then number 4, etc., until every player has been tossed. This game is best if there are about 40 players in each team, tho a smaller group can play it. It is also interesting merely as a stunt, without the competitive element. Skin the Cat (a) Numbers 1 and 2 stand several yards in front of their team holding between them at shoulder height a strong wand or a broom- stick. When the starting signal is given, number 3 runs forward, grasps the wand with both hands, and hanging by the hands, lifts his feet forward and upward to the wand, and pushing them between his hands, brings them to the floor without releasing his hand grasp on the wand. This stunt is known as "skin the cat." Number 3 now takes number l's place holding the wand, number 1 runs back to the team, touching off number 4. Number 1 goes to the end of the line. After being tapped by number 1, number 4 runs forward, skins the cat, and takes the place of number 2. Number 2 runs back to the line, touches off number 5, and goes to the end of the line back of number 1. The team has finished when all players are in the original positions with numbers 1 and 2 holding the stick. If changing the stick is confusing, numbers 1 and 2 may remain holding the stick during the entire game. (b) If the players are skillful enough, the feet may be brought back thru the arms to the original position, in addition to making the first turn. Turning the Bar This relay is run like the preceding one, except that instead of "skinning the cat," each player grasps the wand and jumps upward so 16 Manual of Games that he is supported by the hands with the thighs resting against the wand. In this position he changes his hands to the proper grasp and drops the head and upper part of the body forward and down on the other side of the wand. The feet follow and are brought to the floor, so that the entire body passes over the wand and down on the other side. Skin the Snake Players stand in line in relay formation. Each player passes his right hand back between his legs and with his left hand grasps the right hand of the player in front. Without dropping hands, the last player in the line lies on the floor at full length. The rest of the players move back over him walking with one foot on each side of his body. When the second to the last player has gone back far enough (about to the last man's shoulders), he lies down, putting a leg on each side of the last man's head and keeping his feet in close, so that the rest of the line may walk over him. Each player in turn lies on the floor, always taking care to keep the hands clasped and to keep the feet close to the preceding man's body. As soon as every player is lying down, the last man to take this position (who is really the first man in line) rises and begins walking over the rest of the line, pulling the remainder of the players to their feet. This also is interesting as a stunt without the com- petitive element. Eskimo Roll (This should be played on gymnasium mats or on a grassy plot.) Teams line up in couples. In each couple there are number 1 and number 2. When the signal to start is given, number 1 lies on his back with his head toward his team mates. Number 2 stands with a foot at each side of number l's head. Number 1 grasps number 2's ankles and raises his own feet upward and back so number 2 can grasp his (num- ber l's) ankles. Keeping this grasp, number 2 brings his chin well down against his chest and diving forward between number l's legs, hits the ground with the back of his head or his shoulders and turns a somersault. This brings number 1 on top, and carried on by the momentum of the somersault, he dives forward between the legs of number 2. This is con- tinued until they reach the finish line. Clasping hands they run back and tap the second couple, who repeat the roll and then run back to start the third couple, etc. This double somersault will take considerable practice before it can be used as a relay. Boys will be interested in learning it as a stunt. Each boy should first learn to do a somersault, remembering to keep the head well turned under. Most people who cannot turn a somersault, fail to do so because they place the top of the head on the ground, instead of the back of the head. After a boy can turn a somersault easily, he should practice diving over another boy who crouches on his hands and Active Games for Small Groups 17 knees. The dive is really a somersault over an obstacle instead of starting with the head on the ground. The boy who can do this is ready to do the double somersault or Eskimo Roll. ACTIVE GAMES FOR SMALL GROUPS Poison Each player is provided with an Indian club (or a bottle). Play- ers form a circle and each places his Indian club in the circle about two feet in front of himself. Players join hands and try to pull each other into the clubs. Any player who knocks down a club is poisoned and must leave the circle. He takes his club with him when he goes. Snake Snake is a form of tag game in which each player tries to be IT. IT is given a rope, knotted at the end, which he drags behind him. All other players run after him and the first to grasp the rope and hold it becomes IT. Each IT should be given a few seconds to get away from the group. Line Tag The game begins like the ordinary tag game. After IT has caught a player, the two join hands and chase together. They can tag only when hands are joined. The next player