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.

Team B, whose backs are toward the advancing column, upon hearing the whistling stops, turns about and chases after team A, trying to tag as many of them as possible before they get back to their goal line.  Every member of team A who is tagged becomes a member of team B.

Team B next marches forward whistling as did A, while A waits on their goal line until the whistling stops, thereupon they turn about and chase B. The game continues in this way.  At the end the team having the most players is declared the winner.

Note—­the leader giving the signal for the whistling to stop should take a position where the signal cannot be seen by the team waiting to chase the whistlers.

“Paul Revere Race”

The group is divided into teams of from 8 to 15 each.  These teams are placed on the field in parallel columns of file with a distance of 10 feet between each team.  The players on each team are then arranged in the line at a distance of from 10 to 20 feet apart.  The lightest member of each team is selected as the rider for that team and takes his position behind the player at the back end of his line.

At the signal to start he leaps upon the back of the last man who carries him forward to the next man of his team in front of him in the line, and the rider must change from the back of the first steed to the back of the second without touching the ground.  The second steed carries him to the third, and he is passed on from steed to steed until he reaches the last steed at the end of the column who carries him across a finish line.  The first Paul Revere to cross the line wins the game for his team.

“The Midnight Ride”—­Quiet Games

Two teams of equal numbers are chosen and arranged in two lines facing each other.  If the game is played in-doors place the teams on opposite sides of the room.  A pad of paper and a pencil is given to the two players at the head of each line.  The leader then reads a number of lines from Longfellow’s poem “The Midnight Ride of Paul Revere”, requesting that all of the players endeavor to remember as much of the poem as possible.  When a sufficient number of lines have been read the player at the head of each team, at a signal to start, writes the first word of the poem on the sheet and passes it along to the next player in line who writes the second word.  And so it is passed until it reaches the end of the line.  If a player does not remember the right word he writes his surname in place of the word and passes it on to the next player who either fills in the proper word or writes in the surname.

The team which passes the pad to the other end of the line first wins, provided that every one has either written a word from the poem or a name thereupon, and scores 5 points.  The team having the fewest names written into the poem also scores 5 points (an error counts the same as a name).  In case of a tie, the score race is repeated.

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