Front matter
t. or »
0'
A^
Foreword
Today there is a wide-spread and very wholesome interest in recreation, No longer is the problem that of stirring up the interest of the American people. They already have it. The need now is for a varied and attractive recreation program. We need original suggestions and programs that are practicable, clearly defined, and easily understood and adaptable to the great outdoors. We have been inclined in the past to do too much indoors. We must try all that we can to cultivate a love on the part of the American youth for out-of-door life.
Our games must be simple, happy, social, and yet physically active. We must find activities adaptable to age, strength, and sex. We must learn how to handle large numbers. Our games must not be over-fatiguing. They must have rich psychological content so that they will be intensely interesting and compelling. We need those forms of physical entertainment which require very little in the way of equipment.
This book helps in a very vital way to meet some of these desirable requirements. There are
FOREWORD
very many helpful suggestions contained herein which can be utilized by existing agencies, such as Young Men's Christian Associations, boys' clubs, Boy Scouts, and the public schools. The book should have, and I am sure will have, a wide usage.
Geo. J. Fisher, M.D.
Deputy Chief Scout Executive
Contents
CHAPTER
PAGE
I CIRCLE GAMES i
CHAPTER I CIRCLE GAMES Bear in the Pit
The bear, who is established in the center of a circle, does his best to climb over or under the clasped hands of those forming the circle.. He does not try to break through, however. If he gets out, a chase ensues, and the first one to catch him acts as the bear next time.
Blindman's Buff
Calls for a high degree of observation, and develops this valuable quality. The man in the center of the circle is It, and must be blindfolded. The others circle about until he calls, *' Stop." He then tries to locate and identify by sense of feeling, one of the players in the circle. These may twist and stoop, but must not move their feet. If It identifies a man correctly, he is It. If not, the same man is It again.
Variation, When the circle stops, the man who is in the center points at a player and names some animal. The player pointed at must give the call of that animal correctly, and in his natural voice. The blindman guesses who it is, if he can.
Variation. For Scouts, the man in the center points at a player and names any number from one to twelve. The man pointed at must respond instantly with the corresponding Scout Law. For instance, if the blindman says, '' Three," the man at whom he points must respond with, ^' A Scout is Helpful." If the player replies with the wrong Law or if the blindman guesses who is speaking, the man pointed out is It. Disguising the voice is not permitted.
Bronco Tag
A circle is formed two deep, the rear man grasping his partner about the waist. There are two extra men, a runner and a chaser. The runner tries to stop in front of any of the pairs and thus become immune from tagging, and he is assisted by the front man of each pair who tries to clasp him about the waist. The rear man of each pair, however, does his best to spoil this by swinging his partner to one side or the other so that he cannot catch hold of the runner. If the runner establishes himself in front of a couple the third man becomes the runner, as in the game Three Deep.
If the chaser tags his man he quickly gets In front of some one, as he is subject to being tagged back.
Bull in the Ring
The bull tries to break out of a circle of clasped hands, and if successful is chased by all. The man who catches him is the bull next time.
Variation. Only the two through whose hands the break is made do the chasing.
This game differs from Bear in the Pit in that the bear goes over or under the clasped hands, while the bull breaks through.
Catch the Staff
The players form in a large circle with the one who is It in the middle. He holds a staff vertically and lets go of it, at the same time calling out a number. All the players are numbered, and the one whose number is called must catch the staff before it strikes the ground. If he misses he is It next time, but if he succeeds the same man is It again.
Experiment will show the size of the circle to obtain the best playing value from the game.
Change Places
All the players are numbered, and form in a circle with a blindfolded man in the center, as in
Blindman's Buff. He calls two numbers arid the men named must change places immediately. The blindfolded one tries to tag either as they make the exchange.
It may be decided that the man in the center may call out three or four numbers instead of two. This livens up the game somewhat.
Circle Ball
As usual, the man who is It stands inside a circle. Those comprising the circle pass from one to another a basket ball or similar object. The game may even be played with a boy's cap. The man in the center tries to touch the ball, in which case the last one who touched it is It. Those in the circle may not move their feet or break the circle. If the ball goes outside, the director will throw it back again.
Variation, The ball, instead of being thrown indiscriminately, must be passed to the next man on the right or left.
