School, Church, and Home Games - George Orrin Draper (fastest ebook reader .txt) 📗
- Author: George Orrin Draper
- Performer: -
Book online «School, Church, and Home Games - George Orrin Draper (fastest ebook reader .txt) 📗». Author George Orrin Draper
Bombardment No. 2
This game is similar to the preceding, except that each player must secure a stick not over two feet long, which can be stuck loosely into the ground in a vertical position. A 2×4 block of wood, about 8 inches long, with a flat end which can be balanced upon the ground, can be used in place of the stick if desired. Each player sticks his stick up near the back end of his playing space. They must be at least three feet distant from any boundary line and from each other. Each player takes a position in front of his stick. The object of the game is to knock over the opponents' sticks. Should a player knock over his own stick accidentally, or that of any player on his side, it counts as though it were knocked over by the opponent. When a player's stick is knocked over, that player is dead and takes his stick and leaves the game. The side first succeeding in knocking over all of their opponents' sticks wins the game. The players are not allowed to step over the centre line.
Taking the Heights
This is a good rough and tumble game for boys. A bank, a low platform, a pile of dirt or some elevated position is necessary. The object of the game is for the players to strive to get upon the bank and maintain their position thereupon to the exclusion of all other players. Hitting, kicking, or the grasping of clothing is barred.
Wrestle Tug of War
Opponents are so arranged on opposite sides of a line marked upon the ground that those of equal size and strength are facing each other. Each player puts his right hand on the back of his opponent's neck and his left hand on his opponent's right elbow. Each tries to pull the other over the mark. At the end of the pull, the side having the most players on its side of the line wins the game.
Referee's Hold
Opponents take the same position as in the preceding event, but instead of attempting to pull across the line, each endeavors to make the other move one or both feet. The best two out of three are used to determine the winner.
Finger Wrestling
Opponents are arranged as in the preceding game on opposite sides of a line. Holding their hands well above their heads, opposing players grasp each other's hands, interlacing fingers, and each endeavors to bend the opponent's wrist backward. Succeeding in this, the vanquished drop out of the game.
One Leg Tug of War
Opponents are arranged as in the preceding game on opposite sides of a line. They turn their backs towards each other and standing upon their right foot, raise their left leg to the rear and hook the foot in that of the opponent. Each endeavors to pull his opponent across the line in this position.
Hog Tie
Two players of equal strength are each given a piece of quarter-inch rope or a strap. Each endeavors to tie together the other's ankles.
Cumberland Wrestling
Players face each other and take a waist hold, arms around opponent's waist, and stand close up. At the signal to "go" each player tries to lift his opponent off his feet. No throwing is allowed. Three tries are permitted.
Greco-Roman Wrestling
Opponents face each other and may take any legitimate wrestling hold in their effort to secure a fall from the other. Should any part of the body other than the feet touch the ground, it constitutes a fall.
Shoulder and Arm Push
Opponents face each other with a line marked upon the ground between them and place their right hand on the other's left shoulder and their left hand on the opponent's upper right arm. In this position they endeavor to push the opponent back from the centre line, so as to get on the opponent's side of the line.
A modification of the preceding may be made by allowing the use of but one hand—the right placed against the opponent's chest, with the left held behind the back.
Squatting Tug
Opposing players sit upon the ground facing each other, with the soles of their feet flat against each other's. They then bend forward without bending the knees any more than necessary and grasp the opponent's hand. In this position they endeavor to lift the opponent from the sitting position on the ground.
Neck Tug of War
Opponents interlace their fingers behind each other's necks and endeavor in this position to pull the other across a center line.
Hand Tug of War
Opponents grasp each other's hands and each endeavors to pull the other across a center line.
Cane Wrestling
Opponents are given a stick, like a broomstick, which is grasped with both hands. Each endeavors to break the grasp of the other upon the stick.
Oysterette Race
Those sitting on one side of the table constitute team "A", those opposite them, team "B". The two captains should be sitting opposite each other. At one end of the table place a dish containing ten to twenty oysterette crackers, in front of the men on the opposite end of each line from the captain, and an empty dish in front of every other man. The opponents having the dish of crackers in front of them are given a spoon, and at the signal to "go" they pass the crackers by means of the spoon from their dish to that of the next on their team. When the last cracker has been transferred, the spoon is handed to the next man on the team, who repeats the performance of the first. (Dishes cannot be moved from their original position). The team first succeeding in getting the crackers to the dish of the captain wins.
