v/ ?~TTy cf CALIFORNIA ^ LOS ANGELES LIBRARY GYMNASTIC GAMES CLASSIFIED BY E. H. ARNOLD COMPILED BY ANNIE R. HUGHES INSTRUCTOR IN GYMNASTICS, SELECT FRIENDS' SCHOOL WASHINGTON, D. C. av RNIA INTRODUCTION TO GAMES. In a system of gymnastics, games may be used for hygienic, developmental and educational purposes. For general hygienic ends their value is great, if for no other reason, than that it usually requires a large air space, oftentimes outdoors, to play them. On the other hand, the hygienic value of games is a doubtful one, because the movements occurring in games can only be predetermined in general. That means that they can- not be graded as to quantity or quality with exactness. Exact- ness, however, in these two things, is an absolute necessity where gymnastics are given for hygienic ends. Such exactness being possible with formal gymnastic exercises, these therefore must always be given a preference where exactness in quantity and quality of exercise is desirable or necessary. The same may be said to be true of the developmental effect of exercises occurring in games. If it be difficult to trace the effect, formal gymnastic movements have upon the development of this tissue or that organ, it is certainly impossible to exactly predict the effect which the unpredetermined movements in games might have. Formal gymnastics will always be far superior in this respect to games. To turn to the educational purposes of games. They are mental and moral ones. Among the mental ones co-ordination INTRODUCTION TO GAMES should be separately considered. As far as some of the mental processes (to be mentioned hereafter) are serviceable to estab- lish co-ordination, games may be said to help co-ordination. Games can, however^ not be arranged methodically for co-ordin- ation purposes, for the simple reason that the movements occur- ring in them cannot be predetermined. The development of co-ordination power must, therefore, also be the domain of for- mal gymnastics. What use games are in the moral training of children and youth has been enlarged upon by many authors in many places. Even that teaching has to be incidental, as the occasion for pointing a moral offers in the course of a game. The great value of games in this direction lies in the fact that most of the moral teaching reward for proper punishment for improper actions is self administered or then applied by pupil-compan- ions and playmates, not by the teacher. In any attempt to classify games for teaching purposes one should arrange them as to their difficulty. The movements not being predetermined, classification according to mechanical, physiological or moral principles will be impossible. Classifi- cation according to the apparatus the game is played with, as for instance, ball games, or according to the exercise most con- spicuous within the games (as running games), is arbitrary, and for teaching purposes useless, for it classes together games of the most different grades of difficulty. The mechanical diffi- culty might be approximately foreseen and games classified accordingly. Yet if we look closely, we find that most bodily movements occurring in games are in themselves extremely sim- ple and easy of execution. What is it then that makes games differently difficult of execution ? For that they do differ in dif- ficulty, is at once clear. Little children do not attempt com- petitive games. Youth will not play complicated games, as baseball or football well. They are too difficult for them. If, then, the difficulty be not mechanical, it must be mental. Before undertaking the task of classifying games according to mental difficulty for teaching purposes, we should ask, is it necessary to teach games ? May not games be left to the play instinct of children ? If there be any benefit derived from games INTRODUCTION TO GAMES V at all, and who would deny that there is, it would seem desira- ble to secure those benefits to a great number of children to all of them, if possible. Observation of children will easily con- vince one, however, that not all children play in such a way as to derive any or all of the benefits that may be gotten from play. The puny and weak boy will not play because his strength and endurance will not carry him through the games that stronger boys of like age play. He is ashamed to play with younger ones. The boy who lacks courage and daring will not indulge in games demanding these qualities asapre-requisite for playini them. The clumsy and unhandy boy will not take part in games calling for skill. It is the boys and girls who possess some or all of these qualities already, who play and by play develop these qualities still more. Boys and girls who are devoid of the qualities above mentioned, and who do not play, are the ones who need to play most, and they cannot be per- suaded to play, unless they are led or taught to play games that will ask for few, if any, of the above qualities, yet give them. Whatever may be said in favor of games and plays (ath- letics), in secondary schools and colleges as practiced nowadays, there must be no doubt about one serious shortcoming of them. They do not serve to improve those who need improvement bodily, mentally or morally, but simply select those most developed in these directions, to play these games and derive a little benefit from them. That these select players do derive only a little benefit from gaming and playing, one can readily see, and as far as improvement in mental qualities goes, it has been experimentally proven that such improvement is very small indeed. In order, then, to secure for the majority of children and youth, the beneficial results of playing, it is necessary, first, to provide them with playing facilities, i. e., playgrounds, play time and playing apparatus. Then, in addition, the ability to improve these facilities. That means that children should be led to playgames which are suited in their mental difficulty, to the ability of the child. They must not offer such difficulties as will make the child stand by bewildered, and look at others VI INTRODUCTION TO GAMRS playing, nor must they be so easy as not to incite the pleasur- able feeling of having overcome difficulty. Classification, according to mental difficulty, is then a pre- requisite for securing the beneficial results of playing to a great majority, or perhaps all children. The following classification may not stand laboratory tests, but has stood the test of practical application on the floor of the gymnasium and on the playground. I have no doubt but what it may be readily improved upon. The games given under each heading may not all be of pure type, because simple games of a pure type are rare, most games being more or less complex mentally. Especially is it difficult to find games of pure type, as we advance in our scale of difficulty. As much as possible or necessary, we have indicated in parenthesis and by numerals, what mental processes are most conspicuous in the game, so that it may be referred to games of kindred character. This is also to serve in helping to analyze the games. Usually the games of one class partake of the nature of the games of one or more of the next lower classes. In teaching games of a complex nature it is therefore a wise plan to play (teach) each of the component elements of a game separately, then add one by one till all the elements are assem- bled as a unit in the game This is practically what is called " coaching," and successful coaching will be found to corres- pond with this idea. The first set of gymnastic games which children play are games which apparently have no purpose. They can, of course not be taught. The child needs simply time and space to play them. The next set of games are games of inexact imitation. Imitation at this stage must be inexact, because all sense per- ceptions of this period are more or less imperfect. No attempt should therefore be made to insist upon exactness of imitation, Again, no teaching can or need be done, a chance to play only being required. The next set of games are those which will tend to develop the sensual apparatus. The senses which have to do mainly INTRODUCTION TO GAMES Vll with movement are the sense of sight, of touch and of hearing. We shall have, therefore, in this group, games that practice and develop the sense of sight, of touch and of hearing. Within the series for the sense of sight, a subdivision might and could be made. One can have games where form is to be recognized or distinguished only, likewise such where color is to be determined only. Then, those where form and color both must be distinguished. Progression in difficulty within this group is also effected by first recognizing form or color, or both, of things stationary, then of bodies moving. In the games for the sense of hearing, those where move- ments are guided by any kind of noise are first. Then follow those where noises and sounds must be distinguished as to intensity or pitch, or both. In the games for the sense of touch, the primary ones should be those where sirnpty the perceptions of any form of touch sen- sation is needed. Later on, games for sensations of touch, dif- fering as to intensity, duration, etc., should be practiced. It will be seen, therefore, that in a way these games may be called games of discrimination. Having acquired, through games of the above kind, keen sight, touch and hearing, the pupil is ready to go one step farther. He will play games dependent upon exactness of motion. That exactness of motion is impossible without exactness of sight and touch, goes without saying, and therefore this sequence. In this group of games, a great many games of throwing and catching missiles belong, beside others. The most commonly used missiles are the various forms of balls, though jack- stones, hoops, spears, etc., belong in the like class. Games in this group may be classed as follows : Catching or laying hold of things, is to be practiced on rather bulky and weighty things, first, that would require action of both hands or both feet, if catching were to be done with the latter. As one goes along, the bulk and weight grow less. Laying hold, must first be done on things stationary, then on things moving. The mov- ing object should at first move with little, then with ever-increas- ing velocity. The player should