m .ni'K, •. I iJ'lh! *'■» ^^^^ V ^^ ^^. ^^. ' O' s ■J nN- ,>>• ^^^ <^^ .^^ -^^^ ^•^tt^^ '^:a s^^ t,. <>^ s^V' /,, '-fe. -A' ^ •^<<. A' 0^' 0^^ A^ .^^- '^. - .\I-' /-•'^l ■''^_. % ^ ^ '^^'. ^^ •/». V ^ ^^ ^*. ► ^ ."< ■V, "^' .^^ s^ ^. ■^ ". ^ .A' ^ 'V :. s** v^ '-^^ .^ .^' '^<^^ ,^^' ^/> ■^c. \' '^^ ..5 --c. .( .^^ . .'^^ A ->..,^- \ o. .0- > >- V o x' •0' '^ '^ ^ <5^ \<^°,. >. ''/ .. s^ ,\ ^ <^ ^/. ^ , V * . s \ S>' % 'A ,> ■^ '^^. •^/ .0 ,^"^ ^'. >.. v*^ \ '"oci' "■'"^^ V*' ^:/ \ 9./* vO^^. /._ ^ N ' y ^ GAMES AND DANCES A SELECTED COLLECTION OF GAMES, SONG-GAMES AND DANCES SUITABLE FOR SCHOOLS, PLAY- GROUNDS, GYMNASTIC ASSOCIA- TIONS, BOYS' & GIRLS' CLUBS, ETC. WILLIAM A'r'STECHER, B. S. G. Director Physical Education Public Schools of Philadelphia, Pa. Secretary, Committee on Physical Training, American Gymnastic Union. Editor of "Mind and Body." Third Edition — Revised and Enlarged PUBLISHED BY JOHN JOSEPH McVEY PHILADELPHIA, PA. GrVi ^0 5 Copyright, 1920 BY JOHN JOSEPH McVET All Rights Reserved DEC I I IS20 CLAG04516 ■ PREFACE Increased attention to the physical welfare of children and adults, also the greatly increased number of playgrounds, has created a demand for a separate and enlarged edition of those activities of the Philadelphia "Hand- books of Lessons in Physical Traming and Games,*' found under the headmgs of Games, Song-Plays, Dances and Roundels. The plan followed in the other books is also adhered to here, namely, the games and dances suitable for children or adults of each particular school-grade or age-group are printed together. This procedure places into the hands of a teacher a graded selection of tried and effective games and dances. The games and dances are arranged in nine progressive grades. Games marked (R) can be played in a room as well as in a playground. In an appendix a limited selection of *'quiet games" and "problems" for hot weather is presented. This is followed by a list of track and field events which may be undertaken on the average playground, and by the records which the ordinary boy and girl should make. Then come seven compositions suited for mass drills on play days or field days. Lastly comes much valuable information relating to the space necessary for different kinds of play, to play- courts, to the preparation playground teachers should have, to programs* salaries, etc., etc. Games and plays may be classified (a) into play activities upon stationary apparatus of various kinds, and (b) into play without stationary apparatus. Into the first group fall the playful activities upon the swinging and traveling rings, giant strides, swings, low horizontal bars, ladders, poles, teeter boards, and like forms of suitable play apparatus for children and adults. These are all forms of appliances upon which any one without gymnastic training and without the aid of a teacher of gymnastics or of play may amuse himself to his heart's content. Quite a number of easy "stunts" may be performed upon such apparatus. Into the second group, namely, play without stationary apparatus, fall all the play activities we know under the name of games. Guts Muths, in his classic book, "Games for Practice and Recreation," divides all games iv PREFACE. into two classes — motion games and quiet games. In playground work we are interested mainly in games of motion, and in such forms of these as are found in the sub-division of *'games which train observation and sense-judgment." These latter games may again be divided into so-called "teasing games** and *'team games." The team games may again be sub-divided into games of low and of high organization. In games of low organization all participants play practically all parts of the game. In games of high organization the team is divided into distinct groups, the members of each group performing some strictly defined part of the play. Teachers often make the mistake of thinking that teasing games, like **Jacob, Where Are You?** "The Beetle Is Out,'* "Cat and Mouse,** "Pussy Wants a Corner," "Spin the Plate,*' or games of imitation, like "Railroad,** "Steamboat,** etc., do not appeal to children over 8 years of age. They do; even adults like to play such games. But the interest in them lasts only a short period. All players, even young children, soon tire of them. What, then, makes some games appeal to players seemingly at all times? When such universally popular games, like most ball games, are analyzed, we find that their activities consist of chasing, throwing, striking, catching and like fundamental movements. Now, while each separate one of these activities interests us, it is only as the difficulty of the execution of each separate activity is increased, or as several of these activities are combined into a game, that our interest also increases. And if we study and inquire into the reason for this increased difficulty in games we find that it is principally the mental requirements which make games more difficult. Very often the physical requirements are not increased at all in games that are of great interest to older children and to adults. Note the following gradations of games where the physical activities are practically unchanged, but where, on account of the added, unforeseen incidents, a simple game for young children becomes a game for adults — e. g.: A. (I) Plam Tag, (2) Cross Tag, (3) Last Pair Run, (4) Three Deep, (5) Rabbits, (6) Prisoner's Base; or B. (1) Toss a Ball to a Player, (2) End Ball, (3) Corner Ball, (4) Center Ball, (5) Captain Ball; or C. (1 ) Toss a Ball Into a Box on the Ground, (2) Toss a Ball Into a Suspended Basket, (3) Chase Ball, (4) Basket Ball. PREFACE. V Every teacher should know these facts, as without them he is prone to lose his bearings. A fact never to be lost sight of is, that as more mtricate psychic elements enter into the composition of a game such game will appeal more strongly to older players. If this is once understood it can readily be seen why even such fundamental activities as running, jumping, vaulting, climbing, swimming, etc., do not hold the mterest of participants for any great length of time. As soon, however, as the element of competition (a mere psychic addition) is introduced the interest increases. This competition may be against other players, or it may be in the form of strivmg for a standard which every boy or girl of a certain age or of a specified school-grade should reach (exemplified by the "Efficiency Tests" or ''Button Tests" found in many cities, see pages 288-297). If, eventually, a number of players are formed into a team and are pitted against another team, the welfare of the group, of the school, of the community, is another added psychic element. When used for team competition one finds that the fundamental activities spoken of above, which in their simple form do not hold the interest of the participants for any length of time, are indulged in for much longer periods and with greater zest. The best types of games offer to the players both physical and mental difficulties. Games that afford a wise combination of physical and mental requirements are, therefore, an admirable means for physical, mental and moral training. Instruction in plays and games should embrace a presentation of the central idea of the game or exercise to be learned; a statement of the physical, mental and moral effects (couched in language the player can understand) ; an explanation of the advantages and dangers of the game, and an outline of the rules with the reasons for the same. Experience has shown that even in cold weather it is advisable for boys and girls to play in light-weight clothing. Hats and caps, except in very cold weather, should not be worn. Shoes without heels, but with broad soles, should be worn whenever possible. Girls should be encouraged to wear bloomers; unless they wear bloomers they should be forbidden to indulge in forms of exercise upon play-apparatus which cause their skirts to fly upward. The wearing of corsets should be discouraged continuously. vi PREFACE. The natural expressions of joy or happiness caused by play should not be suppressed nor discouraged. Games and plays should give to the players opportunities to indulge in running, catching, dodging, throwing, etc., to their heart's content. The laughing and shouting engendered by play are excellent forms of training for the respiratory organs, and as nerve-tonics they hold a high place. The emotions aroused by play should, however, find a natural expression. They must not be allowed to degenerate into roughness and rudeness. Order and harmony must prevail on all playgrounds if play is to be of the greatest benefit to the players. Play, therefore, demands supervision. This supervision must be sympathetic. It should consist mainly of the organization of activities suitable to each particular playground, to each group of players and to the time of the year. It should give all players an equal chance, and it must never degenerate into a "schoolmastering" of the players. A liberal supply of good drinking water is a necessity on a playground. The players should be cautioned not to drink hastily, and not to drink too much water at a time. Toilet facilities, also, are a great necessity. The toilets should be placed so that they can easily be overseen. Games, as a rule, should be played in the open air. During the hottest part of the summer-days, also on days with excessive humidity, teachers should select games that do not demand much running. On cold winter days games must be chosen that continuously keep all players in vigorous action. Experience has shown that there are very few days during the year when suitable games cannot be played. While this book presents a rather large number of games for each grade and age, it would be a mistake to try and teach all of them. A large selection is presented, so that teachers may find a sufficient number of good, lively games from which they may select those suited to their needs or conditions. A few new games should be taught during each school-year, so that at the end of its school-life every child will thoroughly understand and play a goodly number of real gymnastic games. What children — and adults — need is not an infinite number of games and dances, etc., but sufficient time and space to indulge in games and other physical activities suited to their age and to the season. PREFACE. vli There is another mistake often made by inexperienced teachers. This is the tendency continually to change standard games. All true games are a natural growth. They have sprung into existence because there was a demand for the organized activity which resulted in a game. It is wise, therefore, not to depart from the fundamental forms of the best games. Variations, naturally, will suggest themselves. Temperature, space, equipment, the number of players, etc., will at times make it necessary and proper to vary games, but the true teach "^r will soon feel that players instinctively prefer the fundamental forms **as a regular diet." Many games prmted in this book were published in "Mind and Body," Milwaukee, Wis. The "Spring Song" and "Summer Breezes," by Arthur Richards; "The Wind" and "See-Saw," by W. B. Olds, from "Songs and Games for the Schoolroom," are from Novello's "Series of School Songs," and are printed by permission of the publishers, Novello, Ewer & Co., New York, N. Y. "In the Barn," by Charles Lindsay, and "Eros" by George Dudley Martin, are printed by permission of the publishers, Theo. Presser Company, Philadelphia, Pa. "The Dorothy," by J. Bodewalt Lampe, is printed by permission of the publishers, Jerome H. Remick & Co., New York and Detroit. "Cupid and Butterfly" is printed by permission of the publisher, Carl Fischer, New York. Permission to use songs or games was kindly given by the Milton Bradley Company, Springfield, Mass., for "Have You Ever Seen a Lassie," "Drop the Handkerchief," "Circles," and "Let Us Chase the Squirrel," by Miss Mari Ruef Hofer, for "How D'ye Do, My Partner," and "Needle's Eye," and by Mr. Jakob Bolin for "The Carrousel" and "I See you." My thanks are further due to Mr. Emil Rath, dean of the Normal College, Indianapolis, Ind., for the contribution of numerous dances; to Miss Elizabeth O'Neill, supervisor of playgrounds, Philadelphia, for the plays and song-games for young children, and, finally, to Mr. Enoch W. Pearson, director of music, public schools, Philadelphia, for the arrangement of the music for many dances. William A. Stecher. SECOND EDITION. The many letters of appreciation received from practically all parts of the globe show that the arrangement of games and dances by age-groups and by grades has helped many teachers in their playground and school work. Although the present edition is enlarged considerably, the idea underlying the original book of presenting a limited number rather than many games and dances is still adhered to. After a new teacher has found himself in play- ground work, and he thoroughly knows most of the games and dances in this book applying to his particular problem, then he can use the larger games and dance books with much more profit. My thanks are due to many teachers of physical trainmg who by their suggestions have helped to increase the value of Games AND Dances. William A. Stecher. May, 1916. THIRD EDITION. The great war, naturally, has affected all forms of education and train- ing. The changes in physical training work that have been suggested by the war are to be found in a simplification of the physical training material used, in a greater stress upon fundamental activities, and in a stronger emphasis upon mass athletic competition. In this edition there have been added, therefore, beside many new games and dances, a very simple course in physical training, a chapter on the most usable forms of mass athletics and a teacher's guide for the coaching of the more common forms of athletic events. The course of study in physical train- ing is based upon a few fundamental track and field events, and a carefully selected set of games for each school grade. Where the conditions are favor- able these activities should be augmented by folk dances for each school grade. Recent years have seen a great increase in the use of dances for physical development. The chief value of folk dances in physical education is that with a minimum of equipment they provide vigorous, enjoyable exercise in a comparatively small area. The dances selected for the course of study spoken of were chosen on account of their vigor, simplicity of steps and pro- vision for limited or large numbers. They have been used in mixed classes, and have proved equally enjoyable to boys and girls. Heretofore there has apparently been no definite custom as to the direction in which the circular dances move. In these descriptions all dances which progress in the line of march have been directed counter-clockwise. They are thus made to har- monize with the general direction of ballroom dancing and of gymnastic marching. The basis of the more spectacular parts of all pageants, plays and fes- tivals is to be found in the marches, drills and dances as exemplified in the more advanced physical training work. Under the direction of Mrs. Bertha Fisher Welling and Miss Janet Walter the members of the physical training department of the Philadelphia Public Schools wrote and produced a pageant entitled: The Revival of the Play Spirit in America. There have been so many requests for copies of this elaborate production that the complete com- position is included in this edition. William A. Stecher. TABLE OF CONTENTS. Song-Games for Children Under Nine Years PAGE We All Stand Here, 1; Drop the Handkerchief, 2; Let Us Chase the Squirrel, 3; Did You Ever See a Lassie? 4; How D'ye Do, My Partner, 5; The Needle's Eye, 6; Oats, Peas, Beans and Barley, 7; The Muffin Man, 9; One by One, 10; Jolly Is the Miller, 12. Games and Song-Games for Children of Six to Nine Years. First School-Grade 13 Cat and Mouse (Cat and Rat), 13; What Are You Doing in My Garden? 