Last Man
This is a good active game thoroughly enjoyed by the children. The teacher selects one pupil to be "It," and another to be chased. The one chased can stand at the rear of any aisle and say, "Last man." Thereupon the front pupil in that aisle is subject to being tagged by "It" and leaves his seat. All the other pupils in that aisle advance one seat and the first man chased sits down in the last seat in the aisle. "It" tries to tag the man who left the front seat before he can go to the rear of any of the aisles. Should he succeed in doing so, he can immediately be tagged back if he does not hurry to the rear of some aisle and say "Last man."
(Caution: Should any child appear fatigued when "It," substitute another child in his place).
Change Seats
This is a good relaxation game. The teacher says, "Change seats left." Thereupon all the pupils shift to the seats to their left. The children who are in the last aisle on the left must run around the room and occupy the vacant seats on the right hand side. Should the teacher say, "Change seats right," the reverse of the proceeding is necessary. The teacher can also say, "Change seats front," or "Change seats rear," and the pupils are expected to obey the commands. Those left without seats must run to the other end of the room and take any seat found vacant there.
Relay Run Around
The pupils of each aisle constitute a team. The pupil in the last seat in each row, upon the signal to go, steps out in the right hand aisle, runs forward around the front of his row of seats, back on the left hand side, circling the rear seat, and sits down, touching off the next pupil in front of him, who repeats the performance. The aisle first accomplishing the run, wins.
Geography
The group is divided into two equal teams. A leader is chosen for each. The leader of Team A begins the game by giving the name of a country beginning with the letter "A" (Austria). The leader of Team B gives another country beginning with "A". The second member of Team A, another; the second member of Team B, another; until one of the teams cannot think of any more countries beginning with "A". That team last thinking of a country wins one point. The other members of the team can help their team mate, whose turn it is, by suggesting other countries. The member of the team failing to name a country beginning with "A", starts with the letter "B" and the game continues, until one team has won ten points. The names of rivers, mountains, states, cities, etc., can be substituted for the names of countries.
Seeing and Remembering
Fifteen or twenty articles are placed upon a table under a sheet, in front of the pupils. The sheet is removed for a space of 10 seconds and the pupils are given a good chance to study the articles on the table. After the sheet has again covered the articles, each pupil is requested to write as many of the articles as can be remembered, on a sheet of paper. The one remembering the largest number wins.
Definitions
The teacher selects some word from the dictionary, which is written upon the blackboard. Each pupil then writes the definition of that word on a slip of paper. After this is done, the teacher compares the definition with that in the dictionary. The one giving the definition nearest like that in the dictionary wins, and gives the next word to be defined.
Jumbled Words
The pupils of each aisle constitute a team. Each pupil in the aisle is given a number. The one in each front seat is Number 1, the one behind him Number 2, and so on back. The teacher has prepared a different sentence for each aisle with just as many words in it as there are pupils in the aisle. One of these slips is handed to Number 1 of each team. Number 1 takes the first word of the sentence as his word, Number 2 the second, Number 3 the third, and so on. When the last one in the aisle has learned the last word in the sentence, the slips are returned to the teacher. Competition can be added to this phase of the game by seeing which aisle can return the slip to the teacher first.
When the slips have all been turned in, the teacher calls any number. Thereupon the pupils in each aisle having that number, go to the blackboard and write distinctly their word from the sentence. For example, the teacher calls Number 3. Number 3 of aisle 1 had the word "money"; Number 3 of aisle 2 "can," etc.
Next the teacher calls Number 5. All the Number 5's go to the blackboard and write their words directly after those written by their previous team mate. When all the numbers have been called there is a jumbled sentence on the board for each aisle. The pupils of the various aisles then try to guess what the sentences of the other aisles are. Each one guessed, counts 5 points.
