School, Church, and Home Games by George Orrin Draper (top books of all time .txt) π
A march is played on the piano and the children march from their seatsin single file around the room. As soon as the music stops, all rush toget into their seats. The last one in, must remain in his seat duringthe second trial. If there is no piano in the room, drumming on the topof a desk will do as well.
Change Seat Relay
The teacher claps her hands. This is the signal for all to shift oneseat back. The one in the rear seat runs forward and sits in the frontseat. The first aisle to become properly seated wins one point. Againthe hands are clapped and the pupils shift one seat back, and the onethen at the rear runs forward and takes the front seat and so the gamecontinues until all have run forward from the back seat to the front.The aisle scoring the largest number of points wins.
Charlie over the Water
This is an old game and is always popular. The children form a ring,joining hands. One is selected to be "It" and takes his place in thecenter. Those in the ring then
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Directions
An attention game. Taking for granted that the pupils have a general knowledge of the directions of various towns or cities in their state or the surrounding states, the following game can be played.
All are requested to stand in the aisle beside their seats. The teacher then proceeds to make statements or tell some story, mentioning the names of various cities and towns. At the mention of these the pupils face in the direction in which said cities or towns are located. Failing to turn correctly when a city is mentioned the pupil is required to take his seat.
Chase the Rabbit
The group kneels in a circle with their hands on each other's shoulders. The one selected to be rabbit runs around the circle and tags some individual. Thereupon that individual must get upon his feet and run to the left around the circle. The rabbit runs to the right around the circle. The rabbit must tag the one who is running around in the opposite direction, and then both endeavor to get back to the hole left in the circle. The one failing to do this becomes the rabbit for the next play.
Steps
One of the group is selected to be "It". He stands with his back to the group and counts five, at the end of which he turns rapidly around. If he sees any of the group moving, that one seen must go back to the starting line. While the one "It" is counting, it is the object of the group to progress toward him as rapidly as possible.
Statues
This game is similar to the game "Steps," above described, excepting that the players standing behind "It" assume the poses of statues. "It" upon turning around endeavors to detect some movement on the part of the statues, in which case that player takes the place of "It".
Progression
The players stand behind a line. Each in turn must cover the space between said line and another line twenty yards distant by a manner of progress different from that used by any of the previous players. For example, the first one called upon to cover the intervening space between the lines walks, the second one runs, the third hops, the fourth crawls, the fifth walks backward, etc., and so on until all of the players have reached the far line. This game taxes the ingenuity of the last players to be called upon, as they have to initiate new methods of progress.
Squirrel in Trees
Players stand in groups of threeβtwo facing one another with hands joined to form hollow trees, and the third within the tree hollow to represent the squirrel. There is also one odd squirrel outside the tree. The teacher or leader claps her hands, when all squirrels must run for other trees, and the odd squirrel tries to secure a tree, the one left out being the odd squirrel the next time. Players' positions may be reversed frequently to give all an equal chance to be squirrels.
Shadow Tag
This game is similar to ordinary tag, with the exception that "It" endeavors to touch or step on the shadow of one of the players. Succeeding in doing this, that player becomes "It".
Handkerchief Tag
A player is selected to be "It". A knotted handkerchief is given to the rest of the players. "It" can only tag the player holding the handkerchief in his hands. The players endeavor to get rid of the handkerchief by throwing it from one to another. Should the handkerchief fall upon the ground, there is no one for "It" to tag until it has been picked up by one of the players.
Puss in Corner
The players are distributed about the playing area, and given goals, such as trees, fence and building corners, etc. One player is selected to be "It". The other players endeavor to change places. "It" can either tag one of the players who is off his corner, on goal, or step into the goal vacated by one of the players. In the first case, the player tagged becomes "It"; in the second, the player left without a goal becomes "It".
Back to Back
This is a tag game in which "It" may tag anyone who is not back to back with one other player.
Peggy in Ring
A blindfolded player takes his place in the center of the group which has joined hands, forming a ring. The ring begins to dance around in a circle until "Peggy", who is blindfolded in the centre, pounds three times with a stick upon the ground or floor. This is the signal for everyone to stand still. "Peggy" then holds out the stick to some one in the circle. The one nearest to it must grasp the end. "Peggy" then asks the one at the other end three questions. The questions may be answered by grunts or groans and "Peggy" endeavors to guess who is thus answering the questions. Succeeding, the one questioned takes "Peggy's" place in the center of the circle and the game proceeds.
