n object of each card, however, is to bear a number.
Each player is provided with a card or slip of paper containing a list
of numbers corresponding to those on the trees. Thus, if fifteen trees
be numbered, there should be fifteen numbers on each player's card.
The players, having been provided each with a card and pencil, wander
at will over the designated territory. Whenever a number is discovered
on a tree, the player, if he knows the name of the tree, writes it on
his own card opposite the corresponding number. For most companies,
popular rather than botanical names of the trees are permissible. At a
signal--a bell, whistle, horn, or call--the players all assemble. The
host or hostess then reads a correct list, each player checking the
card that he holds. The player wins who has the largest number of
names correct.
The writer has known this game to be a most beautiful diversion
for a lawn party on a large estate, and has a feeling
appreciation of how many trees most people will find it hard to
name in even a familiar strip of woodland.
[Illustration: A CITY PLAYGROUND]
TRIPLE CHANGE
_10 to 60 or more players._
_Playground; gymnasium; parlor._
The players form a circle, with the exception of three who stand in
the center. Those forming the circle and those in the center number
off in threes. The players in the center take turns in calling each
his number, as "One!" "Two!" or "Three!" whereupon all of the players
in the circle who hold that number quickly change places with each
other, the one who called the number trying to catch one as he runs to
a new place. Any player so caught changes places with the caller. For
instance, the center player may call "Three!" whereupon all of the
Numbers Three in the circle must change places. They may do this by
changing with a near neighbor, or tantalize the one who called by
running across the circle.
The center players take turns in calling numbers. For instance, if
the first one fails to secure a place, then the second of the center
group calls. Should the first succeed in catching one of the other
players, the player so caught will await his turn in the center until
Numbers Two and Three have each had a turn at calling before he calls
a number.
TUG OF WAR
(See _Catch and Pull Tug of War_ and _Wand Tug of War_; also _Contests
for Two_, under "Feats and Forfeits.")
UNDER THE CUCKOO'S NEST
_5 to 30 players._
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