FREE BOOKS

Author's List




PREV.   NEXT  
|<   76   77   78   79   80   81   82   83   84   85   86   87   88   89   90   91   92   93   94   95   96   97   98   99   100  
101   102   103   104   105   106   107   108   109   110   111   112   113   114   115   116   117   118   119   120   121   122   123   124   125   >>   >|  
tch me!" They dance forward toward the frog and back, tantalizing him and taking risks in going near him, the object of the game being for the frog to tag any one of them, whereupon he changes places with such player. The frog may not at any time leave his sitting position until released by tagging another player. GARDEN SCAMP _10 to 30 or more players._ _Playground; gymnasium; schoolroom; parlor._ This game is a great favorite with children, and may be made an opportunity for much sport with youths and older players. All but two of the players form a ring by clasping hands, the inclosure serving as the garden. Within this one of the odd players who is assigned to be the scamp takes his place. The other odd player, the gardener, moves around on the outside of the circle. The gardener calls to the scamp inside, "Who let you in my garden?" and the scamp answers, "No one!" whereupon he starts to run away, the gardener chasing him. The gardener must take the same path followed by the scamp in and out under the arms of the players, who must lift their hands to let them pass. The gardener must also go through all of the movements performed by the scamp, who may jump "leapfrog" over any player in the circle, turn somersaults, crawl between the legs of a circle player, double unexpectedly on his path, circle around one of the players, or resort to any other device for making the chase difficult. If the scamp be caught, he becomes gardener, and the gardener joins the circle. The former scamp, now gardener, chooses a new scamp to go into the circle. Should the gardener fail to follow in the exact path of the scamp, or to perform any of the feats or antics of the scamp, the gardener must at once join the ring, and the scamp then has the privilege of choosing a new gardener. FOR THE SCHOOLROOM.--This game may be played by the entire class forming a circle around the room as close to the seats as possible to leave room for the chase outside the circle. Where seats can be turned up, this should be done, to give the runners opportunity to cross and recross the center space easily. The scamp, however, may vault over seats in his efforts to escape or delay the gardener. GOING TO JERUSALEM _10 to 60 or more players._ _Parlor; gymnasium; schoolroom._ A row of chairs is placed in the center of the room, so that they face alternately in opposite directions, one chair to one side, the next to the oppos
PREV.   NEXT  
|<   76   77   78   79   80   81   82   83   84   85   86   87   88   89   90   91   92   93   94   95   96   97   98   99   100  
101   102   103   104   105   106   107   108   109   110   111   112   113   114   115   116   117   118   119   120   121   122   123   124   125   >>   >|  



Top keywords:

gardener

 
circle
 

players

 

player

 

opportunity

 

gymnasium

 

garden

 

center

 
schoolroom
 

privilege


chooses

 

follow

 

resort

 

choosing

 

caught

 
difficult
 

unexpectedly

 

Should

 
making
 

antics


perform

 

double

 

device

 

chairs

 
Parlor
 

JERUSALEM

 

directions

 

opposite

 

alternately

 

escape


efforts

 

turned

 
forming
 
SCHOOLROOM
 

played

 

entire

 

easily

 

recross

 

runners

 

answers


GARDEN

 
tagging
 

released

 

sitting

 

position

 

Playground

 

parlor

 

youths

 
favorite
 
children