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What Shall We Do Now?: Five Hundred Games and Pastimes Part 17

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Other Garden Games

Many of the games described in other parts of this book are good also for the garden; such as "Still Pond! No More Moving!" (p. 4), "Puss in the Corner" (p. 7), "Honey-pots" (p. 11), "Nuts in May" (p. 12), "Here I Bake" (p. 13), "Lady Queen Anne" (p. 20), "The Mulberry Bush" (p.

28), and "Looby, Looby" (p. 29).

Witches

"Witches" is a home-made game played thus, according to the description of E. H.--"One player is made witch. A good spot is chosen for home, and here the others wait until the witch has had time to hide. The idea is that the country round is preyed upon by the witch, home being the only place where she has no power. The rest of the children have to explore the witch's country without being caught by her. It must be a point of honor to leave no suspicious place unexamined. The child chosen for witch need not be a particularly fast runner, but she must be clever and a good dodger. Any one that the witch succeeds in touching is at once turned to stone and may not stir except as she is moved about by the witch, who chooses a spot to stand her victim in as far removed from home as possible. The stone can be released only by some other child finding her and dragging her safely home, where the spell ceases to act. But until actually home the victim remains stone, so that if the rescuer is surprised by the witch and lets go her hold, the stone has to stand where she is left and is so recovered by the witch. The witch must not, of course, guard her prisoners too closely. She ought to try and intercept the rescuers on their way home, rather than spring upon them in the act of finding the stone. But each time the stone is recovered the witch may place her in a more inaccessible spot, so that it becomes more and more dangerous to release her. Sometimes at the end of the game all the children are turned to stone in different parts of the garden, but sometimes, of course, a swift runner will outstrip the witch and drag the victim safely home. A clever witch acts the part too--appearing and disappearing suddenly, prowling about in a crouching att.i.tude, making gestures of hate and rage, and so on."



The Ballad Game

Another home-made game is described by E. H. thus:--"The game is taken from the player's favorite ballads. In our play the eldest of the four players, who was also the best organizer, represented the cruel father. The youngest little girl was the fair damsel. The other two represented the wicked lover and the faithful knight, the part of the faithful knight being taken by the fleetest of the party to balance the combination of the father and the wicked lover. The game begins by the fair damsel being imprisoned in the coach-house because she refuses to marry the wicked lover. (Of course any shed would do.) Here she waits until her knight comes to rescue her, and they escape together, pursued by the other two. If the lovers succeed in getting away the story has a happy ending; but the more dramatic ending is the tragic one, when the faithful knight is overtaken, and after killing the cruel father and the wicked lover, himself dies of his wounds, the fair damsel slaying herself with his sword over his dead body.

"The interest of this game is greatly increased by having retainers.

These are armies of sticks which are planted at particular corners.

There must be some mark by which your own retainers can be distinguished from the enemy's. For instance, the faithful knight may have peeled sticks and the others unpeeled. If, when charging round the house, you come across a troop of the enemy's retainers, you cannot go on until you have thrown them all down, as they are set to guard the pa.s.s. So, if the lovers are escaping and they find their way blocked by the father's retainers (the father and the wicked lover may have separate sets of retainers, in which case the war is always bitterest between the two rivals, as the father's retainers are sometimes spared for the damsel's sake), they have to lose time by first overcoming the retainers and that gives time to their pursuers to come up. But if they are so far in advance that they can stop to set up their own retainers in the place of the enemy, it serves to give them further time to make good their escape, as the others have to wait to overthrow the knight's sticks in their turn. In no case are you allowed to take away your enemy's sticks. If the lovers are overtaken, the rivals have to fight, and meanwhile the father once more carries off and imprisons the damsel."

Counting-Out Rhymes

To decide who is to begin a game there are various counting-out rhymes. All the players stand in a circle, surrounding the one who counts. At each pause in the rhyme (which occurs wherever a stroke has been placed in the versions which follow) this one touches the players in turn until the end is reached. The player to whom the last number comes is to begin. This is one rhyme:--

Eena-a, deen-a, dine-a, dust, Cat'll-a, ween-a, wine-a, wust, Spin, spon, must be done, Twiddlum, twaddlum, twenty-one. O- U- T spells out.

Others:--

Intery, mintery, cutery corn, Apple seed and apple thorn; Wine, brier, limber lock, Five geese in a flock; Sit and sing by a spring O- U- T and in again.

One-ery, two-ery, Ziccary zan; Hollowbone, crack-a-bone, Ninery, ten; Spittery spot, Must be done, Twiddledum, twaddledum, Twenty-one.

Ring around a ring-pot, One spot two spot three spot san Bob-tailed winnie-wack t.i.ttero tan Ham Scram Fortune man Singum sangum Buck!

Daisy Chains

The old way of making a daisy chain is to split one stalk and thread the next through it up to the head, as in this drawing. That is for out-of-doors. If you are using the chain for decorations indoors, it is perhaps better to cut off the stalks and thread the heads on cotton; but there seems to be no great need to use daisies in this way at all.