learn to catch first while he Viii INTRODUCTION TO (JAMBS himself is stationary, moving arms, trunk and legs within his place only. L,ater on, he must learn to step out of place in order to catch, and finally, he wants to practice catching on the walk and run. The running and walking to be done in all directions, forward, sideward and backward. The speed of the movement, i e., the running, to t>e slow at first and ever increasing. At first, catcher and object to be caught must both be stationary, and then they both should proceed through the series of increas- ingly difficult manoeuvres, as above. The catching or laying hold of, or striking, is to be done at first with parts of the body, principally the hands and more rarely the feet, or other parts of the body, then with catching or striking implements. The larger the catching or striking surface is, the easier will be the catching and striking with implements ; the smaller the more difficult, and progression will have to be along these lines. The various batting instruments used in games clearly show the advancing difficulty of catching and striking, according to this principle. Throwing missiles will follow the same outlines. In catching, more yet in throwing, another element in move- ment enters, i. e., steadiness of motion (or position). Yet a separate group must be established for games for steadiness of motion. These games are mainly aiming games. Shooting with arrows, blow pipes, pistols, guns, belong to this set. Aiming and shooting is to be done, the marksman station- ary, shooting with a large projectile, at a large target, distance between marksman and target first small. The projectile and target grow smaller, the distance larger, as we advance in diffi- culty. Next the stationary marksman will shoot at objects moving in a straight track towards, or away from, the marks- man, at first with lesser, then with increasing velocity. The marksman will then aim and shoot while he himself moves towards, then away, from the target, with lesser and increasing velocity. At first he moves himself, then he mounts and moves on an animal, vehicle or train, and shoots at a stationary tar- get. Finally, marksman and target, both moving at first in straight, parallel tracks, tracks at right angles, tracks running INTRODUCTION TO GAMES IX in opposing directions, and finally irregular tracks, will form the most difficult set of games in this class. Having played games of these different kinds, the player is now ready to proceed to games of exact imitation. The increas- ing difficulty of games of this kind may be easily judged by examining the foregoing considerations. Now, though our player may be able to see, hear and feel correctly, though he may, in response to these sense stimulations, be able to perform exact and steady motion, he will be found a deficient player on the athletic field, as well as in the play of life, if he be unable to respond quickly to the stimulation. The next set of games will therefore be games that will tend to shorten reaction time. Reaction time can be shortened only, if the player is to expect at first, only one well-known stimulus. The only question in his mind being then, when this stimulus is to be received. And if he is to react upon this stimulus as soon as possible, the action must be one beforehand known and prac- ticed. Only when things have been simplified for our player in this way, when he has been prepared for quick reaction, will he not stand still bewildered by the problems of the game. Having brought our player around this dangerous corner we are ready to have him go one step farther. He will now have to learn the art of discrimination. At first he must be asked to discriminate between only two stimuli, both of them well-known beforehand, and to react with a well.-known and practiced action upon the receipt of one of them. Difficulty in this group increases as the nnmber of stimuli that have to be discriminated between, increases. Following this, come games of choice or judgment. Here the player should at first react upon only one well-known stimu- lus, not being asked, therefore, to discriminate. He should react, however, no longer with only one action beforehand known but must now be made to choose between several actions, all of them well-known and practiced, the one most suitable to the occasion. It stands to reason that the greater the range of choice, the greater will be the difficulty of the game. After this should come games where discrimination as well as judgment have to be practiced. That is, reaction by & Z INTRODUCTION TO GAMES chosen suitable action now takes place only upon the receipt of a particular one among two or more stimuli. With this we are practically at the end of mental difficulty in games. The games hereafter mentioned all partake of the type of the last men- tioned ones, more or less. They presuppose all the qualities from correct sight and exact motion to quick reaction and good judgment. They are organized games, mostly of a competitive character, two or more sides playing against one another in these games. We distinguish here games of low and high organization. Games of low organization are characterized by the fact that all players of one side hold practically the same position ; that means at the same time, all positions in the game. Every player plays the whole game. Organization proceeds with the subdivision of each party to a game and the specialization of the work that each party is to do. So we have games where each side plays two positions, with a number that means at least two players for each position. This divides the responsibility for the position being well played among several individuals. The more individuals to each posi- tion, the smaller the responsibility and the lower the organiza- tion of the game. The greater the number of subdivisions in each game, the greater the difficulty of playing it. Basket ball, for instance, is a somewhat highly organized game, for we have here, among five players of one side, three positions to be played. Two of the more difficult positions, i. e., forward and guard, have two players. Center being the least responsible position, is played by only one. When we come to football the number of subdivisions of a side increases. Yet we have for some of the positions two players. Football, while a highly organized game, is not the most highly organized. Baseball undoubtedly stands at the head of highly organized games. Nine different positions played, each one by only one player. Each one posi- tion demands a different style of game, asking of the player good eye, ear and touch, exact and steady motion, quick reac- tion, discrimination and good judgment, and no one to share the responsibility with him for the playing of his position. If a youth or man play good baseball, and play it so that he can INTRODUCTION TO GAMES xi play more than one position on the team, he is very likely pos- sessed of all of the above most desirable mental qualities. He has in his possession most formidable weapons to enter upon the strife of life with. I do not wish to be understood as meaning that all games of one class are absolutely more difficult than the ones in the class preceding it, nor that all games of one class must be played first before proceeding to the next one. No attempt has been made to classify the games as to their fitness to be played by either sex, that being left to the discre- tion of the teacher. If games be well directed these benefits can be secured for all normal children. That it is highly desirable to secure them all, no one will deny. In order to make all children play as above pointed out, playing time, playing facilities, as locality and apparatus, are needed, but above all, one to direct the play of children and youth so that no harm and a great deal of bene- fit shall come from them. If this booklet will help to throw some light upon the methods how to lead and teach playing children, it will serve its purpose. The games herein represented are not new nor original. They have been collected from various sources, a great many from the pages of " Mind and Body." The booklet possesses, therefore, no merit in the presentation of new games. If it has any merit at all, it lies in the classification of games. I am still too busy to write books, and therefore had to avail myself of the help of others in order to publish this booklet. For compiling the games and assigning them their proper places in the different classes of our classification, I am indebted to Miss Annie Rennard Hughes, formerly my assistant at The Normal School of Gymnastics, but now of the Select Friends' School of Washington, D. C. The proof-reading and prepar- ing for press, Miss M. S. Haupt, A. N. S. G., '99, has done. To the Freidenker Publishing Company, of Milwaukee, Wis- consin, my thanks are due for allowing me the use of such illus- trations as appeared with games published in "Mind and Body." E. H. ARNOLD. New Haven, April, 1901. 1. WITHOui rdiuuSE. Ulir i. HIPPITY HOP. The pupils form in line, one behind the other. At the word, to start, all follow the leader around the room, hopping on the left and right foot alternately. 2. SERPENTINE MAZE. The girls grasp hands firmly, then follow the leader or head of the line easily, without pulling or jerking. The leader, who should be the strongest and most skilful of the girls, leads her line about the playground, through many turns and windings, in the opposite direction to her column, forms a loop by passing through under the upraised arms of two of the players, then re- mains standing while her column forms a spiral around her. This spiral is unwound by the last of the column starting and the others following her, or by the leader starting out from the center and leading her column back and forth through under the upraised arms of the followers. 3. OU) SISTER PHOEBE. One impersonating the dame sits in a chair, the others, join- ing hands, form a ring and move around her slowly, chanting : "Old Sister Phoebe, how happy was she When she sat under the juniper tree." At the end of every chant a pause is made to allow one from those behind the sitter to withdraw and hide herself. This is repeated until the last has withdrawn. Sister Phoebe, whose sleeping had been soothed by the singing, awakens by the silence, rises, and looking anxiously around, calls loudly for her charge. At the call, all come running back with the joyous cry, "Heigh-ho! says Rollo." II. GENERAL IMITATION. 