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.

To race in this position, Number 1, the player whose back is in the direction to be traveled, leans well forward so that his weight is well on his own feet.  This makes it possible for his teammate, Number 2, to slide his feet forward along the floor, carrying Number 1 backward upon them.  Number 2 then leans forward so that his weight is well on his own feet, which allows Number 1 to draw his feet towards him and Number 2 slides forward with them.  By swaying backward and forward in this way, the two members of the team, by alternating the sliding of their feet, progress across the floor to the distance line.  Upon reaching the same, they reverse their direction without turning around.  The race ends when they have crossed the starting line.

Necktie Race

Two players constitute a team.  Each team may stand opposite each other at different ends of the room.  At the signal to go Number 1 runs forward to Number 2, who must wear a four-in-hand necktie.  Number 1 unties Number 2’s necktie, takes it off his neck and reties it in a four-in-hand knot.  Number 1 then runs back to his former position with Number 2 following him.  When behind the starting line Number 2 starts to untie Number 1’s necktie, takes it from his neck, replaces it and ties it in a four-in-hand knot.  When he has accomplished this, he races back to his original position.  The first team accomplishing this, wins the game.

Part III




Push Cross Line

Three parallel lines are marked upon the ground about six feet apart.  The group is divided into two teams.  Each team lines up behind one of the outside lines, facing the opponents.  At the signal to start, both groups rush forward and endeavor to push their opponents back over their own base line.  Should they succeed in pushing the opponent so that both of his feet are behind the base line, that opponent is out of the game and retires to a position behind his own base line.  At the end of thirty seconds the team having pushed the greatest number of opponents back across their own base line, wins.


This game is similar to the preceding game.  Three parallel lines are made around a hollow square not less than 25 to 40 feet in dimensions.  This square is known as the fortress.  A small space is marked off in the centre of the fortress for a prison.  Two captains are selected.  These two choose the members of their own teams, in turn.  One team is known as the defenders, the other as the attackers.  The defending party takes a position within the fortress and the attacking party is scattered around the outside of the fort.  Both are under the command of their captains.

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