Games for the Playground, Home, School and Gymnasium - novelonlinefull.com
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_4 to 60 or more players._
_Indoors; out of doors._
One player is chaser, or It, and tries to touch or tag all of the other players, the one tagged then becoming chaser. In this form of the game, however, whenever a player is touched or tagged, he must place his left hand on the spot touched, whether it be his back, knee, elbow, ankle, or any other part of the body, and in that position must chase the other players. He is relieved of this position only when he succeeds in tagging some one else.
As in other tag games where there are large numbers of players, several players may take the part of the tagger, or It, at the same time.
JOHNNY RIDE A PONY
_10 to 60 players._
_Playground; gymnasium._
This is a game of leapfrog. The players are divided into two even parties, except for one leader, one party being the ponies and the other the riders, or Johnnies. The ponies form one long back as follows: one player stands upright against a wall or fence; the first back stoops in front of this leader, bracing his head against him; the other players grasp each the waist of the player in front, and stoop with the heads against him or turned to one side (away from the jumper). When the backs (ponies) are ready, the riders all run toward them from the side, each rider vaulting from the side on to the back of one pony. The ponies try in every way, except by straightening up, to throw their riders while the leader counts fifty. If a rider be made to touch even one foot to the ground, the ponies have won and score a point, the riders exchanging places with them. If the ponies fail in this attempt, they must be ponies again. The side wins which has the highest score at the end.
JUMPING RELAY RACE
_10 to 60 or more players._
_Playground; gymnasium; schoolroom._
The players are lined up in several single files behind a starting line which is drawn at from ten to fifty feet from a finishing line which should be parallel to it. At a signal the first players in each file, who have been standing with their toes on the starting line, jump forward with both feet at once and continue the jumping to the finish line, when they turn and _run_ back to the starting line. Each player, on returning to the starting line, should touch the hand of the next player in his file, who should be toeing the line ready to start, and should begin jumping as soon as his hand is touched by the return player. The first jumper goes at once to the foot of the line, which moves up one place each time that a jumper starts out, so that the next following player will be in position on the line.
The file wins whose last player first gets back to the starting line.
[Ill.u.s.tration: JUMPING ROPE ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL]
JUMPING ROPE
(Skipping)
_3 to 100 players._
_Playground; gymnasium._
Jumping a rope is admirable for both boys and girls, combining much skill with invigorating exercise. It should always be done on the toes, with a "spring" in the ankles and knees to break the jar, and should not be carried to a point of exhaustion. It may be made one of the most interesting compet.i.tive games for large numbers, lined up in relay formation and jumping in turn over a long rope. There should then be one rope for each line. A score should be kept for each team, each feat successfully performed by a player scoring one point for his or her team. For each round, each player in all teams should perform the same feat.
The different series following are for:--
I. Small single rope.
II. One large rope.
III. Two large ropes.
IV. Large single rope and small individual rope.
The small single rope or individual rope should be about six feet long for the average player. A good general rule is to have it just long enough to reach to the shoulders on each side while the player is standing on it.
A rope not made with handles at the ends should have a knot tied at either end, to prevent untwisting and to give a firm hold. Every jumper knows how to twist the ends around the hands to make shorter a rope that is too long.
A long rope should be heavy and from ten to twenty feet in length. It should be turned by two players while one or more jump, as indicated.
When not used for athletic compet.i.tion, any player failing in the jumping should change places with one of the turners; that is, should "take an end."
I. Small Single Rope
1. Standing in one place, the jumper turns the rope forward and jumps on the toes of both feet for from ten to twenty-five counts. Prolonged jumping beyond this number to the point of exhaustion should not be done.
2. Standing in one place, jump five counts on one foot and then five on the other.
3. Jump as in 1 and 2, but turn the rope backward instead of forward.
4. Running and skipping, the rope turned forward.
5. Running and skipping, the rope turned backward.
6. Running and skipping, one player in the rope and two others running and turning the rope. The one who is skipping repeats the verse:--
b.u.t.terfly, b.u.t.terfly, turn around; b.u.t.terfly, b.u.t.terfly, touch the ground; b.u.t.terfly, b.u.t.terfly, show your shoe; b.u.t.terfly, b.u.t.terfly, twenty-three to do.
7. All of the above with two jumpers, each turning one end of the rope, the inner hands resting on each other's shoulders.
8. As in 7, but with two jumpers, one standing behind the other instead of side by side, a hand of the rear jumper being placed on a hip of the one in front. Each turns one end of the rope.
II. One Large Rope
1. The rope should be turned toward the jumper, who should run under.
2. Rope turned away from the jumper, who runs under.
3. Run in; jump once and run out on the opposite side; the rope turned toward jumper.
4. Run in, jump once, run out on the opposite side; rope turned away from jumper.
5. Repeat 3 and 4, jumping five or more times before running out.
6. Run in, jump once, and run out backward.
7. The player runs in and jumps while the turners say, "Salt, pepper, mustard, cider, vinegar," increasing the speed with which the rope is turned as the word _vinegar_ is said.