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e says "The stage coach upset!" all of the players must change seats. The leader takes this opportunity to secure one for himself, and the player who is left without a seat becomes leader for the next game, or must distribute the forfeits. For large numbers there should be several more players than chairs. The leader may say, for example: "It being a beautiful spring day, the _old lady with the bandbox_ [here the old lady must get up and turn around] decided to visit her daughter, and so took a _seat_ in the _stage coach_ [everybody turns around]; she found the _cushions_ [cushions turn around] very comfortable until the _fat old gentleman_ [fat old gentleman turns around] got in, when the place seemed to her very crowded, and she was glad to open the _windows_; the _driver_ cracked his _whip_, the _wheels_ creaked, the _horses_ strained at the _harness_, and away they started on their journey," etc. The interest of the game may be enhanced by connecting the stage coach, its passengers, and journey with some well-known story, as of Mr. Pickwick and Sam Weller, or Rebecca of Sunnybrook Farm. STAKE GUARD (See also _Duck on a Rock_.) _10 to 30 players._ _Playground; gymnasium._ This game is one of the forms of Duck on a Rock, and in this form is well adapted to use indoors as well as out of doors. The game differs from the ordinary games of Duck on a Rock chiefly in the limited territory to which the guard is confined. A stake is driven in the ground (or if in a gymnasium, an Indian club is placed) in the center of a square plainly marked, and measuring from eight to twelve feet. A throwing line is drawn twenty or more feet from the stake. The game is played with bean bags, and begins with the choice of a guard. This choice is made by all of the players standing on the throwing line and throwing their bags at the stake. The player whose bag falls farthest away from the stake becomes the first guard. The stake guard places his bag on top of the stake (or club). The other players line up on the throwing line. Upon a given signal from a leader or captain, all of the players throw their bags simultaneously at the stake, trying to displace the bag on top of it. Knocking over the club accomplishes the same purpose. Each player must then try to regain his bag, but in doing this he may be tagged by the guard.
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