Arrow Chase

February 9th, 2011

This game is especially adapted to surroundings where a very devious chase may be given, with many opportunities for the runners to go out of sight, double back on their course, etc., as in a village.

The players are divided into two parties. One of these parties, each member having a piece of chalk, starts out on a run over any route chosen by their leader. Every ten feet the runners must chalk a small arrow somewhere along their path, the object of the hunting party being to overtake these runners, discovering their course by the arrows. No attempt is made to get back to a goal, as in many other games of chase.

The hunting party at the starting place counts two thousand to give the runners a full start, and then pursues them. The runners will use all possible finesse in making it difficult to find their arrows, although it is a rule of the game that the arrow must be in plain sight, though not necessarily from the point of view of the course taken. It may be marked on the farther side of a post, stone, etc., or at a considerable height, or near the ground, but never under a ledge or where it might not be seen plainly by any one standing in front of it.

The runners will naturally take a course that will eventually bring them back to the starting point, the chasers, however, trying to overtake them before they can accomplish this.
Games for the Playground, Home, School and Gymnasium by Jessie Hubbell Bancroft

Animal Chase

February 8th, 2011

Two pens are marked off in distant corners of the playground. One player, called the chaser, stands at one side of one of these pens. The other players stand within the pen that is nearest the chaser. All of the players in the pen are named for different animals, there being several players of each kind. Thus there may be a considerable number each of bears, deer, foxes, etc. The chaser calls the name of any animal he chooses as a signal for the players to run. For instance, he may call “Bears!” whereupon all of the players who represent bears must run across to the other pen, the chaser trying to catch them.

Any player caught before reaching the opposite pen changes places with the chaser.

The particular point of difference between this and some other similar chasing games is that the chaser may not know just which of the players in the pen will start out in response to the name of the animal that he calls.
Games for the Playground, Home, School and Gymnasium by Jessie Hubbell Bancroft

Animal Blind Man’s Buff

February 7th, 2011

One player is blindfolded and stands in the center of a circle with a wand, stick, or cane in his hand. The other players dance around him in circle until he taps three times on the floor with his cane, when they must stand still. The blind man thereupon points his cane at some player, who must take the opposite end of the cane in his hand. The blind man then commands him to make a noise like some animal, such as a cat, dog, cow, sheep, lion, donkey, duck, parrot. From this the blind man tries to guess the name of the player. If the guess be correct, they change places. If wrong, the game is repeated with the same blind man.

The players should try to disguise their natural tones as much as possible when imitating the animals, and much sport may be had through the imitation. Players may also disguise their height, to deceive the blind man, by bending their knees to seem shorter or rising on toes to seem taller.

Where there are thirty or more players, two blind men should be placed in the center.
Games for the Playground, Home, School and Gymnasium by Jessie Hubbell Bancroft

My Lady’s Toilet

June 15th, 2010

The leader gives to each of the party the name of some article used by a lady-a glove, fan, handkerchief, slippers, veil, belt, ribbon, brooch, back comb, collar, hairpins, cloak, etc, The players to whom the names of the articles have been given arrange themselves in a circle; one stands in the center and spins a plate. An ordinary tin pie plate may he used.

As he spins the plate he says, “My lady is going to the theater and needs her –,” naming one of the articles assigned to the players. At the mention of this article, the person to whom it has been given comes forward and catches the plate while it is still spinning. If he fails to catch the plate before it falls to the floor he must pay a forfeit. He now takes his turn with the plate, spinning it and using the name of another of the articles.

Games for All Occasions by Mary E. Blain

The “Mimic” Club

June 8th, 2010

This is a game which causes much amusement to a company of children, and even grown-ups may join in.

All the players, with the exception of two, leave the room. One of the outside party is then called in, and told that a new club has been formed and his name enrolled, but that he cannot be formally admitted unless he can guess the name of the club from the movements of the two members who have remained in the room. The candidate for admission is then offered a chair, and everything said and every movement made is mimicked by the other two.