[Ill.u.s.tration: DAISY CHAIN]

An ivy chain is made by pa.s.sing the stalk of one leaf through the point of another and then bending it round and putting it through the point of its own leaf, the hole thus made being used for the stalk of the next, and so on, as in this drawing.

[Ill.u.s.tration: IVY CHAIN]

Flower Show

A flower-show compet.i.tion is an excellent garden game. A handkerchief on sticks forms the tent. Underneath this is a bed of sand in which the flowers, singly or in groups, can be fixed. Some one can easily be persuaded to come out of the house to act as judge.

Garden Shop

Shop in the garden or out-of-doors is played with various things that resemble articles of food. Thus you can get excellent coffee from sorrel, and capital little bundles of rhubarb can be made by taking a rhubarb leaf and cutting the ribs into stalks. Small stones make very good imitation potatoes, and the heads of marguerite daisies on a plate will easily pa.s.s for poached eggs.

Flower Symbols

In this place a word might be said about some of the curious things to be found in flowers and plants. If you cut the stalk of a brake fern low down, in September, you find a spreading oak tree. The pansy contains a picture of a man in a pulpit. A poppy is easily transformed into an old woman in a red gown. The snap-dragon, when its sides are pinched, can be made to yawn. The mallow contains a minute cheese. By blowing the fluff on a dandelion that has run to seed you can tell (more or less correctly) the time of day. An ear of barley will run up your sleeve if the pointed end is laid just within it; and an apple's seeds make exquisite little mice.

Summer Houses

If the garden has no summer-house or tent a very good one can be made with a clothes-horse and a rug.

OUTDOOR GAMES FOR BOYS

This book is written for children who need help in amusing themselves.

It is natural that there should be some difficulty about thinking of games for indoors, or when there is a problem of a large company to amuse; but it is hard to imagine any healthy boy, turned loose out of doors, who cannot take care of his own entertainment. The number of things to do is without limit and the boy so uninventive as to be at a loss with all outdoors before him must be in a sad way. Hence there has been no effort made in this chapter to make an exhaustive list of outdoor games, only those being given which are suggestive, that is, which can be infinitely varied according to your ingenuity; which are, so to speak, the first of a series.

Also, the rules of regular games are not given here (such as baseball, football, hockey, etc.). There are plenty of small manuals, given away with the outfits for these games, which print in much more detail than would be possible here, their principles. More than that, most boys absorb a general knowledge of these games through their pores, and need a book only to settle some small, knotty, disputed point of ruling.

One of the best things to have when out of doors is a ball. There is no end to the uses one can make of it.

Ball Games

The simplest thing to do with a ball is to catch it; and the quicker one is in learning to catch well the better baseball player one will become. Ordinary catching in a ring is good, but the practice is better if you try to throw the ball each time so that the player to whom you throw it shall not need to move his feet in order to catch it. This teaches straight throwing too. Long and high throwing and catching, and hard throwing and catching (standing as close together as you dare), are important. There is also dodge-catching, where you pretend to throw to one player and really throw to another and thus take him unawares. All these games can be varied and made more difficult by using only one hand, right or left, for catching.

Ball Games Alone

A boy with a ball need never be very lonely. When tired of catching it in the ordinary way he can practice throwing the ball straight into the air until, without his moving from his place, it falls absolutely on him each time. He can throw it up and catch it behind him, and if he has two others (or stones will do) he can strive for the juggler's accomplishment of keeping three things in the air at once. Every boy should practice throwing with his left hand (or, if he is already left-handed, with his right): a very useful accomplishment. If it is a solid india-rubber ball and there is a blank wall, he can make it rebound at different angles, one good way being, in throwing it, to let it first hit the ground close to the wall's foot. He may also pledge himself to catch it first with the right hand and then with the left for a hundred times; or to bat it up a hundred times with a tennis racket or a flat bit of board. An interesting game for one is to mark out a golf course round the garden, making a little hole at intervals of half a dozen yards or so, and see how many strokes are needed in going round and getting into each hole on the way.

Races

All kinds of races are easy to arrange and these can be repeated from day to day as your proficiency increases. Here are a few.

The Spanish race, sometimes called the Wheelbarrow race, is played by forming the boys into two lines, one standing back of the other, and the front row on their hands and knees. At a signal to begin, each boy on the back row takes hold of the ankles of the boy is front of him and lifts his knees off the ground. The boy in front walking on his hands, and the boy behind trundling him along, make the greatest haste possible. The pair who first reach the goal are the winners.

Races may be run, hopping on the right foot, or on the left, or with both together, or with first a hop and then a jump. It is well to appoint one of the boys umpire during these odd races, to see that they are run fairly and none of the rules agreed upon are broken.

A sack race is fun. Each boy is tied into a gunny sack and shuffles his way to the goal. A subst.i.tute for this is the three-legged race, run by two boys. They stand side by side, and the right leg of one is tied to the left leg of the other and so with three legs between them they must somehow get to the goal.

Hands and knees races, backward races (run with your back to the goal), races with burdens on your back, or balancing a pole across your hand or on the tip of your finger--there is no limit to the ones you can invent.

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What Shall We Do Now?: Five Hundred Games and Pastimes Part 17 summary

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