13; Long Jumping Rope, 14; Running Races, 14; Hand Tag, 15; Squat Tag, 15; Skip Tag, 15; Follow the Leader, 15; Ball Games, 15; Catching the Beanbag, 16; Bound Ball, 16; Running Race, 17; Little Sister, Come With Me, 17; Chimes of Dunkirk, 19; Our Little Girls, 20; Dance of Greeting, 22. Games and Song-Games for Children of Seven to Ten Years. Second School-Grade 24 Cat and Mouse (more difficult), 24; Change Tag, 24; Spin the Plate, 25; Hoop Toss With Peg Board, 25; Catch the Wand, 26; Jacob, Where Are You? 26; Jump Over, 26; Long Jumping Rope, 26; Racing, 26; Ball Games, 27; Bag Board, 27; Bag in the Ring, 27; Stand Dodgeball, 27; Catch Me, 27; Long Jumping Rope, 28; I See You, 29; My Brother, 30; The Carrousel, 33; Chil- dren's Polka, 34; The First of May, 35. Games, Song-Games and Dances for Children of Eight to Twelve Years. Third to Fourth School-Grades 37 Running and Hopping Races, 37; Third Tag and Run, 37; Pussy Wants a Corner, 37; Animal Blind Man's Buff, 38; The Beetle Is Out, 38; Puss in the Circle, 39; Change Seats, Change, 39; Bag Relay, 40; Ball Games, 40; Duck- stone, 40; Guess Who, 41; Fox and Chickens, 41; Potato Race, 41; Dayball, 42; Water Sprite/42; Come, Little Partner, 42; Will You Dance With Me? 44; Spring Song, 46; The Fairies, 48; Shoemaker's Dance, 50; Annie Goes to the Cabbage Field, 51; Gustaf's Greeting, 52; Mountain March, 54. Games and Dances for Children of Nine to Fourteen Years. Fourth to Sixth School-Grades 56 Black Man, 56; Lame Goose, 56; Break Through, 56; Catch the Wand, 56; Long Jumping Rope, 57; Leap Frog, 57; Wrestle for the Wand, 57; Hand-Pulling Contest, 57; Hand-Pushing Contest, 58; Shoulder-Pushing Contest, 58; Pushing Between Two Wands, 58; PuU-O^er, 59; Foot in the Ring, 59; Ball Games, 59; Toss Up, 59; Day or Night, 60; Last Pair Run, 60; Circle Tag, 60; Red Rover, xiv TABLE OF CONTENTS. PAGE 61; Chicken :Market, 61; Trades, 62; Advancing Statues, 62; O'Leary, 63; "The Wind," 65; Children's Quick Step, 66; "See Saw," 68; The Elfs' Frolic, 69; "Summer Breezes," 70; Playground Roundel, 72; Bleking, 73; Hop, Mother Annika, 73; Clap Dance, 74; Tantoli, 75. Games and Dances for Players of Ten to Fifteen Years. Fifth TO Eighth School-Grades 77 Relay Race, 77; Human Burden Race, 77; Poison, 78; Hopping Contests, 78; Ring Toss, 79; Quoits, 79; Hoop Toss, 79; Long Jumping Rope, 80; Ball Relay, 80; Bag Relay, 81; Chase Ball, 82; Medicine Ball, 82; Three Deep, 83; Jumping Circle, 84; Promotion Ball, 84; Stand Ball, 85; Volleyball, 86; Base- ball as Playground Ball, 87; Corner BaU, 88; Endball, 91; Wild Man's Field, 93; Broncho Tag, 93; Three Broad, 93; Number Race, 94; "In the Barn," 95; The Jolly Crowd, 98; Ace of Diamonds, 99; Sweet Kate, 100; Come, Let L"s Be Joyful, 101; Three Dance, 103. Games and Dances for Players of Twelve to Sixteen Years. Sixth to Tenth School-Grade 1 03 Rabbits, 105; Hand Wrestling, 106; Wrist Wrestling, 106; Stick-I-Spy, 106; Overtake, 107; Pass Ball, 107; Pass Ball Variation, 108; Pass Ball With Encir- cling, 108; Wall Ball, 109; Basketball Far Throw, 109; Hurlball Far Throw, 109; Goal Throw, 110; Tower Ball, 110; Relievo, 111; Hop Scotch, 111; Rob and Run, 112; Foot and a Half, 113; Hat on Back, 114; Hat Ball, 114; Dodgeball, 115; Double Dodgeball, 116; Base Dodgeball, 116; Soccer Football (Form I), 117; Safety Tag, 119; "Eros," 120; Butterfly Dance, 124; "Santiago," 126; A Spanish Couple Dance, 127; Crested Hen, 128; The Black Nag, 129; Czebogar, 130; Virginia Reel, 131. Games and Dances for Players of Thirteen Years and Over. Seventh to Twelfth School-Grades 1 33 Prisoner's Base, 133; Punch Ball, 134; Progressive Dodgeball, 134; Dodgeball in Three Fields, 137; Run Dodgeball, 137; Circle Pins, 138; Warball, 139; Vol- leyball (Form H), 140; Captainball, 141; Human Hurdle Race, 146; Soccer Football (Form II), 146; Fox and Chickens Dodgeball, 149; May Day, 149; "larkspur," 151; Normal School Mazurka, 154; Cupid and Butterfly, 156; Gathering Peascods, 163; Bluff King Hal, A May-Pole Dance, 165; Irish Lilt, 167; Reap the Flax, 169. Games and Dances for Players of Fourteen Years and Over. Eighth to Twelfth School-Grades 171 Rider Ball, 171; Battle Ball, 171; Handball, 172; Tether Ball, 172; Field Ball, 173; Captain Dodgeball, 175; Kick Ball in a Circle, 176; Wall Baseball, 177; Three Pins, 178; Jumping Circle Race, 178; Circle Relay Race, 179; Human Hurdle TABLE OF CONTENTS. xv page: Circle Relay Race, 179; Jumping Circle Relay Race, 180; Combination Volleyball, 180; Tag Football, 180; Goal Ball, 183; Pinball, 185; Foot Baseball, 185; Wicket Ball, 187; VoUeyball, 191; Soccer Football (Form III), 195; Frolic of the Brownies, 200; "Venus-Reigen," 203, 206; "The Dorothy," Alumni Three-Step, 208, 212; Highland Schottische, 215; Oxdansen, 216; Rufty Tufty, 218; Ritka, 220. Appendix I. The Revival of the Play Spirit in America — A Pageant 222 The Program, 222; Action of the Pageant, 225; Characters and Properties, 230; Costumes, 232; Description of the Dances, 237 to 256. Appendix II. A Minimum Physical Training Course for Ele- mentary Schools 256 Course including Tactics, Setting Up Exercises, Track and Field Events and Roster of Games and Dances, Grades 1-2-3, 257; Grades 4-5-6, 261; Grades 7-8, 265. Appendix III. Suggestions for Coaching Track and Field Events. . 269 Sprinting, 269; Shuttle Relay Race, 270; Pursuit Relay Race, 271; Standing Broad Jump, 272; Running Broad Jump, 273; Hop, Step and Jump, 273; Run- ning High Jump, 274; Basket Ball Overhead Far-Throw, 276; Knee-Raising, 276; Chinning, 276; Potato Race, 277; Tug of War, 277; Hurdling, 278. Appendix IV. Competitive Mass Athletics 280 Track Events, 281; Field Events, 281; Combative Events, 283; Team Games of Low Organization, 284; Handicap and Combination Races, 284; Stunts, 286. Appendix V. Additional Playground Activities 287 Charts Showing Aims in Track and Field Events, For Elementary Schools, 288; For High Schools, 290; Efficiency Tests, 293; Group Contests, 295; Table for Changing Results into Points, 296; Playground Association of America Efficiency Tests, 296; Standards for Boys Proposed by the Boy Scouts of America, 297. Appendix VI. Quiet Games, Experiments, Problems, Etc., for Warm Days 298". Simon Says, "Thumbs Up," 298; Bird Catcher, 298; Arms, Leg.*; and Trunks, 299; Fly Away, 299; Buzz, 299; Save Yourself if You Can, 300; Tossing the Cap, 300; Advancing Statues, 300; How Many Angles, 300; Floating Feather, 301; Button, Button, Who's Got the Button? 301; What Am I Thinking Of? 301; Rope and Ring, 302; Earth, Air and Water, 302; A Talk-Fest, 302; Hit or Miss, 302; Charades, 303; Simple Experiments, 303. xvi TABLE OF CONTENTS. PAGE Appendix VII. Types of Mass EIxercises Suitable for Play-Days, Field Days or Exhibitions 306 No. 1, to the Music of "Old Faithful," 306; No. 2, to the Music of "In the Arena," 309; No. 3, to the Music of "Teddy Bears' Picnic," 314; No. 4, to the Music of "In Lilac Time," 317; No. 5, to the xMusic of "Here, There and Every- where," 321; No. 6, A Marching Drill, to the Music of "The Washington Post," 326; No. 7, to the Music of "National Emblem March," 330. Appendix VIII. Minimum Play Space and Equipment 334 Elementary School and Small Playgrounds, 334; High Schools and Large Play- grounds, 335; Composite Play Courts, 337. Appendix IX. Information Relating to the Management of Sum- mer Playgrounds, Swimming Centers and School-Year Playgrounds 339 Vacation Playgrounds, 339; Application Card for Position in Playgrounds, 340; Salaries, 341; Preparation and Duties, 342; Programs for Playgrounds, 343; Lists of Games, 346; List of Dances, 347; Lists of Songs, 348; Lists of Stories, 349; Suggestions to Aspiring Playground Teachers, 350; Swimming Centers, 351; School- Year Playgrounds, 352. GAMES AND DANCES SONG-GAMES FOR CHILDREN UNDER NINE YEARS Many games and dances described for the lower grades in this book may with perfect propriety be selected for older children and adults. We All Stand Here. t=:-tt: We all stand here in this nice ring And as we stand we gai - ly sing, Now H— 4 '— h* — * * — ^ — ^ — h*^ — •^— ^- ,- — v^ — ^ — ^ — [ — iia; S^^fl clap your hands for this is fun, The one I touch shall quick - ly run. r — r- ^- -I ^- 9 The children stand in a ring, joining hands. One child is chosen to be the runner, who leaves the ring and walks around the outside until the words of the song, with the accompanying action, indicate the time the pursuer must leave the ring to give chase. If the runner is not caught before he reaches his place in the ring the children clap hands and the game proceeds as before I Moderafo. GAMES AND DANCES. Drop the Handkerchief. By a WKeelock Graduate, '01, Round the ring i ^^^ ^ =:d: ^-^^^s=:=^-=: goes. Drop the handkerchief, Drop the handkerchief, -^- :55^3^ :qsz:ziv=:=]v=:-v=::3s=::^ -^s — I ^ 1 1— ^v 15=? -($*— 9 she'll ) Where ( ^, ^,„ > drop it no - bod - y knows, Tra la, tra la, tra la I *- he 11 J ^^Jl ^_^Jl_-^^^ :«=^: ':^-- -d : :d=: Copyright by Milton Bradley Co., Springfield. Mass. This is a melody first published in the Kindergarten RevierVy and sung while playing a game similar to "The Beetle Is Out," described among the games for the third grade. The players, standing closely together, are formed m a ring facing toward the center. One player, with a handkerchief in his hands, walks around the outside. During the singing, "Where He'll Drop It, Nobody Knows,** he drops the handkerchief behind a player standing in the ring. This player must pick it up, pursue the one who dropped it and try to tag him before he reaches his place in the ring. GAMES AND DANCES. Lively. Let Us Chase the Squirrel. Words and Music by Annie L. Preston. 1 . Let us chase the squir - rel, Up the hick - o - ry, down the hick - o - ry, 2. If you want to catch me, Up the hick - o - ry, down the hick - o - ry, ^ 1-.--} ^ J- z^-i -t^4— u ~:l: r^J> -5- — s- _J — > EEEEEEIE? g^^^^^^J Let us chase the squir - rel, Up the hick - o - ry tree. If you want to catch me, Leaim to climb a tree. ^-J- n Copyright by Milton Bradley Co., Springfield, Mass. / _ \ \ I V N A game of pursuit, in which there is an obstruction, necessitating more alertness and cunning (dodging) on the part of the one pursued. ^ ^ The children stand apart, in concentric circles or in straight rows, representing trees. Two children are chosen, one to be the runner and the other to be pursuer. Care must be taken that the spaces between the trees will permit freedom in running between and dodging in and out and around in any direction until the end of the song, when the successful evader is vigorously applauded. Each child ought to know his position in the game, and at the end of each game each child chooses one to take his place* saying: **You are to be the squirrel"; or "You are to chase the squirrel.*' / / Allegro. ;be3E3^ GAMES AND DANCES. Did You Ever See a Lassie? ES. IS 1^ ^ ;■■ -^ (-^ W 1 r? 1 ^ 1 !"' — — 1^ Did you ev - er see a las - sie, a las - sie, a las - sie, Did you ~EE u E^i -^- --=\-- :q=q: ::^==1" iitz^ =1==^=:^: -^^. ~y \ -> — Is- m '-:^ \ _ i:^ k 1 ^[ M w ■•■ i» %\\ 1 m s V> / a 1 — IX ^ 1 ev - er see 1 — las - — -^ sie 1 do this way and that? -J Do -^ — 1 — 1 — ^'^r' * — ^ — — 1 — 1 1~ d -s— ps: ■ lA 'm m - m ^ Vn y ^ 1 !^ 1 (^ 1 i^.— ^ -^— -^— -^- -i*-^- — »■ — — 5#~-— — 9- — — -ol — — 1 ^ ^ ~m. — m —m— -*?«-— « — ^i-v- —^— « *^_ .__ _ i ■ 1 ■ ^ 1 t? 1 ^ .^— Hs- :^s=:^ — ^- this w^ay and that way ? Do this way and that way ? Did you mm ES£ ev $= M- ^ er see a :=ls: iclS Sie :fe: r- Copyrigbt, 1894, by Milton Bradley Co., Springfield, Mass. Ill do this way and that ? GAMES AND DANCES. c^ o c/'X^ The children are formed in a ring, facing inward. A lassie (or a laddie) is chosen, and takes her place in the center. All sing. When singing "Do this way and that,*' the player in the center shows a movement that may be performed by all players. Upon seeing the chosen movement, all players imitate it while singing the rest of the song. The movement chosen should admit of being performed in the rhythm of the song. This game gives a fine opportunity for creative activity. The teacher should give as much opportunity for freedom of choice as the game may suggest. ^ Hovv^^Dye DoMy Partner ? ^ ■ ' -^ *^ ^ ~ ' ' ^ ^' '~~^— ' Swedish. .^__^_. — i— H Will you dance in the cir - cle ? -0- -•■- ^ I will show you the way. Jg^ ^-\-' __(^- -iS^- I Repeat, skipping with a chorus of tra-la-la during the skip. This may be played as a very simple skipping game for very little children. The children stand in a circle, one child steps in and chooses a partner, as the words indicate, then two, or more, children choose, etc. The children in the circle clap in time to tra-la-la. For older children the game may be played in the form of a folk dance. Count off 1,2, around the circle. The odd number steps into the circle and faces the child to the left, thus forming a double circle. When singing, *'How d'ye do, my partner," the partners bow to each other; "How d'ye do to-day." the partners shake hands. GAMES AND DANCES. 'Will you dance in the circle?" 'I will show you the way." Cross arms, grasping hands, and face to ■ the head of the circle, taking a position for skipping. During the chorus of **Tra-la-la," skip around the circle until arriving at one's place; the children on the outer side of the circle remain in place, those on the inside move forward to the next partner. Then repeat the whole play as often as desired. \ /^ N^ The Needle's Eye. V^ Americsm. -^ K- , — Is N »— — I— — ^^-h- • -m -M ' — 1 ^ " ""^^ — I The need - le's eye that doth sup - ply The thread that runs so tru - ly, ^— 4 — ijg— P^- Vz=:i2=b: ;l :|: :z|^ --Is ^s , ;s33:1tr=q^ --JV ■,^_-^_- |^ - TTiere's mciny a Iciss that I've let pass Be - cause I want - ed you ; :=t: ^ -Is m. S Be - cause I want - ed you, — i^- - ^ \^ \- --^—-3^ Be - cause I want - ed you m. m. 1 (_ i'i-r— ^s is- fj 8 — '— * — — .1^. — •— ■- » — * — w — ^— L-^ — jg — Z — .-5 « ^—^ There's many a lass that I've let pass Be - cause I want - ed you. F-i^ — ^ — ^- -^— ^-zmjmi wm GAMES AND DANCES. 7 This is a song-game, similar to "London Bridge." Two children grasp hands, and by raising their arms form an arch. While singing, the other players continue to pass through the arch. When "Because I wanted you'* is sung the last time the two leaders drop their arms around the child just passing under the arch. The question is then put to this one (so that the other players do not hear it), **Do you choose pins or needles?" After making a choice the child takes its place behind the one whose side was chosen. The play continues until all are caught. The players then catch a good hold of the one in front of them and a tug-of-war ensues. Oats, Peas, Beans and Barley. -^ ^S-^- —zS:z:^^:^z=L-^ ._^^. English. .^S-J — -^0 -9- Oats, peas, beans and bcirley grow.Oats, peas, beans and beu-ley grow,Can you or I or ±:a£i:— ii:=z=*z:r=z-^-z: --t—\ r-fe^ r — -?- M—m — ■• — -^ — -m—\—' ^ — ~m ' '^ — I 1— ■ m — m 1 * 1^ — ' — \ S-S-;p-^— g— Fg — ^— S — ^— aJ— ^-^T-l-S— S-S— ^-^— ^-^-M an - y-oneknow How oats, peas, beans and barley grow? Thus the farmer sows his seed, -^—^- '^zzn-. i—^-\ iWLZ^m.: ■\ — t?-r -.^zizMzz—. -\ g»— I— ±= -fa^— t -A ^ — ^- -^— < A— -^- F=d: J5=S ^v- i -w — w Thus he stands and takes his ease, Stcimps his foot and claps his hands And 5=fe: -^ — \- ei=M ^■=^ 1 :i2=^ 8 GAMES AND DANCES. Oats, Peas, Beans and Barley. — Concluded. 3. \ y \ I i turns around and views the land. Waiting for a part- ner, Waiting for a part - ner, "I — ^~\ ^- ' 1?" -9- O- pen the ring and choose one in, While we all gai - ly dance and sing. -I 1 —I 'i » » W^'-- -1 1 1 . » » »-i- r , ^_i=_^ ^_^ ^_c:__^L_c=_a 1 . Front circle formation, neighbors hands grasped. One player stands in the center and is the "farmer." The other players walk in a circle left and sing the first stanza. 2. During the second stanza the players in the circle stand still, release grasp and go through the motions of the **farmer,** who does as the song says. For instance, during the singing of the first line they imitate a farmer scattering seed, during the singing of the second line all stand in a stride position, arms folded, as though they were taking life easy. During the singing of the third and fourth lines they stamp their left foot, clap their hands and turn around (to the left or right) as though viewing the land. 3. All during the third stanza the players march in a circle left. During the singing of the first two lines the **farmer" walks up to one of the players, and as the third is sung this player steps into the circle. As the fourth is sung both skip around inside the circle, moving in opposite directions to the circle. The one chosen into the center now becomes the **farmer," and all is repeated. GAMES AND DANCES. The Muffin Man. :fe L « — I — m- American. 1 Oh, do you know the muf - fin man, The muf - fin man, the P^^- n^*' .HBEIEL^; It: m It: -%A .q: :=l=1: ^i --0- -0-" -m- m m m i ■iri-~ I muf- fin mcin. Oh, do you know the muf-fin man, TTiat lives in Dm - ry Lane ? -I 1 — ^ — I— It=t -»■ — m^-- :d=t=t: X-- IB The class is in a front circle formation, neighbors' hands grasped. One of the pupils enters the circle and, while singing the following words, takes four skipping steps (or walking steps) forward and four backward in front of one of the players: 1. "Oh, do you know the muffin-man. The muffin-man, the muffin-man? Oh, do you know the muffin-man That lives in Drury Lane?" 2. The other players answer while jumping in place, with hands on hips: **Oh, yes, I know the muffin-man," etc. The one addressed and the one in the center then take hands, and while skipping around the inside of the circle, sing: "Now, two of us know the muffin-man," etc. Those in the circle clap hands and jump in place. The play is then continued by these two players repeating 1 in front of two others. Then the four sing while skipping around in the center: 10 GAMES AND DANCES. "Now, four of us know the muffin-man," etc. When all the players have partners, they skip in a circle and sing "Now, all of us know the muffin-man. The muffin-man, the muffin-man; Now, all of us know the muffin-man That lives in Drury Lane." -i- ;e; One By One. B. E. Hailmann. 'w — -9 — ^ — ^- -i» ^V ::t=^: -^-± — 1 . One by one, one by one, One by one, here we go ! With -« ft m. !?;b=eeee -I ' T' t- -h- g :t; -h- -h- -^ r 1- --1— r fj :qs=qvT-: j«zzjL-i: :=i: -> — ^> -^— ^ mer - ry hearts and c -9-- -9- leer - ful song. As we march in a sin - gle row With :r— 1= ^ m ^-?T \r L ^ L — 9— - U -^ ^ 1 ^ 1 y^ ^_ 1 1 1 1 1 1 1 1 1 1 ' i> :|=d: •— -^ -^ 1 ::iv=:^>^F^: :dvz:]vzq=:1: 'wzui: .