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Indian Games and Dances with Native Songs

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About This Book

An ethnographic collection presents Native American ceremonial dances, vocal melodies, and traditional games, accompanied by explanatory introductions on cosmology, musical function, and social context. It includes staged dramatizations such as a multi-part corn life cycle, festival dances, and songs with supplied English lyrics to convey meanings obscured in fragmentary indigenous vocables. Sections catalogue hazard, guessing, and ball games and offer ceremonial practices for naming children and camps. Musical notes describe the primacy of melody and rhythm, the role of the drum and vocables, and methods for adapting songs for performance. The arrangements aim to make ceremonial expressions accessible for educational participation while preserving ritual spirit.

This scene, in which all should take part, can be made merry as well as useful.

 

 

 

 

PART II

GAMES

 

 

 

 

INDIAN GAMES

INTRODUCTION.—All the games here presented have been played in our land for untold generations, while traces of the articles used for them have been found in the oldest remains on this continent. According to Dr. Stewart Culin, the well-known authority on Indian and other games, "There is no evidence that these games were imported into America at any time either before or after the conquest. On the other hand they appear to be the direct and natural outgrowth of aboriginal institutions in America." Dr. Culin calls attention to the reference to games in the myths of the various tribes. Among those of the Pueblo people mention is made of the divine Twins who live in the east and the west, rule the day and the night, the Summer and the Winter, "Always contending they are the original patrons of play and their games are the games now played by men." (Bureau of American Ethnology, Vol. 24, p. 32.) It would lead too far afield to follow the interesting relation between ceremonials and games, a relation that is not peculiar to the culture found on the American Continent but which obtains the world around. The environment of man in general outline is much the same everywhere; the sun ever rises in the east and sets in the west; day and night always follow each other; the winds play gently or rend with force; the rains descend in showers or fall in floods; flowers and trees spring up, come to maturity and then die. Therefore, when man has questioned Nature as to the why and the wherefore of life, similar answers have come from all parts of the earth; so it happens that man's games, which often sportively reflect his serious thoughts, show a strange similarity.

Indian games that depend upon chance, according to Dr. Culin, may be divided "into those in which the hazard depends upon the random fall of certain implements employed, like dice, and those in which it depends upon the guess or choice of the player; one is objective, the other subjective." Games of the first or objective class are generally played in silence, while those of the second or subjective class, called guessing games, are accompanied by singing. (Ibid., p. 44.)

In a game where the two sides contest, as in a ball game, the sides were frequently played by two different tribes or by two villages in the same tribe. In such cases the players often went through a course of training in order to prepare them for the contest. Bathing, exercise and diet had to be followed according to prescribed custom. Among the Cherokee the partaking of rabbit was forbidden, because the animal is "timid, easily alarmed and liable to lose its wits"; so if the player ate of this dish, he might become infected with like characteristics. Mystic rites were sometimes performed to prepare the player so that he would be successful. (Ibid., p. 575.)

According to the Indian belief, the pleasure of games was not restricted to mankind but was enjoyed by birds and animals. The following story from the Cherokee is told by Mr. James Mooney and quoted by Dr. Culin (Ibid., pp. 578, 579):

