Partner Swat Tag
Form a circle in pairs, partners linking arms together. Two stuffed clubs (made by stuffing stockings with waste or rags), are placed in the hands of one of the couples selected to be "It". This couple runs about the circle and hands the clubs to another set of partners in the circle. Thereupon the others, receiving the clubs, chase the couple at their right around the circle, beating them with the clubs until they have reached their original place in the circle. The couple holding the clubs then go around the circle and hand the clubs to another couple, who proceed to chase the others at their right and so the game continues.
The boys are divided into groups of three's. Each three line up, one behind the other, with their arms locked around the waist of the man in front. The first man in the group is the engine, and the last man the caboose. One man is selected to be "It", another to be chased. In order to avoid being tagged by "It", the man chased endeavors to hitch on the rear of a freight train by locking his arms around the caboose. Thereupon the engine, or the man at the front of the train, is subject to being tagged by "It" until he can hitch on to some other train. Those individuals making up a train endeavor to keep any one from hitching on to their caboose. "It", having tagged another, is subject to being tagged back immediately, provided he has not hitched on the rear of some train.
Roll Ball
The players form in a circle, grasping the hands of their neighbors. The one selected to be "It" takes his place in the center and is given a basketball or a stuffed sack, which he endeavors to kick outside of the ring. The players in the circle endeavor to prevent same by interfering with their legs. Should "It" succeed in kicking the ball outside the circle, the player between whose legs it went or to whose right it went, must take "It's" place.
Take Away
The group is divided into two teams. One team is given a ball or some other object which can be easily caught. The object of the game is to keep the ball away from the opponents as long as possible. Should the opponents capture the ball, they in turn endeavor to pass it among themselves, keeping it away from the other team.
Red, White and Blue
Two lines are marked upon the ground, about fifteen feet apart. The group is divided into three equal teams; one team is known as the red, the other the blue, and the third the white. The blue team takes its position between the two lines, with the red team beyond one line and the white beyond the other. A ball or some other soft object easily thrown is given to the red team. Any member of that team may try to hit a member of the blue team, with the ball, without stepping over the line. Should he succeed, it counts one point for the red. Should he miss and the ball go across to where the white team is stationed, any member of the white team endeavors to hit one of the blue and scores a point if successful. Should the ball fail to return to either the red or the white team, a member of either of those teams may run into the blue territory to recover it, but must return or toss the ball back to his team beyond the line before it is again in play. The playing time of the game is divided into thirds. The reds change places with the blues in the second third, and the whites with the reds in the last third. Only the team between the lines is subject to being thrown at. The team having the most hits to its record at the end of the game, wins.
Pin Ball
This game is played with the same rules as basketball, except that in place of the baskets a 6 foot circle is drawn in the center of each end of the playing space, and in the center of each circle a short flat end log about 14 inches long and 3 inches in diameter stands upon its end. Seven players constitute a team. A pin guard is placed within each circle, with the pin and he is the only one that is allowed to step inside the circle. The object of the game is to knock down the opponent's pin by hitting it with the ball. It is a foul to carry the ball or to hold an opponent. Where basketball rules are known to the players, use the same rules for this game. In case of a foul, a 15 foot line measured from the pin in the circle is used as a free throw line. In a free throw the guard is not allowed to interfere with the ball hitting the pin. A stuffed sack can be used in place of a ball in this game.
Kick Ball
An inflated ball about the size of a basketball is best for this game, but a bean bag can be used. The group is divided into two teams. One team is at the bat and the other in the field, arranged as in regular baseball with the exception that there is a short stop on both sides of the pitcher. The home base is marked upon the ground in form of a rectangle 4 feet long and 3 feet wide. The ball is tossed with an underhand toss, so that it passes over the base not higher than the level of the knee of the batter. Three strikes and four balls are allowed, as in baseball. Three men out retire a side. The principal difference is that the batter kicks the ball and may be put out by being hit with the ball when running between bases.
Hand Baseball
This game is like regular baseball, with the exception that a tennis ball or soft rubber ball is used for a ball and the hand is used for a bat. The pitcher throws the ball so that it bounds just in front of the batter. If on the bound it passes over the home plate above the knees and below the shoulders of the batter, it constitutes a strike. The home plate is marked upon the ground and is 2 feet square. The batter hits the ball with the open palm of his hand and runs bases, as in regular baseball. Four balls and 3 strikes count as in regular games.