Link Race
The group is divided into two teams, and a leader appointed for each. A large square is marked upon the ground and the opposing teams line up upon opposite sides of the square behind their leader, each locking his arms about the waist of the man in front of him. At a signal to go both groups endeavor to tag the rear end of the group in front of them by running about the square, keeping on the lines. Should a group succeed in tagging the rear of the line in front, but it is found that their own line is broken through the effort, it does not count. But the broken line can be tagged by the rear of the line and it will count. So it is up to that part of the line which has broken loose at the rear to catch up with the rest of its team.
Maze Tag
All but two of the players stand in parallel lines or ranks, one behind the other, with ample space between each player and each two ranks. All the players in each rank clasp hands in a long line. This will leave aisles between the ranks and through these a runner and chaser make their way.
The sport of the game consists in sudden changes in the direction of the aisles, brought about by one player who is chosen as leader. He stands aside, giving the commands, "Right face!" or "Left face!" at his discretion. When one of these commands is heard, all of the players standing in the ranks drop hands, face in the direction indicated and quickly clasp hands with the players who are then their neighbors on the right and left. This brings about a change of direction in the aisles and therefore necessitates a change of direction in the course of the two who are running.
The success of the game depends largely upon the judgment of the leader in giving the commands, "Right (or left) face!" These should be given quickly and repeatedly, the leader often choosing a moment when the pursuer seems just about to touch his victim, when the sudden obstruction put in his way by the change in the position of the ranks makes necessary a sudden change of direction on his part. The play continues until the chaser catches his victim, or until the time limit has expired. In either case two new players are then chosen from the ranks to take the places of the first runners.
It is a foul to break through the ranks or to tag across the clasped hands.
Turtle Tag
One player is selected to be "It" and chases the rest. In order to avoid being tagged, a player may lie upon his back with both feet and hands off the ground.
Roly Poly
This game must be played in groups, not larger than 12. Holes are dug in the ground with the heels of the shoe. These holes are placed about 6 inches apart in a line. They should be about 3 inches in diameter and at least one inch deep. A line is drawn 6 feet from the first hole. The one who is "It" must stand behind this line and roll a soft ball so that it will drop into one of the holes. If he misses, he continues to roll until he succeeds. If he succeeds, the one, into whose hole the ball rolls, runs forward, picks it up and endeavors to hit any other player from the position in which he picked up the ball. The rest may run in their effort to get away. Should he miss, a goose eggβ(a small stone)βis placed in his hole. Should he succeed in hitting a player, a goose egg is placed in the hole of that player. The one to whom is awarded the goose egg is the next to roll the ball from the dead line in the endeavor to get it into a hole. Any player getting three goose eggs has to run the gauntlet, which is the name given to running between two lines of players while they slap at his back. The faster he runs the lighter the slaps. No player is allowed to hit from the front.
Antony Over
A group is divided into two teams, A and B. The game is played around a small building, such as a small school house or wood shed, around which there is free running space. To team A is given a soft ball, such as a tennis or yarn ball. The ball is thrown over the building to team B. If it is caught by one of the players of team B, the whole team slips around the building, all going in the same direction, and trying to hit with the ball some one on team A before they can get around to the opposite side of the building. Team A tries to escape being hit by dodging and running around the building to the opposite side. If a player is hit, he goes to B side. The teams keep their new places and B throws the ball over to A. If the ball is not caught, it is thrown back and forth over the building until caught. The team which first hits all of its opponents wins, or a time limit may be agreed upon and the team having the greatest number of players at the end of that time, wins.
Snake and Bird
Two lines are drawn in the schoolyard about fifty feet apart. The group is divided into two teams. The one team links hands and takes a position between the two lines, and the leader calls, "Birds run". The other team, which is lined up behind one of the lines, endeavors to run across the space between the two lines without being caught by the snake, which endeavors to circle around as many of the second team as it can. A record is kept of the number of boys caught. Then the other team becomes snake and endeavors to
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