"The animals once challenged the birds to a great ball play. The wager was accepted, the preliminaries were arranged, and at last the contestants assembled at the appointed spot—the animals on the ground, while the birds took position in the tree-tops to await the throwing up of the ball. On the side of the animals were the bear, whose ponderous weight bore down all opposition; the deer, who excelled all others in running; and the terrapin, who was invulnerable to the stoutest blows. On the side of the birds were the eagle, the hawk and the great Tlániwă—all noted for their swiftness and power of flight. While the latter were preening their feathers and watching every motion of their adversaries below, they noticed two small creatures, hardly larger than mice, climbing up the tree on which was perched the leader of the birds. Finally they reached the top and humbly asked the captain to be allowed to join in the game. The captain looked at them a moment, and, seeing that they were four-footed, asked them why they did not go to the animals where they properly belonged. The little things explained that they had done so, but had been laughed at and rejected on account of their diminutive size. On hearing their story the bird captain was disposed to take pity on them, but there was one serious difficulty in the way—how could they join the birds when they had no wings? The eagle, the hawk and the rest now crowded around, and after some discussion it was decided to try and make wings for the little fellows. But how to do it! All at once, by a happy inspiration, one bethought himself of the drum which was to be used in the dance. The head was made of ground-hog leather, and perhaps a corner could be cut off and utilized for wings. No sooner suggested than done. Two pieces of leather taken from the drumhead were cut into shape and attached to the legs of one of the small animals, and thus originated the bat. The ball was now tossed up and the bat was told to catch it, and his expertness in dodging and circling about, keeping the ball constantly in motion and never allowing it to fall to the ground, soon convinced the birds that they had gained a most valuable ally. They next turned their attention to the other little creature; and now behold a worse difficulty! All their leather had been used in making wings for the bat and there was no time to send for more. In this dilemma it was suggested that perhaps wings might be made by stretching out the skin of the animal itself. So two large birds seized him from opposite sides with their strong bills, and by tugging and pulling at his fur for several minutes succeeded in stretching the skin between the fore and hind feet until at last the thing was done, and there was the flying squirrel. Then the bird captain, to try him, threw up the ball, when the flying squirrel, with a graceful bound, sprang off the limb and, catching it in his teeth, carried it through the air to another tree-top a hundred feet away.

"When all was ready the game began, but at the very outset the flying squirrel caught the ball and carried it up a tree, then threw it to the birds, who kept it in the air for some time, when it dropped; but just before it reached the ground the bat seized it, and by his dodging and doubling kept it out of the way of even the swiftest of the animals until he finally threw it in at the goal, and thus won the victory for the birds."

Hazard Games

INTRODUCTORY NOTE.—The objects which are thrown or tossed in games of hazard Dr. Culin for convenience has designated as "dice" and he calls the games "dice games." (Ibid., pp. 44, 45.) He found these games among one hundred and thirty tribes belonging to thirty different linguistic stocks. Throughout this wide distribution the "dice" are not only of different forms but are made from a variety of materials: split-cane; wooden or bone staves or blocks; pottery; beaver or muskrat teeth; walnut shells; persimmon, peach or plum stones. All the "dice" of whatever kind have the two sides different in color, in marking, or in both. Those of the smaller type are tossed in a basket or bowl. Those that are like long sticks, similar to arrow shafts, from which they are primarily derived, were thrown by hand. Myths of the Pueblo tribes speak of the game, in which "dice" shaped like a shaft were used, as being played by the War Gods. The split-cane "dice" were "sacrificed" on the altar sacred to the Gods of War. In this connection it is interesting to find evidence that the "dice game" of hazard was associated with the thought of war among tribes very different, both in language and customs, from the Pueblo Indians. Among the tribes living on the prairies the word used to indicate a "point" made in a "dice game" is derived from the same root as the word used to indicate an honor won on the field of battle.

Two examples of the class of games called "dice games" are here given: the first a Pueblo game played almost exclusively by men; the second a game found among the Omaha and kindred tribes and almost exclusively played by women.

1

PA-TOL STICK GAME

Properties.—Three wooden billets; a flat stone about six inches in diameter or square; forty stones about as "big as a fist" or like pieces of wood; as many sticks for markers as there are players; counters to score the game.

Directions.—The three billets, called pa-tol sticks, are made four and a half inches long, one inch wide and half an inch in thickness; it is important that the wood from which they are made be firm and hard. Two of the billets are plain on one side, on the other side a diagonal line is incised from the left-hand upper corner to a point about two inches below the right-hand upper corner; another diagonal line is incised from the right-hand lower corner to about two inches above the left-hand lower corner. The third pa-tol stick has the same design on one side, and on the other side the design is repeated and an additional diagonal line incised from the right-hand upper corner to the left-hand lower corner. It would be well to blacken all these incised lines in order that the designs can be readily seen during the playing of the game.

A circle, called the Pa-tol House, about three or four feet in diameter, is made by setting forty stones "about the size of a fist" so as to form the circumference. Between every tenth and eleventh stone there must be an opening of four or five inches. These openings must face the north, east, south and west; they are spoken of as "rivers." The flat stone is placed in the middle of the circle.