Last Couple Out
This is an old Swedish game and one which can still be played and thoroughly enjoyed. The players are arranged in double file. One player is selected to be "It" and takes a position about 10 feet in front of the file, with his back to it. He calls, "Last couple out". Thereupon the last two in the double file run forward, one on either side of the line and endeavor to join hands in front of "It", without being tagged. "It" cannot look behind or start to chase until the last couple are on a line with him. The couple are allowed to circle as far out from the double line as they wish in their endeavor to avoid "It", and may join hands in any position, so long as they are in front of "It's" original position. Should "It" tag one of them before they have had an opportunity of joining hands, the one tagged becomes "It", and the one who was "It" unites with the extra player at the head of the double column. Otherwise "It" remains "It".
Spanish Fly
This is an old leap frog game. One player is chosen to be "down". The others follow the leader in taking frog leaps over the back of the one downed. At the first leap the leader says, "Spanish fly". All the others must repeat those words upon taking their leap. At his second leap, the leader says, "Handlings", and squeezes his fingers into the back of "Down". The others must do as he did. The leader next says, "Knucklings" and doubles his knuckles up on the back of "Down" in leaping over. The next command is "Spurrings", and the leader hits "Down" with the heel of his right foot in making the leap. The next command is "Dump the apple cart", and the leader grasps the clothes of the boy in going over and endeavors to pull him forward. The next is "Hats on deck", and the leader places his hat on the back of the boy as he passes over him. The next boy after the leader places his hat upon that of the leader and so on until all of the boys have their hats on the back. The next command is "Hats off deck", and the last boy to place his hat upon the back is the first to leap over, endeavoring to pick his hat off without knocking any of the others off. Should any of those following the leader fail in accomplishing the trick they are supposed to do, they become "Down" and the boy who was downed becomes the leader.
This is a good game to follow formal gymnastic exercises, maintaining the same formation. The players are lined up in open order upon the playing space. The leader asks for a number of exercises for the arms and legs. The players execute these upon command provided the words "Tony says" precede the command. For example, Tony says "Attention"; Tony says "Raise arms to side horizontal"; Tony says "Arms down." If the leader fails to say "Tony says" before the command, the players are not to execute the command. Should a player execute the command at the time when he is not supposed to, he is required to run to a given point behind the leader and return to his original place. This is required of every player making a mistake.
These games have been selected for the use of small family groups. In many of them parents and children will find an opportunity for entertainment during the long winter evenings in the home.
Twenty Questions
This is a quiet, entertaining and instructive game. One member of the family is given the privilege of thinking of some specific object anywhere in the universe. The others endeavor to guess what that object is and are only allowed to ask twenty questions in doing so. The one who thinks of the object to be guessed, only answers the questions asked by yes or no. It is exceptional when the object is not guessed, no matter how difficult it may be, before the twenty questions have been asked. Example,—the King of Belgium is selected by the player. The first question asked by another player is, "Is it in the animal kingdom?" This question is answered by "Yes".
And so the questions and answers continue. Any one has the privilege of asking a question at any time. The one who is thinking of the subject keeps a record of the number of questions asked. If any one has guessed within twenty questions, he has the opportunity of thinking of the new object to be guessed.
You Know Me
One of the group is given the privilege of starting the game by assuming he is some well known character, and makes the statement, "I am the man who invented the lightning rod". The others of the group endeavor to guess who he is. The one first guessing Benjamin Franklin is given the opportunity of continuing the game by assuming he is some other prominent character.
Come-She-Come
One member of the group is given the opportunity to select some object in plain sight in the room, to be guessed by the others. That individual says, "Come she come". Another individual says, "What does she come by?" The first individual answers, "By the letter——", and gives the first letter of the name of the object he has selected to be guessed. The others thereupon endeavor to guess what that object is. The one succeeding determines the next object to be guessed.
Hide the Thimble
All of the group leave the room, except one, who hides somewhere about the room a thimble. The others are then called back and endeavor to find it. If the thimble is hidden in a very difficult place, the one who hid it can inform the searchers if they are "warm" or "cold"; "warm" indicating that they are near, "cold" that they are not seeking in the right place.