caught is added to the line and the chase continues; each person caught is added to the line. Only the play- ers at the end of the line may tag, and no one shall be tagged unless the line is intact. Dumb-Bell Tag Played like ordinary tag, except that a dumb-bell (or any object) is held by one of the players, and IT may tag no one except the person holding it. The dumb-bell may be passed about, and if it is offered to some person that player must take it. If it is dropped, IT may tag the player who held it last. Players should run about to assist the person who has the dumb-bell. Mother Goose and Fox Players (except one) form a line, one behind the other. Each player (except the first) puts her hands on the hips of the person in front. The first person in line is Mother Goose and the remainder of the line are little geese. The remaining player is fox. Fox stands in front of the line facing Mother Goose. Mother Goose spreads her arms out at the sides and moves about to protect her flock from the Fox. The Fox can tag only the little goose at the end of the line. If the line breaks the Fox is entitled to the goose. When the Fox has secured his prize, the Fox becomes Mother Goose and the last goose becomes Fox. 18 Manual of Games Heel Tag Played like ordinary tag except that any player is safe from IT whenever he holds his right heel in his left hand or his left heel in his right hand. Nose and Toe Tag One person is IT, and the other players are safe from being tagged only when each holds his nose in one hand and the toe of one foot in the other. When one stands too long holding his nose and toe, IT may make him run by bumping him and throwing him off balance. The person tagged becomes IT. Hindu Tag One person is IT and the other players are safe from being tagged only when their foreheads are touching the floor. One can imagine how easily such a game breaks the ice with a younger group. Beater Goes Round Players form a circle. All face to the right so that the left side is toward the center of the circle. Hands are folded at the back. One player is given a knotted towel and runs around the circle and quietly places the towel in the hands of one of the players. This player im- mediately hits the person in front of him with the towel and may con- tinue beating him while the player runs around the circle and back to position. The person holding the towel now slips it to someone else and the game continues as before. Club Snatch Players are divided into two teams, each of which lines across one end of the playing space. In the center of the space, a handkerchief is placed on an Indian club. On signal, a player from each team coming from corners diagonally opposite, runs toward the handkerchief. Each player tries to snatch the handkerchief and return to his line. If he can do this without being tagged by the other player he scores one point for his side. If a player tags the runner while the latter is holding the handkerchief, the tagger scores one for his team. A runner shall not be permitted to drop the handkerchief after he has once held it. After running, the players return to the end of the line and the signal is given for the next two to run. Broncho Tag Players number by three's. Number 2 stands behind number 1, and number 3 behind number 2. Number 1 places his hands on his ovn hips; numbers 2 and 3, on the hips in front of them. The three represent a broncho, and the bronchos stand in a circle. Two players Active Games for Small Groups 19 should remain after the bronchos have been formed. One chases the other, who can escape only by getting on a broncho, i. e., by getting his hands on number 3's hips. The bronchos are hard to get on. They may turn and twist but may not run about the floor. If the person being chased gets on a broncho, the player at the head of that line must take his place. If the chaser tags a runner before he can get on a broncho, positions are reversed — the chaser becomes the runner, and the runner, the chaser. Hanging Tag Like ordinary tag, except that a player is secure when suspended by the arms. He may hang on whatever the place affords — ropes, branches of trees, ladders, etc. Bombardment Each player is provided with an Indian club. Players form a circle, standing with arms outstretched, and each places his club behind him. Players are numbered around the circle. All odd numbers are on team A; all even numbers, on team B. A basketball or volley ball is thrown into the circle. The player securing it tries to knock down one of his opponents' clubs. Each player guards his own club and seizes the ball when opportunity presents, and tries to knock down a club. Every club belonging to team A which falls, whether hit by a ball or by the player guarding it, scores one point for team B. Jump the Shot Players join hands making a circle. One person stands in the center holding a rope, which should be several feet longer than the radius of the circle. To one end of the rope is attached a bean bag or a similar object to give weight. The person in the center starts whirling the rope, keeping it close to the floor. As he turns about in a circle, he gradually gives out more rope. As the end of the rope passes near players they must jump to avoid it. Any player who touches the rope drops out of the circle, or he may exchange places with the person in the center. Shadow Tag This game is played in the sunlight. IT tags players