Each player has a marker, a small stick or twig, which is called his "horse." As many can take part in the game as conveniently can seat themselves around the pa-tol house.

The following description of the game is given by Dr. Charles F. Lummis and quoted by Dr. Culin (Ibid., pp. 191, 192): "When the players have seated themselves, the first takes the pa-tol sticks tightly in his right hand, lifts them about as high as his chin and, bringing them down with a smart vertical thrust as if to harpoon the center stone, lets go of them when they are within some six inches of it. The three sticks strike the stone as one, hitting on their ends squarely, and, rebounding several inches, fall back into the circle. The manner in which they fall decides the denomination of the throw, and the different values are shown in the diagram. Although at first flush this might seem to make it a game of chance, nothing could be farther from the truth.... An expert pa-tol player will throw the number he desires with almost unfailing certainty by his arrangement of the sticks in his hand and the manner and force with which he strikes them down. It is a dexterity which any one may acquire by sufficient practice, and only thus. The five throw is deemed very much the hardest of all, and I have certainly found it so. [See diagram.]

"According to the number of his throw the player moves his marker an equal number of stones ahead on the circle, using one of the rivers as a starting point. If the throw is five, for instance, he lays his horse between the fourth and fifth stones and hands the pa-tol sticks to the next man. If his throw be ten, however, as the first man's throw is very certain to be, it lands his horse in the second river, and he has another throw. The second man may make his starting point the same or another river, and may elect to run his horse around the circle in the same direction that the first is going or in the opposite. If in the same direction, he will do his best to make a throw which will bring his horse into the same notch as that of the first man, in which case the first man is killed and has to take his horse back to the starting point, to try over again when he gets another turn. In case the second man starts in the opposite direction—which he will not do unless an expert player—he has to calculate with a good deal of skill for the meeting, to kill and to avoid being killed by the first player. When he starts in the same direction he is behind and runs no chance of being killed, while he has just as good a chance to kill. But if, even then, a high throw carries him ahead of the first man—for jumping does not count either way, the only killing being when two horses come in the same notch—his rear is in danger, and he will try to run on out of the way of his pursuer as fast as possible. The more players the more complicated the game, for each horse is threatened alike by foes that chase from behind and charge from before, and the most skilful player is liable to be sent back to the starting point several times before the game is finished, which is as soon as one horse has made the complete circuit. Sometimes the players, when very young or unskilled, agree there shall be no killing; but unless there is an explicit arrangement to that effect, killing is understood, and it adds greatly to the interest of the game."

II

PLUM STONE GAME

This game belongs to the second and non-ceremonial class of the games of hazard and is generally played by women. The Omaha type is here given, but it is similar to the game as played by kindred tribes.

Properties.—Five plum stones; a basket or wooden bowl; one hundred counters. The Omaha used stalks of the blue joint grass as counters, but small twigs or sticks will serve.

The plum stones should be carefully cleaned and dried. Two of the stones are burned black on both sides with a hot iron; on one side of each of these stones a crescent is marked, and between the lines of the figure the black is carefully scraped so as to leave a clear design of a new moon on a background of black. On the other side of these two stones a star, four or five pointed, is drawn and all the black within the lines is scraped off, leaving a brown star on a background of black. The other three stones are each burned black all over on one side; the other side is left the natural color of the stones. These stones can be prepared in camp, but the basket or wooden bowl will probably have to be furnished from outside.

Directions.—Two players to one basket or bowl. The game is generally one hundred points.

The two players sit opposite and have the basket or bowl between them, with the five plum stones lying in the bottom. The one hundred counters are within reach at one side. As points are made, the winner takes a corresponding number of counters from the general pile and lays them beside her on the side opposite to the general pile; when this is exhausted, then the winner takes her counters from the winnings of her opponent. Whoever wins all of the one hundred points has the game.

Lots should be drawn to decide who shall have the first play. The one who wins the first play takes the bowl or basket by the rim with both hands and gives it a toss sufficient to throw up all the stones, but not violent enough to make them fall outside the bowl or basket; such a throw would not count. If the throw is not such as to move all the stones, make them turn and all move about within the bowl, that throw will not count.