Variation, The ball must be bounded on the floor instead of thrown.
Circle Lock Tag
A circle is made and the men pair off with arms locked. There are two odd men, one running, the other chasing. The runner locks arms when he can, this making the former partner the runner. If the chaser tags his man he must quickly lock arms, as otherwise he may be tagged back.
This game is similar to Lock Tag except for the circle formation, which restricts the game to one section of the field.
Circle Race
Form a circle facing inward and give the command, '' Right face." This will bring the players in file formation. At the word of command all the men will start to run, each man trying to pass the man in front of him, running to the right, outside the circle. If a player passes another and can slap him on the chest, the man who was passed is out of the race.
Suddenly the director calls, *' To the rear," when all stop and run the other way. Those who remain in the circle for two minutes are the winners.
Circle Stride Ball
A circle is formed, foot against foot, with the feet of each man well spread apart. The man in the middle tries to throw a basket ball or volley ball between the legs of the players in the circle. They may not move their feet to prevent this, but may stop the ball with their hands. If one of those in the circle allows the ball to go between his feet, he is It. Until the ball is thrown the players must keep their hands on their knees. A man who breaks this rule is It.
Channel Tag All players of the circle face in one direction with the feet spread well apart. A large ball is passed from one man to another between the legs, the object being to keep the man in the center, who is It, from touching the ball. If he does touch the ball, the last man who touched it must take his place.
Circle the Blind Bear
A circie forms, with the bhnd bear in the center. He is blindfolded, and is armed with a rolled-up newspaper, a boxing glove, or anything to serve as a soft club. The men of the circle try to touch him, calling out, *' Blind bear." He vigorously fans the air in an attempt to strike some of his tormentors. When the bear touches a man, that man must act as the bear.
Dodge Ball
Even sides are chosen, and one side forms a large circle with a yard or more between players. The circle should not be broken. Those on the other team take their places inside the circle and prepare to dodge. The men on the outside try to hit the others with a basket ball, the men who are hit coming to the outside, being out of the game.
When all have been hit the teams change places, the winning team being the one which it takes the longest to eliminate.
Variation. When a man is hit he gets in the outside circle and helps to put out the others. This gives more men a chance to play, but prevents fair team scoring.
Fox AND Geese
A snow game, but may be played in the gymnasium by making the trails with chalk. There are two concentric circles with several diameter
Extra (3oo5e
FOX AND GEESE
S CIRCLE GAMES
lines crossing these. Each place where the lines touch the outer circle is a goal of safety for the geese. The center is the place from which the fox starts. There is one less goal than there are geese, the extra goose being on the rim at the start of the game. The fox tries to tag a goose while he is off the goal; any goose being so tagged becoming the fox.
Both fox and geese may run anywhere along the lines, whether around the circle or across it.
Hop Ball
A circle at least 12 feet in radius is formed, and this is marked by each player drawing a line in front of him. An eighteen inch circle is marked in the center for the man who is It. The object of the game is to hit the man in the center below the knees with a basket ball, or to make him step out of the circle. Any player succeeding in this may act as the center man. Care must be taken not to step inside the bou'ndary of the large circle.
Variation. The center man has a light bat which he holds with the butt down to protect his legs. He may not move his feet to dodge, but bunts the ball with the bat. If the batted ball is caught on the fly the catcher is the center man. Otherwise the above rules hold good.
Jump the Shot
An interesting jumping game. The players form a circle round a man in the center who swings a rope with a weight on the end, gradually paying out the rope. A bag of sand is suggested as a good type of weight.
As the rope swings around the circle, a foot or two from the floor, the men in the circle try to jump over it, and this is continued until some one misses. He then replaces the man in the center.
Variation. Those who miss are out of the game. The last man to miss is the winner.
'Master of the Ring
All the players group themselves together, and a chalk circle is drawn about one yard outside of the group. Each player folds his arms, hops on one leg, and tries to shoulder the others out of the ring. Any man unfolding his arms or putting down his foot is out also. The Master of the Ring is the one who stays in the longest.
Mount Ball
For Mount Ball the players pair off by size, there being two equal teams — horses and riders. They forrn a circle; the riders being held pick-aback by the horses. A basket ball is tossed around the circle by the riders, the horses doing lo CIRCLE GAMES
everything possible short of moving their feet to prevent the ball being caught.