4. PLAYING CARS. Each player is given some part of a train to represent (the engine, whistle, passengers, conductor, etc.). Being arranged in order, the engine leading, they march or run around, each imitating the part he represents, stopping at stations, etc. 5. PLAYING HORSE. Several players represent horses and move around in imita- tion of them, while others, as drivers, have ropes attached to the horses or catch hold of some part of their clothing and drive them, imitating the various motions of a driver. 6. SKATING. This consists simply in imitating the movements of skating, by sliding along the floor, singly or in two's or three's. 7. PLAYING BIRDS. Each player imitates the flying of birds by moving around , waving the arms as wings. Two or three may group together, and form a nest, another represent the mother bird, and another the father, while the remaining players are young birds. The old birds go out and return with food, which they feed to the young ones, and so on, as the imagination of the players suggests. 8. THREAD AND NEEDLE. All the players join hands and form a line. The two players at the ends of the line begin the game with the following dia- logue : A " How many miles to Babylon ?" B " Three score miles and ten." A" Can I get there by candle-light ?" B " Oh, yes, and back again." A " Then open the gates as high as the sky, And let the king and his men pass by." B, and the player next to him then raise their hands as high as possible, and the rest of the players, led by A, pass under the arch thus formed. The dialogue is then repeated, B, being now the questioner and " threading the needle "'in his turn. This game may also be varied by having the players dis- perse over the playground as soon as they have passed under the two players' upraised arms, the latter pursuing them. The two first caught, then take their places at the end of the line to form the arch, and the whole is repeated. Played in this way the game is more one of judgment. 9. I WENT TO PARIS. The players stand in a circle. The leader says : "I went to Paris and bought a pair of scissors," at the same time imi- tating cutting with scissors with the two first fingers. This con- tinues on around the circle until all are imitating cutting. This continues while the leader says : "I went to Paris and bought a fan,'.' fanning himself with his hand but still keeping up the cutting. This continues around as before until all are cutting and fanning. The leader then continues, ' ' I went to Paris and bought a rocking-chair," rocking his body and continuing the others. This goes around the circle and so on as the leader chooses. 10. BUTTERFLIES AND BEES. Butterflies, Butterflies, happy and gay, Where are you flying this bright summer day ? We're sipping the honey from out of the flowers. We're busy all the long, bright, summer hours. Busy bees, busy bees, happy and gay, What are you doing this bright sunny day? We're gathering honey from out of the flowers ; That we may have food in the long winter hours. This is a circle game. Several children are butterflies and others are bees. The butterflies fly with a half-circular move- ment of the arms, representing the opening and shutting of the fl butterfly's wings. Those who are bees fly as bees do. The children in the circle are flowers of various kinds, some growing near the ground, others are tall. They hold their hands with wrists together for flowers, and as the bees and butterflies pass, they gather honey. The children on the outside sing the first two lines, the butterflies answering. While the children sing the first two lines of the second verse, the bees fly about and we hear, " buzz, buzz." Then they sing their reply and all form a circle again. ii. THE WASHER- WOMAN. i j^ p Come show your little foot, and show your little shoe ; see what the bus- J J j y wash - er women do ! They wash, wash ; they wash, wash ; the ^ JJ I'Jl J J live-long day. They wash, wash ; they wash, wash ; the live-long day. Verse like the ist but, substitute wrench for wash. starch " talk eat rest The girls stand in a circle at ordinary distance between them. During the first part of the song, up to the words "washer- women do," they take step-position right and left alternately, with rising on toes. With the word indicating the action of washing, wrenching, etc., they execute a corresponding move- ment. If interest continues, any number of actions, as mending, scrubbing, etc., may be gone through with. Another variation of this game that our girls play, consists in naming the days of the week on which the different activities are performed. It is sung to a popular air with which most children are acquainted. III. SENSUAL APPARATUS. I. SIGHT. 12. CITY AND COUNTRY. (SECONDARILY REACTION.) The players are divided into two parties, who take their places opposite each other at a few feet distance, one side repre- senting the city and the other the country. Each selects some occupation peculiar to what they represent, one showing theirs, while the other watches and tries to guess the occupation shown. As soon as it is guessed the side representing it must turn and run to their goal ( a spot or line behind them previously agreed upon), while the guessing side pursues. All tagged before reaching the goal must take their places with the side catching them. If no one is caught, the same side represents another trade, otherwise the other side takes its turn at representing and the game continues as before. The side having the largest number of players at the close of the game is the winner. 13. " BUTTON, BUTTON, WHO HAS THE BUTTON ? " The players standing in a line, side by side, pass from one to anothei a button, trying to conceal from the one standing in front who has it. He asks the question : " Button, button, who has the button?", at the same time naming the player he thinks has it. If he guesses correctly, he changes places with the one having it, if not he continues until he finds it. A game similar to this may be played with a small ring on a rope. The players stand in a circle grasping the rope and pass the ring from one to another, the center player guessing as be- fore. 14. HIDE THE HANDKERCHIEF. All the players but one leave the room, the one remaining hiding a handkerchief or other small object. When it is hidden the other players are called in to hunt for it, the one finding it hiding it the next time. The player who hid it may tell the other players of their nearness to it by calling " warm," when they are near it, and " cold " when they are away from it. IO 15. CHALK THE ARROW. This is usually played in the city streets, one player running ami trying to keep out of sight of the others who follow. The runner is given time to disappear around the first corner before the others start after him, and at every corner he turns marks (with chalk) an arrow pointing in the direction he takes. Those pursuing follow by the arrows, the first one seeing him being the runner for the next time. This may also be played by having any number run and only one follow, the first seen becoming " it " for the next time. 16. GUESS BALL. ' The players stand in a row. A leader stands a short distance in front of the line with back turned to the line. The players pass a hollow rubber ball to and fro in front of, or behind, them, while the leader counts ten. The player holding the ball when he says " ten " must throw the ball at the leader. If successful in hitting the leader, the latter quickly turns and tries to dis- cover from the various attitudes of the players, who struck him. If he names the right one, this one exchanges places with him or her, and the game proceeds as before. If the leader guesses wrong, he must do it over again. If the thrower does not hit the leader, he must exchange places with him. 17. HARE AND HOUND. Two or more persons representing the hares, and provided with a large quantity of scraps of paper are given a start of several minutes and run a certain length of time agreed upon before, then return by another route to the starting point, all the time scattering paper in their path. After the lapse of the number of minutes, handicap given the hares, those representing the hounds start in pursuit, following by the scraps of paper, (never leaving that path), trying to catch the hares before they reach the starting point in returning. The handicap given the hares should be small, depending on the running abilities of the hares and hounds. The fastest runners are usually picked out for the hounds. II i8. ANTE-OVER. (SECONDARILY ACCURACY OF MOTION.) The players are divided into two parties who stand on op- posite sides of a house. A player on one side throws the ball over the house. The members of the other party try to catch it. If unsuccessful, they pick it up and throw it over the house to the first party again. This continues till some one catches the ball, when the catcher runs around the house and tries to strike some member of the other party. The one who is hit, must re- turn with his captor and belongs to the other party. The game is kept up till one party wins over all the members of the other. 