d a good fair chase ought to
be willing to be It if caught.
Any player whom the chaser tags immediately becomes It, but the
chaser, in touching him, must say "You're It!" At his own discretion
he may add "No fair," which means that the one who has just become It
may not turn at once and tag him. A venturesome player, however, will
omit this, especially if he should tag another player from behind, and
trust to his own powers of dodging for getting safely away. Where
there are a large number of players, two or more may be chosen to be
It.
TAG THE WALL RELAY
_10 to 60 players._
_Schoolroom._
The players should all be seated, an even number in each row of seats.
At a signal, the last player in each line runs forward and tags the
front wall. As soon as this player is out of the aisle, the others all
move backward one seat. This leaves the front seat vacant, and the
runner having touched the wall returns immediately and takes this
vacant front seat. As the player sits he raises his hand, which is a
signal for the player who is now the last one in the line to run
forward, the line moving backward one place as soon as he is out of
the aisle. He, in turn, having touched the wall, takes the vacant
front seat. The play is continued in this way until every one in the
row has run.
The line wins whose player, sitting at the start in the front seat,
first returns to his seat.
As in all schoolroom games where there is running, the seated players
should be very careful to keep their feet under the desks, so there
will be nothing in the aisles over which the runners may trip.
This is one of the best class room games and is very popular.
TEN STEPS
_10 to 30 or more players._
_Playground; indoors._
This is a game of hide and seek and like all such games is best played
where there is plenty of space and many hiding places. The distinctive
feature of this game is the peculiar limitation put on the opportunity
to hide, which may even free the blinder from his task. The one who is
It, or hunter, blinds his eyes and counts ten while the other players
run for hiding places. As soon as the one who is blinding says "Ten!"
the players must all stand motionless whereever they happen to be,
while he turns at once to look for them. Any player whom he sees
moving must come back to the goal and start over again. The hunter
repeats this five times, and any player not entirely out of sight the
fifth time the
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