Games For All Occasions
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Games For All Occasions - Mary E. Blain
The Project Gutenberg EBook of Games For All Occasions, by Mary E. Blain
This eBook is for the use of anyone anywhere at no cost and with
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Title: Games For All Occasions
Author: Mary E. Blain
Release Date: February 13, 2008 [EBook #24597]
Language: English
*** START OF THIS PROJECT GUTENBERG EBOOK GAMES FOR ALL OCCASIONS ***
Produced by Barbara Tozier, Annie McGuire, Bill Tozier and
the Online Distributed Proofreading Team at
http://www.pgdp.net
Transcriber's Note: Alternative and inconsistent spellings in the original have been retained. Underlined words in the original book are shown as bold.
GAMES FOR ALL OCCASIONS
BY
MARY E. BLAIN
CHICAGO
BREWER, BARSE & CO.
Copyright, 1909
By Brewer, Barse & Co.
PREFACE
A Merry heart maketh a cheerful countenance.
The desire to play and frolic seems to be a heritage of mankind. In infancy and early childhood this joy and exuberance of spirit is given full sway. In youth, that effervescent stage of human existence, joy is unconfined.
But in middle age and later life we are prone to stifle this wholesome atmosphere of happiness, with care and worry and perhaps, when a vexed or worried feeling has been allowed to control us, even forbid the children to play at that time. Why not reverse things and drown care and strife in the well-spring of joy given and received by reviving the latent spark of childhood and youth; joining in their pleasures passively or actively and being one of them at heart. So presuming that men are but children of a larger growth,
the games, pastimes and entertainments described herewith were collected, remembered and originated respectively with the view of pleasing all of the children, from the tiny tot to, and including the grown-up,
each according to their age and temperament.
M. E. B.
GAMES FOR TINY TOTS
A RUNNING MAZE
Form a long line of children—one behind the other. The leader starts running, and is followed by all the rest. They must be sharp enough to do exactly as the leader does.
After running for a moment or two in the ordinary running step, the leader changes to a hopping step, then to a marching step, quick time, then to a marching step, slow time, claps and runs with hands on sides, hands on shoulders, hands behind, etc.
Finally the leader runs slowly round and round into the centre, and can either wind the children up tightly or can turn them on nearing the centre and run out again. For another change the long line can start running and so unwind the spiral.
BEAN BAG
All stand in a line except one who is the leader who stands a short distance opposite the line.
The leader throws the bean bag to the child at the head of the line who returns it to the leader. The leader throws it to the next child, who throws it back to the leader, and so it is thrown back and forth to each child in turn. Any one in the line who fails to catch the bag must go to the foot of the line.
If the leader fails to catch the bag he must go to the foot of the line and the one at the head of the line takes his place.
BIRDS FLY.
This is a very simple game. Each player places a finger on the table, which he must raise whenever the conductor of the game says: Birds fly,
Pigeons fly,
or any other winged creatures fly.
If he names any creature without wings, such as Pigs fly,
and any player thoughtlessly raises his finger, that player must pay a forfeit, as he must also do if he omits to raise his finger when a winged creature is named.
BUTTON, BUTTON
All the children except the one who passes the button sit in a circle with hands placed palm to palm in their laps.
The child passing the button holds it between her palms and goes to each one, in turn, slipping her hands between the palms of the children. As she goes around the circle she drops the button into some child's hands, but continues going around as long after as she pleases, so the rest will not know who has it.
Then she stands in the middle of the circle and says: Button, button, who has the button?
All the children guess who has it, the one calling out the correct name first is out and it is his turn to go around with the button.
BINGO
"The miller's dog lay at the mill,
And his name was little Bingo,
B with an I, I with an N, N with a G, G with an O,
His name was little Bingo.
"The miller he bought a cask of ale,
And he called it right good Stingo,
S with a T, T with an I, I with an N, N with a G, G with an O,
He called it right good Stingo."
One child represents the miller, the rest stand round him in a circle, and all dance round and sing the verse. When it comes to the spelling part of the rhyme, the miller points to a child who must call out the right letter.
Anyone who makes a mistake must pay a forfeit.
BLINDMAN'S BUFF
Before beginning to play, the middle of the room should be cleared, the chairs placed against the wall, and all toys and footstools put out of the way. The child having been selected who is to be Blind Man
or Buff,
is blindfolded. He is then asked the question, How many horses has your father?
The answer is Three,
and to the question: What color are they?
he replies: Black, white, and gray.
All the players then cry: Turn around three times and catch whom you may.
Buff
accordingly spins round and then the fun commences. He tries to catch the players, whilst they in their turn do their utmost to escape Buff,
all the time making little sounds to attract him. This goes on until one of the players is caught, when Buff, without having the bandage removed from his eyes, has to guess the name of the person he has secured. If the guess is a correct one the player who has been caught takes the part of Buff,
and the former Buff
joins the ranks of the players.