19. WOLF. Any number of children may play this game, which is a form of Hide and Seek. The game is commenced by "counting out," and the player chosen to be " it " is called the wolf. The wolf then hides, while the other players remain by the goal, which is usually a tree, stone, or other large object. About a minute is allowed the wolf in which to hide, and when the time is up those at the goal call out, " Coming ! Say nothing." If the wolf is not ready, he cries, " No," and a little more time is allowed him. The players then commence a search for the wolf, and whoever is successful calls out, " Wolf," whereupon all run for the goal. The wolf dashes from his hiding-place and tries to touch any of the players as they hasten toward the goal. If he succeeds, the person or persons touched also become wolves and hide with him. The object of the game is to avoid being made a wolf. The play continues until all are wolves ; and the first one caught by the wolf must be wolf in the next game. The wolf need not wait to be found, but may run out and attack the players whenever he thinks there is a chance to touch one of them. If the wolf can reach the goal before any of the players, he can frequently touch a great number of them as they come in. When he holds the goal in this way, one of the players generally tries to lead him off on a chase, thus sacrificing him- self that the others may reach " home " in safety. If this is not done, the game may be blocked through the fear of the players 12 while the wolf is so near ; and it is, therefore, wisest for all to make a dash for the goal. The wolves may all hide in one den ; and any one of the players may remain at the goal instead of looking for the wolf, if he wishes to do so. 20. HIDE AND SEEK. (SECONDARILY REACTION.) One player is chosen to be " it," and hides his eyes until he counts up to fifty or some number agreed upon, the others in the meantime hiding. When he has finished counting he calls, " Coming," and if anyone is not ready he answers, " No," and is given more time, otherwise the one who is " it " starts out to hunt the others. When he sees anyone he calls their name and runs and tags the base ; if, however, the person seen can tag the base first he is said to be in " free," and cannot be made " it " for the next time. The first one seen and tagged for, takes his place as " it " for the next game. At any time any player who has a chance to run and tag the base before the catcher can, may do so and thus be " free." 21. CURTAIN BALL. (SECONDARILY-REACTION. ) A number of players, up to about ten to each side, are stationed over each half of the play-space which is divided in the center by a curtain about eight feet high, thus hiding the play- ers from each others' view. A basket-ball is tossed over the curtain, from one side to the other, and must be caught before it touches the ground. If not caught, it counts one point against the side making the miss. As the ball is not seen coming until above the curtain, the catching of it requires no small amount of alertness and quickness on the part of all the players. 22. THE SHEPHERD AND SHEEP. ( SECONDARILY REACTION DISCRIMINATION. ) A place large enough to hold all players is selected and marked by little stones, etc.; a stake, about a foot or so high and above ground, represents the gate of the pen. This gate is watched by the shepherd, who becomes drowsy and falls asleep, the inclosed sheep meanwhile walking out and scattering in various directions to hide. The baaing of the sheep in the dis- tance finally awakens the shepherd, who, seeing what has hap- pened, quickly replaces his gate and runs forth in search of his flock. Espying a sheep, he returns to his post and taps the gate three times, calling the name of the player seen. Unless the sheep found should reach the pen first and pull out or hurl away the gate before the shepherd can reach and tap it, he must enter the pen. Any sheep from without, who can remove the gate without being caught, as above, frees all the sheep within the inclosure, the shepherd being required to first repair his pen, be- fore again seeking his sheep. In case all sheep are caught, the first one caught exchanges places with the shepherd. II. HEARING. 23. FRENCH BLIND MAN'S BUFF. A pupil, furnished with a wand and blindfolded, is standing in the center of a group of players, a circle. The playmates dance and hop around him, until he signals them to stop by tapping the floor with his wand. He points his wand at the players and asks a question, to be answered by the pupil pointed out, in a disguised voice. Should the blindfolded player recog- nize the voice, he is relieved by the owner thereof. 24. BLIND MAN'S BUFF. One player is blindfolded and stands in the middle of the playground while the others scatter around. The player who is "it" tries to catch someone, following by the sound of their footsteps, whoever is caught becoming " it". THE BLIND CHASE. A stake about six feet long is driven into the ground. To the top of it are fastened by one end, two stout cords, from two to four yards long. Two players on op- posite sides of the stake grasp the loose ends of these ropes. Both are blindfolded. One is the hunter, the other the game. When all are ready, the game howls, and 14 the hunter starts after it. The game attempts to evade the hunter by every means, but neither the game nor the hunter may let go the cord. This is continued till the game is caught, when two new players are chosen. 26. RUTH AND JACOB. A number of boys and girls, standing in close order with hands grasped, form a circle. One player is within the circle. She is blindfolded and then turned around several times. She then walks forward and touches one of the boys. Should she fail to touch a boy the first time, she follows the circle or crosses it, till she has touched the boy. The boy, as soon as touched, enters the circle. The girl now calls out, "Where art thou, Jacob?" and the boy answers, "Here." Guided by his voice, she endeavors to catch him, and he attempts to evade her. She continues to call him and to try to catch him. He must always answer and evade her if possible. This is continued till he is caught. She must now identify him. (If she fails, she must begin again, touching an- other boy in the circle, etc.) This done, "he is blindfolded and brings out one of the girls from the circle, to whom he calls, " Where art thou, Ruth ?" The game can be continued thus as long as desired. If there be no boys, a girl can take the place of Jacob, under the name of Sarah, or some other name. 27. FOLLOWING THE SOUND. This is the same as Ruth and Jacob, except that there are no Ruth and Jacob calls, and the one pursued has a whistle. When the pursuer touches any member of the circle, the one touched calls out, " Fire." 28. EXCHANGE. All the players but one, who is blindfolded and stands in the center, are seated on the floor in a circle. The center player calls the names of two players who must exchange places with each other, and tries to catch either before they reach their new places. The one caught is then blindfolded and the game con- tinues as before. 15 2Q. "STILL POND, NO MORE MOVING." One player is blindfolded and led out to the center of the playground. The others separate, trying to get as far as pos- sible from the one who is blindfolded, who, after allowing them a short time in which to move, says, " Still pond, no more mov- ing," after which each person is allowed to take twenty steps (or less) in order to escape from the blindfolded one, who tries to follow by the sound of the steps and catch them. The one caught, is then blindfolded and the game proceeds as before. This may also be played by allowing no steps after the words, " Still pond, no more moving," and having the person caught recognized by the catcher feeling his clothing, etc. If the catcher does not guess correctly whom he catches, he must con- tinue until a correct guess is made. The game then becomes one to educate the touch. 3. TOUCH. 30. " WHO ART THOU ?" A pupil standing in the center of a circle of players is blind- folded. The others run, and dance around him until he calls, " Halt." Then he advances until he touches someone, whom he must recognize by feeling his clothing, etc. If he guesses correctly, he takes his place in the circle, and the one touched is blindfolded in the center. 31. RING THE BELLS. Two pairs of dumb-bells are crossed and placed on the floor in the center of a circle of players. One player, blindfolded and having in his hand a wand, stands also in the center. After turning around three times he feels for the bells with the wand, being allowed three trials every touch of the floor counting as a trial. Whether or not he succeeds in touching the bells in three trials, the next player takes his place, and so on until all have tried. 32- See second method of playing " Still Pond, No More Mov- ing," under " Hearing." 16 IV. ACCURACY OF MOTION. 33. BAG IN THE RING. Three concentric circles are drawn, the largest about six feet in diameter. The players stand at a distance in accordance with their skill, and each throws a bean bag so that it will alight in the center circle or as near it as possible. If it alights in the center one, it counts twenty points ; in the next larger, fifteen, and in the largest, five. If on a line, it is counted as being in the next larger circle. The player scoring the largest number of. points in a given number of trials or a certain length of time wins the game. A similar game may be played using dumb-bells, which are rolled along the floor. 34. SACK GAME. Make a board 2x3 feet in size, with an opening six inches square in the center, mounted by a strip of wood about three inches wide, the board to be held in a slant position by a sup- port in the back. The players, provided with bean bags about four inches square, throw, hurl or thrust the bag from a distance agreed upon. Bags passing through the center score ten points ; bags landing on the top of the board score five points, and bags landing on the floor diminish the score by five points. Bags displaced count for the owners as they fall. Score 100. 35. ROLL BALL. Players form in a circle with hands grasped. A starter stands in the center and tries to kick the ball so that it will roll, but not leave the ground and pass through between two mem- bers of the circle. These roll it back. This continues till the ball goes through, when the player on whose right side it passed, exchanges places with the center player. 36. LEADER BALL. The players form in a straight line side by side, one stand- ing in front with a basket ball. This is thrown by the leader to the first in the line, who throws it back to the leader, by whom it is thrown to the second and so on down the line. If anyone misses it, he takes his place at the foot of the class. If the leader misses twice, he takes his place at the foot, and the one then standing at the head becomes leader. 37. TREE BALL. This is similar to " Pussy Wants a Corner," but is espe- cially adapted to be played in the woods. Trees are chosen for all players but one. Each player being beside the tree chosen, the one left over, kicks a football so that it shall strike one of the players at the trees. These may move around the trees, ,but must not get beyond arm's reach of them. If a player is struck, places are exchanged with the former kicker. The kicker may at any time shout, "Change places," when each player must exchange with some other. The kicker tries to gain one of these places. If successful, the one losing a place becomes kicker. 