d repeat the verse while hopping on one foot, the
entire class joining in the hopping. The moment he is through, the
leader of the next row should jump up, face the class, and repeat the
verse, going through some other motion, such as hopping on the other
foot; he, in turn, to be succeeded by the next leader, etc. Many
gymnastic movements will suggest themselves, such as jumping on both
feet, jumping forward down the aisle frog fashion, jumping high in
place, running in place, stretching the arms out sideways and bending
sideways like a walking beam, whirling both arms around like a
windmill, taking a dance step, etc.
This is one of the Scotch plays, and like most Scotch things of
the sort, should be done in brisk time.
WHIP TAG
(Light the Candle; Beetle-goes-Round)
_10 to 30 or more players._
_Playground; gymnasium._
This game may be played with a knotted towel, though it is perhaps
more skillful and interesting when played with a "beetle," a small
cylindrical sack about twenty inches long, stuffed with cotton, and
resembling in general proportions a policeman's club.
All but one of the players stand in a circle with hands behind their
backs. The odd player runs around the outside carrying the beetle,
which he drops in the hands of any player in the circle. That player
immediately turns to chase his right-hand neighbor, beating him as
much as he can find opportunity for while he chases him around the
circle and back to his place. It is obviously to the interest of this
neighbor to outrun the beetle and escape a buffeting.
The one holding the beetle then takes the place of the first outside
player, that one joining the ring. The new beetle man, in turn, runs
around on the outside and drops the beetle in any hands which he
chooses.
The sport of this game depends on the alertness of the
players, as not only the one who receives the beetle but his
right-hand neighbor must know when and where the beetle lands,
and turn quickly for the chase. The player running around the
outside will add to the zest of the game by trying to deceive
the ring players as to where he is going to place the beetle,
quickening or slowing his pace, or resorting to other devices
to keep them on the alert.
WHO GOES ROUND MY STONE WALL?
_10 to 30 or more players._
_Indoors; out of doors._
There are two ways of playing this game. The one first
descri
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