The following are the combinations that count, that is, make points:

Two moons and three whites (natural color) = 10 points.

Two stars and three blacks = 10 points.

One moon, one star and three whites (natural color) = 1 point.

One moon, one star and three blacks = 1 point.

No other combinations count anything in the game. As will be seen, there are a number which cannot be counted. If one tosses the bowl and the stones fall in such manner as to make a combination that does not count, there is no forfeit; the player merely fails to score any points. The player who wins a point, or points, keeps on tossing the bowl until she fails to make a point. She must then let her opponent toss the bowl, who will keep tossing the bowl as long as she can win a point. There are players among the Indian women who are very skilful and are able to make the stones fall frequently in the combinations that win ten points.

GUESSING GAMES

Introductory Note.—Games of the "subjective" class, designated as guessing games by Dr. Culin, were generally accompanied by singing. There is a great variety in the games of this class, and five examples drawn from different

Indian games of this character do not always depend so much on chance as on the quickness of vision and skilful manipulation by the players. In games of this class the Indians never make random motions, all their movements, whether of the body, the feet, the hands or arms, being always in strict accord with the accompanying song, while the drama implied in the game is acted out, at the same time, more or less clearly. In these games the Indian players seem to be impelled by a common rhythmic and dramatic impulse, making a unity that enhances the interest and pleasure excited by the game.

I

Pu-in

Introductory Note.—This was a favorite game among the natives of the Northeastern States; its "strange whimsies" were first mentioned by William Wood in his book, "New England Prospect," published in London, 1634. It is probable that some form of this game still persists among the scattered descendants of those nearly extinct tribes, but it is not likely that at the present day the victor would proclaim his prowess, as was formerly done, by wearing in the holes of his ears the counters that marked the number of his successful guesses.

Properties.—A number of wheat or other straws cut about a foot long; a mat or blanket; a pointed staff for the Leader.

Directions.—Ten straws must be laid aside as counters for each player. The rest of the straws are separated into tens and each ten tied with a wisp, making a bundle; one bundle must have eleven straws. There should be as many bundles as players. The bundles must all be tied alike. The game consists in guessing which bundle has the eleven straws. The number of guesses allowed in a game must be fixed upon before starting to play.

All the bundles are thrown in a heap upon the center of the mat. The Leader, who is generally chosen by lot, leads the players to the mat containing the bundles. Each player holds in his left hand his ten counters and follows the Leader with his staff as he moves around the mat from left to right, while all sing the following song, taking steps to the rhythm of the music:

GAME SONG

When the Leader strikes his staff on the ground every player must stop just where he happens to be, stoop and pick up a bundle with his right hand and begin to wave it above his head and sway his body to the time of the song. When the Leader points with his staff to a player, that person must make a guess. As he scans the waving bundles he points with his left hand that holds his counters to the bundle which he thinks contains the eleven straws. If the guess proves to be correct, the guesser puts one of his counters in his hair or behind his ear. At once all bundles must be thrown in a heap on the mat. The Leader then moves forward by the left, followed by the players, every one singing and keeping time with the song. When the Leader strikes the ground with his staff, all halt. Each player immediately seizes a bundle, holds it aloft and begins to wave it. The Leader designates with his staff a person who must guess. If the guess is wrong, the guesser drops one of his counters on the mat and the Leader points to another player who must guess. If he loses, he drops one of his counters on the mat; the guessing goes on as described, until some one is successful and puts a counter in his hair, when the bundles are all thrown on the mat and the play begins again as before. Should the person designated by the Leader to guess think that he holds the bundle with eleven straws, he must point it at the Leader. If this surmise is correct, the person guessing puts a counter in his hair and all bundles are again thrown on the mat.

In this way the game proceeds until some player has won the requisite number of counters and has them all standing in his hair. Throughout the game the singing must be kept up, accompanied by rhythmic movements of the feet and the body, the players acting as though searching among the tall grass for a desired clump. When a point is won, the Leader should shout out the counter won, without interrupting the song or the play. Among the Indians the game, once started, is kept going without halt or break in the song or the movements. The calling out of the winnings in no way disturbs the singing or the playing.

