on the
distance line opposite each team. At the signal to go, the first player
on each team runs forward, takes the needle and thread, threads the
needle, hands it back to the individual and returns and tags off the
next player on the team. The individual holding the needle unthreads
it, ready for the next player to repeat the performance of the first.
When the last player crosses the starting line after threading the
needle the race ends.
Button Sewing
As many buttons as there are players on each team are placed on the
distance line opposite each team, a strip of cloth, a needle, and as
many short lengths of thread as there are players. At the signal to go,
the first member of each team runs forward, threads the needle with one
of the pieces of thread, sews a button on the strip of cloth, using up
all of the thread in his piece. He leaves the needle stuck in the cloth
at the distance line and returns and tags off the next player, who
repeats the performance of the first, as do all other team members.
Rope Skipping Relay
A piece of rope is necessary for each team. At the signal to go, the
first member of each team skips rope forward to the distance line. From
the distance line he runs back and hands the rope to the next one on
the team, who repeats the performance of the first. Each player must
skip the rope at least six times in each direction. The last member of
the team, after skipping the rope forward to the distance line, returns
across the base line, ending the event.
Rope Skipping Contest
A piece of rope is needed for each team. At the signal to go, the first
individual skips rope ten times, in place, hands the rope back to the
next individual who skips ten times, and so the rope is passed on until
it gets to the last one in the line, who skips twenty times and passes
the rope back to the one next in front of him in the line. The rope is
passed until it gets to the first member of the team, each one skipping
ten times upon receiving it. When the one in the front of the line has
skipped ten times, he ends the race by running forward across the
distance line.
Dizzy Izzy
A cane or stick is given to the first player on each team. Upon the
signal to go he places the end of the stick upon the ground, holding
the stick in a vertical position, and places the centre of his forehead
on the upper end of the stick. In this position, he circles around the
stick three times and then runs forward to
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