^-^- i] mer - ry hearts, and cheer - ful song. As we march in a sin - gle row. — t: =t=:r.izz:t:: +5'- -^- r- Copyright by B. E. Hailmann. First Stanza. The children stand in a circle, which has been divided into two parts, each part having a leader. When beginning to sing, they face their leaders, following them through the center and then outward to their original position. GAMES AND DANCES. 11 Repeat these movements and stand until the song ends. (See Diagram I.) Second Stanza. Two by two, two by two. Two by two, here we go! Now we arch the way, in long array ; We will creep thro' the double row. Now we arch the way, in long array ; We will creep thro* the double row. M -~J U-^ I Again march through the center, joining hands. WTien arriving at the opposite side of the circle march to the left (by twos), to the starting point. (See Diagram II.) Then again march through the center; halt and face partner, raising the grasped hands to form an arch. The leaders march through the arch, the others following. One leader then marches to the left and the other to the right around the circle. (See Diagram III.) •-n c^--, ^ "E Third Stanza. Hand in hand, hand in hand. Hand in hand, here we go! Now we make the ring, and gaily sing, With a ho, ho, ho, ho, ho; Now we make the ring, and gaily sing, With a ho ho, ho, ho ho! The partners join hands and dance around the circle, as the words indicate, clapping hands when singing "With a ho, ho, ho!" Repeat as often as desired. When singing the first stanza the march through the center as indicated in Diagram I. ho, ho, leaders 12 GAMES AND DANCES. Jolly is the Miller. English. ie :qs==qs=qs==q: ^ — t ( 1- :^^i==^=:l; :qv= tj Jol - ly is the mil - ler who lives by the mill, The rrH- If^BEdE -I !- -I h- i^ ^ 1 :qs=qv r—\- iti: ::1: :^_qs K n ^. --• — ••--— ir ^ — ^- wheel goes 'round with a right good will ; One hand in the hop - per and the •TT \- 1 1 r- -i r- «j -^ ^- g» — i^ mn^ oth - er in the sack, The right steps for-ward and the left steps back. -I h- :=q: -I r- t=t- -I 1 — I — i-i « — I — u This song-game may be played by adults and children. The players form a circle composed of couples. When teaching the game to children, play at first without the miller (the player who has no partner and who is in the center) . Starting the game, the players sing and march in the circle. At the words, "The right steps forward and the left steps back," the children do as indicated. As soon as this changing of partners is well understood add the miller. Now, as change of partners takes place, the miller tries to get a partner. If he succeeds, the player left without a partner becomes miller. GAMES AND SONG-GAMES FOR CHILDREN OF SIX TO NINE YEARS First School-Grade. CAT AND MOUSE. (Cat and Rat.) The players stand in a circle facing inward, grasping hands. The teacher chooses one child as the cat, who stands outside, and another child as the mouse, who stands inside the circle. The cat tries to catch the mouse, who runs in and out of the circle. When the mouse is caught, or when the teacher finds the two have run enough, they return to their places, and the next two players standing to the right become the cat and mouse. As the children become more proficient, or when the cat is very active, the players try to prevent the cat from catching the mouse by suddenly lowering their arms after the mouse has slipped through the circle. WHAT ARE YOU DOING IN MY GARDEN? (Garden Scamp, Fox and Gardener. Cat and Mouse Variation.) The players stand in a circle with hands grasped. One player, without the circle, is the gardener, and another within is the thief. The following dialogue, then ensues: Gardener: *'What are you doing in my garden?'* Thief: **I am eating apples" (or any other fruit) . Gardener: **Who gave you permission?** Thief: "Nobody.** Gardener: "Then escape if you can.*' The thief now runs out of the circle underneath the arms of two of the players, then runs anywhere, in and out, till he finally re-enters the circle by the opening through which he first passed out. The gardener all the while pursues him, following him in all the turns he makes, and tries to touch him before he can re-enter the circle through the right opening. If successful, the 13 14 GAMES AND DANCES. gardener chooses a new thief, the caught one taking his place in the circle, and the play goes on as before. If the gardener does not catch the thief, or makes a mistake in following in his path, he forfeits his part; the thief now becomes gardener, chooses a new thief, and the former gardener returns to the circle. LONG JUMPING ROPE. Form the children in a colunm of twos. Tie one end of the rope to a post, or let a pupil hold it. Swing the rope in a circle toward the class, and at first let them run through at will. Later let them run through at every second swing. After that let them catch hands by twos and run through at every second swing. After the running is accomplished fairly well, take up the jumping over the rope. The rope must be held so lightly that if any child in jumping touches it, the rope will fall. Insist that all jumping is done on the balls of the feet. Lastly, take up the jumping *'in the rope." Let a child run in, jump twice, or three times, and then run out. Later have this done by twos. JUMPING ROPE. (R.) A pupil holds one end of the rope and the teacher the other. The rope must be held so lightly that if any one touches it, it will fall to the floor. The first row rises and passes to the front. Now swing the rope in a circle toward the class. Let each one run through the rope. (See that the children run on the balls of their feet.) Then let the second row rise, face to the rear and follow in the course of the first, etc. Variations: As described in the preceding game. RUNNING RACES. Arrange your class in ranks of six or eight. Put a chalk-mark on the floor where the first rank stands and another one about twenty to thirty feet away. At the commands **Get ready" and *'Go," the ones in the first rank run toward the goal. They re-form a few steps back of the goal line, while the second rank steps up to the starting line, etc. Races over a short distance may also be had by allowing the contestants to hop on one foot instead of running. In a clear yard or on grass, little boys also enjoy a short race on "all fours." Upon command they get down on hands and feet (not knees) and race. GAMES AND DANCES. 13 HAND TAG. (R. May also be played in the yard.) Arrange the class in an oval in the space in front of the seats. All pupils raise their arms forward, palms up. One of the class passes along the inside of the oval and tries to tag the hand of a pupil. As soon as the tagger tries to slap a hand, it should suddenly be lowered. Who is tagged three times is out of the game. Change the tagger frequently; or play the game so that he who is tagged takes the place of the tagger. In crowded rooms the seats may be raised and the pupils stand between the desks, the tagger walking up and down the aisles. In the yard this game is played in a circle. SQUAT TAG. (R.) The children move about; any one may be tagged who does not quickly bend his knees and "squat" when the tagger approaches. The one tagged when not squatting is "it." SKIP TAG. (R. May also be played in the yard.) Arrange the class in a half circle in front of the seats. One of the class skips along the front, tagging a comrade. The tagged one skips after the tagger, trying to catch him. The tagger skips around the outside of the room (where the aisles are usually wide, so that no one can stumble) until he reaches his place. Now the second pupil is tagger, and so on. Insist on skipping on the balls of the feet and allow no running, and this will be a safe room game. In the yard this game is played in a circle, the children facing inward, the tagger being on the outside. FOLLOW THE LEADER. (R.) One player is chosen as leader, and at the head of a line of players leads them around, in and out, over obstacles, running, hopping, and doing various evolutions, each player following the movements of the leader as exactly as possible. The teacher should at times change the leader. A variation of this is to have the leader stand facing the line of players and do various movements of any part of the body, the others following as rapidly and accurately as possible. BALL GAMES In the lowest grades beanbags (about 5x6 inches) are used. Each pupil should have a beanbag. Arrange your class in a circle facing inward. (a) First let the children toss the bags upward, catching them with both hands. 16 GAMES AND DANCES. \ (b) Let them toss up and catch with one hand. (c) Arrange your class by twos, facing each other, one bag for the two players. Upon command let them toss from one to the other. Increase the difficulty by having the children catch with one hand, by having them toss high, or by increasing the distance between the players. (d) Teacher-ball. Arrange your class in front ranks of eight. The first one is the teacher (or leader). He stands about six or eight feet in front of his rank and begins the game by tossing the bag to the one now at the head of the rank; this one tosses it back, then the teacher tosses it to the second, who returns it, etc. Whoever misses goes to the foot of the rank. If the teacher misses he also goes to the foot, the player at the head of the rank taking his place. CATCHING THE BEANBAG. (R. May also be played in the yard.) The children are in their seats. The teacher has two or more beanbags. Saying, **John, catch this,** she tosses it to John. If he catches it the boys count one. The next time she throws a bag to Mary, and if she catches it the girls score one. (If a bag is not caught no score is made.) See who wins after a specified number of tosses are made. For older children, this may be varied by letting them count two, three, etc., for each catch, and by deducting a certain number for every miss. If you have no beanbags, make a ball by rolling up a newspaper and tieing a string around it. With older children, a small gas ball, or tennis ball may be used (as this is more difficult to catch) . BOUND BALL. (R. May also be played in the yard.) Apparatus: An inflated rubber ball about six inches in diameter (a gas ball) and a wastebasket. Arrange from four to six boys in the open space on one side of the room and the same number of girls on the other side. Put the wastebasket in the center of the free space between them. The first one of the boys will throw and bounce the ball on the floor, trying to make it bound into the basket. The first girl gets the ball and tries the same from her side. Every basket made counts one point for the side that made it. If played in the yard a box may be used in place of a basket. A large, inflated ball (basket-ball, dodge-ball, volley-ball, etc.) may also be used. GAMES AND DANCES. 17 RUNNING RACE. Have the first four girls and four boys step to a chalk-mark on the ground, arm's length apart. Let them run to another chalk-mark, about twenty steps distant, and back again. Command, "Get ready. Run." Those who run step to the rear of their files, and the next eight get ready. After all have had a run, quickly re-form the class. Little Sister Come With Me. German. \ y^ I r -^- faS- -♦- ?l. Lit - tie sis - ter come with me, Both my hands I give to thee ; 1^5:^—^: ^\^ -=; ^— ::^'t r — ^ is — "~^ ^^^ — -^ — •' -^1 I— ziv H— — IS — •- ■A ► Come with me 'round the ring As we march and as we sing. — — ^ 2. r- :1^ —^ tJ m --^ ^^_^^ —I- — ^-iv zMzztz5:^z:5- ^JS ^s_js_ aE^E=^^^iEE?EE^E;E-E*EE?E3 With our heads we nod, nod, nod. With our fin - gers shake, shake, shake. With our feet we tap, tap, tap. With our hands we clap, clap, clap. ^l :ziv=zai: ::^: ->^ :i::^s=L*zL-r-ei z~:^^=zm IV— M EEEEH .-^ Then we dance, then we sing, Then we glad - ly dauice cind sing. :tr-mz i^- — s^- M 18 GAMES AND DANCES. LITTLE SISTER COME WITH ME (German). Steps: Marching, skipping. Formation: Double circle of couples, boy on the left of girl, left sides toward center. Music: Two parts of 8 measures each. The last 4 measures of Part I are repeated and all of Part II. Polka rhythm (2 counts to a measure). Little sister come with me; Both my hands I give to thee. Come with me 'round the ring As we march and as we sing. Come with me 'round the ring As we march and as we sing. Part I. Partners bow to each other. Partners cross inner arms and grasp hands. While singing remainder of stanza all march around in a circle counter- clockwise. Part II. With our heads we nod, nod, nod; With our fingers shake, shake, shake Then we dance, then we sing; Then we gladly dance and sing. Halt. Partners face and perform the movements named. Shake right forefinger three times. Partners face in line of march, join hands and skip in circle counter-clock- wise. Part III. With our feet we tap, tap, tap ; Same as Part II. With our hands we clap, clap, clap; right, left.) Then we dance, then we sing; Then we gladly dance and sing. (Stamping left. Note — On the Victor record there are 1 6 measures following Part I, which do not appear in the music on page 1 7. During those 1 6 measures the following action is used : GAMES AND DANCES. 19 Partners join inside hands, and face. Dance would I, if I knew how; Step sideward in the Hne of march, and courtesy (place other foot in rear, and bend knees). When to dance and how to bow. Repeat to the other side. Please tell me what I ought to do, Join both hands, and in four run- ning steps circle clockwise, finishing facing partner. So I can dance the steps like you. Four glides sideward in the line of march. Repeat the above 8 measures. CHIMES OF DUNKIRK (French). Victor Record 17,327 (Chord — Dance is played twice). Steps: Running, marching. Formation : Single circle of couples, facing center, boy on the left of girl. Music: Two parts of 8 measures, first part repeated and played once after second part. Polka rhythm (2 counts to a measure). Part I. Measures: 2. Partners face. Begmning left, march three steps in place and pause (counts 1 to 4). 2. Clap hands three times and pause (counts 3 to 8). 4. Grasp partner's hands, arms sideward, and beginning left, run in a small circle clockwise, turning once and slightly turning body left (counts 9 to 16). 8. Repeat above 8 measures (counts 1 to 16). Part II. 8. All face center, grasp hands and beginning left, with sixteen run- ning steps circle clockwise (counts 1 to 16). 8. Repeat 8 measures of Part I (counts 1 to 16). 20 GAMES AND DANCES. Words. ||:Come now mark time with me, And clap your hands in glee. And when the chimes so sweetly sound Join hands and swing around. : 1 1 — Fine, Step away with me. Oh step away with me. Oh step away with me With a one, two, three. — D. C. Note — Music may be found in *'Folk Dances and Singing Games," E. Burchenal; "Children's Song Games,'* Mari Hofer. OUR LITTLE GIRLS (Swedish). Victor Record 17,510 (Introduction, chord — Dance is played three times). Steps: Marching and skipping. Formation: Single circle, all facing center, hands joined, several boys or girls inside circle. Music: Sixteen measures, repeated. Polka rhythm (2 counts to a measure) . Part I. Measures : 8. Dancers forming large circle, beginning with left foot, march in a circle counter-clockwise, two steps to a measure, swinging joined hands in and out, in time with music. At the same time dancers inside circle march in opposite direction, keeping close to large circle (counts 1 to 16). 8. As they sing the words "And if" those within the circle choose partners from circle. Those in circle close gaps and continue marching in same direction, while couples continue the march inside (counts 1 7 to 32). GAMES AND DANCES. 21 Part II. Measures: 4. Those in circle skip in same direction, while couples in center join hands and skip around in place clockwise (counts 1 to 8) . 4. All skip in opposite direction (counts 9 to 16). 8. As they sing the words 'And if you will be," all march again in the same direction as before (counts 1 7 to 32). At the end of the chorus there is a short pause during which those who were originally in the center quickly take places in the circle, leaving their partners inside. Words. Our little girls (or boys) we know. When to dancing they go, Would like a boy (or girl) to know. With whom to dance just so. And if you will be A partner to me. Just put your hand in mine. And dance so merrily. Then boom-fa-ra-la, boom-fa-ra-la, boom-fa-ra-la-Ia, Yes, boom-fa-ra-la-la, yes, boom-fa-ra-la-la. And if you will be A partner to me. Just put your hand in mine. And dance so merrily. Note — Music can be found in "Dances of the People," BurchenaL 22 GAMES AND DANCES. Dance of Greeting. (DANISH.) Words by Eva E. Linn. * m^ K h ^ ^i=f5: :]v==fs: ^E^t^ ^=^ n^: Ti^— 5 !