Descriptive Adjectives
An historical personage is selected, such as Columbus, George Washington, etc. The first pupil called upon must describe the subject with a descriptive adjective beginning with "A". The second, third, and fourth, etc., adding to this description by using adjectives beginning with the letter "A". This continues until the adjectives beginning with the letter "A" have been exhausted. Then the letter "B" is used and the game continues. It is well to change the subject after every fourth or fifth letter. This is a good game for adding to the vocabulary of the pupil. A little fun can be had by using, instead of an historical subject, one of the pupils of the room for description.
Store
The pupils of each aisle constitute a team. The one in the front seat in each aisle is Number 1, the one behind him, Number 2, etc.
The teacher has a number of cards upon each of which appears a letter of the alphabet. The teacher holds up one of these letters so that it can be distinctly seen by the pupils. Number 1 of each aisle must name some article sold in a grocery store, beginning with the letter held up by the teacher. (For example,—the teacher holds up the letter "F"; Number 1 of the second aisle calls, "Flour"). The pupil first naming an article of that letter is given the card containing the letter. The next card held up, the number 2's of each team are to name the article, and likewise the winner to be awarded the card. The aisle having the most cards at the end of the game wins.
The letters can be written on the blackboard if the cards are not available for the game and points awarded to each winner. The game can also be used with birds, animals, and other subjects in place of articles sold in a store. This is a good game to stimulate quick thinking.
Distinguishing Sounds
This game is good training for the ear. Various noises, such as the shaking of a pebble in a tin can, in a wooden box, in a pasteboard box, in a large envelope; knocking on wood, on tin, on coin (as silver dollar), on stone, on brass, on lead,—are made. The pupils are allowed to guess just what the noise is caused by.
Laugh
This is a good relaxing game and one in which the practice of self control is a factor. An open handkerchief is tossed into the air. While it is in the air the pupils are to laugh as heartily as they can, but the instant the handkerchief touches the floor, all laughing is to stop.
Guessing Dimensions
The ability to measure with the eye is well worth cultivating. Each pupil is to guess the distance between various points indicated on the blackboard, the height of a door, the width and the height of a school desk, the height of the schoolroom, the thickness of a book, etc. Each of the guesses is written on a slip of paper. The pupil with the best guesses wins.
Mysterious Articles
An article is concealed under a cloth on the table. Each pupil is given an opportunity to feel the article through the cloth and guess what it is, educating the sense of touch.
Distinguishing by Smell
Various articles invisible to the eye, with distinctive odors, such as vinegar, rose, mustard, vanilla, ginger, clove, tea, coffee, chocolate, soap, etc., are placed before the pupil. The one able to distinguish the largest number of articles by the smell, wins the game.
Art Gallery
Pictures of a number of famous paintings by the masters are placed on exhibition. The pupil guessing the largest number of masters and titles, of the various pictures, wins.
The teacher whispers in the ear of each pupil the name of some animal, whereupon the pupil proceeds to draw that animal, each pupil being given the name of a different animal. Drawings are made and put on exhibition. All try to guess as many as possible of the animals represented in the drawings. The drawing securing the largest number of correct guesses wins for the artist.
Historical Pictures
A long sheet of paper is given to each pupil, with instructions to draw thereupon a picture representing some historical event. After completing the drawing, each paper is passed about the room. Each pupil writes underneath the picture what he thinks the picture represents. His subject is folded under, so that the next pupil to receive the picture cannot see what his guess has been. At the end of the game, the picture having the largest number of correct guesses wins.
Train of Thoughts
A word is suggested by the teacher. This is written at the top of a sheet of paper by each pupil. The pupil then writes beneath that word various thoughts that are suggested to him by the word. For instance, the word suggested by the teacher is "aeroplane". Pupil A has suggested to him by the word "aeroplane", humming. He writes that on his list. Humming suggests bees. Bees suggest honey; honey, clover, clover summer, summer swimming hole, etc. When all of the pupils have written fifteen or twenty thoughts which have suggested themselves to them, each is called upon to read his train of thoughts to the rest of the class.