The victor should wear his successful counters in his hair the rest of the day, if possible.

II

Atá-a-kut

Introductory Note.—This game is played among one of the basket making tribes of California. As not infrequently occurs in Indian games, there is in this pastime a reflection both of the environment and of the vocations of the people who used it. The drama or theme of the play is the search for a particular reed, which for the purpose of the game is marked in a special way.

Properties.—A mat or blanket and about fifty reeds; the reeds should be similar in thickness and about a foot long.

Directions.—The number of points which shall constitute winning the game should first be agreed upon; if ten be the number, then twenty reeds should be set aside as counters and the rest used as game-reeds. All of these latter must be alike save one, and that reed must have a black band about an inch or so wide painted around the middle, that is, midway between the two ends of the reed. It is this particular reed that must be detected or its location guessed.

The mat or blanket should be laid east and west. The two players sit opposite each other, one near the northern edge of the mat, the other near the southern edge. The counters are divided in half, one-half put at the eastern end of the mat, the other half at the western. The counters at the east belong to the player sitting at the north, those at the west to the player at the south. Two singers stand back of each player. The spectators are grouped about the mat, but must not be too near the players. Lots are drawn to decide which player shall "hold the reeds." The player who loses the chance to "hold the reeds" becomes the one who is to be the guesser.

All the game-reeds, including the reed with the black band painted on it, are thrown in a pile in the center of the mat or blanket. The player who is to "hold the reeds" gathers all the game-reeds in his hands, brings them behind his back, where he shuffles and divides the reeds into two bunches, one for each hand. When he is ready to bring his hands forward, each one with a bunch of reeds grasped by the middle, the two singers standing behind him start the following song:

GAME SONG

When the music begins, the player holding the reeds sways his body from side to side, moves his arms and hands with the reeds and simulates being blown by the winds. The opposite player, by the movements of body and arms, indicates that he is pushing his way through tall reeds tossed by the wind, searching for something he desires to find. Both players in all their movements must keep in rhythm of the song, observe strict time and strive to make their actions tell the story plainly. The guesser through all his motions must keep his eyes on the bunches held by his opponent, seeking for an indication to show which one contains the marked reed. When he is ready to guess he extends both arms toward the bunch he has fixed upon, as if to grasp it. At this action the holder of the reeds must open his hand and let the reeds of that bundle fall on the mat. The guesser then searches among the spilled reeds for the one that is marked; if he finds it, he holds it up so that all can see that his guess has been correct and the reed discovered. The two singers who stand behind him give the victory shout, go to his pile of counters, take one and place it at his right hand, then the reeds of the other bunch are thrown by the holder on the mat, so that all the game-reeds are lying in the center, as at the beginning of the game.

The player who made the successful guess now picks up the game-reeds and behind his back shuffles and divides them. When he is ready to bring forward his two hands holding the reeds, the two singers standing behind him begin the Game Song, while he waves the bunches, acting what is now his rôle, that of the reeds being blown about by the winds. The other player now becomes the guesser and must act as though he were searching among the blown reeds for the one he desires.

The player who "holds the reeds" is thought to have the advantage; that is why lots are drawn at the beginning to decide who shall have that part in the game. The player holding the reeds aims to make the guessing as difficult as possible by deftness in hiding the banded reed, so as to keep his advantage.

Every time a guess is made the reeds of the bunch guessed must at once be dropped on the mat, that all may see the reeds while the guesser searches among them for the marked reed. If he cannot find it, the singers who stand behind him call out that a point has been lost, take a counter from his pile and place it at the right hand of the player holding the reeds, who at once drops all the game-reeds on the middle of the mat, to be again taken up by him, shuffled and divided behind his back, when he resumes the waving of the bunches of reeds blown by the wind and the guesser who lost starts to make another guess. Should he be successful, the counter he had lost would be taken back and placed at his right hand. In this manner counters lost can be reclaimed, until one or the other of the players has won and been able to hold the number of counters required for the game.

The presentation of the little drama of this game rhythmically affords an opportunity for considerable dramatic action and yields pleasure both to the performers and to the spectators. This game was much played among the tribes where it was known.