When the ball is missed, all the riders dismount and run. All the horses stand fast and assume a squatting position except the horse whose rider missed. He gets the ball and shouts, *' Halt." He then tries to hit any rider with the ball, the riders being allowed to dodge without moving their feet. If he misses, the game goes on as before, but if he hits a rider, all the horses become riders and the game continues.
• Poison
Three Indian clubs are arranged on the floor about 1 8 inches apart. The players form a circle around these, each man gripping his right-hand neighbor's left wrist with his right hand. Thus it will be seen that if the circle breaks the director can instantly tell who let go.
The object of the game is to pull and crowd some one onto the clubs so that they will be knocked over. Those who let go or knock down any clubs are out of the game. It is a good plan to start another circle of those who are eliminated, thus keeping every one busy.
Variation. A chalk circle or one large club may be used if desired.
CIRCLE GAMES ii
Variation, Use one club for each player, and when a man Is out he takes a club with him.
Variation, For the out-of-doors a stick maybe placed in the ground, lightly, so that it may easily be tipped over. This should be three feet or more in height, for if it is low enough to jump over it may cause accidents.
Scout Tag
Two odd men run around outside the circle. One is It and the other is the runner. The players stand about a yard apart, and the runners run clockwise. When the runner wants to evade the chaser he simply steps into the circle and then the man at his left becomes the runner. The game is somewhat similar to Whip Tag without the whip.
Skip Away
Players stand in the circle formation while one who is It runs around outside. When he tags a man, that man runs around the circle in the opposite direction from which It travels. Both will arrive at the starting point at about the same time. If It arrives at the open place first, the other man is now It, but if the man who was tagged gets back first, then the same man is It again.
Swat the Fly
The circle in this game is formed close together, the men standing shoulder to shoulder. A stuffed club, roUed-up newspaper or boxing glove is passed from one to another, always being kept out of sight of the man who is It in the center.
As often as possible the players slap the man in the center with the club, but if a man is tagged when he has the club in his possession he is It. The club must always be passed behind the back.
Three Deep
A circle is formed two deep, that is, each man has another in front of him. There is a man who is It and a runner whom he chases around outside the circle. This runner may at any time step in front of any pair of men, in which case the third or rear man now becomes the runner in his place. Wherever the formation is three deep the third man must run.
When the man who is It tags any one he must quickly station himself in front of some couple, as otherwise he is liable to be tagged back.
Triple Change The players, after forming a circle, are numbered by threes and a No. i. No. 2 and No. 3 are selected to go in the circle and be It. The No. I man calls out his number, when all the No. I men change places. He tries to get a place when this is done, leaving some other No. i in the center. The No. 2 man calls all the No. 2 men to do the same, and the No. 3 man does likewise. The game proceeds; each man who is It calling his number in turn and trying to change places with some one in the circle.
Whip Tag
The whip in this game is a handkerchief with a knot tied in one corner. The men stand in a circle with the hands back of them and open, and with the eyes well up so as not to see their neighbors.
The man who is It places the handkerchief in some player's hands as he runs around the outside of the ring. This player, upon receiving the handkerchief, starts to beat his right hand neighbor with it. This man runs all around the ring and back to his former position, the man with the whip following and trying to beat him all the way. The man with the whip is now It and will run outside the circle and give it to some one else.
If any one '' peeks " as the handkerchief is being passed out, he is liable to get a slap with it across the head. Making a large hard knot, soaking same in water, or enclosing in its folds a marble or two should be gently but firmly discouraged.
Wooden Indian
All sit in a circle side by side with knees well up and feet braced. The Wooden Indian stands stiffly in center with hands at sides. He falls with body absolutely stiff, and is caught and passed on by one of the players. This continues until some one misses and the Indian is not passed oil. The man who weakens must be the Indian next time.
Chapter II Opposed Line Games
There is a large and excellent group of games where the players form in opposing Vines. A good way to set up this formation is to assemble by height, the tall men at the right of line, and to count off by twos. The No. 2 men march across the floor and about face, thus having the tall men opposite others of about the same height.
These Opposing Line Games naturally subdivide into two groups, the Tournament Games, and the Miscellaneous Games. We will describe these in the order mentioned; the games in each group being arranged alphabetically for reference.
