Games for the Playground, Home, School and Gymnasium by Jessie Hubbell Bancroft (top novels of all time .txt) π
In the arrangement of material there has many times been a strong temptation to classify the games by their historic, geographic, psychologic, or educational interests; by the playing elements contained in them; or by several other possible methods which are of interest chiefly to the academic student; but these have each in turn been discarded in favor of the original intention of making the book preΓ«minently a useful working manual for the player or leader of games.
[Sidenote: Varying modes of play]
The same games are found not only in many different countries and localities, but under different names and with many variations in the form of playing them. This has necessitated a method of an
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1. The rope should be turned toward the jumper, who should run under.
2. Rope turned away from the jumper, who runs under.
3. Run in; jump once and run out on the opposite side; the rope turned toward jumper.
4. Run in, jump once, run out on the opposite side; rope turned away from jumper.
5. Repeat 3 and 4, jumping five or more times before running out.
6. Run in, jump once, and run out backward.
7. The player runs in and jumps while the turners say, "Salt, pepper, mustard, cider, vinegar," increasing the speed with which the rope is turned as the word vinegar is said.
8. "Rock the Cradle." The turners of the rope do not make a complete circle with it, but swing it from side to side in a pendulum motion. In this position the player runs in and jumps from one to five times and runs out on the other side.
9. Run in (a) with the rope turned toward the jumper, and then (b) away from the jumper, and jump five times and run out, the hands meanwhile being placed in some particular position, such as held out sideways at shoulder level, clasped behind, placed on the shoulders, or head, or hips, etc.
10. Run in, first with the rope turned toward the jumper and then away from the jumper, and jump in various waysβas on both feet at once; on one foot; on the other foot; on alternate feet with a rocking step, changing from one foot to the other.
11. "Chase the Fox." The jumpers, instead of taking single turns until each has missed, choose a leader or fox who goes through the various jumps as described, all of the others following in single file. For instance, the fox runs under the rope without skipping the others all follow. The fox then turns and runs back; the others follow. The fox runs in and takes any of the jumps described above and runs out, the others in turn following.
12. Repeat all of the above jumps, running in in pairs, threes, etc.
13. "Calling in." A player runs in and jumps three times, calling some one in by name on the second jump. They jump once together, and the first player runs out on the opposite side. The second player, in turn, calls some one in on his second jump, etc.
14. A player runs in, calls some one in on the first jump, and continues jumping to five and then runs out. The player called in calls another on his first jump, etc., until there are five jumping at one time. It will probably be necessary for players to run out on opposite sides.
15. "Begging." Two players run into the rope and jump together side by side. While jumping, they change places. One player starts this by saying, "Give me some bread and butter;" and the other, while changing, answers, "Try my next-door neighbor." This is continued until one trips.
16. A player runs in, turns halfway around in two jumps, and runs out on the same side.
17. A player runs in, turns all the way around in two jumps, and runs out on the opposite side.
18. "Winding the Clock." A player runs in, counts consecutively from one to twelve, turning halfway around each time, and then runs out.
19. "Drop the Handkerchief." A player runs in, and while skipping, drops his handkerchief, and on the next jump picks it up again, reciting the lines:β
Lady, lady, pick it up."
20. "Baking Bread." A player runs in with a stone in his hand, and while jumping places it on the ground, straightens up, picks up the stone again, and runs out.
21. A player runs in and works his way while skipping toward one end of the rope. He says to the turner at that end, "Father, give me the key." The turner says, "Go to your mother." The player then jumps to the opposite end of the rope and says, "Mother, give me the key;" and the turner at that end answers, "Go to your father." This is continued a certain number of times, or until the player trips.
III. Two Large RopesIn this series two ropes are turned at one time, and this requires considerable skill on the part of the turners and a great deal on the part of the jumpers. When two ropes are turned inward toward each other, the turn is called "Double Dodge," or "Double Dutch." When the two ropes are turned outward, away from each other, the turn is called "French Rope."
1. While the two ropes are turned inward, the players run in, jump, or skip over each rope in turn as it comes, and run out on the opposite side.
2. Number one is repeated, taking the fancy jumps described under 1 for the single rope.
3. The two ropes are turned outward, and the players run in, jump, and run out, as described above.
4. "Chase the Fox." This is played with the ropes turning either Double Dodge, or French Rope, and any of the fancy jumps mentioned previously are taken, the players going through in single file, following a leader, the fox, who chooses the feat which all are to perform.
