r balls of crumpled paper may be used. One player is the cock; he is
blindfolded and stands in a stride position with his feet wide apart
sideways. The other players stand in turn at a point five to ten feet
behind him, and throw their caps forward as far as possible between
his legs. After the caps are all thrown, each player moves forward and
stands beside his own cap. The cock then crawls on all fours, still
blindfolded, until he reaches a cap. The player whose cap is first
touched at once becomes an object of chase by the other players, who
are at liberty to "pommel" him when he is captured. He then becomes
cock for the next round of the game.
CROSSING THE BROOK
_5 to 60 or more players._
_Playground; gymnasium; schoolroom._
This game is a great favorite with little children. A place
representing a brook is marked off by two lines on the ground. For
little children in the first year of school (about six years old) this
may start with a width of two feet. The players ran in groups and try
to jump across the brook. Those who succeed turn around and jump back
with a standing jump instead of a running jump. On either of these
jumps the player who does not cross the line representing the bank
gets into the water and must run home for dry stockings, being
thereafter out of the game. The successful jumpers are led to wider
and wider places in the brook to jump (a new line being drawn to
increase the distance), until the widest point is reached at which any
player can jump successfully. This player is considered the winner.
This game is printed by kind permission of the Alumni
Association of the Boston Normal School of Gymnastics, from the
book _One Hundred and Fifty Gymnastic Games_.
CROSS TAG
_5 to 30 or more players._
_Playground; gymnasium._
One player is chosen to be It. He calls out the name of another
player, to whom he at once gives chase. A third player at any point in
the chase may run between the one who is It and the one whom he is
chasing, whereupon this third player becomes the object of the chase
instead of the second. At any time a fourth player may run between
this player and the chaser, diverting the chase to himself, and so on
indefinitely. In other words, whenever a player crosses between the
one who is It and the one being chased, the latter is at once relieved
of the chase and ceases to be a fugitive. Whenever the chaser tags a
player, that player becomes
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