Tournament Games
The principle of the Tournament Games is simple. The players are in opposing lines by height, and the two tallest men advance to the center and compete. After a decision is given, the loser either drops out or is captured by the winner's side. In the latter case he falls in by
IS i6 OPPOSED LINE GAMES
height, but does not have a turn until all the original members of the team have theirs.
The second pair now have their innings, and so on down the line. In a second game the fair procedure is to start at the other end with the shorter players. It might appear that the game would be slow with only two men in action at once, but you need only try it out once to be convinced by the interest with which the game is watched, and the enthusiasm of the rooters for each side, that the Tournament type of game has come to stay, and is a real game.
A number of these Tournament Games are excellent when played en masse, and where this is the case a description of the mass variation will be given immediately following. Many of them, however, could not be judged nor handled properly, and would degenerate into a disorganized roughhouse if played by the entire group at once.
Are You There, Mike?
The two opponents are placed lying face downward, blindfolded and armed with roUed-up newspapers. Their left hands are both touching the same book, and the newspaper is held in the right hand. The No. i man says, '' Are you there, Mike?" The No. 2 man says, *'Yes!" and dodges a wild swing of the newspaper wielded by
No. I. No. I in this manner has three tries at his enemy; then the dialogue (and wallop) is reversed. The man scoring the most head hits, or best hits in three tries is the winner.
Variation, An amusing variation is to use two books, this without the blindfolded men knowing it. Place the books three feet apart and note the surprised look when they realize that they are sold.
Badger Pulling
The opponents face each other on hands and knees. A chalk line is drawn between them, and two belts or two towels tied together are looped over their heads. With heads well back they each try to pull the other across the line. To add to the enthusiasm the rooters growl like dogs.
Cat Fight
Neealess to say the spectators miau during each bout. The opponents bend well forward, clasping their knees, and a stick is passed back of the knees and over the forearms. They try to remain on their feet, and shoulder the other man off his balance.
Disarming
Here the two opponents grasp a staff or broomstick held horizontally between them, and each i8 OPPOSED LINE GAMES
tries to twist or otherwise pull the stick entirely away from the other.
Duck Fight
The two men grasp ankles with their hands and each tries to shoulder the other so as to make him either let go or fall over. A chorus of '' quacks '' by the gallery will enliven this stunt.
End to End Staff Pull
The staff is held with its center directly over a line, the players each holding one end. At the starting word they try to pull the opponent over the line.
Mass Variation. The entire group forms along the line, facing each other; each man having a partner. A loser must instantly be seated. At the end of one minute the team having the most men standing, wins.
Footwork
The opponents fold their arms and hop. The object is to upset the other by using the free foot and leg entirely. It is unfair to use the body or shoulders.
Hand Push
Standing close together with toes touching, the players push palm to palm, the hands being on a level with the chest. The stunt is to make the other fellow step back.
Hand Wrestling
With right feet together and left somewhat back, the two men clasp right hands. Each tries to overbalance the other by pushing and pulling. Moving either foot from place disqualifies.
Hog Tying
Each man has a piece of rope one yard long. The object is to tie the other man's feet.
Mass Variation. For a real strenuous time the whole group may get into this game. The ground should be soft, the clothes old, and the team which ties the most hogs in a given time wins.
Hop Wrestle
The players reach over a line and grasp hands. With one foot up they hop and try to pull the other man over the line.
Variation. Each man starts from his own line and hops to the middle, where they meet at the line and proceed as before.
Mass Variation. The whole group takes part at once, each man selecting a partner. The team pulling over the most men wins. Or those who get pulled over and have not put down their foot may turn around and play on the new side, taking anybody they can get.
Horizontal Staff Pull
The two players stand between two parallel lines, six feet apart, and grasp a staff held horizontally between them. The stunt is to pull the other man outside the lines.
Horizontal Staff Push
The same as the Staff Pull except that the men try to push their opponent outside the lines.
Jap Wrestling
The opponents lie on their backs, side by side, with elbows locked and heads pointing in opposite directions. Together they count, '* One, two, three!'' On the first and second counts they each bring their inside leg up to a vertical position. On the third count they vigorously lock legs and attempt to roll the other man up onto his shoulders and thence completely over. It isn't always the heaviest man that wins.