Bowknot Relay
The pupils of each aisle constitute a team. A piece of string is given to each pupil in the front seat. At a signal to start each pupil with the string runs forward and ties it in a bowknot on some article placed in front of each aisle. After tying the bow, he returns to his seat and touches the one in the seat next behind him. Thereupon the second member of the team runs, unties the bowknot, returns with the string; and hands it to the third, who runs forward, and ties it in a bowknot, as did the first, and returning touches off the fourth, etc. The aisle in which each pupil has accomplished the required task first, wins the race.
Cooking Race
This is a good game for the class in domestic science. The pupils of each aisle constitute a team. A piece of chalk is handed to the one in each front seat. At the signal to go, the chalk is passed back until it reaches the one in the last seat in the row. Every one in the aisle must have handled the chalk in passing it back. Upon receiving it, the last one in the row runs forward to the board and writes thereupon an ingredient necessary in the making of cake. Returning, the chalk is handed to the one in the front seat and again passed back until it gets to the one in the next to the last seat, who rushes to the board and writes another ingredient necessary in cake making. And so the race continues. When the last pupil at the board, namely the one from the front seat, has written upon the board and returned to her seat, the race is ended. The race is won by the aisle first completing this task.
Spelling Game
The group, if numbering 40 or more pupils, is divided into two teams. The contestants of each team are given a different letter of the alphabet. The teacher gives a word. Thereupon the pupils in both teams whose letter occurs in the word named, run one to the front and one to the rear of the room, as assigned by the teacher, and take their places in the order in which their letter occurs in the word. When the pupils have taken their proper position, they call out the letters they represent, spelling the word. The group first accomplishing this, wins one point for their team. If the letter occurs twice in the same word, that pupil representing that letter takes his place where the letter first occurs in the word and shifts to the second position, so as to help complete the word.
If the group be too small for two alphabets the game can be played by having but one and seeing which of the various words given is formed in the quickest time by the single group.
Grammar Race
The pupils of each aisle constitute a team. A piece of chalk is given to the one in each front seat. At the signal to go, the one with the chalk rushes to the board and writes the first word of a sentence on the board and returns to his seat, passing the chalk on to the second one, who writes the second word for a sentence. The third writes the third, and so on until a complete sentence has been written upon the board. The one in the last seat must complete the sentence and return to his seat, ending the race.
Twenty-five points is awarded the team finishing first; twenty-five points to each team with correct spelling; twenty-five points for the team with the best writing; twenty-five points for the best composition of the sentence.
Schoolroom Tag
A three foot circle is made with a piece of chalk in the front of the room. Each pupil in the room is given a different number. The teacher selects one to be "It," who must stand at least ten feet from the circle and be touching a side wall. "It" calls a number. The pupil whose number is called tries to run through the circle in the front of the room and get back to his seat without being tagged by "It". The one who is "It" must run through the circle before he can tag the one whose number he called. If the pupil is tagged he becomes "It".
An attention game. Taking for granted that the pupils have a general knowledge of the directions of various towns or cities in their state or the surrounding states, the following game can be played.
All are requested to stand in the aisle beside their seats. The teacher then proceeds to make statements or tell some story, mentioning the names of various cities and towns. At the mention of these the pupils face in the direction in which said cities or towns are located. Failing to turn correctly when a city is mentioned the pupil is required to take his seat.
Chase the Rabbit
The group kneels in a circle with their hands on each other's shoulders. The one selected to be rabbit runs around the circle and tags some individual. Thereupon that individual must get upon his feet and run to the left around the circle. The rabbit runs to the right around the circle. The rabbit must tag the one who is running around in the opposite direction, and then both endeavor to get back to the hole left in the circle. The one failing to do this becomes the rabbit for the next play.
Steps
One of the group is selected to be "It". He stands with his back to the group and counts five, at the end of which he turns rapidly around. If he sees any of the group moving, that one seen must go back to the starting line. While the one "It" is counting, it is the object of the group to progress toward him as rapidly as possible.
Statues
This game is similar to the game "Steps," above described, excepting that the players standing behind "It" assume the poses of statues. "It" upon turning around endeavors to detect some movement on the part of the statues, in which case that player takes the place of "It".