38. X FIRST PARTY. O O O O X X X X X X X O O CORNER BALL. A space about thirty feet long and twenty feet wide is needed for the game (see fig- ure). A line (i) divides this into two equal parts. At each corner is a base. Each party forms in a straight line about eight feet from the line. Two members of each party take positions in the bases on the other side. Number One, of the first party, then throws the ball over the heads of the second party to one of his fellows on either of the bases. If he catches it, he throws it back. The opposing party tries to intercept the ball and, 1 i8 if successful, gains one point. The play then continues, the other side throwing the ball. The rules of the game are : 1. The members of each party may move about freely in their space. 2. No member may cross the line. 39. PROMOTION. The players, seven in number, place themselves in a circle about two paces apart. Each one stands in a small circle marked on the floor with chalk. (See cut.) In each space is written one of the following words: i, General; 2, Colonel ; 3, Captain ; 4, Lieuten- ant ; 5, Sergeant ; 6, Corporal ; 7, Private. The persons occupying the circles bear the titles written therein. The General has a ball which she throws to someone in the circle. If the person to whom it-is thrown catches it, she returns it to the General, who throws it again to someone in the circle. If the ball is not caught, the player who misses it must pick it up and bring it back. At the same time all players in the circle step backward two steps and then return into the cir- cle, trying to get a higher position. 40. BUTTONS. A shallow hole is dug in the ground, and each player stands twelve feet away and tosses a button toward the hole. When all have tossed, the player whose button is nearest to the hole, has first chance to put the other buttons in the hole by striking them with his thumb. All buttons thus placed belong to the player, but as soon as he misses, the person who was next best in the first tossing, takes his turn. In striking the button the hand is held stiffly, the thumb being extended, and the motion being made with the whole hand. 19 4i. TOSSING WANDS. The players stand in two lines facing each other, those on one side, each having a wand. This is thrown to the person opposite and returned in the same way. The distance between the lines may be increased to make the game more difficult, or the ones who throw, stand with their backs to those opposite and throw backward over their heads. The latter may be done with the players standing in a circle and using only one or more wands. 42. CHASE BALL. 1. The players are divided into two parties. Each party then arranges itself into two ranks facing each other. The ranks are from two to five paces apart, as space will permit, and the two parties are two or three paces apart. The ranks in each party are numbered one and two. All being ready, a ball is given to the first member of rank one in each party. She throws to the I 4 ' RAM i' i 4, j, _L member of rank two, just oppo- 2. mi}#:h/ > _J e PARTY s i te ner > wno throws it to the sec- ond member of rank one, and so ~ J '| 2fipARrt on. When the ball gets to the ^ J>~ last member of the party, it is returned to the first member by the same zigzag path. The party which returns the ball to the first member first, wins the game. '(See, figure.) 2. The players are arranged in four ranks, numbered i, 2, 3 and 4. (See figure.) Ranks i and 2 face ranks 3 and 4. I 5 - T RANK.^ ^- -- Ranks i and 2 constitute one party, and ranks 2 and 4 the other. Hence, the ball must be thrown over one rank each time. Otherwise the game is like No. i . 3. The players form a circle facing inward. Each half of the circle constitutes a party, as shown in cut. Otherwise the game is the same as before. 2O 4- The two parties form separate ^ circles, the one within the other. The inner party faces -^ "- ^ outward, the, i other party faces * ^ ' r inward. Two >: balls a re used by ) ^ ^ each party. V^ V 5. The par- ^ ^ ^ ^ ties form separate circles and the ball must pass around the circle three times. The party which first accomplishes this, wins. 43. WANDER BALL. This is similar to Chase Ball (No. 42) but parties are not formed. The player who first succeeds in catching the ball twenty (or any other given number) times, is winner. This is made more interesting by singing some children's song along with it, such as, " All the birds have come again," or any other suitable song, the ball being thrown at the time suggested by the song. 44. AIMING AT CLUBS. The players stand in a front rank with several feet between the members. In front of each, in accordance with the average skill of the players, is placed one club. Each player being pro- vided with a bean bag tkrows it at the club in front of him, try- ing to knock it down. The player doing so the greatest num- ber of times, is the winner. This game may also be played by having two clubs placed close together, and the players try to throw the bean bags be- tween them without hitting the clubs. The distance between the clubs and the players and between the two clubs, may be varied to increase or decrease the difficulty. 45. CATCHBALL. This game may be played in a variety of ways. (A) i. Each girl is given a ball.- The teacher or leader fixes a definite number of times that the ball is to be caught. 21 At a given signal all players throw up their balls and catch them again, with one or both hands, as rapidly as possible. The one who gets through first, without having dropped the ball, is the winner. 2. Players are arranged in ranks and the ball throwing is done in time. (a) Throwing and catching with both hands. (b) Throwing and catching with one hand, i. e., throwing with right hand and catching with left and vice-versa, or throw- ing and catching with right and left hand alternately. (c) Throwing with one hand, catching with both hands, wrists together at height of shoulder. (d) Throwing with one hand, catching with two hands, wrists crossed. (e) Throwing and catching in semi-circle. The ball is thrown with the right hand over the head and caught with the left hand, and vice-versa. The arms are extended sidewise. (f) The ball is thrown upward with the right hand, crossed under the left forearm and caught by the same hand. The winner is she who continues longest without dropping the ball. A player missing the ball steps out. , The exercises may follow alternately or be combined with rising on tip-toe, bending knees, and other leg exercises. (B) Throw a ball upwards, calling on a playmate to catch the same. Throw a ball upwards under the right leg, left leg ; upwards with the right hand under the left leg, and vice-versa. Throw a ball upwards in front and catch in the rear ; upwards in the rear, catch in front ; with the right hand over the right shoulder, from the rear ; left same. With the right handover the left shoulder from the rear; left hand over right shoulder catching with same, or other hand. (C) Form a circle " in front" (pupils facing the center player), double arms' length distance between pupils. Odd pupils (and even pupils alternately) toss a ball to each other sideward, left of right, and over the heads of the even pupils, the center player endeavoring to get the ball in case of a " miss" and exchanging places with the pupil who missed the ball. 22 Form a circle " in flank" (pupils behind each other left or right flank toward center), arm's length between pupils. Toss the ball overhead, bending backward, toward next pupil, or, as above, to odd pupils. The center player exchanges places upon securing the ball, as above. (D) i. This is played at the side of a high unbroken wall. The players stand in a line. The first one throws the ball three times, catching it as it rebounds. The next now does the same thing, and so on till all have done so. The first then begins anew, throwing it six times and so on. At each time that her turn comes again she throws it twice as many times as before, until she reaches ninety-six, or such other number as is agreed upon. Any player missing the ball must begin with three again when her turn recurs. This is continued until one of the players reaches the number agreed upon, who then is the winner. 2. The first player throws the ball while the second, stand- ing behind her, catches it and throws it against the wall again for the first one to catch. Otherwise this is the same as i. 46. RING BALL. This is played with a tennis ball, which is thrown through a ring about ten inches in diameter suspended at a height of about five or six feet. The object is to see how often this can be accom- plished. 47. RING TOSSING. Two players stand facing each other at a distance in accord- ance with their skill, one holding a wand, or. wooden foil, on which he catches the wooden rings which the other player tosses to him. Rings about six inches in diameter are used, and must be thrown so that they will go through the air horizontally. The players take turns at throwing and catching. 48. RUNNING THROUGH HOOPS. Each player is provided with a hoop, which he rolls, at the same time running along at the same speed as the hoop and try- ing to run through it without stopping its rolling. This may be done several times in succession, but care must be taken to run through in the direction the hoop is rolling, and not at a right angle to it. 49- HIGH BALL. The players form two parties with a distance of about forty feet between them. A ball is thrown by a member of one side high into the air to the other party. If it is caught, it counts one for that party. It is then thrown back to the first party. This continues until one party has gained twenty-five catches, when the game is won. 50. BOUNDARY BALL. The players are arranged as shown in the figure. The length of the space is about thirty paces, a, a being the outer boundaries and b a center line. The two parties stand at a given distance, say ten paces, from the center line. A mem- ber of the first a ) b ( a FIRST ) ( SECOND PARTY. ) ( PARTY. throws the ball. The members of the second party catch it, or stop it if rolling. All members of the second party then advance or retreat so that the line shall cross the spot on which the ball was caught or stopped. The catcher then throws the ball back to the first party. This continues till either party succeeds in passing the ball across the outer bound- ary of the other party. ' 51. FEATHER BALL. Each player in this game must have a racket. (As tennis rackets are somewhat expensive, and these games may be used in places where expensive apparatus is unobtainable, a sugges- tion in regard to making of usable rackets at small expense may not be out of place. Get some stout canvas cloth. Make a bag as large as the racket is to be. Bend a willow stick or a strong piece of spring wire and put it into the bag, letting the ends project. This will keep the bag tightly stretched. Bend the protruding ends of the wire and wrap with a cord for a handle.) 