of a given time wins. The game can be made more
intensive by the leader if he drawls out the "r" in either Crows or
Cranes.
JUMPING CIRCLE
Players form a circle about 30 feet in diameter. One player in center
holds a light rope about fifteen feet long with a soft weight on one
end. The player in the center swings the rope around so that players in
the circle have to jump it. Player failing to jump the rope has a point
counted against him or he may be made to withdraw from the game.
HINDU TAG
The players are scattered in a limited playing area, about fifty feet
square. One player is "it". He chases players about and may tag anyone
who is in "safe" position (on both knees, forehead on ground). Players
ought not to remain in one place, but must move about. Any player
tagged is "it". Players should not go out of playing area. Anyone doing
so is automatically "it".
SWAT TO THE RIGHT
Any number of players may participate. Players form a circle, hands
behind back, facing in, eyes closed. One player carrying a swatter
(belt, knotted towel, etc.), runs around outside of circle and places
swatter in someone's hand. The player receiving it immediately hits the
player to the right. The player who is being hit, runs around the
circle until he is back to his starting position. The player with the
swatter follows the runner and swats him until he is back in position.
The player with the swatter runs on and places it in the hands of some
other player.
SQUAT TAG
The players are scattered within a limited playing area. One player is
"it". He can touch anyone who is not in a full squat position. The
player touched becomes "it" and chases about after some other player.
Players who for fear of being made "it" remain in the squat position
should be pushed over. The squat position consists of knees full bent
with hands on hips.
TEN STEPS
One player who is "it" blinds his eyes and counts ten while all the
other players run for hiding places. As soon as the one who is "it"
says "ten," the players must stand motionless wherever they may happen
to be while he turns at once to look for them. Any player whom he sees
moving must come back to the goal and start over again. The "blinder"
repeats this five times, and any player not entirely out of sight the
fifth time the blinder turns must change places with him, while the
original "it" becomes a spectator.
After counting "ten" and turning to look for moving player
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