If he does not succeed in doing what
is required of him, he must--if he is a boy--turn a somersault. If the
player is a girl, she pays a forfeit or stands with her face to a
corner.
DUMB MOTIONS
The players form two sides; those on one side are "masters," the others
"men." Trades are represented, and the men aim to keep working so that
the masters will not take their places. The tradesmen go through the
motions of their trade. The master must guess the trade. When he does,
he exchanges place with the one whose trade he guessed.
WAND TUG OF WAR
Wooden gymnastic wands are used, half as many as there are players.
Draw a line across the room or grass; divide the players into two
divisions, one on each side of the line, each player facing his
opponent. These grasp each other's wand, and at a signal begin to tug,
but they must not put foot into the opponent's territory. If they do
the struggle ceases. The side wins which secures the greatest number
of wands.
CATCH AND PULL TUG OF WAR
In the "Catch and Pull Tug of War," a ring is formed by joining hands
and standing in a circle, and all tug to break the ring.
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