— at ^— ^ Clap,clap,partner,Clap,clap,neighbor,Stamp,stamp, turn yourself around,Clap,cIap,part-ner, ■^ ^ ^- Siss t*^ ^-V S=|5: ^ :> fe iJ^=^ ^^ ^^^^^53 Clap, clap, neighbor,Stamp,stamp,tum yourself around, Danc-ing so mer - ri - ly, so P^ o^ itt=^ ^tt ^^^^^^^^^^^^ ^^ mer - ri - ly we're danc-ing, Danc-lng so mer - ri - ly, so mer - ri - ly, heigh oh ! ^^: i m^ \^- Victor Record 17,158 (Chord — Dance played five times). Steps: Courtesy, running. Formation : Single circle of couples, facing center, boy on the left of girl. Music: Two parts of 8 measures. Polka rhythm (2 counts to ai measure) . Part I — Greeting to all the dancers. Clap, clap, partner, 1 . Clap hands twice, face partner, and execute a courtesy (step backward with foot farthest from partner, pointing other foot and bendmg trunk forward). \ GAMES AND DANCES. 23 Clap, clap, neighbor. Stamp, stamp. Turn yourself around, Clap, clap, partner. Clap, clap, neighbor. Stamp, stamp, turn yourself around. 2. Clap hands twice, at the same time turn on the balls of both feet, face neighbor (away from partner) and exe- cute a courtesy. 3. Face the center, stamp twice, first with the foot farthest from partner, then with the other foot. 4. With three running steps execute a whole turn, beginning with facing away from partner. 3. Repeat 1 , 2, 3, 4. Part II — Represents pleasure of all being together and should be rollicking and full of fun. 1 . Dancing so merrily, so merrily 1 . All grasp hands, face left, and we're dancing, beginning left, 1 6 running steps for- Dancing so merrily, so mer- ward (around the circle clockwise), rily, heigh oh! 2. Dancing so merrily, so merrily we're dancing. Dancing so merrily, so mer- rily, heigh oh! 2. Same, counter-clockwise. . GAMES AND SONG GAMES FOR CHILDREN OF SEVEN TO TEN YEARS Second School-Grade. CAT AND MOUSE. The cat and mouse game described in games of Grade I can be made more difficult for older pupils by (a) Having two cats and one mouse. In this form the players must assist the escaping of the mouse by obstructing the way of the cats. (b) Arranging your class in two concentric circles and having one cat and one mouse. (c) The players may be divided into groups of four or five who form small circles by grasping hands. These groups stand five or six steps from each other. The mouse runs into and out of the circles, or it dodges about among them until caught by the cat, or until it is relieved by another player. (d) The players are arranged as in (c), but there are two mice. If, now, one mouse runs into a circle (into a hole) the other must run out. This form of the game requires much skill on the part of the players. It therefore appeals also to older players. CHANGE TAG. (Lane Tag.) This is a form of tag in which the players are formed in front ranks of six or eight, with grasped hands, the ranks being two steps apart. Upon the command, *'left face,'* the players release their holds, face left and inamediately grasp hands with their new neighbors. This facing brings about new paths (lanes) between the ranks. The play itself is like plain tag. The teacher chooses two children, one of whom is *'it." He tries to tag the other, who runs up and down the paths between the ranks. The teacher should frequently change the paths by commanding left or right face. 24 GAMES AND DANCES. 23 SPIN THE PLATE. The players form a circle and are numbered 1 , 2, 3, etc. The leader is inside the circle. He holds a disk or plate in his hand, and, setting it on edge on the floor, gives it a quick twist. While it is spinning he calls out some player by his number, who rushes forward to catch the plate before it settles flat. If successful he becomes leader, and the former leader takes his place in the circle. If unsuccessful he returns to his place, and the leader spins the plate again, calling another number. Older players may also be required to clap their hands once or twice, in front or behind the body, hop, turn around, etc., before starting to catch the plate. ^ HOOP TOSS WITH PEG BOARD. The apparatus consists of a board one foot square having on it five pegs three inches high. (See diagram.) The hoop is approximately ten inches in diameter. The object of the game is to toss the hoop so that it will fall over one or more pegs. Each peg encircled by the hoop counts one. If, therefore, the hoop encircles one peg this counts one, if two pegs are encircled it counts two, etc. The center peg, however, counts double. A corner peg and the center peg encircled by the hoop would count three points. If each peg were to count three, the encircling of one corner peg and the center peg would count nine points. As illustrated, a throw would count three points. This game lends itself well to a lesson in arithmetic having more interest to the child than the mere addition of 1 and 1 , or 2 and 2. The fact that the center peg counts double adds another element of interest. If used as an indoor game the players stand in line with the first desks, cuid the peg-boards are placed on the floor near the blackboard. If played out of doors the distance between the throwers and the boards may be increased with the age and skill of the players. With skillful players several hoops may be used with each board. In this case the hoops should be of different colors, so as to allow each player to distinguish his hoop easily. 26 GAMES AND DANCES. CATCH THE WAND. (Variation of Spinning the Plate.) The leader stands in the center of a circle, formed by the other players, holding a wand upright, his first finger resting on one end of the wand, the other end resting on the floor. At any moment, by raising his finger, he allows the wand to fall to the floor, at the same time calling the name of one of the players, who must quickly rush forward and catch the wand before it touches the floor. If he succeeds in doing so he becomes the leader; if not, the game continues with the same leader until some one catches the wand. JACOB, WHERE ARE YOU? (R. Ruth and Jacob.) Form your pupils in a circle, standing closely together with hands grasped. Two players are chosen by the teacher; one is Ruth, the other Jacob. Both are blindfolded. Ruth now calls, "Jacob, where are you?'* Jacob answers, *'Here," quickly and silently changing his place. Guided by the voice, Ruth tries to catch him. This procedure is repeated until Jacob is caught. If the game is played in a schoolroom, form the children in an oval in the front part of the room. JUMP OVER. (R.) The pupils stand in the aisles, facing their seats. At the command, *'One," they place their hands on their desk and the back of their seats, rising on their toes; on **Two,'* they jump over the seats, landing on their toes in the next aisle. Left about face and repeat a few times. LONG JUMPING ROPE. (R.) The exercises of the first grade may be made more difficult by having two, three or four pupils run through at the same time after a given number of swings. In the same manner have two (or more) run into the rope, jump four, three or two times, and then run out. RACING. The races of Grade I may be made more difficult by increasing the distance to be run or hopped. The winners of each rank should now be given a chance to run against each other. GAMES AND DANCES. 27 BALL GAMES. (R.) Children of the second grade may still use the beanbags for tossing and catching, but the games of the first grade should be made more difficult by designating the hand that tosses and catches. Hand-clapping before a bag is caught may also be required. BAG BOARD. (R. Faba Baga.) The bag board is about two by three feet in size, having in it three holes of unequal diameters. It is placed slanting against a wall. At a distance of about eight to ten feet each player is allowed to toss a number of bags, trying to toss them through the holes, the smallest giving a score of fifteen, the next ten and the largest five points. BAG IN THE RING. (R. Bag-Toss.) Three concentric circles are drawn, the largest about six feet in diameter. The players stand at a distance in accordance with their skill, and each throws a beanbag so that it will alight in the center circle, or as near it as possible. If it alights in the center one it counts fifteen points; in the next larger, ten, and in the largest, five. If most of the bag is over a line it is counted as being in that circle. The player scoring the largest number of points in a given number of trials or a certain length of time wins the game. STAND - DODGEBALL. (R.) Apparatus: A gas ball, or a small, light beanbag. On the floor, at the front of the room, mark off a circle three feet in diameter. A boy takes his place here with one foot in the circle. From a mark about halfway across the room the pupils, one after another, get a chance to throw at the one in the circle. He is allowed to dodge the missle, but must always keep one foot in the ring. Frequently change the target. If the game is played in the yard, place the circle near the wall or fence, so that the ball or bag does not go too far from the players. CATCH ME. (Come Along, Skip Away.) Have the players form one or two circles. Choose one child as the first tagger. This child runs around the outside of the circle, tagging some one. The child tagged pursues the tagger, trying to catch him before he reaches the 28 GAMES AND DANCES. place vacated by The one tagged. The one tagged now becomes tagger and the game proceeds as before. Call for lively running and prompt tagging — and do not allow the "playing of partners/' so that all get a chance to run. As a variation, have the runners run around or touch an object some distance from the circle before finishing. Another variation is to have the players skip instead of run. Still another is to have the players stand by twos or threes, who must all run when the last one is tagged. The one left over continues the game. LONG JUMPING ROPE. Arrange the children in ranks of two. Fasten one end of the rope to the fence. The teacher takes the other end and swings the rope toward the pupils. At every third swing the foremost pupils run through, around the teacher and form at the rear of the column. As the children become more proficient let them run through at every second (first) swing. Also let them run through by fours, sixes, eights. Later let them run in, jump twice, and run out as the next rank runs in. I See You.* 1. ^11 ^: ^%—M—\— ^:=: (PEEK-A-BOO.) qsZTJt :=1^==^^ Swedish. =;^^=^v I fj I tJ see you, I see you, Ti ral - la, ral - la, lal - la - la, I A A _A^^ ^^^^ A —^^^i^^m^mmt- -- 1 1 1 1 1 1 1 1 1 ' !- .^-. r i:^: fj see A you, — I- see A :=^ you, Ti =1^ ra. A :s: 1 - la, lal - la la. A m -=1— f ' --?- ■^— -I — :*: GAMES AND DANCES. 29 I See You. — Concluded. ( -!» fj p-l— — is 1 1 ^- i=-_-=:=qv=q: You see me and I see you, And you take me and I take you; -^ — - 1^ ::K{-^si -Js s , tj .^ — ^- --S- wmMf\ You see me and I see you, And you take me and I take you. '' --r — ^ ] ^ Sh :=:q: r -r "^ — - * Copyright, 1908, by Jakob Bolin. Victor Record 17,158 (Chcrd — Dance is played nine times). Step: Skipping. Formation: The children are formed in two divisions, standing 10 feet apart, facing toward center. Each division is divided into couples, one in each couple standing behind the other. Those in front have hands on hips, those in rear have hands on shoulders of ones in front. Music: Two parts of 8 measures each. Polka rhythm (2 counts to a measure) . Part I. 1 . Those standing in rear alter- nately bend their heads once left and right. 2. The head is bent four times (thus playing "peek-a-boo" with op- posites). 3. Repeat 1. 4. Repeat 2. 1 . I see you, I see you, 2. Ti-ralla-ralla-lalla-la, 3. I see you, I see you, 4. Ti-ralla-lalla-la. 30 GAMES AND DANCES. 3. You see me and I see you, Part II. 5. On the first word all clap hands, then those in rear skip forward (passing left), and grasp both hands of those coming from the opposite divi- sion. 6. And you take me and I take 6. Skip around vigorously in place. you, 7. You see me and I see you, 7 and 8. All clap hands, skip to 8. And you take me and I take partner, grasp both hands, skip around you. vigorously in place, finishing with the two divisions again formed, the part- ners having changed places. MY BROTHER. (Mein Briiderle.) The pupils are formed in a circle, standing in pairs, facing the leaders. The inner hands are grasped shoulder-high. My Brother. Adapted from a German Students' Song. I± fy 11^ :i^: ^ii:=^=i:H=-, T-^i i 1 . I've not seen broth - er for some time, For some time, for some time ; :t:i==zzl=-— r-t: ^ .-— JV ■m * r .^-> ill ^ ^- FlXE. i So let's )e mer ry now And sing, :d=: sing. sing. :C: r- 1 GAMES AND DANCES. 31 My Brother. — Concluded. ==^-^->- Hv :=.-_-rr->=z:c -■•-•• Z>9_ H ■ ^^ --e=^ee:^=i O sing, dear broth - er, sing, dear broth - er. Sing, s:ng, sing ; V^ L? — y-'m — m — -r :.2~ r- :z!V~r- ^==1 o sm g, dccir broth - er, sing dear broth - er. Sing, smg, smg. ^ -h \. ;b 1 . Fve not seen brother for some time, ^ For some time, for some time; So let's be merry now and sing, sing, sing. The children sing while marching around in the circle. I : O sing, dear brother, sing, dear brother; Sing, sing, sing.: I Fve not seen brother for some time, For some time, for some time; So let's be merry now and sing, sing, sing; 2. I've not seen sister for some time, For some time, for some time; So let's be merry now and dance, dance, dance. > Skip forward. The children sing while marching around in the circle. ^ March forward as above. Partners face each other, graspmg :0 hop. dear sister, hop, dear sister; U.^ ^^^^^ ^^j g^„^p ^.A^ss^xA to- Hop. hop, hop. : I J ^^^j jj^g ,g^j^^ 32 GAMES AND DANCES. I've not seen sister for some time, For some time, for some time; So let's be merry now and dance, dance, dance. ^ March forward as above. 3. I've not seen teacher for some time, ^ For some time, for some time; So let's be merry now and fly, fly. fly. March forward as above. : O fly, dear teacher, fly, dear teacher. Fly, fly, fly. : I Skipping forward, the children wave their arms as if flying. I've not seen teacher for some time. For some time, for some time; So let's be merry now and fly, fly, fly. March forward as above. GAMES AND DANCES. 33 The Carrousel. '^=;r-=sr- ~=^^~ K k '> N 4 Swedish. 1 1 1 W^ t — 1 — « — ^ « 49 — . 1 — r - 1 1_ — -iH- — •• — •« w r 1 1 1 1 ' -•- -»■- •m- r run - 1 Pret - S5? „ II ty chil - dren, sweet and 1 1 gay, Car - rous - el is ning. ^=e=i— - * m - ■ -*—- w— ^^- ^ :-^i^E3; F-=^^ s— =K — =ls- — i 1 1 1— -4- f It riU will run 'till eve ning. Lit - tie ones a nick ^ ! ^ w w -- ^ J 4 4 : 1 1 m m m =!::=:=)Si=qv H 1- H 1- l^^ ^p:-^ ig^^E^ I I big ones a dime. Hur- ry up, get a mate, or you'll sure- ly be too late. tt=:t: :1: jd-±: Choeus. T— H — i — :^-^ : -.^>-4 r ._js — iS — k — IS — k S=1^ JHh 1 < 1 1 r > " i ^a— ^— ^— ^— ^— ^— ^ =bp=:pE=p:=pE=pEzrj?=p[ -Vt- Ha, ha, ha, hap- py cire we, Car-rous-el is run-ning, running so mer-ri - ly ; =t:: :t:z=t=bt:=t=zz=t:==:Ef:=z==i:f::z==E ~m — •» - B /,, Copyright, 1908, by Jakob Bolin. New York , N. Y. Victor Record 17,086 (Introduction, chord — Dance is played four times). (This dance represents the merry-go-round with horses and riders.) Steps: Gallop, closing step. Formation: Two concentric circles, facing the center. Those in the inner circle grasp hands, while those in the outer circle place their hands on the shoulders of the ones in front. 34 GAMES AND DANCES. Music: Two parts. Part I, 7 measures. Part II, 4 measures. Re- peated. Polka rhythm (2 counts to a measure). Part I (Carrousel just starting). Pretty children, sweet and gay. While singing, both circles move left sideward with closing steps (step sideward left and bring heels to- gether) . Carrousel is running. It will run till evening. Little ones a nickel, big ones a dime. Hurry up, get your mate, or you'll surely be too late. Part II (In full swing). Ha, ha, ha, happy are we. Carrousel is running, running so mer- rily. Ha, ha, ha, happy are we. Carrousel is running, running so mer- rily. At the end of the song the players change places and the dance is re- peated. For older players a suitable variation consists of letting the inner players face about after the first rendition. Still another variation consists of letting each circle gallop in opposite directions while singing **Ha, ha, ha,'* etc. The players gallop left sideward during the first two lines, and gallop right sideward during the third and fourth lines. / CHILDREN'S POLKA (German). Victor Record 17,327 (Dance is played four times). Steps: Glide, three-step. Formation : Single circle of couples, facing center, boy on the left of girl. Music: Two parts of 8 measures each. Polka rhythm (2 counts to measure). Part I. Measures: 2. Partners face, join hands, arms sideward. Two glides toward center and a three-step (three running steps in place) (counts 1 to 4). 2. Repeat, moving outward (counts 3 to 8). 4. Repeat above 4 measures (counts 9 to 16). GAMES AND DANCES. 35 Part II. 2. Ciap thighs, 1 ; clap own hands, 2 ; clap partner's hands three times, 3 and 4 (counts I to 4). 2. Repeat above 2 measures (counts 5 to 8). 1. With a hop on left foot, place right foot forward, and shake right forefinger threateningly three times at partner (back of left hand supporting right elbow) (counts 9 and 10). 1. Repeat left (counts 11 and 12). 1 . Beginning left, whole turn left in three running steps (counts 1 3 and 14). 1. Stamp right, left, right (counts 15 and 16). THE FIRST OF MAY (Swedish). Victor Record 17,761 (Introduction, chord — Dance is played three times). Steps: Polka (or change step), skip. Change step, left: Step left forward, 1 ; bring the right foot to the left heel and put the weight on it, **and," step left forward, 2 "and.