Sometimes the new member guesses at once, but when unable to do this it is very funny to watch the effect that the copying of his every movement has upon him, especially when six or seven have been admitted.

When the name of the club has been guessed another candidate is invited in and the same performance takes place.

Games for All Occasions by Mary E. Blain

Magic Writing

June 1st, 2010

In this game a confederate is necessary. The player states to the company, after a few remarks on ancient sign-language, that he is able to read signs made with a stick on the floor, and agrees to leave the room whilst the company decide upon some word or sentence.

The game is played as follows: It is agreed by the player and his confederate that one tap on the floor shall represent A, two taps E, three taps I, four taps O, and five taps U, and that the first letter of each remark the confederate makes shall he one of the consonants of the word or sentence decided upon by the company. The consonants must be taken in order. On the player’s return, supposing the word chosen to be “March,” his confederate would commence: “Many people think this game a deception” (initial letter M). One tap on the floor (A). “Really it is very simple” (initial letter R). “Coming to the end soon (initial letter C). “Hope it has been quite clear” (initial letter H).

A few more signs are made so as not to finish too abruptly, and the player then states the word to be “March.” If carefully conducted, this game will interest the audience for a considerable time.

Games for All Occasions by Mary E. Blain

The Menagerie

May 25th, 2010

To each member of the company is given the name of a bird or animal by the “Keeper” who is to relate a story of adventure in which the names of the birds and animals are frequently mentioned.

At the mention of the word the member of the company bearing that name is to imitate the noise made by the creature named. Failing to do so promptly or imitating the noise of a creature assigned to some one else he or she is required to pay a forfeit. The “keeper” may demand the delinquent player’s seat instead of a forfeit and assume his menagerie name while the unseated one becomes the “keeper” and must continue the story.

Games for All Occasions by Mary E. Blain

Jack’s Alive

May 18th, 2010

A match or small piece of wood is lighted and when well afire blown out. It is then passed from one player to another with the words, “Jack’s alive,” and may be handed about so long as a live spark remains. The trick is to dispose of Jack while he is still alive but no player needs to take him unless the words, “Jack’s alive” are quoted. Jack may not be handed along after he is dead but the player in whose hands he dies must pay a forfeit or have a mustache drawn on his face with the end of the burned stick.

Games for All Occasions by Mary E. Blain

IT

May 11th, 2010

One of the players is asked to go outside whilst the company think of some person in the room, and on his return he has to guess of whom the company has thought.

The players then arrange themselves in a circle and agree each to think of his or her right-hand neighbor; it is best to have a girl and boy alternately, as this adds much to the amusement.

The one outside is then called in, and commences to ask questions. Before replying, the player asked must he careful to notice his or her right-hand neighbor, and then give a correct reply. For instance, supposing the First question to be: “Is the person thought of a boy or a girl?” the answer would possibly be “A boy”; the next person would then he asked the color of the complexion, the next one the color of the hair, if long or short, etc., to which questions the answers would, of course, be given according to the right-hand neighbor.

Nearly all the answers will contradict the previous ones, and something like this may be the result: “A boy,” “very dark complexion,” long yellow hair,” “wearing a black Eton jacket,” “with a dark green dress,” “Five feet high,” “about six years old,” etc. When the player guessing gives the game up, the joke is explained to him.

Games for All Occasions by Mary E. Blain

I Love My Love with an “A”

May 4th, 2010

To play this game it is best for the players to arrange themselves in a half-circle round the room.

Then one begins: “I love my love with an “A,” because she is affectionate; I hate her with an “A,” because she is artful. Her name is Alice, she comes from Aberdeen, and I gave her an apricot.” The next player says: “I love my love with a “B,” because she is bonnie; I hate her with a “B,” because she is boastful. Her name is Bertha, she comes from Bath, and I gave her a book.” The next player takes “C,” and the next “D” and so on through all the letters of the alphabet

Games for All Occasions by Mary E. Blain