School, Church, and Home Games eBook

This eBook from the Gutenberg Project consists of approximately 156 pages of information about School, Church, and Home Games.

The boys are divided into groups of three’s.  Each three line up, one behind the other, with their arms locked around the waist of the man in front.  The first man in the group is the engine, and the last man the caboose.  One man is selected to be “It”, another to be chased.  In order to avoid being tagged by “It”, the man chased endeavors to hitch on the rear of a freight train by locking his arms around the caboose.  Thereupon the engine, or the man at the front of the train, is subject to being tagged by “It” until he can hitch on to some other train.  Those individuals making up a train endeavor to keep any one from hitching on to their caboose.  “It”, having tagged another, is subject to being tagged back immediately, provided he has not hitched on the rear of some train.

Roll Ball

The players form in a circle, grasping the hands of their neighbors.  The one selected to be “It” takes his place in the center and is given a basketball or a stuffed sack, which he endeavors to kick outside of the ring.  The players in the circle endeavor to prevent same by interfering with their legs.  Should “It” succeed in kicking the ball outside the circle, the player between whose legs it went or to whose right it went, must take “It’s” place.

Take Away

The group is divided into two teams.  One team is given a ball or some other object which can be easily caught.  The object of the game is to keep the ball away from the opponents as long as possible.  Should the opponents capture the ball, they in turn endeavor to pass it among themselves, keeping it away from the other team.

Red, White and Blue

Two lines are marked upon the ground, about fifteen feet apart.  The group is divided into three equal teams; one team is known as the red, the other the blue, and the third the white.  The blue team takes its position between the two lines, with the red team beyond one line and the white beyond the other.  A ball or some other soft object easily thrown is given to the red team.  Any member of that team may try to hit a member of the blue team, with the ball, without stepping over the line.  Should he succeed, it counts one point for the red.  Should he miss and the ball go across to where the white team is stationed, any member of the white team endeavors to hit one of the blue and scores a point if successful.  Should the ball fail to return to either the red or the white team, a member of either of those teams may run into the blue territory to recover it, but must return or toss the ball back to his team beyond the line before it is again in play.  The playing time of the game is divided into thirds.  The reds change places with the blues in the second third, and the whites with the reds in the last third.  Only the team between the lines is subject to being thrown at.  The team having the most hits to its record at the end of the game, wins.

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School, Church, and Home Games from Project Gutenberg. Public domain.
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