*' Polka left: Same as change step, hopping on the right foot on the "and" preceding the first count. Formation: Double circle of couples, boy on the left of the girl, left sides toward the center. Inner hands grasped. Music: One part of 8 measures, repeated. Polka rhythm (2 counts to a measure). Part I. Measures: 8. Eight polkas (or change steps) forward, beginning with the outer foot, facing toward and away from partner, with arm swinging backward and forward (lightly and joyously) (counts 1 to 16). Part II. 2. Partners face, shake hands three times and pause (counts 1 to 4). 6. All make a quarter turn right and, beginning left, skip forward in a circle with a clap and a stamp on the first skip step, until each passes first partner and meets dancer who is next (counts 5 to 16). 36 GAMES AND DANCES. The outer circle moves in the same direction as in Part I, the inner circle in the opposite direction. Words. To-day's the first of May, To-day's the first of May, May, May, To-day's the first of May, To-day's the first of May. Good-bye, good-bye, dear friend, We'll meet again some day, some day. We'll meet agam some day. Before the first of May. Note — The dance may be repeated as many times as desired, each time with a new partner. It may be used for a great variety of occasions, the names of which may be substituted for "The First of May." The music can be found in "Folk Dances and Singing Games," Burche- nal, and "Second Folk Dance Book," Crampton. GAMES, SONG-GAMES AND DANCES FOR CHILDREN OF EIGHT TO TWELVE YEARS Third to Fourth School-Grades. RUNNING AND HOPPING RACES. Always have the class arranged so that from four to eight can run or hop at the same time. Increase the difficulty of the races (a) by running greater distances; (b) by having two pupils cross arms and run without releasing their hold; (c) by running around or over obstacles; (d) by hopping on one foot; (e) by hopping on one foot, holding the ankle of the other. THIRD TAG AND RUN. (Third Slap.) The class is divided into two divisions, standing ten to twenty steps apart. One player from one side crosses over to his opponents to give the three tags. Their hands must be held forward to receive his tag, of which three are given to the same or to different persons. As soon as the third tag is given the one giving it turns and runs to a goal behind him (previously decided upon — usually his own line) while the one receiving the third tag pursues him. If caught before reaching the goal, the runner is out of the game. The teacher then chooses the next tagger. This game may also be played with sides, as follows: Two divisions line up, the hands being held as before. The leader of one side advances to the other and gives three tags, then turns and runs back to his side, pursued by the one receiving the third tag. If caught before reaching his own side he is a prisoner of the side that tagged him. The other side then sends out a tagger, the two sides continually alter- nating in sending out the tagger. The side having the largest number of prisoners at the close wins the game. PUSSY WANTS A CORNER. Each player chooses a place, a corner of a house, an apparatus, a mark on the ground, etc. All, with the exception of one, have places. The places 37 38 GAMES AND DANCES. being decided on, all go to the middle of a circle, and at a signal run for these places. The one who fails to get a place begins the play. He goes from place to place and says, "Pussy wants a corner." Meanwhile the players exchange places at will. The seeker for a place endeavors to secure one by outwitting some one who is exchanging places with another and by getting into the place first. The one thus deprived of a place becomes the next seeker. If a seeker, after repeated efforts, fails to secure a place he may call **A11 change places," and all must exchange. In the confusion of this general exchange he tries to get a place. ANIMAL BLIND MAN'S BUFF. A circle of players is formed, and they dance ai'ound a blindfolded player, who has a stick in his hand. When he taps on the ground or floor or claps his hands three times the players come to a stop. He then points to some player, who must take hold of the end of the stick. The blind man then asks him to make the noise of some animal, say of a dog, cat, cow or horse. The one making this noise should try to disguise his voice as much as possible. The blind man tries to guess who makes the noise, and if right they exchange places. In either case the circling about goes on as before. Players may disguise their height by bending their knees, standing on tip-toe, or in other ways. THE BEETLE IS OUT. (The Twisted Kerchief, Plump Sack, Drop the Handkerchief.) The players form a closed circle, shoulder to shoulder, facing inward and having their hands, with palms open, behind their backs. One of the pupils is outside the circle. He carries a handkerchief with a knot tied in one end of it (or a stuffed bag). Running around the outside of the circle, he puts the handkerchief into the hand of one of the players (if possible, without being noticed by the others) . When the leader calls "The beetle is out," the one having the handkerchief turns and strikes his right-hand neighbor on the back with the knot, the neighbor seeking to avoid the blows by running around the circle until he regains his former place. The pursuer now starts around the circle, placing the handkerchief (the beetle) into some one's else hand, and the game continues as before. GAMES AND DANCES. 39 PUSS IN THE CIRCLE. A large circle is marked on the ground. One player, who is Puss, stands in the circle; the others stand outside of the circle. These players may be tagged by Puss whenever they have any part of their body inside of the circle. They will make opportunity for this by stepping in and out of the circle, teasing Puss in every possible way to tag them. Any one whom Puss touches fairly joins the first Puss in the circle and helps tag the others. The last one tagged is the winner of the game. CHANGE SEATS— CHANGE— 1-2-3-4-5-6-7-8-9-10. This room game also is enjoyable and practical on a playground. As a means of developing good discipline it is splendid, teaching children to do a certain thing in a certain way at a certain time. The teacher, or leader, commands "change seats" — "change," and then rapidly counts from one to ten. On the command "change" all children must change to a new seat (any seat in the room). On the tenth count they must be sitting in order with hands folded on top of the desk. The ten counts must follow the executive command immediately and must be given very quickly. Children are out of the game and pass to the front of the room in the following instances : 1 . If two children are in the same seat they both are out. 2. Failure to be in a new seat and in order on count 1 is penalized by being out. 3. An attempt to move on the preparatory command "change seats," instead of waiting for the executive command "change" puts the offender out. The success of this game depends entirely on the manner and voice in which commands are given. The pause between the preparatory and execu- tive command should never be of the same duration. The accent should often be used in the preparatory part of command to catch the unattentive players. As the number of children in the game decreases the number of counts allowed for the changing may be decreased to 8 or 5 counts. The last player to remain in the game is the winner. 40 GAMES AND DANCES. BAG RELAY. (R.) (a) Place one bag (eraser, handkerchief) on each front desk. At a given signal the occupant of the front seat passes the bag to the pupil behind him, who passes it on to the next, and so on till it reaches the end of the row, when it is returned in the same way. The row which returns the bag to the front desk soonest, wins. (b) Same as above, but bags are supplied to all members of one end row, and passed sideward and back again. (c) Instead of passing one bag, pass several in immediate successsion. Bags should be passed from hand to hand and not thrown. (d) Place on the front desk of each row as many beanbags as there are seats in that row. At a given signal the pupil in the front row rises, places one of the bags on the desk behind him, gets another, places it on the next desk, and so on, carrying one bag at a time until all are distributed. The pupils occupying the second seats in the different rows return the bags, one at a time, to the front desks. This is continued until each pupil in the row has had a chance. The row to finish first is the winner. BALL GAMES. The ball games of the preceding grades should now be made more difficult by using large gas balls, indoor baseballs, or basket-balls instead of beanbags. With increased accuracy the desire arises to test this. Throwing into a suspended basket, or through a suspended hoop, offers this chance. A pleasing variation is to allow the children to throw at a bell which hangs in the center of a suspended hoop. DUCKSTONE. (R. Duck on the Rock. Ducks and Drakes. Duck on Davy.) Apparatus: An eraser and a beanbag (if possible, a set for each row), With chalk, mark off a circle one foot in diameter on the floor, about one foot from the front wall. Put an eraser in this. The first pupil in the row rises, takes the beanbag, steps back a few steps and throws at the eraser. If he knocks it out his row counts one. Every one in the row throws from the same mark. In order to save time the next thrower takes his place near the circle, to get the beanbag and, if necessary, to replace the eraser. GAMES AND DANCES. 41 GUESS WHO? (R.) Apparatus: An inflated seven-inch rubber ball (gas ball). A boy hides his head against the front wall. The teacher tosses the ball to some pupil, who throws at the hider. The hider then guesses who threw the ball. If he guesses correctly the thrower takes his place. Several sections may play at the same time. FOX AND CHICKENS. Divide the players into ranks of sevens. Six, representing the chickens, stand behind one another, catching around each other's waists; the one in front with outspread arms (wings) shoos off the fox (the seventh pupil), who tries to tag the last one in the rank. When the last one in the rank is tagged, the one in front becomes fox. The former fox takes his place at the end of rank. POTATO RACE. (Potato Planting and Picking.) Divide the players into six ranks of equal numbers. Have twenty-four potatoes (erasers, stones, handkerchiefs, etc.) The members of each rank stand behind one another. With chalk draw a small circle in front of the first one of each O O O rank. Into each of these six circles put four potatoes. About ten feet ahead of these circles O O O draw six more, repeating this three times (so as to have five circles for each rank). See O O O diagram. Upon command, the first pupil grasps one potato, runs and places it into a O O O circle. He then returns, grasps another potato, runs and places this into another circle. This is repeated quickly until all are placed. The O O O O O O next six gather the potatoes, by reversing the above procedure — /. e., by running for the first potato and placing this into the circle in front of each rank, then running for the second, then for the third, etc., until all potatoes have been gathered and are m the first circle. The rank winning in each race gets one credit. A variation of this race is to let the pupils hop instead of running. o o o o o o o o o o 42 GAMES AND DANCES. DAYBALL. (Days of the Week. Monday, Tuesday.) This is a game for seven players. Each one is given the name of a day in the week. Sunday throws a tennis-ball, or another soft ball, agamst the side of a house, calling upon some other **day*' to catch it. If he catches it he throws the ball, calling upon some other player to catch it. If he misses the ball, the first player agam throws it. Young, inexperienced players may be allowed to catch the ball on the first bounce. If more players wish to join in the game, give each a number, and then call on a certain number instead of a day to catch the ball. A variation of this game suitable for older children (stand-ball) is as follows: If the one called upon does not catch the ball the rest run away until this player has secured the ball and calls *'Stand.'* The runners now are not allowed to move from their places. The ball-holder hereupon throws at a player, who may dodge, but not move his feet. Who is hit three times is out of the game. WATER SPRITE. (Hill Dill, Cross Over.) The players stand in two long lines, on opposite sides of the play field, the lines being twenty-five to thirty feet apart. The open space between them represents a river. The water sprite stands between the lines and calls on some one to cross over. This player signals to a player on the opposite shore. They then suddenly run across to exchange places. If the water sprite tags either one he is "it" and exchanges places with the tagger. When played as "Hill Dill" the tagger calls out, "Hill Dill, come over the hill," whereupon all players cross over. The one tagged either takes the place of the tagger or helps him until all are caught. Come, Little Partner. Come, lit - tie part - ner, come a- long, Let's play and dance and sing a song. 1&- -I — i — -m- ' ^ f GAMES AND DANCES. Come, Little Partner. — Continued. 43 •r'?=: ,m. — m- T — > ^ — 3 — '^ ^— F-* — * — ^ — -^ - Step this way now, and that way now, Then turn a-round and make a bow. It:: -©>- —'5'- m :^2 L :zjv:b — s --^S- ^^5=^: ^^^ IB ^ J I ^1^^ Tra la, la, la, la, la, la, la, la, Tra la, la, la, la, la, ^c^-iizi^^; ^±1^^ ^* M^- -t^- -j^- V -^— "- — 1^- mi la, la, La, la, la, la, la, la, la, la, la, la, Tra la, la, la, la, la, Ic -C^- -'^ 9 •tr-T T T T The players are arranged in couples, standing in a flank circle. Part I. 1 . Two steps forward, followed by three running steps forward. 2. Repeat I , beginning with the right foot. 3. Step left sideward and courtesy (place right foot crossed behind left leg and bend both knees) ; repeat right sideward. 4. A complete turn right in eight running steps, making a slight bow during the last count. 5 to 8. Repeat 1 to 4. Part II. The couples face inward (face to face) ; the grasped hands are raised sideward, the elbows slightly bent. 1 . Two glides sideward and a change step sideward toward the head of the column. 44 GAMES AND DANCES. 2. Repeat toward the foot of the column. 3. The couples face toward the head of the column, inner hands shoulder-high, outer knuckles on hips ; two glides forward and a change-step. 4. Repeat 3. 5 to 8. Repeat 1 to 4. Repeat Parts I and II as often as desired. ]S[, B. — When the dance is first learned the players, when performing Part I, may all begin with the left foot and execute the steps as written. After some proficiency has been attained, let the players standing on the right of each couple begin with the right foot. The step and courtesy will then be sideward, away from and toward the dancers. Will You Dance With Me? ;^^F==^N= German. :3fc you dance with me? ^i — ^- i w :=i: ^:- Will -I- IS— - you lance wi th me ur £5^- :*--:=g: f t- I I'll I ZJt be your part - ner — I- -^- now. 25)- 2. ^LZ.! * « «— H-^ 1 1 — I— m^ r F r Tra la, la, la, la, la, Tra la, la, la, tra la, la, la; It: r im—-^-- GAMES AND DANCES. 45 Tra I r- Will You Dance With Me ?— Concluded. :qv 11^ :q^=:q: I la, la, la, la, la, T ra ia, la, la, la, la. =1: i The players are arranged in a large front circle, facing inward. Two or more players are inside. s Part I. The players forming the circle grasp hands and walk to the left. Those on the inside stand still. All sing: "Will you dance with me? Will you dance with me? Will you dance with me? I'll be your partner now.*' While singing the last strain each player on the inside chooses a partner from the moving circle. Those chosen step into the circle. These couples grasp both hands. Part II. The players forming the circle now stand still, and, with clapping hands, sing: **Tra la, la, la, la, la; tra la, la, la; tra la, la, la; Tra la, la, la, la, la; tra la, la, la, la, la." During this the couples on the inside execute glide steps sideward around in the circle. Those dancing do not sing. At the end of the song the players last chosen stay within the circle, the others resuming their places in the circle, and all immediately begin marching to the left, singing the first part. The game is continued as long as desired. 46 GAMES AND DANCES. Words by W. Comery. Spring Song. ( VOCAL SCHOTTISCHE.) , , K_ tE^T^^:^-^J^^^^^3=^r^f- Composed by Arthur Richard. ^—0L 1 — l"^- r- Let us glad - ly sing Of re- tum-ing Spring, For as queen she comes to reign ; ^ I ;3;B=i_=EEE / p?ie=Mz= ^:1=t I K W WL Jt. M-. -I 1 -i- -A — t=tIZ=^ I =:t=: tz±:=tizl ; is—rs: lEifei* -^ —^ 1 ._ 1. With a fai - ry wand, She awakes the land ; And the swallow comes in her train. ?r**— =1- -±=:^i v^ ;?j|^— -I -^ — -a — -m-—^- :t:=t=L^ —I ^- — I 1- -il=z* — ' -H ^ a iqiTz:^ m -=^'i^- H 1 h -I 1 H i; ^— --i: =4 t^ -3 -j^TJ ^^ — -^—^ 1 — I %- -•--Si =^=:q=qv=::i: ^1 Let us glad - ly sing Of re - turn-ing Spring, For cis queen she comes to reign ; 3=**: [-*- ::t=3— trEi: -I- — ^1 1 -^ -^- q=:=i: -■m — ■•- d — I 1 ^- =± :tz: itiztz: • Copyright, 1893, by Novello, Ewer & Co GAMES AND DANCES. Spring Song. 47 Fine. ^ii^^^taiiiiilii^l^;^#M With a fed - ry wand, She awakes the land ; And the swcJlow comes in her train. Fine. :i-=4 [i=i": -ft ^ 'm — w 4?' rzziH — ^— ^ I. •z:q: .