by stepping on their shadows. Any player whose shadow IT steps upon becomes IT. Last Couple Out The players choose partners and line up in double file. IT, a player without a partner, stands immediately at the head of the file, facing in the same direction as the other players. The one who is IT calls "Last couple out!" and immediately the last couple runs towards the head, one person running on one side of 20 Manual of Games the file and one on the other side, but making as wide a circuit as pos- sible. If they meet and clasp hands before either is caught, they take their places at the head of the file, and the play is resumed. But if one of them is tagged before they can meet, the tagged one becomes IT and the other member of the couple takes his place at the head of the file with the one who was formerly IT. Forty Ways of Getting There All players stand in a row on one side of the playground. From thirty to forty feet from this row and parallel to it a goal line is drawn. An umpire is appointed. The first player in the row is asked to cross over to the goal line in any manner which may please him. The second person then follows and so on, but each must go in a different manner. If any person goes across in a manner which has previously been used he must return and cross again. A prize may be given to the per- son going across in the most original way. ACTIVE GAMES FOR LARGE GROUPS Dodge Ball Players are divided into two teams. One of these teams forms a circle and the other players stand within the circle. Players forming the circle attempt to hit the players within with a volley ball. If a player is hit, he leaves -the circle. A hit to be fair must strike below the shoulders, must be made by a ball which has not bounced, and by a ball thrown by a player both of whose feet are out of the circle. Score may be kept by giving each side a certain number of minutes to throw at the opposing team, and counting as scores the number of players hit with the ball, or each side may remain in the center until every player has been hit, and the victory awarded on the basis of the time required to eliminate opponents. Playground or Indoor Baseball Playground baseball is an easy game requiring but little equip- ment. The game is like regular baseball except that it is played on a diamond thirty-five feet on a side instead of ninety, with a soft ball from twelve to seventeen inches in circumference, and the ball must be pitched "underhanded." This game is ideal for old as well as young. See "Spalding's Guide" for detailed rules. Dodge Baseball Dodge baseball is played like baseball with the following changes: 1. A volley ball is used instead of a baseball. 2. No bat is used. The ball is hit by the batter with the hand. Active Games for Large Groups 21 3. In addition to the usual methods of putting out players, any runner is out if he is hit with a ball thrown at him while he is running between bases. Kick Baseball This game is a modification of baseball. Baseball rules apply ex- cept for the following: 1. Just behind each of the four bases, three Indian clubs are placed with a distance of six inches between clubs. 2. The pitcher does not throw the ball, but bowls it along the floor. 3. If in bowling, the pitcher knocks down any of the clubs behind home base, the batter is out. 4. If while running bases, a player knocks down any of the clubs behind any base, he is out. 5. A player is put out while running between bases, if he is hit by a ball thrown at him. 6. The batter kicks the ball instead of hitting it with a bat. Long Ball Long ball is a simple game requiring less skill than baseball. Play- ers are divided into two teams. Team A bats while team B is in the field. The positions are catcher, pitcher, and fielders. There are two bases; home base and long base. Long base is placed fifty feet from home base (this distance should be varied according to the ability of the group and the kind of ball used). A gymnasium mat may be used as long base, or the base may be a rectangle four by ten feet marked on the floor. An indoor baseball and bat may be used or a volley ball may be substituted and the batting done with the hand. Any ball which is batted in front of home base is fair. As far as possible under these conditions, baseball rules apply. After a fair hit, the batter runs to long base. He may wait here for a favorable opportunity to return to home base. There may be any number of players on long base at the same time and all may run home at the same time. If a runner once leaves long base to run home, he may not return. A runner is not out if he is hit with a ball thrown at him. Newcome A field about thirty feet square is used for this game. Across the middle is stretched a net, the top of which is six to eight feet above the floor. Team A stands in the playing space on one side of the net; team B on the other side. A volley ball or basketball is given to one team. That team throws it over the net to the opposite side. Each time the ball touches the floor in the playing space on team A's side of the net, team B scores one. When either team has scored eleven, teams change sides. The side first scoring twenty-one points wins the game. 22 Manual of Games Bat Ball Equipment: An inflated ball — preferably a volley ball. Number of players: Sixteen to forty. Field: A rectangular field or hall, ninety by forty feet. This will vary with the size of the