III

HAND GAME

INTRODUCTORY NOTE.—This game, Dr. Culin states, is played among eighty-one Indian tribes of the United States. The game bears different names in the various languages of these tribes. Hand Game is a descriptive term and not a translation of any native name; it refers to the fact that the object is held in the hand during the play. The following form of this game is the way it was formerly played among the Nez Perce Indians of the State of Idaho. Lewis and Clark, who were the first white men to record their meeting with these Indians, mention this game, and Capt. Bonneville gives an account of it when he visited the tribe during the third decade of the last century.

Properties.—A bone or wooden bead about two inches in length and half an inch in thickness; thirty counting sticks (these are sometimes spoken of as arrows, and there are indications that they were once arrows—the arrows of the twin gods); a mat oblong in shape; two logs or pieces of board about the length of the mat, and as many sticks (to be used as drum-sticks) as players can sit on one side of the mat.

Directions.—The mat should be laid east and west, the logs or boards put on the north and south edges and the counting sticks placed in two piles of fifteen each on the ends of the mat. The players sit on the ground, a row on each side of the mat to the north and south. Lots are drawn to decide which side shall have the bead "in hand." The Leader and the singers must always stand behind the row of players who have the bead "in hand." The opposite side must have the drum-sticks and beat on the log or board in time with the singers.

When the players are seated in two rows, one on each side of the mat, the Leader hands the bead to a player on the side that has drawn the right to have the bead "in hand," and then takes his place beside the singers, who stand behind that row, and starts the following song. All in that row join in the singing.

HAND GAME SONG

The players on the opposite side, who are to guess who is hiding the bead, at once begin to beat the time of the song on the log or board that is in front of them, on the edge of the mat, and at the same time they must watch the other side where the players are trying to pass the bead from one hand to the other and from one person to another without exposing the bead to view. In all these actions the movements of hands, arms and body must be rhythmical and in time with the song. All the players in the row that has the bead "in hand" must act as if each one either had the bead or was trying to pass it on, whether he actually has the bead or does not have it.

When one on the opposite side thinks he detects the whereabouts of the bead and is willing to risk a guess, he points his drum-stick to the hand he thinks has the bead and cries, "Hi-i!" and the hand indicated must be immediately opened so that all may see whether the guess is correct or not. If the bead is seen to be in the opened hand, the Leader calls out, "Success!" and goes to the pile of counting sticks belonging to the side of the guesser, takes one and stands it in the ground in front of the successful guesser. The Leader then hands the bead to the player who has won and proceeds to gather the drum-sticks and distribute them to the players on the opposite side. The singers pass around and take their places behind the row of players who now have the bead "in hand." When all are in readiness, the Leader starts the song again and the players begin their movements of secretly passing the bead, while the other side beat time with their drum-sticks on the log or board in front of them. The side that has the bead "in hand" always does the singing, led by the Leader and singers, who must stand at the rear of the row having the bead.

If a guess is incorrect the Leader goes to the pile of counting sticks that belongs to the side which has the drum-sticks, takes a counting stick and thrusts it in the ground in front of the row opposite to the guesser; that means one lost to his side. The bead in that instance remains on the same side until it is won by the opposite side through a successful guess.

In this manner the game goes on until one side or the other has won all the thirty counting sticks and become the victor in the game.

IV

HIDING THE DISKS

INTRODUCTORY NOTE.—This game, known under a variety of names, is a favorite among the Indian tribes living on the North Pacific Coast. The disks, always of an uneven number, are made of wood and ornamented with designs composed of segments of circles with groupings of dots. Some of the markings are regarded as cabalistic, and there are men who claim to have a knowledge of spells that will bring luck to the disks they ornament and treat; such disks are considered valuable and often command a high price. All of the disks in a set that is used in this game are ornamented alike except one; this must be different from the others. It may be decorated with red, for the sun, or with a dark color almost black, for the night. This disk is frequently called the "chief," and the aim of the game is to guess in which pile of disks the "chief" is hidden.