<•. *. ::1=q: =q: :^^=:^=T=1— q=:^-:&= cre%. ^&^fe^|^ The cuckoo's note O'er the green doth float, For the cuckoo loves the Spring of the year; ■#4 — ft- mf -^ :1=q- :q=j=: -I— =^— -=1=*=*=^= .^_^ ^^?^^=i: 3^5 cres. ^--tzd=t: -j_ :qzr»: Z). C. al Fine. And the flow'rs around. Know the joyful sound. And array'd to greet her theyap-pear. D.C.alFine. ifc---: - -H ' e^ 'f ^r^f?—^- -^'- -\ 1- ::^=zte=:iB=^— - — I — m — •- .« — m.. &"^^ ^=^ =Jz:t: izt^-q: 6 fc ^ h » 48 GAMES AND DANCES. THE FAIRIES. I. Music: "Spring Song,** by Arthur Richard. Note — In their simplest forms the following roundels may be performed by the pupils arranged in single file, or by having them formed in a column of twos, threes, fours, etc., as may be made compulsory by the space at disposal. These roundels have a progressive forward movement; there must, therefore, be space enough to allow the pupils to move forward and to the left around the hall or room. If arranged in single file, pupils place their knuckles on the hips; if arranged in a column, the pupils grasp hands shoulder-high, the outer ones placing the knuckles of the free hand on the hips. The dance begins with the first beat of the second measure. Part I. Metronome 80. Measure : 1. Beginning with the left foot, three quick steps forward and raise the right knee (the knee is raised slightly, the foot extended and near the left leg). 2. Beginning with the right foot, three quick steps forward and raise the left knee. 3. As 1. 4. Beginning right, three quick steps backward and raise the left knee. (If, at the beginnmg, this backward movement is too difficult, change it to a forward movement.) 5 to 16. Repeat the above four measures three times. Part II. 1 . Place the left foot forward and backward. 2. Change step left. 3. Place the right foot forward and backward. 4. Change step right. 5 to 16. Repeat the above four measures three times. These two parts may be repeated as often as wished. GAMES AND DANCES. 49 THE FAIRIES. II. Note — This roundel is arranged for older pupils standing in a column of twos. The theme is the same as in the Fairies I, the variations consisting of movements to the opposite side. The partners, designated as Nos. 1 and 2, stand side by side, their right and left hands grasped shoulder-high, so that either may easily cross over without releasing the hold. No. 1 is standing at the right. Part I. Measure : 1 . Beginning with the left foot, three quick steps forward and raise the right knee. 2. Beginning right, three quick steps forward and raise the left knee. 3. As 1, but during the three steps No. I crosses over to the left. 4. Beginning right, three quick steps backward and raise the left knee. (If this backward movement is too difficult, change it to forward.) 5 to 8. Repeat the above, except that during the seventh measure No. 1 crosses over to the right. (The left foot, when the crossing-over takes place, begins by crossing obliquely forward to the right.) 9 to 16. Repeat the above eight measures. Part II. 1 . Place the left foot forward and backward. 2. Change step left. No. 1 at the same time crossing over to the left. 3. Place the right foot forward and backward. 4. Change step right, No. 1 crossing over. 5 to 8. Repeat the above. 9 to 16. Repeat the above eight measures. These two parts may be repeated as often as wished. 50 GAMES AND DANCES. SHOEMAKER'S DANCE (Danish). Victor Record 1 7,084 (Chord — Dance is played ten times). Steps: Polka (or change step) and skipping. Formation: Double circle of couples, partners facing, boys on inside of circle. Music: Two parts of 8 measures. Polka rhythm (2 counts to a measure). Part I. Measures: 1 . Raise fists in front of chest, elbows high, circle (forward) one hand with the other three times (counts 1 and 2). 1. Reverse three times (winding the thread) (counts 3 and 4). 1 . Vigorously pull the elbows backward twice (pulling the thread) (counts 5 and 6). 1. Strike the left fist with the right three times (driving the pegs) (counts 7 and 8). 4. Repeat the above 4 measures (counts 9 to 16). Part II. Face in line of march to move counter-clockwise, inner hands grasped. 8. * Beginning with outer foot, 8 polkas forward, facing toward and away from partner, with arm swinging backward and forward (counts 1 to 16). * Change stqjs may be substituted for polkas. Change step, left: Step left forward, 1 ; bring the right foot to the left heel and put the weight on it, "and,*' step left forward, 2 "and." Polka left : Same as change step, hopping on the right foot on the "and" precedmg the first count. Words. I [Cobbler, cobbler, mend my shoe. Have it done by half past two.|| I I Stitch it up and stitch it down, Make the finest shoe in town.|| Note — This is an industrial dance which may be traced to the guild system of Europe. GAMES AND DANCES. 51 Annie Goes to the Cabbage Field. i i=^ ^ — ^- 1^ :^ An - nie goes to the cab - bage field, cab - bage field, cab - bage field, m^: I'^^^L 1^=^ :^=:«: -^ — - — ^ — a»- '^S- «^=^ -^— ^ :q: I -(5^ '• '• '• 1^ , Seek - ing there some hesh green leaves, to feed her rab - bits fine. (!^. ^— * f— w :^-^e= » « i9 pr^cjzzitq ^ * >! k [ — « :^ t^ k— — P — ^ V — k ^- — j-l «- — ^ j- *^ -K =t^ -A- K nw -N sr- 1 r* : ' ' 1' 1 r^% J ' n h ^ « ^ s j^ 1 Vv7 • 1^ 1 ' ! 1 John - ny sees her, ha, ha, - m m m ~m ha. Now 0^ ru catch you, tra, -•- la, -W- la. ©^f— IV . 1 m. " k — k — ^ — — 1 1 1 1— 9 P W- k w — k— 1/ w w w - k— k— -^ -4- P?i ^- -3 *- ^ -m — \ — -^h =^ =t= — K W ^j^ II /v * ^ — It -V -— 1 i — ^ — 1 _a * -^ — « — ^ ^ — ^- — k- — k — k- =H ^ Z 1 Nay, nay,' i — 1 — 1 -0- nay, go — 1 1 — a - way, -*- ru 1 not dance with you N ^ to - day. /f*^-; — w U— — -t« -t— s s —■ « m «i — -f £ C H 1*=^ Z 1^ — F- — \ -~T- 1 1 — b^ k^ : —0 — — 1 — m « — . — 1 1 — =1= ? • nH 1 ^ 1^ — u W r- L l— • — « J — ^k- -V f— u 52 GAMES AND DANCES. ANNIE GOES TO THE CABBAGE FIELD (Bohemian). Step: Polka (or change step). Change step, left: Step left forward, I ; bring right foot to left heel and put the weight on it, "and," step left forward, 2 "and." Polka left : Same as change step, hopping on the right foot on the "and" precedmg the first count. Formation : Double circle of couples, boy on left of girl, left sides toward center, inner hands grasped. Music: Two parts of 8 measures each. Part I played twice and Part II played once. Polka rhythm (2 counts to a measure). Part I. Measures: 1 6. Beginning with outer foot, 1 6 polkas forward, facing toward and away from partner, with arm swinging backward and forward (counts 1 to 32). Part II. Partners face: Stand still (counts 1 and 2). . Stamp left, right, left (counts 3 and 4). Stand still (counts 3 and 6). Clap own hands three times (counts 7 and 8). Shake right forefinger threateningly at partner three times (counts 9 and 10). Repeat, shaking left forefinger (counts I 1 and 12). Partners clap right hands, make a whole turn, whirling on left foot (counts 13 and 14). 1. Stamp right, left, right vigorously (counts 15 and 16). Look fiercely at each other and make movements vigorous and threat- enmg. GUSTAF'S GREETING (Swedish). Victor Record 17,330 (Introduction, chord — Dance is played four times). Steps: Skip step, courtesy. Formation: Square set of four couples. (Head couples, the one facing GAMES AND DANCES. 53 the music and the opposite couple; side couples, the other two). Boy on the left of girl. Music: Two parts of 8 measures each, repeated. Polka rhythm (2 counts to a measure). Part I (Dignified and Stately). Partners join mside hands. Measures: 2. Beginning left, head couples advance toward each other three steps, close and bow. (Boy makes bow with feet together, girl touches right toe behind left heel, slightly bending knees, making a bob courtesy) (counts 1 to 4). 2. Beginning right, head couples take three steps backward and close (counts 5 to 8) . 4. Side couples the same (counts 9 to 16). 8. Repeat above 8 measures (counts 1 to 16). Part II (Light and Jolly). 2. With inside hands joined, beginning left, head couples take four skips toward each other (counts I to 4). 2. Release partner's hand and with a quarter turn outward, join inside hands with opposite and skip under the arches made by the raised joined hands of the side couples (counts 5 to 8). 2. After passing under the arch, they release hands and each skips to his own place (counts 9 to 12). 2. Clap hands on the thirteenth count, and joining both hands with partner, skip around vigorously in place, clockwise (counts 13 to 16). 8. Side couples the same (counts 1 to 16). Words. ||Gustaf's skoal! There is no better skoal than this! Gustaf's skoal! The best old skoal there is III 54 GAMES AND DANCES. jjHo fal de-rol jan, Le-jan, li-jan, Ho fal de-rol jan, Le-jan, li-jan. Ho fal de-rol jan, Le-jan, li-jan. Gustaf*s skoal !|| Music can be found in "Dances of the People,** Burchenal; "Swedish Folk Dances,*' Bergquist. MOUNTAIN MARCH (Norwegian). Victor Record 17,160 (Chord — Dance is played five times). Steps: Running. Formation : Groups of three, with the center one forward one step, hands joined, forming a triangle (handkerchiefs may be used in joining hands to make the dance more effective) . Music: Two parts of 16 measures each. Waltz rhythm (3 counts to a measure). Part L Measures : 1 . Moving in a circle counter-clockwise, beginning left, take three run- ning steps obliquely-left forward and bend trunk in the same direction, stamp- ing on the first count (counts 1 to 3). 1. Repeat, beginning right (counts 4 to 6). 14. Repeat the above 2 measures seven times (counts 7 to 48). Part IL 2. No. I , standing in front, bending forward, moves backward and passes under the joined hands of No. 2 and No. 3, with six small running steps, while No. 2 and No. 3 run in place (counts 1 to 6) . 2. No. 2, at the left, moves across in front of No. I , and turns right about under No. 1 's right arm, in six small running steps, while No. 1 and No. 3 run in place (counts 7 to 12). GAMES AND DANCES. 55 2. No. 3, at right, makes a whole turn left under own (both) arms in six small running steps, while No. 1 and No. 2 run in place (counts 1 3 to 18). 2. No. 1 makes a whole turn right under own right arm in six small running steps, while No. 2 and No. 3 run in place (counts 19 to 24). 8. Repeat the above 8 measures (counts 1 to 24). This dance represents two mountain climbers with their guide, who ap- pears to be pulling them after him. He should glance back occasionally, first over one shoulder and then over the other, to see how they are advancing. GAMES AND DANCES FOR CHILDREN OF NINE TO FOURTEEN YEARS Fourth to Sixth School-Grades. BLACK MAN. (Black Tom; Bogey Man; Pom, Pom, Pull Away; Kings.) A player, chosen as Black Man, stands at one end of the yard, the other players stand at the opposite end. The Bogey Man calls, **Are you afraid of the Black Man?" The others answer, "No," and run, trying to pass him and reach the opposite end of the yard. The Black Man tags one or two, and they go with him to his side of the yard, and play as Black Men. The play is repeated until all the runners are caught by the Black Man and his helpers. The last one caught begins a new game. LAME GOOSE. (Fox in the Hole.) The one playing the goose takes his place at one corner of the yard, called "home." After three running steps he must hop (on one foot) and tag one of the other players who are running about. When one is tagged, and so becomes goose, he is chased by the other players, who strike him with knotted handkerchiefs, until he is "home." Should the goose in his attempts to tag a player put both feet on the ground he also is chased home by the other players. BREAK THROUGH. (Bear in the Ring, Bull Pen.) A number of players join hands and form a circle, the bear-pit. One of their number, previously selected as the bear, wanders about on the inside, attempting to get out by testing the bars. The bear may break through the bars by placing his weight on the grasped hands, or jump over or crawl under the same. If he breaks through and escapes, the keepers give chase, the one catching him becommg bear. CATCH THE WAND. (Spin the Plate.) Increase the difficulty by having the one called clap hands once or a number of times before catching the wand. Catching may be made still more difficult by asking for a complete turn around before catching. (See games of second grade.) 56 GAMES AND DANCES. 57 LONG JUMPING ROPE. The difficulties of this game may be increased by introducing quarter and half turns while jumping; also by having a new pupil run into the rope after every swing until six or eight are in, and have them run out in the same order; also by always keeping a stated number in the rope — when one runs out, the next in order runs in. LEAP FROG. This may be played by any number of boys, one of whom assumes a stooping posture with his hands resting on his knees. The others, who stand behind him, leap over him with legs straddled, resting their hands lightly on his shoulders. As each goes over he assumes the same stooping posture as the first, a foot or two in front of the preceding player. When the last has leaped over, the one who stooped first stands up and leaps over the line of stooping players. As soon as he has passed over the one in front of him, that one leaps over the next, and so on until all have done so. This game may also be played by the boys when standing in open order after their calisthenics. Each file jumps for itself. WRESTLE FOR THE WAND. (Stick Wrestlmg.) Two boys, standing opposite each other, catch hold of a thirty-inch wand. The right hand takes undergrip, the left uppergrip (right hand on the outside). By pressing down with the left hand and pulling with the right, each boy tries to twist the wand from the hands of his opponent. Who lets go with one or both hands loses. The wrestlers must remain on their feet. HAND -PULLING CONTEST. Two players take positions opposite to one another grasping right hands. Upon command they begin to pull, each trying to pull the other across a line lying from 3 to 6 feet back of the starting place. A more difficult variation of hand pulling is as follows: Two players take position opposite to one another, grasping the opponent's wrist with the right hand. The right feet touch each other. Upon command, each tries to pull his opponent over to his side. In this contest the right feet must not be moved. An opponent can be pulled over only by the display of much skill and ingenuity. 58 GAMES AND DANCES. HAND -PUSHING CONTEST. In this contest two players stand with the inner sides of their right feet touching. The left foot of each player is placed backward. The players grasp right hands shoulder-high, bending the arms at the elbow. Upon com- mand they try by pushing, to force their opponent to move one of his feet and thereby win the bout. In this attempt to get one's opponent to move his feet, pushing and suddenly stopping the push is allowable also the bending of the knees or the trunk. SHOULDER - PUSHING CONTEST. Two players stand opposite to one another, placing the left foot forward and placing their hands against the shoulders of their opponent. Upon com- mand each tries to push his opponent over a line lying from 3 to 6 feet back of the starting place. WAND -PUSHING CONTEST. Two players face each other in such manner that the inner side of their left feet and the left shoulders nearly touch. The right feet are placed back- ward (the four feet of the two players being in a straight line). A long wand, approximately 1 ^ by 46 inches, is held between the players, the right hand grasping the rear end, the left hand the middle of the wand. Upon command each player by pushing tries to force his opponent over a line lying from 3 to 6 feet back of the starting place. PUSHING BETWEEN TWO WANDS. Two players stand opposite to one another, place the left foot forward, bend the left knee, and firmly grasp two wands with hands and upper arm, one wand being held under each arm. The ends of the wands should protrude slightly beyond the backs of the contestants. Upon command each tries to push his opponent over a line. The arms must be held tightly against the sides of the body so as to prevent the wands from slipping. A firm hold of this character also enables a contestant to raise his opponent slightly, and thus more easily push him backward. GAMES AND DANCES. 