ied files may be
required to repeat the play.
This is one of the best games for training in self-control, and a
teacher should strictly enforce the rules. Any player starting over
the line before the signal, or standing with the foot beyond it before
starting, should go back and start over again. Whenever a club falls
down, or is not placed on the cross or in the circle, the player who
placed it must go back and stand it upright or it counts as a foul.
I SAY, "STOOP!"
_5 to 60 or more players._
_Playground; gymnasium; schoolroom._
This game is a variation of the old familiar game "Simon says," but
calls for much more activity than the latter game.
The players stand in a circle, and in front of them the leader or
teacher. The teacher says quickly, "I say, stoop!" and immediately
stoops himself and rises again, somewhat as in a courtesy. The players
all imitate the action; but when the leader says, "I say, stand!" at
the same time stooping himself, the players should remain standing.
Any who make a mistake and stoop when the leader says, "I say, stand!"
are out of the game.
This may be made a very amusing little game to fill in a few
dull moments, and when used in the schoolroom, it serves to
refresh tired minds very quickly. The leader should speak and
move very rapidly and make unexpected variations in the order
in which the two commands are given.
I SPY
(See _Hide and Seek_ for list of other games of this type.)
_3 to 30 or more players._
_Out of doors; indoors._
One player is chosen to be the spy, who blinds his eyes at a central
goal while the other players scatter and hide. The spy counts one
hundred, upon the completion of which he announces his readiness to
take up the hunt by shouting aloud:--
"One, two, three!
Look out for me,
For I am coming and I can see!"
Or he may shout only the word "Coming!" as he leaves the goal, or
merely the last count, "One hundred!" The spy endeavors to detect as
many hidden players as possible, and for each player must dash back to
the goal, hit it three times, and call out, "One, two, three for
----," naming the player. Should he make a mistake in identity, the
player really seen and the one named by mistake are both free and may
return to the goal without further danger. As soon, however, as a
player knows he has been detected by the spy, he should race with the
latter for the goal, and should he
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