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.

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.

Games which will be found adaptable for the various groups contained in this volume are suggested below: 

   For the children under twelve—­Schoolyard Games for Primary and
     Intermediate Pupils.

   For those from twelve to eighteen—­Schoolyard Games for Advanced
     Pupils.

   For the young men and women—­Outdoor Games for the Older Boys and
     Young Men.

   For the middle-aged—­a selection of games from chapter on “Games
     for Picnics, and Social Games for Adults”.

CHAPTER III

GAMES FOR A STORY PLAY HOUR

The Story—­“Paul Revere”

Following the reading of Longfellow’s poem the listeners are given the opportunity to give expression to their imagination in the following games,—­

“The Red Coats”

Divide the group into two equal teams.  One team is called the farmers, the other the red coats.  A goal is marked off on the ground in the form of a hollow square large enough to contain all the members of one of the teams.

All of the red coats take a position inside of the goal with eyes closed while the farmers hide.  After sufficient time has been given to the farmers to hide, the red coats are released and each seeks to discover a farmer.  Upon being discovered the hiding farmer must remain in his hiding place until tagged by the red coat then they both race back to the goal.  The first one to cross the goal line becomes a farmer and the other a red coat in the next hiding.  After returning to the goal both farmer and red coat must remain therein until all of the farmers have been discovered.  If the last red coats find it difficult to locate the hiding farmers they can call to their assistance such other red coats as they may need, in which case the red coat first discovering the farmer points him out to that red coat who enlisted his help, thereupon said red coat tags the farmer and races with him to the goal.

After all of the farmers have been discovered those who are to be farmers in the next round hide and the game goes on as before.

In case two red coats discover the same farmer the one first tagging him shall count and shall race with him for the goal.  In case the red coat discovers more than one farmer he may choose the one he wishes to tag, but he is not to disclose the other to another red coat.

“Yankee Doodle Tag”

The group is divided into two equal teams.  Two lines are marked upon the playing space parallel to each other and about 20 yards apart.  These lines should be long enough to allow all of the expected number of players to form line upon, shoulder to shoulder.  Each team lines up on a goal line facing in the same direction, Team A facing the center of the playing space, Team B facing away from the center.

Team A marches forward whistling “Yankee Doodle” maintaining a straight line until a leader who takes a position near the center of one side of the playing space raises a hand above his head.  This is a signal for team A to stop whistling, break ranks and run back to their goal line.

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