Tit Tat Too
A diagram similar to the illustration (Fig. 1) is drawn on a sheet of paper. Two players only can participate. The first player marks a cross in any of the spaces between the lines; the next player makes a circle in any other space. The object of the game is to have one of the players succeed in placing three of his marks in a straight line, vertically, horizontally, or diagonally, upon the diagram. If neither succeeds, a new diagram is drawn and the game continues. The player making the crosses has won the game in (Fig. 2) as he has three crosses in a line.
Last Match
Three piles of matches are placed upon the table. Each pile can contain anywhere from ten to twenty matches. The object of the game is to make your opponent pick up the last match, two players playing. Playing proceeds by each player taking up from any one pile as many matches as he wishes. He may take all in the pile if he so desires. Each takes matches in turn, endeavoring to make it so that the opponent has to take the last match left on the board.
Your House, My House
A piece of string about three feet long is tied to the end of a slender stick of about the same length. A slip knot is tied in the end of the string. A loop about two inches in diameter is made with the slip knot on the top of the table. All of the players excepting the one holding the stick then place the point of their index fingers on the table within the loop. The one holding the stick, as a fish pole says, "Your house" or "My house". If he says "My house", he jerks the stick endeavoring to capture the forefinger of any of the players. He does not jerk the stick when he says "Your house". He endeavors to fool the others by saying abruptly, "Your house", several times before saying "My house" and pulling the string. The player avoiding being caught next takes the stick.
Catechism of States
Step by Step
A bean bag or soft ball is needed for this game. All of the group excepting one who is selected to be leader sit on the bottom step of the stairs. The leader tosses the ball to the one at the right end of the line and receives it back. He tosses it to the second and third. Should any of the players miss catching the ball, all the other players move up one step, except the one missing; he remains on the first step. The leader then continues passing until all have been served; he then starts again at right of line. He passes the ball last to the one on the lower steps. Should any of the players on any step miss the ball, all the other players advance one step. The ones who advance from the lower step take a position at the right of the one who missed the ball on the step above. Should the leader miss the ball at any time, the one at the right on the highest step takes his place. The game continues until the top of the stairs is reached by one or more players. If more than one player reaches the top step then the progress continues down the stairs, a step for each miss by any of the players. When one player holds the most advanced step alone, the game starts over with that player as leader.
Spin the Platter
All of the players in the room are given a number. A tin plate is spun in the centre of the room by one of the players who calls some number. The one whose number is called endeavors to catch the plate before it has stopped spinning. If successful, he calls another number after again spinning the platter. Should the player fail to catch the platter before it has stopped spinning, a forfeit is demanded. All the players having forfeits are demanded to pay their forfeits by performing some stunt suggested by one of the group selected to determine the penalty.
Board and Nail Puzzle
A rectangular board 2 inches broad and 3 inches long has holes bored into it in the design herewith illustrated. Nails are stuck loosely in all of these holes, excepting the centre one. The puzzle is to jump all of the nails off the board so that only one nail is left, and that in the centre-hole on the board. The nails are jumped off in the same manner that men are jumped in the game of checkers. Jumping is allowed either forward, backward, or sideward, but not diagonally.
Spinning for 20
A wooden top is made by sawing off the end of a large spool and sticking a match or small stick through the hole in the centre. Four concentric circles are drawn upon a sheet of paper which should be about twelve inches square. Inside of the smallest circle, which should have a diameter of 2 inches, the number 20 is placed. The next circle outside of this one, having a diameter 2 inches greater, should be numbered 15, the next circle numbered 10, and the next 5.
The players spin the top in turn. Should it cease spinning so that the point of the pin lies within the centre circle, a score of 20 is made. Should it fall outside of the last circle, no score is made. The player first gaining 100 points wins the game.
Red Triangle Ring Toss
A triangle is drawn upon a board and nails are driven in, as indicated in the accompanying diagram. Six rubber Mason jar rings are used. The triangle is hung on the wall at a height equal to the height of the shoulders of the intended players. The players stand from ten to fifteen feet distant from the triangle and attempt to toss the rings over the projecting nails. Each nail is numbered according to the diagram. Each player tosses six rings at a turn. Any number of players can play. The player first securing a total of 25 points wins the game.
