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.

Clock Games

The group forms a large circle.  If it be a large group, the circle is counted off into 6’s or 8’s, if small into 4’s.  If they be counted into 6’s each group of six constitutes a team.  Number 1 in each case is to act as captain.  If it be desired to elect captains, the man elected takes Number 1’s place in the group.  The captain wears a sash or some other distinguishing mark.  In this formation a number of competitive races can be used.

Illustration—­The group numbers sixty individuals.  It is counted off into 6’s.  That means that we have ten teams of six men each making up the circle and ready to compete.  The leader takes a position in the centre of the circle.  The following five games may be played with the teams arranged in clock formation: 

Walking Race

See clock games above.

At the signal to go, the number 6 man steps out of his place in the circle and walks to the right around the circle, until he gets back to the point in the circle he left, and tags off the Number 5 man on his team, and this man walks around the circle.  This means that all the Number 5 men from all the different teams are walking around the outside of the circle in a race, at the same time.  Numbers 4, 3, and 2 follow in turn after 5.  Number 2, after completing the circle, tags off Number 1, the captain of the team, wearing a sash.  The captain walks about the circle until he gets to the hole in the circle which he left, enters through the hole, bringing his sash to the leader, who stands in the centre of the ring.  The first sash to reach the leader decides the winner of the race.

A running race can be substituted for the walking race and various modifications used, such as backward walking, hopping, frog leap, etc.

Chariot Race

See clock games above.

Similar to the preceding walking race, except that instead of running around the ring singly, the competitors go in pairs, as follows: 

At the signal to go Number 6 locks his left arm in the right arm of Number 5, and the two of them so linked together proceed around the circle.  Having completed the circle, Number 6 takes his original place, while Number 5 links arms with Number 4 and the two travel around the circle.  Then 4 links with 3, 3 with 2, and the race ends when 2 and 1 have completed the distance around the circle and have brought their sash to the leader in the centre.

Flathead Race

See clock games above.

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