Games for the Playground, Home, School and Gymnasium - BestLightNovel.com
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_10 to 30 or more players._
_Playground; gymnasium._
This is one of the very strenuous games, and affords opportunity for some very good exercise and sport.
A line is drawn across each end of the playground, beyond which the players stand in two equal parties, one at one end and one at the other. The players of one party clasp hands to form a fish net. The players in the other party are fish. At a given signal both advance toward the center of the playground, which represents a stream, the object of the fish being to swim across to the opposite sh.o.r.e without being caught in the net. To do this they will naturally dodge around the ends of the net.
The net should inclose or encircle any fish that it catches. The fish so caught may not try to break apart the clasped hands forming the net, but may escape only through the opening where the two ends come together. Should the net break at any point by an unclasping of hands, the fish are all allowed to escape, and the players go back to their respective goals and begin over again. Any fish caught in the net are thereafter out of the game until all are caught. After the net has made one catch, the sides exchange parts, those of the fish that are left forming the new net, and the first net crossing to the other side and becoming fish. The two sides thus exchange places and parts, until all on one side are caught.
For a large number of players it is better to have two small nets instead of one large one, the dodging being livelier and the progress of the game more rapid in every way.
CATCH THE CANE
_10 to 30 or more players._
_Playground; gymnasium; schoolroom._
The players, who should be numbered consecutively, stand in a circle or semicircle. One player stands in the center of the circle or in front of the semicircle, with his index finger on the top of a cane, wand, or closed umbrella, which stands perpendicularly to the floor.
Suddenly he lifts his finger from the cane, at the same time calling the number a.s.signed to one of the players in the circle. The person whose number is called must run forward and catch the cane before it lies on the floor. If he fails, he must return to his place in the circle; if successful, he changes places with the center player.
This game may have a great deal of sport in it if the action be kept lively and the one who is calling the numbers gives them in unexpected order, sometimes repeating a number that has recently been given, then giving a few in consecutive order, and then skipping over a long series, etc.
FOR THE SCHOOLROOM.--When played in the schoolroom, the player with the cane should stand in the center of the front of the room. The other players--part of the cla.s.s at a time--may be lined up in front of the first row of desks, or only the players seated in the first row of seats may be called, according to the number of their row. At the discretion of the teacher this row may change to the rear row of seats, each line moving up one seat to make room for them.
This is an admirable game for making alert and active, children who are slow or dull.
CAVALRY DRILL
_10 to 100 players._
_Playground; gymnasium._
This is a game of leapfrog.
I. Two players make a back. They stand with backs to the jumpers and place their inside hands on each other's shoulders with arms extended at full length to leave a s.p.a.ce between. The jumper places a hand on each of the inside shoulders. The push will be away from the center and the backs will need to brace themselves for this.
II. A back is made by two or more players standing close together with sides toward the jumpers, thus making a back several widths deep to jump over.
For whichever form of back is used, any player failing to clear the back without touching it is out of the game, the first two failing becoming backs for the next round when all have jumped. For large numbers of players this may be played as a compet.i.tion between different groups.
CENTIPEDE
_9 to 12 players._
_Gymnasium; seash.o.r.e._
The players sit in a circle on the floor, with their feet stretched out and mingled in a promiscuous pile. One player, who is leader, and stands outside the circle, touches one of the feet (he may mark it slightly with a piece of chalk if desired), and calling on some player by name, commands him to tell to whom the foot belongs. When this player has named some one, the leader commands the owner of the foot to stand up. If the guess be wrong, the leader chases the mistaken player and whips him with a knotted handkerchief. If the guess be right, the guesser is released from the game, sits down at one side, and chooses the next one to be It, while the one who was It takes a place in the circle.
This game lends itself especially to the gymnasium or seash.o.r.e, where the dressing of the feet is inclined to be uniform.
The game is played by the modern Greeks.
CHANGING SEATS
_20 to 60 players._
_Schoolroom._
This game is played in several different forms. The following are very popular.
CHANGING SEATS--I
The teacher gives the command, "Change right!" whereupon each pupil slips from his own seat to the one across the aisle to the right, the pupils in the farthest right-hand row standing in the outside aisle.
The next order may be, "Change left!" when all of the pupils slip back to their own seats, and the row that stood resumes its own.
In the same way the orders, "Change forward!" and "Change backward!"
may be given, the row of pupils left out each time merely standing in the aisles.
CHANGING SEATS--II
In this form of the game the players in the displaced row run around the room and take the vacant row of seats on the opposite side. For instance, the teacher gives an order, "Change left!" whereupon all the pupils slip over into the seats next to them on the left, the outside row on the left side of the room standing in the aisle. The teacher then says "Run!" whereupon the pupils who are standing run across the front of the room and take the vacant row of seats on the right-hand side. The teacher may then again say, "Change left!" whereupon the entire cla.s.s, as now seated, moves one place to the left, the outside players standing in the aisle as did their predecessors; on the command "Run!" they, too, run across the room and take the vacant row of seats on the right-hand side. The command may be given, "Change forward!" after which the displaced players run around the side of the room and take the vacant places at the rear; or if the command be "Backward!" the displaced players run forward and take the front row of seats.
The sport of the game consists in rapid changes and unexpected variations in the orders given by the teacher. With right conditions the command to run may be omitted, the displaced row of pupils understanding that they are to run as soon as they stand.
The action of the game may be slightly quickened by having the running row divide, half running around the room in one direction and half in the other. For instance, if the players in the right-hand row have been displaced, half of them may run to the rear of the room to reach the rear half of the outer row of seats on the opposite side, and the other half run across the front of the room to the forward half of this row of seats.
CHARLEY OVER THE WATER
_10 to 30 or more players._
_Parlor; gymnasium; playground._
One player is chosen to be Charley, and if there be more than twenty players there should be two or more Charlies, to make the action more rapid. Charley stands in the center; the other players join hands in a circle around him and dance around, repeating the rhyme:--