Properties.—A mat on which the game is played; a small mat on which the counting or tally-sticks are put; a board that is to serve as a drum; four drum-sticks; nine wooden disks about two and a half inches in diameter. The designs on the nine disks, the twenty tally-sticks and the four drum-sticks should be in color or burned into the wood. Eight of the disks should be decorated alike; the ninth must be different and have either red or brown as the predominating color; this disk is the "chief." A bundle of excelsior is to be the substitute for the fiber of cedar bark which is used by the Indians of the Northwest Coast when playing this game; if excelsior is not available, dry leaves or some other dry material might be substituted, within which, or under which, the disks could be hidden. All the articles used in this game except the mats should be made in camp.

Directions.—An uneven number of players is required for this game. The mat is laid east and west; at a little distance back to the northwest the small mat is placed and on it are put the twenty tally-sticks. In a line with the small mats to the northeast is laid the board around which the four singers and drummers sit. The bundle of excelsior, or whatever material is used in its place, together with the nine disks, is put at the western end of the mat; before these is the place for the player who is to hide the disks. On the northern and southern side of the mat sit the players who are to guess where the "chief" is hidden, three or four on a side. The messenger stands at the eastern end of the mat facing the player who is to hide the disks. Lots should be drawn to determine who of the six or eight players are to sit on the northern side and who on the southern side. The player who is to do the hiding of the disks can be either selected or drawn by lot. Whoever takes this part in the game should be capable of considerable dramatic action. Among the Indians the person who does the hiding of the disks personifies one who practices magic; he makes passes over the disks and the cedar fiber under which the disks are hidden, makes signs and movements, and does what he can to throw a spell of confusion over those who are to guess where the "chief" is hidden.

When the players about the mat, the singers about the board drum and the messenger standing at the eastern end of the mat are all in readiness, the singers begin the following song, keeping time by beating with their drum-sticks on the board drum; the players about the mat join in the singing.

HIDING THE DISKS

The player at the western end of the mat opens the bundle of excelsior or other material and spreads it on the mat and then puts all the nine disks under the material, making many movements as he does so, all of which must be in rhythm with the song, rolling the disks about under the material and finally dividing them into two parts, well covered up by the material. He continues to make passes with his hands as though invoking mysterious forces and to shuffle around the two piles of material in which the disks are hidden. Suddenly a player points to one of the piles; the player at the end ceases to shuffle and sends the disks concealed in the pile rolling down the mat to the messenger standing at the other end, who looks to see if the "chief" is among the disks rolled toward him. If he finds it, all of the players on the side of the guesser give the victory shout and the messenger goes to the small mat, brings one of the tally-sticks and stands it before the successful guesser. Then the messenger rolls the disks back to the other end of the mat where the person sits who hides the disks. That player begins again his passes and movements as he mixes together the nine disks and hides them under the material; then he divides the disks and the material under which they are hidden into two piles, shuffles them about until a player points to a pile, when he at once stops shuffling and sends the disks under the pile pointed at rolling down the mat to the messenger. If the "chief" is not found among the disks, the side to which the unsuccessful guesser belongs loses a point, and the messenger takes from the small mat a tally-stick and stands it at the end of the row of players on the opposite side. The disks are then sent spinning over the mat to the player who hides them. He mixes up the disks, hides them, shuffles the piles until another guess is made. If that guess should be by a player on the side that had just lost a point, and the guess prove to be successful—that is, the pile pointed at contain the "chief"—then the messenger takes the tally-stick that had been put at the end of the row of the opposite side and stands it in front of the successful guesser. He could not take back a tally-stick that had been won by a guess unless all the tally-sticks had been taken from the small mat. One side or the other must win twenty points to be victor in the game. In the process of winning the game the tally-sticks may therefore be taken back and forth before one side wins the entire twenty.

The victory shout is given only when a successful guess is made. The singing stops at a victory shout and is resumed as soon as the disks are rolled back to the player who hides the disks. He must be careful to keep all his dramatic actions and movements of hands, arms, body and head in rhythmic accord with the song. The steps and movements of the messenger must also be in time with the song.

V

I-OU'-TIN

INTRODUCTORY NOTE.—This game belongs to the class of guessing games. The form here presented is adapted from the game as played by the Omaha, Otoe, Ponca and Pawnee tribes, among whom it is a favorite.