24 As the game is somewhat difficult, it is well to begin by playing in pairs, the players driving the ball back and forth with their rackets and being careful not to permit it to fall to the ground or to touch it with their hands. The ball should be so struck that it will move in a graceful upward curve. When sufficient skill has been acquired by practice, the game may be played as follows : (a) The players form in a circle at a distance of about six feet from each other. The first player strikes the ball, sending it to her left hand neighbor, who catches it on her racket and sends it on to the next. Anyone failing to catch the ball must pick it up and has made one failure. This is continued till the ball has gone around a definite number of times, when the one who has the least number of failures is declared winner. (b) Arrange in two rows about twenty feet apart, the play- ers in each row being about six feet apart. The first one in the first row sends the ball to the first one in the second row, who sends it to the second one in the first row. When the last one gets it she starts it back, and it is kept moving in the same zig- zag paths till it returns to the first player. (c) This differs from " b " in the use of several balls instead of one. (d) In this each player has two rackets, one in each hand, and uses either one at will. Otherwise the game is the same as "c." 52. BOX BALL. The players form in two straight lines about twenty feet apart. Midway between them are placed several boxes on which are placed large balls. The first one on one side throws a small ball at the nearest large one. If successful in hitting it, the first on the other side picks up the ball and throws it in the same way. This continues until somone misses hitting, when the leader of the opposite side has the privilege of choosing any player from the missing side, who then crosses to the other side. The other players in the lines then throw in turn and the game continues until all on one side have gone over to the other. 25 53. STAIRS BALL. This is played with a small rubber or golf ball, which is thrown against the upright portion of the lowest of a flight of four or five stairs and caught on the rebound. This is con- tinued on each step until the highest is reached, and then down again to the first. When this has been completed without a miss in catching or bounding the ball, it is repeated, bouncing the ball twice against each step, then three, four times, etc. Any player on failing to bounce or catch the ball gives place to the next one, and when his turn comes again starts where he failed before. 54. BAG PASSING. r* (a) Place one bag on each front desk. At a given signal the occupant of the front seat passes the bag to the pupil behind him, who passes it on to the next, and so on till it reaches the end of the row, when it is returned the same way. The row which returns the bag to the front desk soonest, wins. (b) Same as above, but bags are supplied to all members of one end row, and passed sideward and back again. (c) Instead of passing one bag,, pass several in immediate succession. Bags should be passed from hand to hand and not thrown. (d) Place on the front desk of each row as many bean bags as there are seats in that row. At a given signal the pupil in the front row rises, places one of ^the bags on the desk behind him, gets another, places it on the next desk, and so on, carry- ing one bag at a time till all are distributed. The one finishing first is the winner. The pupils occupying the second seats in the different rows return the bags, one at a time, to the front ' desks. The first one to finish is the winner. This is continued till each row has had a chance. 55. LEAP FROG. This may be played by any number of players, one of whom assumes a stooping posture with his hands resting on his knees. The others, who stand behind him, leap over him with legs straddled, resting their hands lightly on his shoulders. As each 26 goes over he assumes the same stooping posture as the first, a foot or two in front of the preceding player. When the last has leaped over, the one who stooped first stands up and leaps over the line of stooping players. As soon as he has passed over the one in front of him, that one leaps over the next, and so on until all have done so. 56. MUMBLE THE PEG. Tkis game consists in a trial of skill in throwing an open penknife into the air through various evolutions and making it fall with point foremost and stick in the ground. The one who first completes the series of movements successfully is the victor, and placing the sharpened end of a short peg on the ground, drives it down as far as possible by holding in Jiis hand the blade of the knife and hammering with the handle the number of strokes (usually three) agreed upon. The other with his teeth must draw out the peg. 57. HOP SCOTCH. A figure like the above is drawn on the floor or on the ground and also a line a few feet from its base line. One player stands on this line and tosses a small stone into division i, then hops into i and kicks the stone out. It is then thrown into No. 2. The player jumps, resting one foot in i and one in 2, then hops and kicks the stone from 2 to i and then out. So he con- tinues until 10 is reached, straddling the line between i and 2, 4 and 5, 8 and 9. In all other places he hops directly into the 2 7 court. If the player fails to throw the stone into the right divi- sion, or to kick it into the right one, or leaves it on the line, he is out, and the next one takes his turn. 58. TIP CAT, OR "NIP." This is played with a stick about five inches long and one inch in diameter, which is shaped to a point at one end, also a larger stick about two feet long with which the smaller is hit. One player stands at the goal and throws the smaller stick into the air, striking it like a ball before it reaches the ground. Any player may pick it up and throw it as near the goal as possible, the striker trying to prevent its lighting near the goal by strik- ing it with his stick. He then nips it from where it landed by striking it on one end and sending it as far as possible from the goal. He follows it up and nips it again in the same way, and so on, having three strokes or nips. After the third, any player may pick it up and throw it towards the goal, which the striker does not now protect. If it alights within once the length of the longer stick from the goal, the one who nipped it is out, and the thrower takes his place, the game continuing as before. If, however, it is farther away than once the length of the stick, the one nipping, measures off the distance with his stick and then nips three times, and so on as before. When the sum of the number of stick lengths it alights from the goal equals fifteen, the player nipping is out, and the next takes his turn. 59. STRADDLE BALL. (SECONDARILY REACTION.) This is played with a basket ball. The players form a cir- cle facing inward and have their feet straddled, touching those of their two neighbors. One player in the center tries to pass the ball out of the circle between the feet of some of the players, which the latter try to prevent with their hands. The one between whose legs the ball passes takes his place in the center. ^ 60. MEDICINE BALL. (SECONDARILY REACTION. ) The players stand in two files, with a distance of about two yards between the members of each. At a given signal those 28 in front start a medicine ball rolling backward between the straddled legs of the players behind, each of whom gives the ball a new impetus. When the last player of each side gets the ball he runs forward with it, while the others move back one space, and sends it on its backward jouiney again. This is repeated until the original front player has again gained his place in front, when one round of the game is ended. The file getting through first wins. This may also be played with a club, instead of a medicine- ball, which the players slide along the floor. 61. DUMB-BELL RACE. (SECONDARILY REACTION. ) This is best played where there is a running course of about one hundred yards. In the middle of each course is placed one dumb-bell, which the runners must pick up while running at full speed and carry with them to the goal. If the bell is drop- ped, or fumbled, it must be picked up before the runner can pro- ceed. Having reached the goal, the runner returns, placing the bell where it was picked up from, then continues to the starting point. This is more difficult if the ball is placed in a circle about one foot in diameter, in which it must be placed on the return, before the runner can continue. 62. NUMBER BALL. ( SECONDARILY REACTION . ) The center player of a circle tosses a ball to his playmates a number of times agreed upon four, six, or eight times. Upon the last return toss, the players scatter, the center player trying to hit someone with the ball before they can get too far away from him. The player who was hit exchanges places with the center player. 