group. At a distance of twenty feet from one end a line is drawn across the field. At the opposite end at a distance of ten feet from the end line, a pole, chair, or object of any kind around which a player can run, is placed. Game: Divide the players into two equal teams. One is "in bat"; the other, "in the field." Players in bat line up in batting order back of the end line. Each in turn steps up to bat. The ball is held on the open palm or tossed into the air by the batter and hit with the hand. After hitting the ball, the batter runs the length of the field and around the pole (which is ten feet from the end line), and back to the end line from which he batted. If he can do this without being put out, he scores one point for his team. Members of the side which is in the field have no definite positions, but scatter about the space between the line twenty feet from the end and the opposite end line. They attempt to put out the batter, which may be done by: 1. Catching a batted ball before it has bounced. 2. Hitting or tagging a runner with the ball. The batter is also out if he does not bat the ball over the twenty- foot line. If he fails to bat the ball over the line the first time, he is given a second trial. If the ball fails to go over the second time, the batter is out. The fielders are not permitted to take more than one step while holding the ball or to hold the ball for more than three seconds. If either of these rules is violated the runner is safe and may score with- out danger of being put out. The runner is safe at no time while running. He may stop, dodge, and go down either side of the field. The only requirement is that he go around the pole. Volley Ball Across the middle of a playing space thirty feet square a net is stretched dividing the space into two equal zones, thirty feet wide and fifteen feet long. The top of the net should be eight feet above the ground. A volley ball is put in play by one member of the A team, who serves the ball from the back line of the section in which his team is playing. To serve the ball, he tosses it into the air and strikes it over the net to the opposite side. To be good a serve must go over the net without touching it and -must fall into the opponents' playing space (or be touched by one of the opponents before it goes beyond their terri- Games Played to Music 23 tory). If the first serve is not good the server may have another trial. If the second trial is not successful, the ball is given to the opponents, who then serve. Any member of a server's team may try to assist the ball over the net, but if any member of the team except the server touches the ball, the server is not allowed a second trial, even tho the first ball was not good. If a serve is good, the opponents try to return the ball over the net by batting it with their open hands before it touches the ground in their territory. If they are not successful, the server's team scores one point and the ball is served again by the person who made the first score. After each point scored the server is given two trials except as stated above. If the opponents are successful in returning the ball over the net, the members of the server's team attempt to bat it back over the net before it has touched the ground. In this way the ball is volleyed back and forth until one side fails to return it. If it is the opponents of the server who fail, the server's team scores a point and the server puts the ball in play again. If the server's team fails to return the ball, the opponents do not score, but they are given the ball and one of their members serves. As played by experienced teams, no person may hit the ball more than once unless it has been played by some other person. For inex- perienced players the game will be more successful if, in volleying, one person may bat the ball twice. To make the game still easier, it may be played after it has bounced on the ground once. The game is won when one side has scored twenty-one points. When one team has scored eleven points, the teams change sides (in order to allow for the advantage gained by the wind, sunlight, or ob- struction near the field of play). All players on a team must serve. Number 1 on team A will serve until his team fails to return the ball (as explained above). Number 1 on team B then serves until his team fails to return the ball. Number 2 on team A is next server, then number 2 on team B, etc. Only the serving side can score. If that side fails to return the ball, the opponents do not score a point but they receive the ball and are given the opportunity to serve and to score. GAMES PLAYED TO MUSIC Merry-Go-Round (Any lively 2-4 music) Half the players join hands in a circle. Each of the remaining half stands back of some person in the circle and places his hands on the shoulders of the person behind whom he stands. The inner circle repre- sents the horses on a merry-go-round, and the outer group, the riders. The music begins slowly and the circle moves to the right with the music. The music gradually increases in speed and the circle moves 24 Manual of Games faster until it has reached such speed that riders can barely keep on their horses. Players reverse positions and repeat. Pop Goes the Weasel (Music: "Pop Goes the Weasel") Players take partners and form sets of eight people, partners standing side by side with hands joined. Second, third, and fourth couples stand in line behind the first. If men and women are playing, women stand on the right. 