FREE BOOKS

Author's List




PREV.   NEXT  
|<   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   126   127   128   129   130   131   132   133   134   135   136   137   138   >>   >|  
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
PREV.   NEXT  
|<   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   126   127   128   129   130   131   132   133   134   135   136   137   138   >>   >|  



Top keywords:

player

 
players
 
leader
 

mistake

 
teacher
 
starting
 
schoolroom
 

counts

 

hundred

 

quickly


standing
 

circle

 

shouting

 

coming

 
chosen
 
required
 

central

 

blinds

 

repeat

 
scatter

announces
 

readiness

 

indoors

 

completion

 
return
 

Should

 

identity

 
danger
 

detected

 
naming

leaves
 

Coming

 

endeavors

 

detect

 

hidden

 
variations
 

enforce

 

familiar

 

variation

 
activity

immediately

 

stoops

 

control

 

strictly

 
gymnasium
 

Playground

 

Whenever

 
signal
 

upright

 

courtesy