Floor Baseball
(Game invented by T.A. Coates)
A diagram is marked with chalk on the floor, as per accompanying diagram. Round wooden disks six inches in diameter, one inch thick at the centre tapering to a quarter of an inch at the circumference, in the form of a discus, are used. Rubber quoits may be used instead of disks, if available.
A player "up to bat" slides disks from a line thirty feet away from the baseball diamond until he has four balls, three strikes, or has earned one or more bases. If the disk, upon being slid forward, lies so that any part of it lies over any line, it constitutes one ball for the batter. If it should lie in the space marked "Strike", it constitutes a strike and the batter has one ball and one strike. The next slide, the disk lies in the space marked "1". This means that he places his disk on first base and the next player on his side comes to bat. The second player continues sliding the disks until he has made a base or is put out. Should he make a base, the player of the first disk is advanced one base. Should he make more than one base hit, the player on the base advances as many bases as the batter has made. The side continues at bat until three men are out. Thereupon, the other team comes to bat.
Should the disk land in "Sacrifice", base hit, home run, or should the one at bat gain first by four balls, the man or men on base or bases advance. Any man or men reaching home constitutes a run for that team. Should the disk land three times within the space marked "Strike" during the time at bat, the batsman is declared "out".
Two players can play this game as well as nine, each taking as many slides of the disk as is necessary to reach a base or get out. Then the other player does the same until the team has three out.
Blocks or stones can indicate the position of players on bases if only one disk is used in the game.
Chic-a-dee
This is a good game to be played in the loft of a barn. One player is blindfolded and sits on the floor with legs folded under him, Chinese fashion. The other players creep up and say "Chic-a-dee" as near his ear as possible. He tries to hit said player before he can get beyond his reach, using a salt bag stuffed with leaves, or some type of padded stick. Should he succeed, the one he hits is blindfolded and the game continues.
Captain Kidd's Gold
This is a good game in which all the members of a family may find pleasure. It develops one's power of observation and memory. A small coin is hidden somewhere about the yard or in the woods, wherever the game may be played, by one of the players. All of the other players must be either blindfolded or placed in a position where they cannot see the player who is hiding the coin.
The player having hidden the coin returns to the group and describes just how they are to find same. For illustration:—he gives the following description of the course to follow. "Walk twenty paces in a direct line towards the apple tree at the far end of the garden. There you will find a small stone upon a larger one. Under the small stone you will find an arrow scratched upon the larger one. Follow the directions of this arrow fifteen paces. Then turn sharply to the left, go ten paces, and underneath a stone will be found Captain Kidd's Gold." The players may ask him to repeat the directions once. After repeating, however, they must follow the direction without further questioning. The one successful in finding the coin next hides the same.
This game can be made simple enough for small children to enjoy or difficult enough to prove a problem for adults.
Bird Hunt
Names of different birds are written on small slips of paper and pinned upon the backs of all the guests. A small card and a pencil are given to each guest and they are instructed to go on a bird hunt. They proceed to try to read the names on the backs of twenty other players. The one first succeeding in getting the names of twenty birds wins the game. Each player endeavors to avoid having the slip on his own back read as he endeavors to read those on the backs of the others.
My Month
Twelve placards with the name of a month of the year on each are posted about the room, and the players are instructed to gather around that placard bearing the name of the month in which they were born. Then each group in turn is called upon to select some activity typical for that month and to act it out. The others endeavor to guess the month by the activity represented.
Poison Circle
The group marches in couples around the room while a march is being played intermittedly on some instrument. Small rugs are placed in the path of the marchers or circles are drawn on the floor, through which the marchers must pass. If any couple is left on a rug or within a circle when the music stops playing, that couple drops out of the march. All march forward again when the music starts and try to avoid being caught on a rug or in a circle. The last couple in wins.
Shoe Hunt
Advertisements of shoes are cut out and the illustrations of pairs of shoes are halved. These are hidden around the room. The individual finding the largest number of pairs of shoes wins. Players are allowed to trade with each other in order to complete their pairs.
Matching Advertisements
Advertisements are cut from magazines and each advertisement is divided by irregular cuts into two halves. One half is placed in the pile to be distributed among the men; the other half to be distributed among the ladies. These halved advertisements are distributed among the guests and the men seek their partners by finding the other half of the magazine advertisement matching their own.