BLOWING THE FEATHER
All the children, except one, sit on the floor around a sheet or table cloth which they hold about eighteen or twenty inches above the floor. A feather is placed on the sheet and at a signal the child nearest it blows the feather toward another child. The object is to keep the feather in the air, not allowing it to light.
The remaining child runs back and forth around the group trying to catch the feather. When he is successful, the person on whom the feather rested or was nearest to, changes place with him.
COCK FIGHTING
This is a most amusing game, and although only two boys can play at it at one time they will keep the rest of the company in roars of laughter. The two who are to represent the cocks
having been chosen, they are both seated upon the floor.
Each boy has his wrists tied together with a handkerchief, and his legs secured just above the ankles with another handkerchief; his arms are then passed over his knees, and a broomstick is pushed over one arm, under both knees, and out again on the other side over the other arm. The cocks
are now considered ready for fighting, and are carried into the center of the room, and placed opposite each other with their toes just touching. The fun now commences.
Each cock
tries with the aid of his toes to turn his opponent over on his back or side.
The one who can succeed in doing this first wins the game.
It often happens that both cocks
turn over at the same time, when the fight commences again.
CATCHING THE MOUSE
The children sit in two rows opposite each other with a space between. One child takes the place of cat,
being blindfolded, the cat standing at one end of the row and the mouse at the opposite end. They start in opposite directions, guiding themselves by the chairs, the cat trying to catch the mouse. When the mouse is caught it is made the cat,
and one of the company takes the place of the mouse.
DROP THE HANDKERCHIEF
A ring is formed by the players joining hands, whilst one child, who is to drop the handkerchief,
is left outside. He walks round the ring, touching each one with the handkerchief, saying the following words:—
"A tisket, a tasket
A green and yellow basket,
I wrote a letter to my love,
But on my way, I dropped it;
A little child picked it up
And put it in his pocket."
He must drop the handkerchief behind one of the players, who picks it up and tries to catch him before he can run around the ring and jump into the vacant place. As soon as this happens, the first player joins the ring, whilst it is now the turn of the second to drop the handkerchief.
DONKEY'S TAIL
A good-sized donkey without a tail is first of all cut out of brown paper and fastened to the wall. The tail is then cut out separately, and a hat-pin is stuck through the end. The players arrange themselves in a line some little distance from the wall, and the fun begins. Each player must, in turn, advance with closed eyes towards the donkey, and, still keeping his eyes tightly shut, fasten the tail in what he believes to be the right position. When, amidst much laughter, he is told to open his eyes, he finds that he has very carefully fastened the tail to the tip of the donkey's ear, or on the side of his nose.
FROG IN THE MIDDLE
One child is seated on the ground with his legs under him and the other players form a ring round him. They then pull him about and give him little pushes, and he must try and catch one without rising from the floor.
The child who is caught takes the middle, and the frog joins the circle.
GREEN GRAVEL
Girls form a circle and dance around one of their number. The girl in the ring turns her head gravely as a messenger advances, while the rest sing to a pleasing air—
Green gravel, green gravel,
The grass grows so green,
The fairest of ladies,
Is fit to be seen.
Dear ——, Dear ——
Your true love is dead;
The king sends you a letter
To turn back your head.
The process is repeated calling each child by name until all of the children have so turned. Turning the head is the sign of sorrow. The game is continued by the following verse in which the lost lovers appear:
Dear ——, Dear ——
Your true love's not slain,
The king sends you a letter
To turn around again.
And the dancers who have all turned about, are one by one made to face the ring.
HUNT THE RING
For this game a long piece of string is required. On this a ring is threaded, and the ends of the string are knotted together. The players then take the string in their hands and form a circle, whilst one of the company, who is called the hunter,
stands in the center. The string must be passed rapidly round and round, and the players must try to prevent the hunter
finding out who holds the ring. As soon as he has done this, he takes his place in the circle, whilst the person who held the ring becomes the hunter.
HOT TAMALES
The tamale
in this game is a knotted handkerchief. One player is chosen for the Hot Tamale man and stands in the center of the room while the others sit around in a circle.
The Hot Tamale man begins the game by saying, hot tamales, hot tamales,
at the same time throwing the hot tamale to some one in the circle who must throw it to another player in the circle and so on, tossing it from one to another without stopping.
The Hot Tamale man tries to catch it and if he succeeds, the one who last tossed it changes places with him and the game continues.
HUNT THE SLIPPER
The players seat themselves in a circle on the floor, having chosen one of their number to remain outside the circle. The children seated on the floor are supposed to be cobblers, and the one outside is the customer who has brought his shoe to be mended. He hands it to one of them, saying:—
"Cobbler, cobbler, mend my shoe;
Get it done by half-past two."
The cobblers pass the shoe