FREE BOOKS

Author's List




PREV.   NEXT  
|<   195   196   197   198   199   200   201   202   203   204   205   206   207   208   209   210   211   212   213   214   215   216   217   218   219  
220   221   222   223   224   225   226   227   228   229   230   231   232   233   234   235   236   237   238   239   240   241   242   243   244   >>   >|  
for these four players to push the fifth one, who is It, out of the circle with their shoulders. They may not use their hands. The fifth one may stand on both feet and use his arms. Should one of the hoppers place both feet on the ground or unfold his arms, he must leave the circle. The player who is It may avoid the hoppers by running and dodging. Should he be pushed out of the circle, the four hoppers are considered to have won the game. WAND AND TOE WRESTLE.--Two players sit on the floor with knees bent and toes touching those of the opponent. One wand is held between them, which both grasp so that the hands are placed alternately; there should be a short space in the center between the hands. The object of the tug is to pull the opponent up and over the dividing line. This is an excellent form of wand wrestle and will hold the interest of a class for months, especially if a continuous score be kept for the same contestants. WAND TWIST.--Two players stand and grasp at or near shoulder height a wand or cane held in a horizontal position. The object of one player is to raise or twist the wand out of the horizontal position, and of the other player to prevent this. The one who is trying to hold the wand in the horizontal position should have his hands next to each other in the center of the wand. The one who tries to twist the wand should place his hands outside of and touching those of the player who is resisting. WAND WRESTLE.--One player holds a wand or cane at full arm's length above his head, the hands being at about shoulder width distant on the wand, which should be held horizontally. The other player tries to pull the wand down to shoulder height. He may pull it forward at the same time, as it may be almost impossible in some cases to lower it without this forward movement. II. RACES ESKIMO RACE ON ALL FOURS.--The performers stand with hands and feet on the floor, the knees stiff, the hands clinched and resting on the knuckles. The elbows should be stiff. In this position a race is run, or rather "hitched," over a course that will not easily be too short for the performers. This is a game of the Eskimos, reported by Lieutenant Schwatka. ESKIMO JUMPING RACE.--Fold the arms across the breast with the knees rigid and the feet close together. Jump forward in short jumps of an inch or two. This is the regular form of one of the games of the Eskimos, reported by Lieutenant Schwatka.
PREV.   NEXT  
|<   195   196   197   198   199   200   201   202   203   204   205   206   207   208   209   210   211   212   213   214   215   216   217   218   219  
220   221   222   223   224   225   226   227   228   229   230   231   232   233   234   235   236   237   238   239   240   241   242   243   244   >>   >|  



Top keywords:
player
 

position

 

hoppers

 

shoulder

 

horizontal

 

circle

 

players

 

forward

 

center

 
object

performers

 

Eskimos

 

reported

 

Schwatka

 

Lieutenant

 

ESKIMO

 

height

 
WRESTLE
 
Should
 
opponent

touching

 

shoulders

 

movement

 

horizontally

 

distant

 

impossible

 

breast

 

regular

 
JUMPING
 

elbows


knuckles
 
resting
 

easily

 
hitched
 
clinched
 
wrestle
 

excellent

 

considered

 
interest
 
continuous

months
 

dividing

 

alternately

 
resisting
 
length
 

prevent

 

ground

 

dodging

 

contestants

 

pushed