Matching Proverbs
Familiar proverbs are divided into groups of three or four words. These are distributed among the guests. There should be at least two words, and preferably more, on each slip. Each individual then seeks to find those others holding the words which complete his proverb.
Example—The proverb, "A stitch in time saves nine", is chosen. On one sheet of paper is put "A stitch"; on another "in time"; and on another "saves nine".
When the individuals necessary to make the complete proverb have gathered together, they represent their proverb by pantomime to the others.
Mixing March
The group, arranged in couples, forms a circle with the ladies on the inside facing their partners. When the music starts playing, the partners separate, both going to the right about the circle. This means that the ladies go in one direction and the men in the other. When the music again stops, the men will be opposite new partners and these partners must face each other and converse on some subject suggested by the leader. When the music again starts the conversation ends and both groups again continue their march in opposite directions and so the game continues. It is suggested, if the group be large and not well acquainted, that each time a new partner is faced for conversation, hands are shaken and names and places of residence given.
Musical Medley
This game is similar to the game entitled "Matching Proverbs", except that different lines of songs are distributed among the guests present and each seeks to find the individuals holding the lines necessary to complete his song. When all are located they get together and practice their song in preparation to sing it to the rest of the group or act it in pantomime.
Puzzled Words
Words are written out on slips of paper and then cut into single letters. Each letter going to make up a word is given the same number.
For example, in the word "battle", number each letter of "Battle" No. 1. All of the number 1's are told to get together, discover what their word is and when their number is called, act it out for the group to guess.
Trip Around the World
Various articles are distributed around the room, each representative of some country. For illustration, a package of tea, representing China; a shamrock, representing Ireland; a maple leaf, representing Canada.
A slip of paper and a pencil are given to each member of the group, who endeavors to guess what country each article suggests.
Bean Penalty
Each guest, upon entering the room, is given ten beans and instructed to ask questions of each other. Should a question be answered by either yes or no, the individual so answering must surrender a bean to the one asking the question. At the end of the playing period, the individual having the largest number of beans is the winner.
Biographic Cartoons
Each individual is given a cardboard 12×15 inches, an old magazine, containing numerous ads, a pair of scissors, and is instructed to write the biography of his right hand neighbor, using the advertisements cut from the papers to illustrate the same. In writing the biography as few words should be used as possible. The biographical sketch should be placed upon the cardboard. Mucilage should be available for the purpose of sticking on the illustrations, and pens and pencils for the necessary writing. Some award can be given to the one making the best biography.
Illustrated Songs
Each member of the group is given a sheet of paper and a pencil and is instructed to draw thereupon a picture or pictures illustrating the title of some song. (Illustration: One individual decides to illustrate the title of "Home, Sweet Home". He proceeds to draw the picture of a house, a sugar bowl, and another picture of a house.)
When sufficient time has been allowed for all to complete their illustrations, they are numbered and placed on exhibition. Each member of the group endeavors to guess as many of the illustrations as he can, placing his guess after the number of the illustration. The illustration which is guessed correctly by the largest number, wins for its artist.
Smiles
The group forms in couples and marches around the room. They are then subdivided into from four to eight smaller groups. These are stationed in various parts of the room and the ladies are lined up facing the men. They try in every conceivable way to make the men smile or laugh. Any one who does so must take a place in the ladies' line. After a few minutes of this, every man in the ladies' line must pay a forfeit, and the men must endeavor to cause the ladies to laugh.
Tea Pot
One member of the group is selected to be "It" and leaves the room. The others decide upon some object or word which "It" is to guess. "It" is called back into the room and each member of the group is to make a sentence including the name of the object to be guessed, using in the sentence the word "Tea Pot" as a substitute for the name of the object.
Illustration—The object determined upon by the group is the piano stool. The first member of the group says, "By turning the 'tea pot' it grows higher".
As soon as "It" guesses the correct object the one whose sentence disclosed what the object was, becomes "It".
Muddled Words
The group is divided into two teams. Each individual is given a slip of paper and takes the name of some animal, bird, or fish, and muddles up the letters so as to make it difficult to recognize the name.
Illustration—g fold chin, for goldfinch.