The players stand behind a line. Each in turn must cover the space between said line and another line twenty yards distant by a manner of progress different from that used by any of the previous players. For example, the first one called upon to cover the intervening space between the lines walks, the second one runs, the third hops, the fourth crawls, the fifth walks backward, etc., and so on until all of the players have reached the far line. This game taxes the ingenuity of the last players to be called upon, as they have to initiate new methods of progress.
Squirrel in Trees
Players stand in groups of three—two facing one another with hands joined to form hollow trees, and the third within the tree hollow to represent the squirrel. There is also one odd squirrel outside the tree. The teacher or leader claps her hands, when all squirrels must run for other trees, and the odd squirrel tries to secure a tree, the one left out being the odd squirrel the next time. Players' positions may be reversed frequently to give all an equal chance to be squirrels.
Shadow Tag
This game is similar to ordinary tag, with the exception that "It" endeavors to touch or step on the shadow of one of the players. Succeeding in doing this, that player becomes "It".
Handkerchief Tag
A player is selected to be "It". A knotted handkerchief is given to the rest of the players. "It" can only tag the player holding the handkerchief in his hands. The players endeavor to get rid of the handkerchief by throwing it from one to another. Should the handkerchief fall upon the ground, there is no one for "It" to tag until it has been picked up by one of the players.
The players are distributed about the playing area, and given goals, such as trees, fence and building corners, etc. One player is selected to be "It". The other players endeavor to change places. "It" can either tag one of the players who is off his corner, on goal, or step into the goal vacated by one of the players. In the first case, the player tagged becomes "It"; in the second, the player left without a goal becomes "It".
Back to Back
This is a tag game in which "It" may tag anyone who is not back to back with one other player.
Peggy in Ring
A blindfolded player takes his place in the center of the group which has joined hands, forming a ring. The ring begins to dance around in a circle until "Peggy", who is blindfolded in the centre, pounds three times with a stick upon the ground or floor. This is the signal for everyone to stand still. "Peggy" then holds out the stick to some one in the circle. The one nearest to it must grasp the end. "Peggy" then asks the one at the other end three questions. The questions may be answered by grunts or groans and "Peggy" endeavors to guess who is thus answering the questions. Succeeding, the one questioned takes "Peggy's" place in the center of the circle and the game proceeds.
Link Race
The group is divided into two teams, and a leader appointed for each. A large square is marked upon the ground and the opposing teams line up upon opposite sides of the square behind their leader, each locking his arms about the waist of the man in front of him. At a signal to go both groups endeavor to tag the rear end of the group in front of them by running about the square, keeping on the lines. Should a group succeed in tagging the rear of the line in front, but it is found that their own line is broken through the effort, it does not count. But the broken line can be tagged by the rear of the line and it will count. So it is up to that part of the line which has broken loose at the rear to catch up with the rest of its team.
Maze Tag
All but two of the players stand in parallel lines or ranks, one behind the other, with ample space between each player and each two ranks. All the players in each rank clasp hands in a long line. This will leave aisles between the ranks and through these a runner and chaser make their way.
The sport of the game consists in sudden changes in the direction of the aisles, brought about by one player who is chosen as leader. He stands aside, giving the commands, "Right face!" or "Left face!" at his discretion. When one of these commands is heard, all of the players standing in the ranks drop hands, face in the direction indicated and quickly clasp hands with the players who are then their neighbors on the right and left. This brings about a change of direction in the aisles and therefore necessitates a change of direction in the course of the two who are running.
The success of the game depends largely upon the judgment of the leader in giving the commands, "Right (or left) face!" These should be given quickly and repeatedly, the leader often choosing a moment when the pursuer seems just about to touch his victim, when the sudden obstruction put in his way by the change in the position of the ranks makes necessary a sudden change of direction on his part. The play continues until the chaser catches his victim, or until the time limit has expired. In either case two new players are then chosen from the ranks to take the places of the first runners.
