rcle he left, and tags off the Number 5 man on his
team, and this man walks around the circle. This means that all the
Number 5 men from all the different teams are walking around the
outside of the circle in a race, at the same time. Numbers 4, 3, and 2
follow in turn after 5. Number 2, after completing the circle, tags off
Number 1, the captain of the team, wearing a sash. The captain walks
about the circle until he gets to the hole in the circle which he left,
enters through the hole, bringing his sash to the leader, who stands in
the centre of the ring. The first sash to reach the leader decides the
winner of the race.
A running race can be substituted for the walking race and various
modifications used, such as backward walking, hopping, frog leap, etc.
Chariot Race
See clock games above.
Similar to the preceding walking race, except that instead of running
around the ring singly, the competitors go in pairs, as follows:
At the signal to go Number 6 locks his left arm in the right arm of
Number 5, and the two of them so linked together proceed around the
circle. Having completed the circle, Number 6 takes his original
place, while Number 5 links arms with Number 4 and the two travel
around the circle. Then 4 links with 3, 3 with 2, and the race ends
when 2 and 1 have completed the distance around the circle and have
brought their sash to the leader in the centre.
Flathead Race
See clock games above.
Similar to the preceding. A small block of wood or flat stone is given
to Number 6 on each team. At the signal to go he places the block on
the head of Number 5 and follows Number 5, who walks around the ring.
Number 5 must keep his hands upon his hips. Should the block of wood
fall from the head of Number 5, he must stand still until it has been
replaced by Number 6. The two continue walking around the circle until
they reach the point which they left. Then Number 6 takes his place in
the circle and Number 5 takes the block from his own head and places it
on the head of Number 4, and follows 4 around the ring to replace the
block should it fall off. The race ends when Number 1, followed by
Number 2, has completed the distance around the circle, still balancing
the block of wood on his head, and presents himself to the leader in
the centre.
Spin Around Race
See clock games above.
Similar to the preceding race, except that each captain takes a
position about four feet outside of the circle
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