r for
each round. In this form, each player who is left out when stools or
bases are taken must pay a forfeit, but continues actively in the
game. The forfeits are redeemed when each player has been odd man at
least once.
In this form of the game, instead of having one leader throughout, the
leader (center man) should try to secure a stool for himself when the
others change, the odd man becoming leader. There should then be but
one stool or base less than the number of players.
This is a Scotch game, the reference to signal fires on the
mountains, to red coats, and guns, having an obviously historic
origin.
FLOWERS AND THE WIND (THE)
_4 to 30 or more players._
_Indoors, out of doors._
This game is suitable for little children. The players are divided
into two equal parties, each party having a home marked off at
opposite ends of the playground, with a long neutral space between.
One party represents a flower, deciding among themselves which flower
they shall represent, as daisies, lilies, lilacs, etc. They then walk
over near the home line of the opposite party. The opposite players
(who represent the wind) stand in a row on their line, ready to run,
and guess what the flower chosen by their opponents may be. As soon as
the right flower is named, the entire party owning it must turn and
run home, the wind chasing them. Any players caught by the wind before
reaching home become his prisoners and join him. The remaining flowers
repeat their play, taking a different name each time. This continues
until all of the flowers have been caught.
FOLLOW CHASE
_10 to 30 or more players._
_Gymnasium; playground._
The players stand in a circle with arms stretched sideways, resting on
each other's shoulders, thus making a wide distance between. One
player is chosen for runner and one for chaser. The game starts with
the runner in one of the spaces under the outstretched arms of the
players, and the chaser in a similar position on the opposite side of
the circle. At a signal from a leader both start, the runner weaving
in and out between the players or dashing across the circle in any way
that he sees fit; but the chaser must always follow by the same route.
If the runner be caught, he joins the circle; the chaser then takes
his place as runner and chooses another player to be chaser.
The leader (who may be one of the players) may close the chase if it
becomes too long by calling "T
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