Any member of the opposing team has the opportunity to guess what the name is. The time it takes for the opposing team to guess is recorded. Any member of the opposing team who has correctly guessed the muddled word can give a muddled word for the first team to guess. The team which succeeds in guessing the muddled word in the shortest time wins one point. The team having the most points at the end wins the game.
Photographs of prominent individuals are numbered and placed on exhibition about the room, with the wrong title beneath them. Each member of the group is given a card and pencil. He goes around the room and writes upon his card the proper name of each individual with the number which is on that individual's photograph. The individual making the largest number of correct guesses wins. Photos of men like Lincoln, Lloyd George, Robert E. Lee, Obregon, etc., should be used for this game.
Who Is It?
A sheet is hung up in a doorway. The group is divided into two teams. One group goes behind the sheet. A small hole is cut in the sheet. The members of the group behind the sheet take turns in sticking their noses through the hole in the sheet. The group on the inside attempts to guess whose nose protrudes through the sheet in the order in which they are exhibited. One member of the group behind the sheet keeps a record of the order in which individuals of that group display their noses, so that this can be checked up with the guesses of the other team. After all the noses have been displayed the group returns to its place in the room and listens to the guesses.
Then the other group goes out and they display their noses. The group making the largest number of correct guesses wins.
A modification of this game is made by showing the eye through the hole in the sheet instead of the nose, and the group in front of the sheet endeavors to guess whose eye it is.
Trades
The men are lined up on one side of the room. To each is given three or four buttons, a needle and thread, and a piece of cloth. They race to see which can sew the buttons in a straight line on the piece of cloth, securely, in the quickest time.
The women are lined up on the opposite side of the room before a plank. To each is given a hammer and six or eight nails. They race to see who first can drive the nails into the plank without bending them over.
Rooster
Ten or twenty are as many as can well play this game. The group is arranged in seats around the room. The leader starts the game by saying, "My father had a rooster". His left hand neighbor says, "A what?" The leader answers, "A rooster". The left hand neighbor then turns to his left hand neighbor and says, "My father had a rooster", and that neighbor says, "A what?", and his answer is "A rooster". This question is asked of each left hand neighbor until it has travelled around the room. When it becomes the leader's turn, he again says, "My father had a rooster", and his left hand neighbor says, "A what?". He answers, "A rooster". The left hand neighbor says, "Could he crow?" And the leader answers, "Crow he could". This dialogue is passed on around the room, each repeating the exact words of the leader to his left hand neighbor.
When it again becomes the leader's turn, he repeats the dialogue previously used and his left hand neighbor inquires, "How could he crow?" And the leader replies, "Cock-a-doodle-do", imitating a rooster. This is passed around the room. No one is supposed to laugh during the whole game. Whoever does may either pay a forfeit or is out of the game. It is well to have a player who knows the game sit next to the leader, so that it may start correctly.
Poor Pussy
The group is arranged in a circle around the room. One player is selected to be "Pussy" and takes his place in the centre of the group. He takes a position on all fours before each member of the group, in turn saying "Meow". Thereupon the one before whom he is kneeling must stroke the back of his head and say, "Poor pussy". Pussy meows three times and in return for each meow has the back of his head stroked and is addressed, "Poor pussy". Should the one patting pussy laugh during the performance, he must take pussy's place.
Gossiping
The group is arranged in a circle around the room. The leader whispers some information to his left hand neighbor, remembering the exact sentence or sentences. His left hand neighbor is expected to whisper the same information to the next left hand neighbor and so it is passed around the circle until it is returned to the leader. The leader then tells what the original sentence was, and tells what it is after passing from ear to ear about the group.
Analogues
A member of the group thinks of some object, and without disclosing to the other members of the group what he is thinking about, he addresses in turn all of the others, asking, "What is my thought like?" The first one addressed, without having any idea as to what the leader has in mind, says, "Like a star". The second in answer to his question, says, "Like a book", and so every one is given an opportunity to state what they think his thought is like. Then the leader tells the group the thing he had in mind, which, we will say for illustration, was a fountain pen. He then asks the one who suggested that it was like a star why his fountain pen was like a star. Thereupon that one must give some reason why he thought it was like a star and replies, "Your fountain pen is like a star because it can enlighten the world". The next one says, "The fountain pen is like a book because it has the possibility of conveying thoughts", and so every one in the group must give the why of his previous answer. This demands quick thinking and initiative on the part of the players.