IV. Large Single Rope and Small Individual RopeWhile two turners keep the large rope turning, a player turning and skipping his own small rope goes through the following feats:β
1. The player stands in and jumps five times, both the large and small ropes starting together. He then runs out forward.
2. While turning and skipping his own individual rope, the player runs under the large rope.
3. The player runs in while his own rope is turning, jumps five times, and runs out on the opposite side.
4. The player stands in, jumps five times, and runs out backward.
5. The player runs in while turning his individual rope backward, jumps three times, and runs out.
6. A player jumps in the large rope, at the same time turning and jumping in his own individual rope. Another player runs in, facing him, in the small rope, jumps with him, and then runs out again without stopping either rope.
JUMP THE SHOT10 to 60 or more players.
Playground; gymnasium.
For this game a shot bag, such as is used to weight the ends of the rope that is drawn over jump standards, may be used, and the game takes its name from this. This bag, however, being heavy and hard, may lead to accidents by hitting the ankles of players, and other things are more desirable unless the players be expert. A bean bag, sand, or oat bag will do just as well, tied to the end of a rope.
The players stand in a circle, with one in the center holding a rope with a weight on the end. The center player swings the rope around to describe a large circle on the floor, with a sufficient length of rope to place the bag in line with the feet of those in the circle. The circle players jump to avoid being caught around the ankles by the rope. Any one caught in this way must retire from the circle, the player winning who longest retains his place.
KALEIDOSCOPE5 to 30 or more players.
Schoolroom; parlor; playground.
This is a quiet game, and makes a pleasant and restful change from more active games. It may be correlated with geography, history, literature, and many other subjects.
The players are all seated, with the exception of from four to six, who stand in a line in front of their fellows, each being given, or choosing, the name of a color,βred, violet, green, etc. The players who are seated then close their eyes, and those who represent colors change places in the line. When they are rearranged, those who are seated open their eyes, and being called upon individually, try to name the colors in their new arrangement, the game being a test of memory.
IN THE SCHOOLROOM, and for little children, to give more activity the colors should scatter and run around the room after being named, halting on a signal. The player who is to name them then runs around the room to the different ones as they stand scattered in this way, naming each as he reaches him.
CORRELATION.βThis game may be correlated with any academic subject in which familiarity with proper names is desired; as in
History.βBy using the names of generals or statesmen from a given period instead of the colors.
Geography.βThe names of capital cities, states, rivers, etc.
Literature.βThe names of the works of a given author; of the authors of a period, or of the characters in a book or play.
Nature study.βThe names of birds, trees, flowers, or any other branch of nature study may be used.
LADY OF THE LAND4 to 10 players.
Indoors; out of doors.
This is one of the old dramatic games in which various parts are enacted by the different players.
One player takes the part of a lady and stands alone on one side. Another represents a mother, and the balance are children, from two to eight in number, whom the mother takes by the hand on either side of her, and approaches the lady, repeating the following verse; the children may join with her in this if desired:β
With all her children at her hand;
The one can bake, the other can brew
The other can make a lily-white shoe;
Another can sit by the fire and spin;
So pray take one of my daughters in."
The lady then chooses one of the children, saying:β
Is pretty [Mary]; come to me."
Mother:β
And in her pocket a thousand pound.
Don't let her ramble; don't let her trot;
Don't let her carry the mustard pot."
The mother then retires with the other children, leaving the daughter chosen with the lady. This daughter sits down behind or beside the lady. As the mother retires, the lady says, under her breath, so that the mother may not hear:β
She shall carry the mustard pot."
This entire play is repeated until all of the children have been chosen and left with the lady. The mother then retires alone, and after an interval in which several days are supposed to have elapsed, calls to see her children. The lady tells her she cannot see them. The mother insists, and the lady finally takes her to where they are sitting.
The mother goes to one child and asks how the lady has treated her. The child answers, "She cut off my curls and made a curl pie and never gave me a bit of it!" The mother asks the next child, who says she cut off her ear or fingers, etc., and made a pie, not giving her a bit of it. When all have told the mother what the lady has done to them, they all rise up and chase the lady; when captured, she is led off to prison.
This is one of the oldest traditional dramatic games, and is found in some form in almost all countries. Sometimes the mother is supposed to be poor, and bestows her children upon the wealthy lady of the land for adoption. It is thought possibly to have come from the country practice in European countries of hiring servants at fairs.
LAME FOX AND CHICKENS10 to 30 or more players.
Playground; gymnasium.
One player is chosen for the fox, and stands in a den marked off at one end of the playground. The rest are chickens, and have a chicken yard at the opposite end of the ground. The chickens
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