It is a foul to break through the ranks or to tag across the clasped hands.
Turtle Tag
One player is selected to be "It" and chases the rest. In order to avoid being tagged, a player may lie upon his back with both feet and hands off the ground.
Roly Poly
This game must be played in groups, not larger than 12. Holes are dug in the ground with the heels of the shoe. These holes are placed about 6 inches apart in a line. They should be about 3 inches in diameter and at least one inch deep. A line is drawn 6 feet from the first hole. The one who is "It" must stand behind this line and roll a soft ball so that it will drop into one of the holes. If he misses, he continues to roll until he succeeds. If he succeeds, the one, into whose hole the ball rolls, runs forward, picks it up and endeavors to hit any other player from the position in which he picked up the ball. The rest may run in their effort to get away. Should he miss, a goose egg—(a small stone)—is placed in his hole. Should he succeed in hitting a player, a goose egg is placed in the hole of that player. The one to whom is awarded the goose egg is the next to roll the ball from the dead line in the endeavor to get it into a hole. Any player getting three goose eggs has to run the gauntlet, which is the name given to running between two lines of players while they slap at his back. The faster he runs the lighter the slaps. No player is allowed to hit from the front.
Antony Over
A group is divided into two teams, A and B. The game is played around a small building, such as a small school house or wood shed, around which there is free running space. To team A is given a soft ball, such as a tennis or yarn ball. The ball is thrown over the building to team B. If it is caught by one of the players of team B, the whole team slips around the building, all going in the same direction, and trying to hit with the ball some one on team A before they can get around to the opposite side of the building. Team A tries to escape being hit by dodging and running around the building to the opposite side. If a player is hit, he goes to B side. The teams keep their new places and B throws the ball over to A. If the ball is not caught, it is thrown back and forth over the building until caught. The team which first hits all of its opponents wins, or a time limit may be agreed upon and the team having the greatest number of players at the end of that time, wins.
Snake and Bird
Two lines are drawn in the schoolyard about fifty feet apart. The group is divided into two teams. The one team links hands and takes a position between the two lines, and the leader calls, "Birds run". The other team, which is lined up behind one of the lines, endeavors to run across the space between the two lines without being caught by the snake, which endeavors to circle around as many of the second team as it can. A record is kept of the number of boys caught. Then the other team becomes snake and endeavors to coil around as many of the opponents, when they attempt to cross the space between the lines, as possible.
In and Out
The group grasp hands, forming a circle. Two individuals are selected, one to be "It", and the other to be chased. These two are placed on opposite sides of the circle. Then "It" endeavors to tag the other. The one chased may go in and out under the hands of those forming the circle, cut through or run around the circle and "It" has to follow the same course in the pursuit. When "It" succeeds in tagging his partner, two other players take their places.
Fox and Rabbit
The group link hands and form a circle. Two players are selected, one to be "It" and the other to be chased, as in the preceding game. In this game, however, it is not necessary that the fox follow the same course the rabbit pursues, in his endeavor to tag him, but both can go in and out of the circle at will. The players in the circle endeavor to assist the rabbit and impede the fox in his chase, as much as possible. When the fox has caught the rabbit, two other players are selected to take their places.
Chicken Market
One player is selected to be a buyer, another to be the market man. The rest of the players are to be chickens. They stoop down in a row, clasping their hands under their knees. The buyer inquires of the market man, "Have you chickens for sale?" The market man says, "Yes, plenty of them". Thereupon the buyer goes along the line and examines the chickens. He finds one too tough, one too fat, etc., until at last he comes to one which suits his fancy, and he so informs the market man. He takes one arm and the market man takes the other and between them they swing the chicken back and forth. If the chicken maintains the grasp of its hands beneath its knees, it is accepted by the buyer and is led off to the home of the buyer, marked upon the ground. The game continues until all the chickens are sold.