63. DODGE BALL. (SECONDARILY REACTION. ) Of any even number of players boys or girls half of that number form a circle, while the other half stands inside of the ring (center), facing outward. Now, the game for those in the center is to dodge the ball which, while in play, is thrown by any of those forming the circle with the intention of striking the center ones out. Every time a member is put out he in turn takes his place amongst those of the circle, and, although out, should the ball come his wa} r , he has a chance to strike at those remaining in the center. This arrangement keeps all taking part busy. Only one is put out at a time. This being kept up until finally only one is left, who is respectively titled King or Queen, after which the players exchange places, i. e., those who were in the center now form the circle. NOTE. If the touch is preceded by a bound of the ball it does not count. 64. THE CAPTIVE BEAR. (SECONDARILY REACTION.) One player takes the part of a bear, crawling around on hands and knees, being held by a rope around his body, or in his hand, by another player, who is his keeper. The remaining players stand around in a circle, striking at the bear with knot- ted handkerchiefs. The keeper tries to tag someone without letting go the rope by which he holds the bear, anyone so caught becoming keeper. If the bear can tag anyone, that person then becomes bear. 65. GERMAN BALL GAME. (SECONDARILY REACTION.) This is an outdoor game, requiring a space about fifty paces wide and eighty paces long. Across one end a sj ace about ten paces wide is marked off. At the back of this the batters stand in line to await their turn. (See Fig.) At (i) is the pitcher's place, while the batter who bats first takes his place at (2). The catchers occupy (4) and face the batters. When all is ready the pitcher tosses the ball to the batter, who strikes it and then quickly hands the ball to the next in turn and runs to the farther end of ) 2 3 i ( ( 4 ) I CATCHERS of (3) and back as quickly as possible. The catchers try to catch the ball. If they succeed, it counts one for them. If the ball is not caught, the one who picks it up throws it at the run- ner. If the runner is hit, it counts one for the catchers. If the runner is not hit, and the ball not caught, the batters (or runners) gain one point. The second batter now comes forward. This is continued until the catchers have scored three points, when all players change places, the batters becoming catchers, and the catchers becoming batters. This is continued till one of the sides has gained twenty-five points, when the game is won. 66. HAND FOOT BALI,. (SECONDARILY REACTION.) The space for this game should be fifty feet long and about twenty feet wide. The players are divided into two parties. Each party forms in a straight line ten feet from the end of the play space. Each party has one kicker who takes a position ten feet in front of the middle of his party. The teacher or leader stands at the middle of one side of the space to start the game and to serve as umpire. The leader throws the ball so that it will alight between the kickers. These attempt to kick the SECOND PARTY. bal l over t h e heads of the other party. When suc- cessful, a game is won. The players in line must not kick the ball, leave their places, or grasp the ball, but must try to prevent it from passing over their heads by striking it back with their hands. FIRST PARTY. ) LEADER. FIRST PARTY KICKER. SECOND PARTY KICKER. 67. PASSING DUMB-BELLS. (SECONDARILY REACTION. ) The players form in two front ranks facing each other at a few feet distance. At one end of each line, in reach of the first player, are piled up several pairs of dumb-bells. At the com- maud " Go," the first one of each line picks up one bell in the hand nearest it, and taking it in his other passes it to the near- est hand of the person next and so on down the line. The others are then passed in the same way in quick succession until all have been passed and placed on the floor at the other end. When the last bell has been placed on the floor all must imme- diately be passed back in the same manner, the object being to see which side can pass the bells down and back again in the shortest time, that side winning. Each bell must be passed to every person in the line, skipping no one, and being grasped in one hand must be transferred to the other for passing. If a bell is dropped, the player dropping it must pick it up in the hand which dropped it and pass it on before he can pass the next one. 68. TARGET BALIy. (SECONDARILY REACTION, JUDGMENT.) Goal-lines are drawn at each line of the playground, all the players but one taking their places on one of these lines. One stands midway between the lines with a basket ball which he throws at the others as they run to the opposite base. Any player is allowed to dodge the ball, but if it touches him at all he exchanges places with the thrower. After once starting out no player can go back to the base from which he started, but must continue to the opposite goal. 69. DUCK-ON-THE-ROCK. (SECONDARILY REACTION, JUDGMENT.) The playground for this game consists of an open space about 20x40 feet in size, in the center and running parallel with the short sides of which are marked the goal and the " duck-perch," 32 both about 20 feet apart. The duck-perch is placed opposite the center of the goal-line. Players any number from 6 to 20 are provided with ' 'duck- stones" of a size easily handled and hurled from goal-line to duck-perch. Any hard stone of the size of a baseball or a little larger will answer the purpose. The duck-perch is a large rock about a foot square and high, with a round-top surface to enable the players to easily distinguish the " duck-on-the-rock" placed upon it. The play is begun by forming on the goal-line, from which position the players, at a given signal, hurl their stones toward the perch. The player whose stone lands farthest away from the perch becomes " duck-guard" and places his stone upon the perch. This stone is the " duck-on-the-rock." The other players, in the meantime having regained their duck-stones, align on the goal-line for the opening of the game. The object of the players now is to displace the duck-on-the- rock by accurately aiming their stones at it and to regain the goal-line before they can be caught by the guard, who must replace his duck on the perch each time it is displaced, before he may catch the respective pla3 r er or players who displaced it. To avoid too much confusion in the beginning, as well as accidents, it is well for the players on the goal-line to play, one at a time, from or near the center of the line. Players who have had their turn at the duck-on-the-rock, but missed displacing it, and whose stones have landed in such a way that they cannot safely regain them without being caught, must await a favorable opportunity to run " home" i. e., when some other player has displaced the duck-on-the-rock. During such interval they must remain well outside of the " put-line" and not touch their ducks. If the guard detects a player touch- ing his stone, he may attempt to catch him. Again, if players find that they cannot regain their ducks by picking them up, they may attempt to push or kick them toward the goal-line, provided, however, they touch the goal-line after such attempt, the guard always being on the look-out for such players. The object of the players on the goal-line is, of course, to keep the guard at the rock and to insure as many " home runs" 33 as possible by displacing the duck-on-the-rock, thereby " free- ing" the players in the field. The play is most interesting when played by not too large a number, it frequently occurring that all players are in the field and in close proximity to the guard, when attempts to make the goal-line will require adroit playing and lively running. " Touches" (catches) count outside of the goal only. If the guard at any time during a play or run should fail to notice that his duck is " off," all players advise him by calling out " Duck's off." Players caught before reaching the goal-line, alwa3 r s pro- vided the guard's duck is on the rock, exchange places with him. The game can also be played in the following way : The guard, upon catching a player, may be required to say, " guard duck" to make his play count. If the player caught, however, can shout " double duck," before the guard makes his challenge, both players can occupy the perch, each guarding his own duck. In like manner four guards can be secured upon failure of the original guards to cry out first, " Guard duck." Players having practiced in this game need not be restricted to toeing the mark to hurl their stones, but can play immedi- ately upon reaching the goal-line, always taking precautions not to hit any of the players in the field. 70. TIP UP. One player standing in the center of a circle of players throws a ball up into the air, and the players in the circle en- deavor to catch it as it descends. The successful one changes places with the former thrower and the play continues as before. When there are many players several concentric circles are formed. The inner circle, after having its chance, forms on the outside and all players take one step forward. 71. BOUND BALL. (SECONDARILY REACTION, JUDGMENT. ) The players divide into two equal parties and take their places on both sides of a line marked on the floor, at a distance of about five paces from it. The players on each side group 34 themselves in such manner that each has a space of about five feet square to move in. The leader of the game takes his place at one end of the center line. A score-keeper is at the other end. The leader throws a rubber ball into the midst of the players so that it will rebound. The player nearest the ball strikes it from above and this is continued by him or other play- ers throwing or catching the ball ; he cannot throw to center and must throw to some baseman on his side. If the center is so thoroughly blocked that the ball cannot reach him, a point may be scored by passing the ball from base to base (a to !:. A * H high stakes (F, F',) with flag's attached, l>et\\ which the ball must come to score. When the play- ers are divided, they take their stands near the cen- ter between the starting marks (K, K'). The ball is given by lot to one side for beginning, and that side chooses the man they wish to run from any point on his side to the starting line E, E')- When the ball is caught, before it alights, the ground by the opposi- tion, the catcher is allowed to take three steps toward the goal at his front. But, if the ball alights the ground, it must be thrown from where it is picked up and by the one who picks it up. Since there is an immense advantage in having a short run over standing and throwing, it puts each side "on its mettle" to do good catching. Now it must be understood that three steps are to be taken, no more, no less. This will prove an interesting and valuable feature. The struggle is to force the ball by good catching and throwing beyond the opposition to alight the ground between the goals (F, F') and beyond, and no score can be made until the ball alights ; it must not roll through the goal. If one side has cov- ered one point in doing so, it is well to change sides and begin the game anew. A time may be fixed for the duration of the game, which is to be regulated by the teacher beforehand, who V v is prompted the strength and age of the pupils and the weather prevailing. . The catching is done in the arms rather than in the hands. The game is made more difficult by lengthening the field or by placing the goals, between which the ball must pass, closer together. 