39 PULL - OVER. Two players are seated on the ground opposite each other, the soles of their feet touching. Their arms and legs are extended, and they grasp a strong stick, which is held horizontally between them, exactly over their feet. One player grasps the stick at the ends (on the outside), the other has both hands on the inner side. Upon command they both pull. The player succeeding in pulling over his opponent wins. If played as a team game, credit the winning side with one point for each pull-over. Pull-over may also be played by having two players, who are standing, grasp right hands (or wrists). Upon command, both begin to pull. He who pulls his opponent over a predetermined mark, wins. FOOT IN THE RING. (Rooster Fight, Chicken Fight.) A circle about two feet in diameter is drawn. A boy places one foot in the ring, folding his arms. A second boy hops around the ring with arms folded, trying to push the first boy out of the circle by nudgmg or shoving him as he goes by. When the first boy is put out, the second takes his place, and a new boy is chosen to attack. If the attacker is put out by having both feet on the ground the next one takes his place. After the game is learned, several circles may be used at the same time. A very agile boy will be able to defend himself against two attackers. BALL GAMES. In this grade the pupils should be led to play the games of the preceding grades with a small, regulation-sized ball. They should learn to throw and catch a tennis or soft baseball. They also should be led to bat a soft ball with their hands, and, later, with a paddle or short bat. TOSS UP. (Flower-Ball, Number-Ball, Catch-Ball.) The players form a circle, one of the pupils, standing in the center, having a basket-ball (or a tennis-ball). He tosses the ball high up within the circle, at the same time calling one of the players by name. The one named must quickly run and catch the ball after the first bounce. If he catches the ball he tosses it up and calls upon some other player. If the ball is not caught the first player again tosses it up. To increase the difficulty of the game, ask that the ball be caught on a fly. 60 GAMES AND DANCES. A variation of this game is to form two sides, numbering the players, the odd numbers forming one side, the even numbers the other. The odd numbers must call on the even, and vice versa. Count one point for every ball caught, and see who wins after twenty tosses. DAY OR NIGHT. (Black or White, North or South.) Separate the class into two ranks. These face each other, at two steps distance. One party is named Day, the other Night. Take a coin or a flat piece of wood, designate one side of the coin or wood as Day, the other as Night. Toss it up. Immediately after it has fallen call out the side on top. Should this be Day, this party runs to its goal (about twenty-five feet off), pursued by Night. Whoever is tagged in this pursuit is a prisoner and out of the game. Contmue until all of one side are caught. LAST PAIR RUN. (Last Pair Out, Long Tag.) Form the players into a column of twos, with a single pupil standing at the head of the column. This one claps his hands three times, at the same time calling out, "Last pair run." Upon this, the pair standing at the rear end of the column runs forward (one at each side) and tries (anywhere in the yard) to join hands before the caller has caught one. If one is caught he becomes caller, and the other two form a pair at the head of the colunm. The caller is not allowed to turn around to see who is running forward. CIRCLE TAG. For older pupils a variation of the game of "Catch Me" (described in the games of Grade II) is known as "Circle Tag," which is played as follows: Form the players in a large, front circle and let them count off by fours. The "ones" then take two steps backward and face to the right. Upon command, these pupils (the ones) run forward, each one trying to tag the one in front of him. After the "ones" have resumed their places, the "twos" (threes and fours) run in the same manner. To increase the difficulty, let the runners run around the circle twice, three or four times and see who has tagged the greatest number during the run. As soon as some one is tagged he must step into the circle. GAMES AND DANCES. 61 This game may further be varied as follows: When all pupils are in place the teacher suddenly calls **The ones.'* Upon hearing this, the *'ones" quickly step out of the circle, run to the right and try to tag those running in front of them. Later the teacher calls another number. RED ROVER. (Red Lion, Catching Fish.) One player, the Red Rover (Red Lion, Fisherman), stands in his den. The others tease him by calling — "Red Lion, Red Lion, come out of your den. You tag me, you catch me, and I'll help you then." He folds both hands, runs out and tries to tag one. If he succeeds, they both return to the base, join hands and again venture forth, each player tagged joining the line (lengthening the net). Players may be tagged only by the ones at the end of the line. If the line (net) is broken either by those forming it, or by a player breaking through, those *'it" must return to their base. CHICKEN MARKET. (Rotten Eggs.) Two of the players are buyer and seller; the rest are chickens. The chickens stoop down in a row with hands clasped under the thighs. The buyer says to the seller, *'Have you any chickens for sale?" The seller says, *'Yes, plenty of them. Will you walk around and try them?" The buyer now tries different chickens by laying his clasped hands, palm downward, on the head, and pressing downward. He pretends to find fault with some of the chickens, saying, **This one is too old," *'This one is too fat," "This one is too tough," etc. When a chicken is found that is satisfactory, the buyer and seller grasp his arms, one on each side, and swing him back and forth, the chicken still remaining in a stooping position with hands clasped under the thighs. If he stands this test, the buyer leads him away to a place selected as the coop. The sale goes on till all the chickens are sold. Any chicken that smiles or does not stand the swinging test is "no good," and is out of the game. 62 GAMES AND DANCES. TRADES. (Botany Bay, Three Wise Men.) Sides are chosen. Goals are marked off forty or more feet apart. One side chooses some trade which it is to represent in pantomime. The players of this side advance from their goal to the goal of the other side, and arriving there, they say : "Here are some men from Botany Bay, Got any work to give us to-day?" The other players say, "What can you do?" The answer is given by going through some motions descriptive of the trade chosen. The opponents guess what trade is represented. If they guess correctly the actors run back to their goal, pursued by the guessers. Any one tagged must join the other side, who now become the "men from Botany Bay." The game continues till one side captures all the players of the other side. ADVANCING STATUES. Lay off a "base line" about twenty feet long, and parallel to it, at a distance of 50 to 80 feet, another line of equal length, called the "home line." On the base line place from ten to twenty players, distributed at equal intervals and facing toward the home line. About five feet beyond the middle of the home line stands a player, the leader, with his back turned toward the base line. This player counts aloud from one to six (or any other number agreed upon). As soon as he begins counting the other players move forward in straight lines perpendicular to the base line. While he is counting they may move forward as fast as they wish, but the moment he says six (or the number agreed upon) the player who is "it" turns around quickly, facing the con- testants. Those who are found to be standing perfectly still are entitled to keep their positions, and to move forward from there during the next counting. Any whom the leader finds moving when he turns around are called by name and must go back to the base line. The aim is to reach the home line. The player reaching it first becomes leader for the next game. The counting may be done slowly or fast, as the leader chooses, or the words may be spoken in groups with irregular intervals, thus: One, two three, four, five, six; One-two-three, four, five, six; One, two-three-four, five-six. GAMES AND DANCES. 63 The leader should turn sometimes to the right, sometimes to the left, for the players near the end of the line on the side toward which he turns are at a slight disadvantage. An umpire may be appointed to decide doubtful cases and to enforce fair play on the part of the leader. When this game is played in a classroom the players may line up against the back wall as a base line, one in each aisle, and the home line may be fixed a few feet from the opposite wall. O'LEARY. A game with a rubber ball. The game consists in batting a small rub- ber ball with the hand a certain number of times, and of performing a defi- nitely outlined set of movements while reciting the following: 1, 2, 3, O'Leary, 4, 5, 6, O'Leary, 7, 8, 9, O'Leary, 1 0, O'Leary, postman. In starting the game, the girl throws the ball against the ground, and then bats it against the ground twice while counting 1,2, 3. On 3 the ball usually is given a stronger bat, so that it rebounds higher, and then, upon saying the word O'Leary, the player successively performs the following movements : Exercise No. 1 . 1, 2, 3, O'Leary, swing the right leg outward over the ball. 4, 5, 6, O'Leary, swing the right leg outward over the ball. 7, 8, 9, O'Leary, swing the right leg outward over the ball. 10, O'Leary, postman. When saying the last line catch the ball, and after a short rest take up No. 2, then 3, etc. No. 2. Swing left leg outward over ball. No. 3. Swing right leg inward over ball. No. 4. Swing left leg inward over ball. 64 GAMES AND DANCES. No. 5. Form a circle by grasping hands and make the ball pass through from below. No. 6. As 5, but have the ball pass through from above. No. 7. Grasp the edge of the skirt with the left hand, and upon O'Leary make the ball pass upward between the arm and skirt. No. 8. As 7, but have the ball pass through from above. No. 9. Catch the ball in the hollow formed by holding the left thumb and forefinger together. No. 1 0. As 9, but right. No. 1 I . Perform a complete turn left. No. 12. As 1 1 , but turn right. After performing the prescribed movement while reciting 1 , 2, 3, 0*Leary, the ball is caught and held for a moment before beginning to count 4, 5, 6. Should the player miss at any one exercise she must again start from the beginning. If several girls are in competition the next one begins upon the failure of the one performing. In this case it is customary, upon the next trial, for the player to begin with the exercise she missed at the preceding trial. Agile pupils will be able to add more difficult exercises. GAMES AND DANCES. 65 The Wind; Words by Bertha E. Bush. Composed by W. B. Olds. ^Z= -?-T4 S=^i=^ J! M=_ji -^ :? mz± L^ — ^ — ^ ^r TTiere's some-one push - ing hcird out- doors, I hear him whis - tie by ; And (i ::5:^== P=^z-= jtr. "m -m- -^- l?i^-^- -- .1^ — ^^- —^ — ■#— m zzJ^ =5^^V s- =r^ — % — v^ » Jt_ IZ"~ yet I can- not see • ■■• him How — • — - ev - er hard I -0- • try. __- • ^ Oo,.. * • • ■ • • • -0- —0— — 0'^ -^ -,— ?- — ^— — — -0- y — -m — .0. .J -0- ' -0' '0- '0- ~0- . # * ^ l^^' _^_ * — — * -0 -Ip-T— i; -s^- Vw^^_^_ — ~0 • 1 -9- »« -»« ___ — ^ ^S ^ — ^ — ^ — ^ — ■-■ g^-^— — ^— - /-i'^-^-'-i r5-'-*- -N----^-i-H Hear him whis-de round, 'Tis the wind. the jol-ly, jol- ly wind.How we love the sound. ( (^^-^^— •-- 1 "" — -- ^0^0 0- =_5_g_^_^,^ m * ' V / ' ' ' ^ • • ^ m ^ S * • 5 :^: i ' 7^ -^ J J -0- • ( ^ -0- m . . 1^ m- ' • • ^--. - 1 li-J 1 ■-r ^ -* • Copyrigrht. 1905, by XoveJlo &. Co.. Ll. 66 GAMES AND DANCES. CHILDREN'S QUICKSTEP. I. Music: 'The Wind," by W. B. Olds. For young children. The class is arranged in a column composed of ranks of four, which, during the steps, moves to the left around the hall or corridor. He holds the kites up in the sky. He tosses Katie's curls. He fills the aprons held for sails By happy little girls. Oo . . . . , hear him whistle round. 'Tis the wind, the jolly, jolly wind; How we love the sound. Oh, such a glorious comrade he; He helps all plays along, And when we hear him whistle. We'll greet him with a song. Oo . . . . , hear him whistle round. 'Tis the wind, the jolly, jolly wind; How we love the sound. I. Measure: 1 . Three steps obliquely left forward, and place the right foot forward. 2. Three steps obliquely right forward, and place the left foot forward. 3. Step obliquely left forward, swinging the right leg forward, and then repeat the movement to the other side. 4. Four steps backward. GAMES AND DANCES. 67 II. 5. Four gallops obliquely left forward. 6. Four gallops obliquely right forward. 7. Three gallops left forward and place the right foot crossed in front. 8. Three gallops right backward and place the left foot crossed in front. Repeat I and II as often as desired. CHILDREN'S QUICKSTEP. II. For older children arranged in a column of twos. The inner hands are grasped shoulder-high, the knuckles of the outer hands are placed on the hips. I. Measures 1 to 4 as above in Children's Quickstep I,, except that the couples begin with the outer foot — i. e., those standing on the left begin with the left foot, those on the right begin with the right foot. The movement then is slightly away and toward each other. II. 5. Four gallops obliquely outward. 6. Four gallops obliquely inward. 7. With a quarter turn the couples face each other, grasping both hands shoulder-high, three gallops sideward toward the front and place the inner foot crossed in front. 8. Three gallops sideward toward the rear and place the outer foot crossed in front. Repeat I and II as often as desired. 68 Words by Bertha E. Bush. 1)1 P (irucefully. GAMES AND DANCES. See-saw.* <5^-r- -^--- Composed by W. B. Olds. -s*- -^- Se< saw, see saw, Now we're down so low;- mp ^ T ^-J Jg. It—*- 'S'-T ::^: -,$'-- -fc*zjr=fc :=J: -J— J- =5P ;:^: -J- -J-J- 1=:^: ::^.^5 « — All the ups and downs of life ,-?— 5^-i :^-m-m: •^ jiL^ I I -s-- — n: --=:=:l: :^: -2::^- -Z 2?-T- i -5^- j; .^.-J. 5? ji ^_. -'5^— :t=: Greet with jol - li - ty. J I I i I .(2-1 :^_i. — r-r-r- I I I ^- ?EEE^ -\ Copyright, 1894, by Novello, Ewer & Co. GAMES AND DANCES. 71 l- :=t: t- -^- mmmer Br eezes. cres. --t~ It: .m-^-:m- =:1: play ; Come then chil - dren, come a glee ; Child - hood days should ev - er way ::^: -t: cres. m- 9. ^ a -A — -H— :t: -^: -Z --^r -25*- / Join our Giv'n to -A 1- / :=1=^J Fine =^: «= (9 -|-M It: :t: mer - ry sports to - day. mirth and rev - el - ry. 2. Skip - ping thro' the sun - ny ^ Fine. :i=i=zt: -(St- :tz= i 8 -^-^-^ -^- 3=1 M — I- f ' :t: It: i lours,. Skip - ping *tween the pass - ing show'rs, Where the :i.M ::^="- m^ r=': '¥ :t: -Ifr— -H — I ^-^ ^ — 1-»=^ ^^— h' D. C. for 3d verse. mm u sun - shine gilds the bow'rs. Floods the mead-ows, paints the flowVs. D a -J- -f^- i-«=^ ^?S --J ^- ::^: -1^- -\ 4- -7^' It 72 GAMES AND DANCES. PLAYGROUND ROUNDEL. A roundel for older children, arranged in a column of twos. Those standing at the left begin with the left foot, the others with the right foot. The movements of the one at the left are described. There is no movement on the "up beat," preceding the first full measure. I. Measure : 1 . Three steps forward, then place the right foot crossed behind the left leg and slightly bend the knees (the heels raised from the floor) . 2. As 1 , beginning with the other foot, crossing left. 3. Step left, then place the right foot crossed behind the left leg, slightly bending the knees; then perform the movement to the opposite side. 4. Two change-steps. 5 to 8. Repeat 1 to 4. IL 9. With three steps forward, perform a half turn right, then place the right foot backward. 10. As 9, but facing left and placing the left foot backward. 1 I . Place the left foot forward, backward and a change-step left. 1 2. Place the right foot forward, backward and a change-step right. 13 to 16. Repeat 9 to 12. in. Part III is a repetition of the movements of Part I. Repeat I, II and III as often as desired. GAMES AND DANCES. 73 BLEKING (Swedish). Victor Record 17,085 (Dance is played six times). Steps: Bleking, hop step. Hop step: Step on right foot, 1 ; hop on right foot, "and"; step on left foot, 2; hop on left foot, *'and." Formation: Single circle of couples, facing center, boy on the left of girl. Music: Two parts of 8 measures each. Polka rhythm (2 counts to a measure) . Part I. Measures : 1 . Partners face, grasp hands, shoulder high, arms slightly bent. Hop on the left foot and place right foot forward on heel and straighten right arm forward (1) (Bleking step) ; with a hop change position of feet and arms (2) (counts ] and 2). 1. Change position of feet and arms three times (quickly) (counts 3 and 4). 2. Repeat, beginning left (counts 5 to 8). 4. Repeat above 4 measures (counts 9 to 16). Part II. 4. Beginning left, 8 hop steps, with a sideward swaying of the trunk,, boy moving forward and girl backward (counts 1 to 8). 4. Repeat above 4 measures, making a whole turn, clockwise, on the last 4 counts (counts 9 to 16). i/ -JLNi/v ^^m^^-^^^^ HOP MOTHER ANNIKA (Swedish). Victor Record 17,331 (Dance is played five times). Steps: Polka, skipping. Polka left: Hop on right foot "and," step left forward, 1 ; bring the right foot to the left heel and put the weight on it, "and," step left forward, 2. Formation: Double circle of couples, boy on left of girl, left sides toward center, inner hands grasped. Music: Introduction of 2 measures. Four parts of 8 measures. Polka rhythm (2 counts to a measure). 