Chickidy Hand
The player who is selected to be "It" interlocks the fingers of his hands and holds them against a post, which is known as the goal. The other players fold their hands in the same way and place them against the post. To start the game, "It" counts ten, whereupon the players leave the goal and "It" endeavors to tag one of them. The hands must be kept folded until tagged. The one tagged joins hands with "It" and continues with him in an effort to tag others. The players endeavor to keep from being tagged by the line and try to break through the line. Succeeding in this, the individual towards the head of the line, next to the break, drops out of the game. Those in the line cannot tag a player who has rushed in and succeeded in breaking the line until the line reforms.
Pass Ball
The group form a circle and are counted off in 2's. The Number 1's are given a ball or some other object easily tossed, at one side of the circle and the Number 2's a like object on the other side of the circle. Then 1 competes against 2 in an endeavor, by passing the object around the circle, to have it overtake that passed by the other team. When the object passed by one team has overtaken and passed that of the other, it counts one point and the game starts over, with the objects on opposite sides of the circle.
Poison
The group forms a circle, linking hands. In the center of the circle is placed on end a short log about a foot long. (A tall bottle may be used in place of the log). By it is lying a soft playground baseball or a yarn ball. The circle begins to rotate around the log, the object being to keep from knocking the club over, on the one hand, but to force some one else in the circle to knock it over. The instant it falls, the circle dissolves and all the players except the one who knocks over the club run, while he picks up the ball and throws it at the running players. If he succeeds in hitting some one, the one hit is out of the game. If he fails, he is out. So the game continues until but two players are left.
A large circle is drawn upon the ground. This should measure from 30 to 40 feet in radius. Another circle is drawn within this first circle and should have a radius 10 feet less than the first. Eight or 10 spokes are drawn from the center to the circumference. Where these spokes intercept the outer circle a small circle is drawn. These small circles are known as "dens". A player is placed in each one of these dens. Another player is known as the hunter and stands at the hub of the wheel. The players in the dens are known as foxes. There is to be one more fox than den. This odd fox can stand anywhere else on the rim, where he tries to get a den whenever he can. The object of the game is that the foxes run from den to den without being caught by the hunter. The method of running, however, is restricted. Both foxes and hunter are obliged to keep to the trails running only on the lines of the diagram. It is considered poor play to run from den to den on the outer rim, as there is practically no risk in this. Foxes may run in any direction on the trail, on the spokes or on either of the rims. They may not turn back, however, when they have started on a given trail, until they have run across to the intersection of another line. If the hunter succeeds in tagging a fox, the two exchange places, the fox becoming the hunter. This is a good game to play in the snow marking the trails in the snow.
Weavers Race
A group forms a circle which is counted off by 2's. The Number 1's in the circle constitute team A, and the Number 2's team B. Two captains stand side by side in the circle. Each holds a small stick. At a signal to go both start racing in opposite directions around the circle, going to the rear of the first player, to the front of the second, to the rear of the third, etc., weaving their way in and out. When they meet at the further side of the circle they must join hands and spin around once in the circle before continuing to weave their way back and forth from the point in the circle from which they left. Thereupon number 1 of A team tags the next player on his team in the direction in which he ran. Number 1 of B team tags the next one on his team who starts in the direction in which the first ran. The race continues until everyone in the team has completed his run around the circle in the required way.
Circle Chase
The group forms a circle and counts off by 4's. The leader takes his place in the center of the circle. He calls any number from 1 to 4, and all of the men holding that number step back and run around the outside of the circle to the right, endeavoring to tag the man who is running just ahead of him. The leader blows a whistle, which is the signal for the men to return to their original places in the circle, with the exception of those who have been tagged out. The latter are supposed to take a position within the circle. The leader next calls another number and they proceed as did the first. As the game continues, the circle grows smaller. The individual wins who succeeds in tagging out all those of his number.