Knee and Toe Wrestle
Seated with a staff under their knees and with arms clasped over the knees, the two men are placed with toes touching. They try to tip the opponent over by getting toes underneath and upsetting him.
Medley Tournament
Instead of playing a Tournament game entirely through in one way, each pair may try a different competition. This lends variety. Thus the first pair may try the Hand Wrestle, the second the Cat Fight, the third Disarming, etc.
Mounted Knights
The two knights are mounted pickaback on players acting as horses, and each knight tries to unseat the other by pulling and twisting.
Cavalry Charge Variation, Each team doubles up, half the men acting as horses and the rest as knights. The two lines attack one another, trying to unseat the enemy. A dismounted team is out of the game; the side winning which has the most men up in five minutes. Soft ground i^:rdesirable for this game.
No Man's Land
A line is drawn, and the players approach one another and try to pull the enemy over the line. It is unfair to step over the line.
Mass Variation. This game is better when played by the whole group. A man being pulled over the line is out of the game. Several men may attack one and pull him bodily over the line. Some prefer to play this so that a captured man stays on and plays for the new side.
This game is very popular, probably because it is death on clean clothes and shirt sleeves.
Palm Boxing
The players box with open hands and try to slap the other man on the cheek. The man who first does this is the winner.
Poor Pussy
The representative of team A kneels in a catlike attitude before the team B man and mournfully says, '' Miau ! " The team B man must stroke his head and say, ^' Poor pussy! " This performance is gone through three times. If the team B man smiles he is out, but if not the cat is out. When the next pair come up the positions are reversed so that the team B man acts as the cat."
Potato Joust
The jousters balance on the right knee and foot, holding the left foot in the left hand. In the right hand each man has a fork on which is a potato. The stunt is to poke the opponent's potato off without losing your balance. Three falls or loss of potato Is one battle.
Push O'War
The opponents grasp the opposite ends of a staff and try to push the other man back. Another staff is held vertically to mark the original center line.
Rooster Fight
With arms folded the players hop and try to make the other fellow put his foot down by shouldering and dodging him.
Snatch the Hat
A hat or possibly a beanbag on an Indian club is placed in the center of the field, half-way between the two lines.
The object of the game is to run to the hat and get back to your own line with it before being tagged by the opponent.
It is useless to rush out and try to grab the hat and run back at once, as a man doing this will be tagged as soon as he touches the hat. The game is to circle about the hat warily, and to seize a moment when the opponent is off his guard, to snatch the hat and run. If a man touches the hat he may be tagged and is out of the game. Or if his opponent gets away with the hat he is also out. Eliminate to a finish, or simply keep score.
This is one of the very best Tournament games, either for outdoor or indoor play.
Staff Pull-up
The two players are seated with toes touching, each grasping a staff, held horizontally. The stunt is to pull the other man up onto his feet.
Staff Twisting
The opponents hold a staff at full height over their heads, and stand facing one another. The stick is then brought directly down, each man gripping as tightly as he can. Obviously it must turn in one man's grasp. That man is the loser. If necessary the stick may be marked with chalk to indicate which way it was twisted.
Stork Wrestle
Standing on one leg, the players grip hands and try to make the other man put down his foot by pulling or pushing.
Wrestling
Where there is a mat or soft ground, a straight wrestling match may be held; one fall being considered to determine the winner of each couple.
Miscellaneous Opposed Line Games
These vary greatly and no general rules are possible. They include some of the very best games known, with some old classics in the game list such as Prisoners' Base and Black and White.
Among them also are several more or less original games, and games adapted to increase their playing-value. Such games are Fire, Brooklyn Bridge and Touchback.
In every case the formation is in opposed lines, with taller men opposite one another.
Battle Ball
The lines form rather close together, and a medicine ball is thrown rapidly back and forth by whoever gets it first. The ball is thrown as hard as possible, and if a man misses he is out. If, however, the throw is so poor that the man could not possibly get it, the thrower is out. Eliminate until one team is wiped out, or if desired, losers are captured and play on the other side.
The opening of the book is shown; the full text loads in the reader.
Loading the full text…
The end
You’ve reached the end of Games for boys.
