My Book of Indoor Games - Part 21
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Part 21

POISON

The players join hands to form a circle. About ten erasers are placed in the center of the circle, with s.p.a.ces between them through which a player might step. The players then try by means of pushing or pulling their comrades by means of clasped hands, to make them knock over the erasers. Any player who knocks over an eraser or who unclasps hands must take his seat, the erasers again being replaced. The first players so leaving the circle form a scrub circle. The player wins who remains longest in the first circle.

SLAP-JACK

All the pupils are seated except one. The odd player walks or runs through the aisles, touching some player, and runs around the room in the direction he is going. The one touched immediately leaves his seat, and runs around the room in the opposite direction. The first one back in the empty seat wins.

Dodging through the aisles to shorten the distance is not allowed. The run must be around the outside of the room.

CROW'S RACE

All players form in a straight line. Grasp just above ankles and on "Go," run a very short distance and return, keeping hold above ankles all the time.

RIDING THE BICYCLE

Hands in position in front, as though grasping the handle-bars, running in place with lifting the knee high and pointing toe to the ground. The same movement, traveling forward with short, quick steps.

CAT AND RAT

Children form a circle around the room, with hands joined. A "cat"

is chosen to stand outside the circle, a "rat" to stand inside. The players are friends of the rat, and raise their arms to let him under, but keep them down when the cat tries to get through. The cat chases the rat in and out of the circle, among desks and over seats, till the "rat" is caught, when a new cat and rat are chosen.

JUMPING THE ROPE

This makes a splendid combination exercise. Swing the arms in a large circle, as though swinging the rope, and jump each time that the rope comes down. Travel forward with the same exercises, jumping and landing on one foot instead of both.

TEACHER

The children stand or sit in one line. One is teacher and he or she throws a bean bag or soft ball in rotation down the line, the child missing goes to the front. When the teacher misses he or she goes to the foot and the child at the head becomes teacher. No bad or swift throws are counted.

BIRD-CATCHER

This game is a great favorite with all the children, even in the upper grades. Two players are chosen as bird-catchers, and stand in one corner of the room. The "mother-bird" is chosen to stand in another "nest" in the other front corner of the room. The other players are named in groups (those in one row of seats usually) for various birds, "robins," "wrens," etc. As the name of each group of birds is called, they go to the back of the room, and, at a signal, run to the "mother-bird's nest." The bird-catchers try to catch them before they reach it. The "birds" dodge in and out among the desks, jumping over the seats, etc. The mother-bird and bird-catchers count their birds at the end of the game, and all "fly" back to their seats; that is, wave their arms and skip to their seats.

TAG ME, OR HEADS UP

The pupils, upon the command of the player who is the leader and stands in front of the cla.s.s, fold their arms upon the desk and lower the head upon the arms. The leader has an eraser or other article which he places upon one of the desks. He commands "Heads up" and the pupils raise their heads. The one finding the eraser on his seat rises and chases the leader. If he catches him he becomes the leader; if not, the first one is again the leader. If they fail to catch him after two trials he chooses another leader.

AN ERASER GAME

A boy places a rubber eraser, or any small object, on the desk of a girl. She takes the eraser and chases him around the room to his seat.

If she tags him, he goes to the corner to stand, with others who are caught, till the end of the game. The girl then puts the eraser on a boy's desk, and the game continues.

CIRCLE BALL

Children stand in a circle around the room; one stands in the center, with a bean bag or ball, and makes quick throws to children in different parts of the circle.

SEAT TAG--A SCHOOL-ROOM GAME

The one starting the game runs and tags someone near and gets to that child's seat as quickly as he can. The child tries to tag him on the way. If he tags him the one tagged must go in the mush pot, that is, to go to the front of the room and sit down. The one who caught him continues the game, and when another one gets in the mush pot the first one is permitted to take his seat. The game continues until all have had a run.

The runs should all be very short to make the game go quickly.

DEAD BALL

Children stand by desks. A tennis or soft rubber ball is thrown among the players. The child hit sits and is out of the game. The child standing near where the ball falls throws it the next time.

PRELIMINARY BALL

Children stand in rows, facing each other, two rows of desks between them, those on one side having bean bags. On the teacher's counts they throw to those in the row opposite, throwing and catching with both hands. After a given number of throws, they put the left hand behind them, throwing and catching with the right hand; the same with the left hand. This is good muscular training.

DODGE

Players divide into equal groups. One group forms a circle, the other within. Outside group has a volley or an outdoor baseball with which they try to hit the one's (players) within. As soon as one is. .h.i.t he must immediately join the circle and help hit the others. When all have been tagged in this way, groups change places and repeat. The two players who were last to be hit in the two games are captains to choose up for the next time.

THIRD MAN