1. Keeping inside hands joined, partners face each other. 2. Step to the side with the foot which is toward the fourth couple and bring other foot up to it. ("All around") 3. Step to the side with the foot which is toward the first couple and bring the other foot up to it. ("The cobbler's bench") 4. Partners join both hands and take four slides toward the first couple. ("The monkey chased the weasel") 5. Partners join inside hands facing forward and take four walking steps forward. ("The weasel thought 'twas all in fun") 6. Keeping inside hands joined, each girl turns under the upraised arm of her partner. ("Pop goes the weasel") The music is repeated while the first couple join hands in a circle with the girl in couple 2. This little circle slides eight slides to the right and then slides to the left until "Pop goes the weasel." Here the girl is popped into place under the upraised hands of couple 1. Couple 1 then progresses down the line to the man in couple 2, to the lady in couple 3, etc. When couple 1 reaches the end of the line, they remain there and the dance begins again with couple 2 at the head. We Won't Go Home Until Morning (Music: "We Won't Go Home Until Morning") Players in couples in one long line, second couple behind first, third behind second, etc. Couple 1 turns and faces couple 2; couple 3 faces couple 4, etc. 1. Each four join right hands in the center of their- own little circle and take eight walking steps around. ("We won't go home until morning") 2. Join left hands in center of little circle and take eight walking steps back to place. ("We won't go home until morning") 3. Join both hands with partner and take four slides toward the head of the line. ("We won't go home until morning") 4. Four slides back to place. ("We won't go home at all.") 5. Standing in place, clap hands three times and hold. ("We won't go home at all.)" 6. Repeat clapping. ("We won't go home at all.") 7. Partners join inside hands and advance four walking steps toward the couple they have been facing. ("We won't go until morning") 8. Walk backward four steps. ("We won't go home until morning") 9. Couples walk forward eight steps and pass the couple they have been facing, meeting a new couple. ("We won't go home until morning, we won't go home at all.") Games Played to Music 25 Couple 2 will not remain at the head while the dance is repeated from the beginning. The third time couple 2 will meet another couple. Every other time the dance is repeated there will be one couple at the head and one at the foot who are not dancing. Bean Porridge (Music in "Social Games and Group Dances" by Elsom and Trilling) Players take partners and stand in a circle: 1. Clap both hands against thighs. ("Bean") 2. Clap own hands together, ("porridge") 3. Clap both hands against partners, ("hot") 4. Repeat first three claps. ("Bean porridge cold") 5. Clap own hands together. ("Bean") 6. Strike right hands together, ("porridge") 7. Clap own hands together, ("in a") 8. Strike left hands together, ("pot") 9. Clap hands against thighs, ("nine") 10. Clap own hands together, ("days") 11. Clap both hands against partner's, ("old") Repeat all of the above. Then join inside hands with partner and move about the circle with the following step: 1. 3 running steps (left, right, left) and swing right foot forward and hop on the left. ("Bean porridge hot") 2. 3 running steps (right, left, right) and swing left foot forward and hop on the right. ("Bean porridge cold") 3. Again beginning left. ("Bean porridge in a pot") 4. Again beginning right. ("Nine days old") Repeat running steps, and on the last two sets of steps ("Bean porridge in a pot, nine days old") each person on the outside of the circle moves ahead to a new partner. Repeat from the. beginning. Virginia Reel (Music: "Turkey in the Straw," or "Pop Goes the Weasel") Groups of twelve players stand arranged in six couples, one couple directly behind the other. Players face partners and the lines of six separate several feet, facing each other in parallel lines. The player on the right in the first couple goes forward diagonally toward the center to meet the player on the left in the last couple. They come to the center and bow. This is repeated by their partners — the player on the left in first couple and the player on the right in the last couple. The following movements are now done in succession by the player on the right in the first couple with the player in the last couple who is diagon- ally across from him, and are then repeated by their partners: 26 Manual of Games 1. Meet in eentcr and swing around with right hands joined. 2. Swing around with left hands joined. 3. Swing around with both hands joined. 