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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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