FREE BOOKS

Author's List




PREV.   NEXT  
|<   137   138   139   140   141   142   143   144   145   146   147   148   149   150   151   152   153   154   155   156   157   158   159   160   161  
162   163   164   165   166   167   168   169   170   171   172   173   174   175   176   177   178   179   180   181   182   183   184   185   186   >>   >|  
doors._ This is a form of hide-and-seek, but the hiding and the seeking are done by parties instead of individually, each party acting under the direction of a captain. Any number of players may take part, but from four to six on a side are perhaps best. Two captains are chosen, who in turn alternately choose players until all the players are divided into two parties. One party becomes a searching party (chosen by lot, "holders," or counting out between the captains) and remains at the goal, while the other party goes out with its captain, who directs the various individuals where to hide, after agreeing with his party on a series of signals to be used, as described below. When all are hidden, this captain goes back to the searchers, who at once start out on the hunt under the direction of their captain, who may divide or dispose of his party as he sees fit. The captain of the hiding party remains with the searchers, calling out signals to his hidden men which shall enable them to approach nearer to the goal by dodging from one hiding place to another, always trying to keep out of sight of the searchers. Neither party, however, may run for the goal until its own captain shouts "Run, sheep, run!" The captain of the hiding party is generally the first one to give this signal, and he does so whenever he thinks his men are well placed to make the goal. The captain of the searchers naturally gives the signal to his players as soon as he hears his competitor calling it, as the game is won by the party of which one player first reaches the goal. Should any member of the searching party catch sight of an opposing player before all run for the goal, he tells his captain, who at once shouts, "Run, sheep, run!" Any signals may be agreed on between the captain of the hiding party and his men; the following are examples:-- "Red!" meaning "Danger." "Green!" meaning "Go around the house to the left." "Blue!" meaning "Go around the house to the right." "Purple!" meaning "Stand still." "Yellow!" meaning "Keep on going in the same direction and get nearer to the goal." SADDLE THE NAG _6 to 30 or more players._ _Playground; gymnasium._ This is a game of leapfrog. The players are divided into equal parties, with a chief for each. One of the chiefs stands with his back to a wall or fence, and all of his party bend their backs as for leapfrog, the first with his head against the chief,
PREV.   NEXT  
|<   137   138   139   140   141   142   143   144   145   146   147   148   149   150   151   152   153   154   155   156   157   158   159   160   161  
162   163   164   165   166   167   168   169   170   171   172   173   174   175   176   177   178   179   180   181   182   183   184   185   186   >>   >|  



Top keywords:
captain
 

players

 

meaning

 
hiding
 
searchers
 
signals
 

direction

 

parties

 

nearer

 

remains


player
 
hidden
 

calling

 

searching

 

captains

 

signal

 

chosen

 

shouts

 

leapfrog

 

divided


naturally
 

opposing

 

reaches

 
competitor
 

Should

 
member
 
Playground
 

gymnasium

 

chiefs

 

stands


SADDLE

 

Danger

 
examples
 
thinks
 

Yellow

 
Purple
 

agreed

 

holders

 

counting

 

choose


individuals

 

directs

 
alternately
 

number

 
individually
 
acting
 

seeking

 

agreeing

 
approach
 

dodging