4. "Do-Si-Do." Go around each other, back to back in the center. First couple now join both hands and take four sliding steps toward the end of the line and four sliding steps back to the head. Then hooking right elbows, they swing around with a running or walking step. Each hooks left elbows with number 2 in his own line and swings around, and meeting in the middle, the first couple again hook right elbows and swing around. In this way they continue down the line swinging 3, 4, 5, and 6 with left elbows joined and, after each swing, meeting in the middle and swinging each other with right elbows joined. When they have reached the end of the lines, the first couple join both hands and slide back to the head of the line. Each one now leads his own line, away from the center, back to where the last couple stood. There the leaders join hands and form a bridge under which the other couples pass. The original second couple will now be at the head of the line and the original first couple at the foot. The movements are now repeated from the beginning until the original first couple is back at the head. SUGGESTIONS FOR A COUNTY FIELD DAY In planning events and games for a county field day, the program should be so arranged that as many participants as possible are brought into the activities. This can be done by making several divisions for individual events. The divisions might be, for example, girls under 10; girls from 10 to 13, inclusive; from 14 to 16 inclusive; and those over 16. The same divisions could be used for boys. At least one event should be planned for men and one for women. Each individual represents his club and all contests which he wins give his club a certain number of points: first place, 5 points; second place, 3 points; third place, 1 point. Boys' events may be held in one section of the field at the same time that girls' events are being conducted in another part of the grounds. The following events* may be used for a day's program. A BOYS GIRLS (Under 10) (Under 10) Baseball throw for distance 25-yard dash (10-13) (10-13) Baseball throw 30-yard dash Suggestions for County Field Day 27 (14-16) (14-16) Baseball throw 40-yard dash (16-20) (16-20) Baseball throw 50-yard dash (Fathers) (Mothers) Baseball throw 50-yard dash B Relay Races. Each club is represented by a team and points are awarded for first, second, and third places. Travelers' relay, chariot relay, or various obstacle races may be used. C The events given under A are repeated, with the girls throwing and the boys running. D Chinning for boys and men, no divisions. E Club contest in some organized game such as volley ball or bat ball, which can be played in a short time. Teams may be paired by lot and all may begin playing at once. After one game has been played, the losing teams will be eliminated. All winning teams may be paired again, and this should be continued until only one team remains undefeated. For every game won, a team scores 1 point for its club. If playing bat ball, the game may be short- ened to 3 or 5 innings, and the volley ball game may be ended at 15 instead of 21. F Games which bring the whole group together, such as Broncho Tag, Dumb-bell Tag, Beater Goes Round, or some relays. These need not be games in which points are won by the clubs, but those which only serve the purpose of bringing the crowd together. *Rules for conducting races, throws, and field events may be found in Spalding's Official Athletic Rules, which may be purchased for ten cents from any sporting goods store or directly from the Spalding store in Chicago. BOOKS CONTAINING RECREATIONAL GAMES Folk Dancing American Country Dances — Elizabeth Burchenal. G. Shirmer and Co., New York City. Dances of Old Homelands — Elizabeth Burchenal. G. Shirmer and Co., New York City. Games Games for the Playground, Home, School, and Gymnasium — Jessie Bancroft. Macmillan Company, New York City. Ice Breakers — Edna Geister. Woman's Press. New York City. It Is to Laugh — Edna Geister. Woman's Press. New York City. The Icebreaker Herself — Edna Geister. Woman's Press, New York City. Social Games and Group Dances — Elsom and Trilling. Lippincott, Philadelphia. 28 Manual of Games INDEX Page Acttve Games for Large Groups 20 Active Games for Small Groups.... 17 Akimbo to Jerusalem 10 All Hop Relay 14 Alphabet Game 10 Anagrams 6 Animal Blind Man's Buff 5 Back to Back 10 Balancing Relays 13 Bat Ball 22 Bean Porridge 25 Beater Goes Round 18 Bombardment 19 Books Containing Recreational Games 27 Broad Jump Relay 12 Broncho Tag 18 Caterpillar 7 Chariot Relay 12 Chinese Spelling Match 5 Circle Catch..... 7 Club Snatch 18 Confusing Anatomy 4 Contest Evening 9 Cooperating Artists 7 Cootie Party 8 Deliver the Message 13 Dodge Ball 20 Dodge Baseball 20 Double Carry Relay 13 Double Hop Relay 14 Down and Up Relay 12 Driving the Pig to Market 11 Dumb-bell Tag 17 Eskimo Roll 16 First and Last 11 Fortunes with a Penny 9 Forty Ways of Getting There 20 Games Played to Music 23 Geography 6 Gossip 7 Hanging Tag 19 Hearts 8 Heel Tag 18 Hindu Tag 18 Human Obstacle Race 14 I See a Ghost 5 Identification 7 Page Indoor Baseball 20 Indoor Games for Large Groups 10 Indoor Games for Small Groups.... 4 Indoor Track Meet 9 It Is to Laugh 10 Jump the Shot 19 Jump the Wand 13 Kick Baseball 21 Last Couple Out 19 Line Tag 17 Long Ball 21 Marching Contest 10 Merry-Go-Round 23 Mother Goose and Fox 17 Newcome 21 Nose and Toe Tag 18 Pass the Buck 5 Playground or Indoor Baseball 20 Poison 17 Pop Goes the Weasel 24 Questions Answered 7 Relays Especially Adapted to Boys 14 Relay Races 11 Run and Rest Relay '. . 12 Shadow Tag 19 Shouting Proverbs 7 Singing Proverbs 4 Skin the Cat 15 Skin the Snake 16 Snake 17 Squat and Run 14 Squirrel and Trees 11 Suggestions for a County Field Day 26 Suggestions to Leaders 3 Talking Tag 10 Throwing Relay 13 Toss the Stiff 15 Travelers' Relay 11 Turning the Bar 15 Virginia Reel 25 Volley Ball 22 We Won't Go Home Until Morning. . . 24 Wheelbarrow Relay 14 Wills 8 Zig-Zag Relay 12 UNIVERSITY OF ILLINOIS-URBANA 30 12 111991540