Properties.—A standard, or the camp flagstaff can be used; a blanket or rug; three official scarfs, one blue, one green, one white; two wands, one decorated with blue and the other with green; eight tally-rods, ornamented at one end with red tassels; two small balls of a light, soft material, hair or wool; a drum; six decorated drum-sticks; rosettes of blue and of green; strips of blue and green paper.

Directions.—A fairly level open space large enough for a circle of from twenty to thirty feet in diameter is marked upon the ground, in the center of which the standard is planted. Directly west and on a line with the standard the blanket or rug is spread. In front of the rug and on a line with the standard the drum is set. At a little distance on each side of the drum the two wands are thrust in the ground, the one decorated with blue to the north, the one with green to the south. On the rug back of the drum the eight tally-rods are laid in a bunch, with the butts of the rods toward the east. At the butts of the rods are placed the two little balls.

The players draw lots as to which side they are to belong. This is done by putting the green and blue strips of paper in a receptacle and each one drawing a strip. Those who draw blue belong to the north side; those who draw green, to the south side. Each player must then fasten a rosette, of the color of the side to which he or she belongs, on the shoulder; those who belong to the north side must put the blue rosette on the right shoulder, and those who belong to the south side must put the green rosette on the left shoulder.

Officers.—Two Judges; a Custodian; two Guessers; six Singers.

The players on the north side choose from among their number one who is to be their Judge; the players on the south side choose one for their Judge. It is the duty of the Judges to select the Custodian, the six Singers, the two Guessers; to preserve order, decide when there are disputes, and to lead in the opening ceremony.

The Custodian has charge of all the properties, must place them as directed, move the drum from side to side, and at the close of the game gather all the articles required for the game and put them in a place of safe keeping for use at another time. The Custodian wears the official white scarf tied about the waist. This officer does not wear any rosette, as the Custodian does not belong to either side but to all who take part in the game.

The Judge on the north side must wear the blue official scarf. This is crossed over the breast from the right shoulder, on which is the blue rosette, to the waist on the left side, where it is tied. The Judge on the south side wears the green official scarf. This is crossed over the breast from the left shoulder, where is the green rosette, to the waist at the right side, where it is tied.

The six Singers, three for each side, sit in an open group on the ground near the ends of the rug, those wearing blue rosettes on the north and those wearing green rosettes on the south side. The players take their seats on the ground on the line of the circle, those wearing blue rosettes on the north half, those wearing green rosettes on the south half of the circle.

When all are in their places the Custodian leads the two Judges to the rug, on which they are to sit a little back of the wands—blue to the North, green to the South. The Custodian then takes up the tally-rods, gives four to each of the Judges and retires to stand back of the rug, behind the Judges, ready for duty.

Up to this moment laughing and talking goes on among the players, but as the Custodian divides the tally-rods and hands them to the Judges instant silence falls on all present.

THE OPENING CEREMONY

The two Judges rise in their places. The north side Judge holds the four tally-rods in his right hand, the south side Judge holds the four tally-rods in his left hand; the two then walk abreast to the standard. There they face the North, move forward a few steps, pause, and each Judge holds up his tally-rods to the North, while all the players on both sides of the circle sing the following song:

Song

1
  Hail! O North! Thy wind send
    To blow care away,
    To bring joy to-day;
      Makes Eyes keen,
  Make Hands swift for play.

At the close of the stanza the two Judges lower their tally-rods, turn, walk toward the East, pause, then elevate their tally-rods, and all the players sing the second stanza.

2
  Hail! O East! Thy wind send
    To blow care away,
    To bring joy to-day;
      Makes Eyes keen,
  Make Hands swift for play.

At the close of the stanza the two Judges lower their tally-rods, turn, walk toward the South, pause, again elevate their tally-rods, while all the players sing the third stanza.

3
  Hail! O South! Thy wind send
    To blow care away,
    To bring joy to-day;
      Make Eyes keen,
  Make Hands swift for play.

At the close of this stanza the two Judges lower their tally-rods, turn, walk toward the West, pause, once more elevate their tally-rods, and all the players join in singing the fourth stanza.