hunter turns must change places with him, the original
hunter becoming a spectator of the game. Having called "Ten!" and
turned to look for moving players five times, the hunter (or the one
taking his place, as explained above) counts one hundred, to give the
players time to reach final hiding places, and the game proceeds as in
regular I Spy.
THIMBLE RING
_10 to 30 or more players._
_Indoors; out of doors._
All of the players but one stand in a circle, each one clasping with
his left hand the right wrist of his left-hand neighbor. This leaves
all of the right hands free and all of the left hands occupied. The
odd player stands in the center of the circle, and tries to detect who
holds the thimble that is passed from hand to hand. Each player in the
circle places his right hand first in the hand of his neighbor on the
right and then in the hand of the neighbor on the left, keeping this
movement going rhythmically, while the entire circle repeats the
lines:--
"The thimble is going, I don't know where;
It is first over here and then over there."
When the player in the center thinks he knows who has the thimble, he
goes up to him and says: "My lady's lost her thimble. Have you it?" If
correct, these two players change places. If incorrect, the one who is
It demands of the player addressed to find it. This player, in turn,
has one guess. If correct, he takes the place of the one who has the
thimble, the one who was It taking the vacant place in the circle, and
the one who held the thimble going to the center. Should the player be
incorrect in his guess, he changes places with the one in the center.
THIRD MAN
(See also _Three Deep_ and _Last Man_.)
_15 to 100 players._
_Playground; gymnasium._
This game is another form of the game commonly known as Three
Deep, but instead of being played in the circular formation,
the players are scattered irregularly over the playground.
All of the players but two take partners and scatter in any irregular
way. The players forming each couple stand facing each other, with the
distance of a long step between them. To make a success of the game,
the distance should be considerable between the various couples.
Of the two odd players, one is runner and the other chaser, the object
of the latter being to tag the runner. The runner may take refuge
between any two players who are standing as a couple. The moment that
he does so, th
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