Passing the Drink
Teams are arranged as in No. 1. A glass of water is given to the man at one end of the table. The glass should be filled to the brim. With the signal to "go" it is passed to the far end of the table and immediately returned. The glass which returns first to the one who started the passing determines the winner, provided that the glass has as much or more water in it at the finish than the opponents' glass. If the winning team has less water in it, the result is a tie game.
Rat-a-Tat-Tat
Teams arranged as in previous games. A plate or glass must be placed in front of each contestant. Two spoons are handed to contestants at the head of each line. At the signal to "go" the opponents beat on the plate rat-tat-rat-tat-tat, as a drum beats. He then passes it on to the next. Rat-tat-rat-tat-tat is passed on to the far end of the line and back. When the one who started the race has beaten his last rat-tat-rat-tat-tat, he stands up holding both spoons above his head.
Earth, Air, Fire and Water
Teams are arranged as in previous games. A member of team "A" is given an object, which can be conveniently passed or tossed across the table. The game starts by his passing the object to any member of the opposing team. In passing the object, he says one of the four words: "Earth, air, fire or water." If the word "earth" is used, he must name some animal; if the word "air" is used, the one receiving the object must name some bird; if the word "water" is used, he must name some fish, and keep quiet if the word "fire" is used. If the word used requires an answer, the one to whom the object is passed must give the name before the one who has passed the object can count ten. Failing to do this, one point is scored by team "A". The one on team "B" to whom the object was passed, passes same back to any member of team "A" and says any of the four words.
Note.—If the word "Air" is used, the opponent must name some bird, such as robin, thrush, etc. If "water" is used, shad, salmon, etc. If "earth" is used, lion, cow, etc.
Around the Chair
The teams are arranged as in previous games. The opponents at the head of the line are handed an orange. At the signal to "go" they must stand up, push their chair back from the table and run around the chair twice, return to the table, sit down and pass the orange to the next one in line, who repeats the performance of the first. The race ends when the last one in the line has circled the chair twice, sat down and held the orange above his head.
Jenkins Up
Divide the company into two sides. One division sits around the table on one side, the other on the opposite side. The members of the division "A" put their hands under the table and a small coin, dime or quarter, is passed from one to the other. When division "B" thinks they have had enough time, the captain calls out, "Jenkins up!" and the players of "A" hold up their closed hands; and when "Jenkins down!" is called, they must place their open hands, palm down, on the table. The players of "B" must guess under which palm the coin is. Every player may guess, but only the captain is to be obeyed when he orders an opponent to lift a hand. If a player can succeed in finding the whereabouts of the coin by causing an opponent to raise his hand, it is legitimate. The object is to have the hand containing the coin remain on the table last. Every hand left with the palm on the table when the hand hiding the coin is lifted, counts a point for the team holding the coin. The teams alternate the guessing.
Malaga Grapes
One who knows the game takes a spoon in his right hand, then taking it in his left hand, he passes it to the one sitting at his left, saying, "Malaga grapes are very fine grapes, the best to be had in the market". He tells his neighbor to do the same. The spoon is thus passed from one to the other, each telling the same grape story. If anyone passes the spoon with the right hand, which is the natural thing to do, a forfeit can be claimed. The trick must not be told until it has gone around a table once or twice.
Table Football
An egg is blown and the shell used as the football. Two captains are selected, each choosing his side. Teams take places on the opposite sides of the table and endeavor to blow the egg shell over a goal line which is made two inches from and parallel to their opponents' side of the table. After each goal the egg is placed in the centre of the table and the blowing begins with the sound of a whistle. No player can leave his place, and the "football" must be moved entirely by blowing. If the table be long, more than one egg may be used.
Spearing Peanuts
A number of peanuts are placed in the centre of the table. Each guest is armed with a hat pin. A few of the peanuts have black spots marked upon their end. These peanuts count 5 points. All other peanuts count 1 point. The player succeeding in scoring the highest number wins. The pin must be stuck into the shell.
Comments (0)