Reuben and Rachel
The group forms a circle, joining hands. One of the players is blindfolded and placed in the center of the circle. All the rest in the ring dance around him until he points at some one. That one enters the circle and the blind man calls out, "Rachel". The other must answer, "Here, Reuben", and move about in the circle so as to escape being tagged by Reuben. Every time Reuben calls out, "Rachel", she must reply, "Here, Reuben", and so it goes on until she is caught. Reuben must guess who she is and if he guesses correctly Rachel is blindfolded and the game goes on as before. If not, the same individual continues as Reuben and he points out a new Rachel to come into the circle.
Channel Tag
The group forms a circle, faces to the right and assumes a stride position. The one selected to be "It" takes his place in the center of the circle. The others pass a ball or bean bag either backward or forward between their legs. The one in the center tries to capture the ball or bag. If he succeeds, the one last touching it must take his place in the center of the circle. Every one must touch the ball or bag when it passes by them, either forward or backward.
Soak 'em
A sock stuffed with straw is used in this game. A circle is drawn upon the ground. The group is divided into two teams. One team takes its place in the center of the circle, the other lines up around the circumference. Those on the outside of the ring endeavor, without stepping over the line, to throw and hit those within. Succeeding, the one hit must lie upon the ground within the ring. The others endeavor to avoid being hit by dodging here and there. When all of the first team in the ring have been hit, they take their position outside of the ring and throw at their opponents. The team succeeding in hitting all of the opponents in the quickest time, wins.
The Dummy
One of the group, known as the "dummy", must take a position 30 feet in front of a line and stands with his back to the rest of the group. A soft ball is thrown at him and he endeavors to guess who hit him. If he succeeds, that one must take his place.
Oriental Tag
Similar to ordinary tag, except that the one "It" cannot tag any one who has his forehead to the ground.
Ball Tag
The one who is "It" is armed with a soft ball. He attempts to tag another by means of hitting him with the ball. The one who is hit becomes "It".
Couple Tag
Similar to ordinary tag, except that the group is arranged in couples. Couples must lock arms. The couple which is "It" endeavors to tag some other couple. If either of the men making up the "It" couple succeeds in tagging either man of another couple, that group is "It".
Dresden Tag
The group forms a circle with at least three feet space between each individual in the circle. One individual is selected to be "It", another to be chased. Those in the circle are to place their hands upon their knees and assume a stooping position, as for leap frog. "It" endeavors to tag the individual he is to chase before said individual can leap over the back of any one forming the circle. Should he leap over the back of some one, the one over whose back he jumped is then subject to being tagged by "It". Should "It" tag the one chased, then "It" must leap over some one's back to escape from being tagged. After leaping over a back, the individual who made the leap takes the position of the one who left that place in the circle.
Fox and Geese
One player is chosen to be fox, another to be gander. The remaining players all stand in single file behind the gander, each with his hands upon the shoulders of the one next in front. The gander tries to protect his flock of geese from being caught by the fox and to do this stretches out his arms and dodges around in any way he sees fit to circumvent the efforts of the fox. Only the last goose in the line may be tagged, unless the line be very long, then the last five or ten players may be tagged, as decided beforehand. It will be seen that the geese all may co-operate with the gander by doubling and redoubling their line to prevent the fox from tagging the last goose. Should the fox tag the last goose or one of the last five or ten, if that be permissible, that goose becomes fox and the fox becomes gander.
Plug the Hole
The players form in a circle with their legs in a stride position, their toes touching those of the next player. The one who is "It" takes his place in the centre of the circle. A partner to "It" takes his place on the outside of the circle. "It" is given a salt bag stuffed with saw dust or an old basketball cover stuffed with rags or some similar object. "It" endeavors to throw the stuffed bag between the legs of any of the players making up the circle. The players in the circle must keep their hands upon their knees until they see the bag coming towards them. They can then intercept it with their hands but are not allowed to move their feet. Should "It" succeed in throwing the bag between the legs of any player, his partner on the outside may capture it and endeavor to throw it back into the circle by the same method by which it came out, while the one between whose legs the bag was thrown takes "It's" place. Should "It's" partner on the outside succeed in throwing the ball into the circle between the legs of any player, that player takes the partner's place on the outside.