g so the odd player must try to get into one
of the vacant places first, and if he is successful the ousted player
becomes the odd man in the center.
STEAL THE HANDKERCHIEF
Players form in two lines facing each other and about eight yards
apart. Each line is numbered so that there are corresponding numbers on
each side. The leader then takes a rag, places it midway between the
two lines. He then calls a number, and the players on each side having
that number will rush forward and attempt to steal the handkerchief.
The one succeeding scores one point for his side. The players return
and the game continues; the side scoring highest wins.
ON THE BANK--IN THE POND
Players form in a single file. An imaginary line to the left of the
column designated as the Bank and an imaginary line to the right of the
column designated as the Pond. These lines are about three feet apart.
Teacher facing column calls out "On the Bank," the players jumping onto
the Bank. He then calls out, "In the Pond," the players jumping into
the Pond. At each command the teacher moves his hand to the opposite
line from which players are located. In order to keep players "on their
toes," teacher calls "In the Pond" when the men are in the Pond and at
the same time moves his hand in the direction of the Bank. Those who
jump across or remain behind when the command is given to do otherwise
are out of the game.
MAZE
All the players except two stand in parallel ranks, one behind the
other. The distance between each player and each rank is that of
"double arms' length," so that whichever direction the ranks may face
with arms extended horizontally a line of players with finger tips
touching will be formed. The ranks should be drawn up so as to form a
square as nearly as possible. The chaser has to pursue the runner up
and down the lines until he catches him, neither being permitted to
pass under the outstretched arms. The teacher makes sudden changes in
the lines by calling "right turn" or "left turn," on which all turn in
the required direction, still keeping the arms outstretched. These
sudden changes alter the direction of the paths down which the two
players may run. The interest depends greatly upon the judgment of the
leader in giving the commands "right (or left) turn." They should be
given frequently--and sharply, and often just at the moment when the
chaser is about to catch the runner. The game continues until runner is
caught, or a
|