center catcher and his allies are
confined.
CIRCLE RACE
_10 to 30 or more players._
_Playground; gymnasium._
The players stand in a circle a considerable distance apart and face
around in single file in the same direction. At a signal all start to
run, following the general outline of the circle, but each trying to
pass on the outside the runner next in front of him, tagging as he
passes. Any player passed in this way drops out of the race. The last
player wins. At a signal from a leader or teacher, the circle faces
about and runs in the opposite direction. As this reverses the
relative position of runners who are gaining or losing ground, it is a
feature that may be used by a judicious leader to add much merriment
and zest to the game.
CIRCLE RELAY
_9 to 60 or more players._
_Playground; gymnasium._
[Illustration diagram: CIRCLE RELAY]
The players stand in three or more divisions in single file, facing to
a common center. In this formation they radiate like the spokes of a
wheel. On a signal from a leader, the outer player of each file faces
to the right. On a second signal, these outer players all run in a
circle in the direction in which they are facing. The object of the
game is to see which runner will first get back to his place. The one
winning scores one point for his line. Immediately upon the
announcement of the score, these runners all step to the inner end of
their respective files, facing to the center, the files moving
backward to make room for them. The signals are repeated, and those
who are now at the outer end of each file face and then run, as did
their predecessors. The line scoring the highest when all have run
wins the game.
CIRCLE SEAT RELAY
_10 to 60 players._
_Schoolroom._
This game starts with the players all seated, and with an even number
in each row. At a signal, the last player in each row runs forward on
the right-hand side of his seat, runs around the front desk, and
returns on the left-hand side of his own row. As soon as he is seated,
he touches the player next in front on the shoulder, which is a signal
for this one to start. He runs in the same way. This is continued
until the last player, which in this case is the one sitting in the
front seat, has circled his desk and seated himself with hand
upraised. The line wins whose front player first does this.
This is one of the best running games for the schoolroom. As in all
such
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