My Book of Indoor Games eBook

This eBook from the Gutenberg Project consists of approximately 138 pages of information about My Book of Indoor Games.

My Book of Indoor Games eBook

This eBook from the Gutenberg Project consists of approximately 138 pages of information about My Book of Indoor Games.

BLACKBOARD RELAY

This is like the blackboard relay played in the third grade, but instead of marks and letters, words must be written; these may be required to form a sentence, numbers may be written and afterwards added, subtracted, etc., by the succeeding players, or each player may write his own name.  It is often interesting to have the last player required to erase all his team has written, or each child may erase his own writing, passing the eraser as he did the chalk.

* * * * *

HIDE THE THIMBLE

One child goes out of the room.  A thimble or button is placed in plain sight by another child.  The one who was sent out is then guided to the object by the clapping of the children—­soft clapping for “cold,” and louder for “warm.”

* * * * *

SUGGESTIVE BREATHING WORK

1.  March winds whistling through the trees.  Inhale a deep breath and imitate the wind.

2.  Keeping a feather in the air.  Run with head back and blow short breaths, keeping an imaginary feather from falling to the ground.

3.  Making Ocean Waves.  By blowing the water in a large basin.

* * * * *

THE FOX CHASE

Four farmers are in their home in the country enjoying a quiet evening.

They hear a sound outside, they watch and listen and decide that the foxes are near the cabin.  They wait until they are very close, then give chase—­and catch as many as they can before the foxes have reached their home in the forest.  All caught become farmers and help to catch the rest.

* * * * *

POISON

The players join hands to form a circle.  About ten erasers are placed in the center of the circle, with spaces between them through which a player might step.  The players then try by means of pushing or pulling their comrades by means of clasped hands, to make them knock over the erasers.  Any player who knocks over an eraser or who unclasps hands must take his seat, the erasers again being replaced.  The first players so leaving the circle form a scrub circle.  The player wins who remains longest in the first circle.

* * * * *

SLAP-JACK

All the pupils are seated except one.  The odd player walks or runs through the aisles, touching some player, and runs around the room in the direction he is going.  The one touched immediately leaves his seat, and runs around the room in the opposite direction.  The first one back in the empty seat wins.

Dodging through the aisles to shorten the distance is not allowed.  The run must be around the outside of the room.

Copyrights
Project Gutenberg
My Book of Indoor Games from Project Gutenberg. Public domain.