148. BALI, STAND. The number of players maj r be from six to twelve it is best not to have more than this, although an}' number may play. The players are numbered from one up, and assemble at one of the walls (if outdoors, the wall of a house) inside a line drawn ten feet away and parallel .with it. One player is selected to start the game and is supplied with a tennis ball, which he throws against the wall, at the same time calling the number of one of the other players. This one immediately starts to catch the ball, and if he succeeds in doing so before it touches the floor, he in turn throws it against the wall, calling out another number ; if not, he chases it, and when he has caught it, he cries " Ball stand" or " Stop" (according to previous arrange- ment), when the other players, who meanwhile have hastened to disperse in all directions, immediately stop wherever they are. He now throws the ball and hits some one, who then chases it, while the others run away until he cries " Ball stand" ; and thus the game continues until some one misses, when the players re-assemble at the wall, the one who misses playing the ball against the wall. The numbers should be written on a blackboard and the misses scored against the player. When anyone has six 'such marks the game is ended and the loser punished by each player hitting the inside of his upheld hand with the ball, from a dis- tance of ten to twenty steps. Those with a clean score are en- titled to six strikes, and the others to as many le?s as they have marks against them. The one playing against the wall should make the ball rebound out of the way of the one whose number he calls, so as to delay him as much as possible ; and it is well for the others to notice the direction of the ball so as to get far away from it. 7 2 It is a ml vist (tod that all except the number called run at and if anyone should run air-: '. the ball he may kick it in another direction, if such a rule has bet ; upmi 1 band. The number should be called loudly before the ball strikes the wall ; if culled after, the player is marked one off and the one called begins the mew. Anyone calliiu; his own number is marked two off. When the ball is played every player must have one inside the line. 149. RIDER H ALL. In this game the players pair off according to height, strength and agility, and form a double circle, faces to the cen- ter, with from two to six paces interval between pairs, according to the number of players taking part. Those forming the inner circle are the "horses" and those in the outer the "riders. Those designated as horses take a stride position sideways, brac- ing themselves by placing both hands on the knees which should be kept extended, the body bent forward in order that the riders may readily mount by straddling their backs upon the command of the leader of the game to mount. The riders having mounted, a basket ball is thrown from one to the other. When a rider misses catching the ball, all riders immediately dismount and flee, the horse of the rider who misled the ball quickly picking it up and commanding all to stand or halt. All riders then stand still while the horse endeavors to hit any one of them, who may dodge but not leave his place. The other ponies remain in their places. If the player who aims at a rider succeeds in hitting him, places are exchanged, horses becoming riders and riders horses. If not successful the game continues as before. The ball must at no time be held by a rider, but tossed as quickly as caught, no matter in what position the rider may find himself. The leader gives the commands to mount and determines the hits and misses. 73 150. HOCKEY. Hockey, played in a lively way, is one of the very best open- air games for winter. The spirit of the game is pretty much the same as football, the object being to strike a ball through a goal, marked by two uprights, as in football, the principal dif- ference being that the instrument of propulsion is a light, hooked stick, or " hockey " (of some tough wood, as ash, and about the length of a cane,) instead of the foot, and that the ball is a solid India rubber ball, about two and a half inches in diameter. A twine ball or cloth bill is preferred by some play- ers. A field about 75 to 100 yards long and about 30 to 40 yards wide, marked by goals at the ends, as in football, and by flags at the sides, will accommodate about twelve players on each side without dangerous crowding during play. Good players drive the ball along by a succession of taps and guide it in and out between the opposing groups of hockeys by mere play of the wrist, scarcely ever lifting the hockey above the shoulders. The following rules govern the game : 1. The choice of goals shall be decided by tossing, and the side winning the toss shall start the ball from a spot ten yards in front of their goal. 2. The ball shall be played with the hockey : it shall, how- ever, be lawful to stop the ball with the body or legs, but not with the hands. 3. A goal is gained when the ball is played through between the posts and under the cord by the opposing party, or in any way passed through by the side owning the goal. 4. No player shall strike the ball back-handed ; in every case the player must play facing the opponent's goal. A player is not permitted to loiter near the adversary's goal, but may be required to retire, while not playing the ball, to a distance of at least twenty-five yards. The game of ice-hockey is plaj'ed by designating a " home " some fifty ynrds square, in which one party of players strives to keep the ball, or any other similar object (with flattened sides, if possible), while the other side strives to drive the object as 74 far away as possible from the home to a distance agreed upon or to another " home." Instead of this the skating surface may be divided by a center line, with additional lines 10 or 15 yards each siile of the center line. The toss of a coin decides on which side the ball is to be dropped by the respective leaders. In beginning the game the players of both parties form a circle around the ball (players of both sides alternating). When all is ready the command to start is given by the leader of the party having the ball on its side. Goals are fixed at a distance of from 30 to 60 yards from the center line. 151. NKWCOMB, 151. NEWCOMB, ) 152. HAND BALL, } See printed rules. 2. HIGH ORGANIZATION. 153. TOWN BALL. This is a simple form of baseball. Two are chosen as lead- ers and choose sides, one of which takes its innings with one of their number at bat, while the other scatters around the play- ground with one as pitcher and another as catcher. The per- son batting is put out of the game by the ball being caught by the catcher after the batter has missed it, also by its being caught on its flight from the bat, by its being missed three times whether caught by the catcher or not, or by its being thrown in front of the runner between bases. When the side having its inning is reduced to one. if he can make as many as three rounds, he has the liberty to call in one of his party. At such time he calls upon one of his party to run in his place while he rests between hits. If the ball is caught in the air or after the first rebound, or if it is thrown before the runner, or thrown and reaches home before the runner completes his circuit, that side is out, and the other takes its innings and continues as the first side. 75 154- HAND-TENNIS. For hand-tennis select an even surface about 16x40 feet, divided into halves by a regular tennis net, about 2 feet 6 inches high. The required limit lines are marked in the usual way (in-doors with chalk). About three feet from the end line another line, the " toe line," is marked. About ten feet from the net, on both sides, is marked the " short line." The play- ers select sides and take positions behind the toe- line! The beginner bounds the ball on the floor, strik- ing it with either hand, as it descends again, to direct it over the net to the opposite player. Failure to send the ball over the net, or to land it within the lines on the other side of the net, results in forfeiting the ball to the opposite side. Should the opposite side, however, fail to return a properly directed ball or drive it over the lines, the first player scores a point. Failure to stand between end lines at start of game, or touching the net with any part of the body, counts a point for the opposite side. In active play the delivery can be made from any place within lines. END LINE TOE SHORT LINE LINE. NET. SHORT LINE. TOE LINE END LINE. 155. TENNIS, 156. BASKET BALL,, 157. LACROSSE, 158. INDOOR BASEBALL, 159. BASEBALL, I See printed rules. i6o. HANG 15ASK BALL. This is played like baseball, with the difference that :i 1 ball is used. The pi: ' the bit" hangs by his hands from the branch of a tree or horizontal bar and kicks the ball in- of striking il with a bat as in ordin.iry baseball. Otherwis rules of baseball apply. EvT t [ S< ALL, 3 161. POLO, 162. CRICKET, }- See printed rules. 163. FOOTBALL, 3785 'Mf This book is DUE on the last date stamped below APR 1 6 1934 iaj/ NOV 2 8195li DEC 1 8 1951 1 NOV28195SL' 9J957 - DEC 9 Form L-9-15r-7,'31 ' GV 1203 A75 Arnold- Gymnas tic games class- ified. : ^r 3 1158 00824 UC SOUTHERN REGIONAL LIBRARY FACILITY A 001344070 6 [TV JFORNIA )S ANGELES LIBRARY