74 GAMES AND DANCES. Introduction. Measures: 2. Partners face and bow to each other, then face in the line of march (counts I to 4). Part I. 8. Beginning with outer foot, 16 marching steps forward, with arm swinging forward and backward (counts 1 to 16). Part II. 8. Sixteen skip steps forward, also with arm swinging. Finish facing partner (counts 1 to 16). Part III. 1 . Stamp right forward and clap partner's right hand ; stamp right foot to left and clap own hands (counts 1 and 2). 1 . Same left (counts 3 and 4) . 6. Repeat above 2 measures three times (counts 5 to 16). Part IV. 8. Face in line of march, inner hands grasped. Beginning with outer foot, 8 polkas forward, facing toward and away from partner, with arm swinging backward and forward (counts 1 to 16). The dance may be made progressive by having the boy move forward to the next girl on the last polka. CLAP DANCE (Swedish). V^ictor Record 1 7,084 (Dance is played four times). Steps: Polka, heel and toe polka. Polka left: Hop on the right foot, "and," step left forward, 1 ; bring right foot to left heel and put the weight on it, *'and," step left forward, 2. Heel and toe polka left: Place the left foot forward, heel touching, 1 ; place the left foot backward, toe touching, 2 ; polka left forward, 3 and 4. Formation : Double circle of couples, boy on left of girl ; left sides toward center, inner hands grasped. Music: Two parts of 8 measures, each repeated. Polka rhythm (2 counts to a measure). GAMES AND DANCES. 75 Part I. Measures : 8. Beginning with outer foot, 8 polka-hops forward, facing toward and away from partner, with arms swinging backward and forward (counts 1 to 16). 8. Four heel and toe polkas with same arm movements (counts 1 to 16). Part II. 1. Partners face, boys bow, while girls courtesy (counts 1 and 2). 1. Both clap hands in front of chest three times (counts 3 and 4). 2. Repeat above 2 measures. 2. Partners clap right hands, 1 ; clap own hands in front of chest, 2; partners clap left hands, 3 ; clap own hands in front of chest, 4 (counts 9 to 12). 1 . Partners clap right hands and beginning left make a whole turn left in four running steps (counts 13 and 14). 1. Three stamps in place (left, right, left) (counts 15 and 16). 4. Repeat first four measures of Part II (counts I to 8) . 1 . Shake right forefinger threateningly at partner (left haoid supporting right elbow) (counts 9 and 10). I. Repeat left (counts II and 12). I . Partners clap right hands and beginning left make a whole turn left in four running steps (counts I 3 and 14). I. Three stamps in place (left, right, left) (counts 15 and 16). The dance may be made progressive by boys moving to next partner instead of making turn second time. TANTOLI (Swedish). Victor Record 17,159 (Chord — Dance is played six times). Step: Heel and toe polka, step hop. Heel and toe polka left: Place the left foot fonvard, heel touching, 1 **and," place the left foot backward, toe touching, 2; hop on right foot, "and," 76 GAMES AND DANCES. step left forward, I ; bring the right foot to the left heel and put the weight on it, *'and," step left forward, 2, "and.*' , Formation: Double circle of couples, boy on the left of girl, left sides toward center, inner hands grasped. Music: Two parts of 8 measures each. Polka rhythm (2 counts to a measure). Part I. Measures : 8. Beginning with the outer foot, four heel and toe polkas forward, with stamping during the polka (counts 1 to 16). Part II. Partners face and join hands. 8. Sixteen step hops with trunk swaying sideward in a circle counter- clockwise, turning partner clockwise (counts 1 to 16). Step hop left: Step left forward, I ; hop left, raising right foot back of left, 2. Face in the line of march and stamp on retard of music. GAMES AND DANCES FOR PLAYERS OF TEN TO FIFTEEN YEARS Fifth to Eighth School-Grades. RELAY RACE. In most playgrounds it is best to run this race **to and fro,*' as a shuttle race. Divide the players into teams of eight pupils each. Each team is so arranged that four stand at one end of the space to be covered and the other four at the other end: 75 3 1 \ [[[ 7 5 3 1 FIRST TEAM SECOND TEAM 24 6 8 2 4 6 8 The first one of each half *'toes the scratch." The commands for starting the race are: "Get on your marks;" "Get set;" "Go." Upon the command, "Go," No. I, who has a flag (a handkerchief or a stick) in his hand, runs across the course and hands the flag to No. 2. No. 2 immediately runs across and hands the flag to No. 3 (who in the meantime has toed the scratch line), and so on, each member of the team running across the space once. The other teams of eight are doing likewise. The team getting its eighth runner across the line first wins. HUMAN BURDEN RACE. This is an amusing variation of the relay race. The halves of the team stand about twenty-five to thirty feet apart. Upon the command, "Go," No. 1 runs across the course, allows No. 2 to jump on his back, and immedi- ately starts back to his original side. Arriving at the scratch line. No. 2 quickly dismounts. As soon as No. 3 has mounted on the back of No. 2 he races across to the other side. Here No. 4 mounts on No. 3, and so on until No. 8 has been carried across. 77 78 GAMES AND DANCES. POISON. (Poison Snake, Wrestling Circle.) Divide the players into small circles of about eight pupils each. In the center of each circle place an Indian club (a large, hollow ball, or a stick of cord-wood about fifteen inches high, or pile up a number of boys' hats or caps). This object in the center of the circle is *'poison." The players grasp hands and, by pushing and pulling, try to make one of the players touch or overthrow the "poison." The player doing so is poisoned and must leave the circle. This continues until one is left. This is a very strenuous game, and may be played during the coldest weather. HOPPING CONTESTS. (a) Hop and Pull. Divide the players into "ones" and "twos." The twos march twelve steps forward and face left about. Now let the first eight of each side step forward, and each pair of opponents grasp right hands. Upon the conmiand, "Go," they all hop (on one foot) and try to pull their opponents over to their side. The side having pulled over the greatest number wins. In case a player is forced to place both feet on the floor, the opponent wins. Then take the next eight, and so on. (b) Hop and Push. Proceed as above. The opponents now grasp each other's shoulders, and while hopping try to push one another over into their territory. (c) Foot in the Ring (Boys). Divide the players into squads of about eight. For each squad draw on the ground a circle of about two feet in diameter. Boy No. 1 comes forward, places one foot in a ring, bending the knee and having the weight of his body over this foot. He then folds his arms and awaits the attack of pupil No. 2, who, also having his arms folded, hops forward. No. 2 hops around No. I (who keeps changing his front to where No. 2 is) until he finds a chance to attack No. I and, while hopping, push him out of the circle. If he succeeds, he wins, and takes the circle. No. 3 coming forward to attack him, and so on. If, however, during the contest No. 2 gets both feet on the floor, he loses, and No. 3 then comes forward to attack No. 1 . The player in the ring, so long as his foot is in the circle, may cause the attacker to fall GAMES AND DANCES. 79 by evading or dodging him. The arms always must remain folded, and the pushing must be done with the shoulders and never with the raised arms. For very skillful players, an excitmg contest is had by putting two attackers against the one in the ring. (d) Free Hopping. (Rooster Fight — Boys.) Divide the players as above. This contest calls for the highest display of skill and endurance. Two players with folded arms hop about freely » each trying to force the other to place both feet on the ground, either by pushing or by dodging an attack. If in trying to avoid a fall a player touches the ground with his hand or any other part of his body except the foot he is hopping on, he is out. Players are not allowed to change feet during a "bout.**^ The arms always must remain folded and held close to the chest. RING TOSS. This is a game of skill. Divide the players into as many squads as there are sets of rings. A ring-toss set consists of two bases and four rubber rings. The bases are placed from ten to fifteen feet apart. Each player gets two rings. Points are made by tossing the ring as close to the pin as possible. A variation of this game is to draw three circles around the base, about one, two and three feet from the pin. Allow five points for a toss into the outer circle, ten points into the next, fifteen into the third, and twenty-five if a "ringer" is made. Horseshoes will answer where no rings can be had. QUOITS. The game of quoits is exactly like the game described above. You play for twenty-one points. As iron quoits are dangerous in most smaller playgrounds, rubber is advised. Buy only the best quality, as the cheap quoits will break in a few days. HOOP TOSS. (Grace Hoops.) This is a game of skill of the ring-toss order. It consists of tossing a large ring or hoop by means of a stick to another player, who catches the 80 GAMES AND DANCES. hoop with a stick. A hoop-toss set consists of two sticks and four hoops of about twelve inches in diameter. A pair of players stand from twenty to forty feet apart, each having a stick. No. 1 , who has the four hoops, inserts the stick into one hoop and tosses this over to No. 2, who may run to catch it. The hoop must be tossed so that it flies through the air horizontally. The other three hoops are thrown similarly. Then No. 2 tosses the hoops. If used as a team game, have four players on each team and count the number of catches made by each side. LONG JUMPING ROPE. After the girls have learned to jump into the rope when it is swinging toward them, make the performance more difficult by having them jump into the rope as it recedes. (The rope is swung away from the jumper.) Perform quarter and half turns after each second jump, and run out after a definite number of jumps. BALL RELAY. (a) Overhead. Divide the players into three divisions, or as many divisions as there are basket-balls or round footballs to play with. Arrange them in three flank ranks, one pupil standing behind another, the one standing in front having a ball. Upon command, No. 1 passes the ball over his head into the hands of No. 2; he passes it to No. 3, and so on until the last one gets the ball. ^ -\ -] ^h""h"'h'">-H first TEAM I. 2. 3. 4. 5. 6. 7 8. Etc. H H H ^T"h" ^"'h H SECOND TEAM I. 2. 3. 4. 5. 6. 7 8. Etc. H H H ^h""h""h""hV.^ third TEAM I. 2. 3. 4. 5. 6. 7 8. Etc. As soon as he has it he races along the right side, places himself in front of his rank, and then the relay again takes place from the first to the last. The last one again runs to the head of his rank and starts the relay, and so GAMES AND DANCES. 81 on until every player in the rank has run to the front. The last runner will be the pupil who originally headed the rank. A^. B. — Dumb-bells, potatoes, handkerchiefs or any other articles may be used in place of balls. (b) Between the Feet. A variation of the above game consists in having the players bend forward and stand with their feet apart. The play then consists of passing the ball backward between the feet. Every player must touch the ball as it is passed backward. (c) Over and Back. Divide the players into as many divisions (or teams) as there are balls. Each team now counts off from right to left. The even numbers take four steps forward and face left about. Upon the command, "Go," No. 1 passes .3 ;iK5. ;;rsj. 'Z. ^ALA. ^_L^6. ^J_8. the ball over to No. 2, he to No. 3, he to No. 4, and so on. The team first getting the ball into the hands of its last member wins. The ball may also be relayed to the last member of the team and then back again into the hands of the first. An interesting variation of the game is found by requesting each team member to bounce the ball on the floor once and catch it before throwing it over to the next player. Bouncing may be replaced by tossing the ball up into the air, or by bouncing first, then tossing up before throwing over to the next. BAG RELAY. Teams for this Relay Race may be made up of any number of pupils. The players line up one behind the other. No. I standing on the "startmg line." Sixty feet from the starting line there is a second line drawn parallel to the first called the "rear line." In front of the starting line a third line is drawn 30 feet away called the "front line." (See diagram.) The first player standmg on the starting line holds a bean bag approximately eight mches in diameter, and weighing several pounds. (If no bag is convenient use a piece of wood, a 82 GAMES AND DANCES. ball, etc.) Upon command the bag is passed backward overhead with both hands to player number 2, this one in turn passes the bag overhead to number 30 UJ u .z k Tl 2 -* 1 2 345578910 -I O r 3D ^- z z O K r z y- 1 2345678910 y \n PLAYERS FACE. THE"FRONT LINE" 3, and so on until the last player is reached. This player turns about and runs to the rear line. The player touches this line, quickly returns to the starting line and places himself at the head. The bag is then immediately relayed overhead again from the first player to the last as described above. The successive members of the team thus run to the rear line, touch this, then along the right side of their team to the starting line until all have had a chance to run. The last player, however, runs to the back line, and from this he runs at full speed to the front line, 30 feet from the starting line, and crossing this finishes the race. CHASE BALL. Divide the players into divisions of about twelve each. Each division is again divided into two teams. A basket-ball or football is given to one team, whose members throw the ball to one another. The other team tries to intercept and catch the ball. If they succeed, they try to keep the ball in their possession as long as possible. The players run about within the territory allowed them. The ball must never be taken out of a player's hands, and no tackling or rough play is allowed. This is a splendid cold-weather game. MEDICINE BALL. A medicine ball is a stuffed ball, weighing from three to perhaps ten pounds, about the size of a basket-ball or a little larger. As a rule, the weight determines the size of the ball. It requires much more strength to throw the ball and, often, more skill to catch it. Arrange the players in a circle. Let one player after another come forward, grasp the ball with both GAMES AND DANCES. 83 hands, bend forward and toss the ball as high as possible. The next player steps into the circle when the ball is tossed and tries to catch it. If the players are numbered as "ones" and "twos," this simple game can be turned into a team game by keeping score of the number of catches of each side. If the players are arranged in a front circle — i. e., all facing the center — the ball may be passed rapidly from one player to the next. Pass ball with a medicine ball is quite a different game than when played with a basket-ball. If the players are standing in a flank circle — i. e., one behind the other — the ball may be thrown backward overhead from one player to the next, or it may be rolled backward by each player stooping and rolling it backward through his legs. If the players are arranged in two teams facing each other and standing from 1 to 15 feet apart the ball may be thrown swiftly from one side to the other. For this throw the ball is held in the forearm and hand. With this hold strong players can throw a ball hard to catch. The gcime may be turned into a team competition by counting the number of catches made in a specified number of throws. THREE DEEP. (Tag the Third.) Arrange the players in a large circle, standing two deep (one behind the other). Now select one pair as a runner and a catcher. The runner runs around the outside of the circle and places himself in front of a pair, thereby forming a rank of three, "three deep." This must never be. The last one of these three, therefore, runs and places himself in front of some other pair, again forming three, etc. In the meantime the catcher is chasing the runner, trying to tag him before he places himself in front of a pair. As soon as the runner is tagged he becomes chaser, and the former catcher is the runner. The game then continues. In order to have a splendid game, note the following: Do not allow any running through the circle; insist that the players always run around the outside. Do not allow the playing of "partners," and encour- age short runs outside, so as to get quick changes. If some players persist in running around the circle once or oftener, put them in the center of the circle to watch and learn how the game ought to be played. Do not allow the boys to indulge in hard slapping. 84 GAMES AND DANCES. To make the game more difficult have the pairs in the circle face each other ^. The runner now must run between a pair cuid place himself in front of one of the players t. This player now is "the third" and runs ± from the chaser. To make the game easier, also when teaching it to young children, form a circle only "one deep." When the runner now places himself in front of some one they stand "two deep." The second one now runs as described above. JUMPING CIRCLE. (Hoppmg Circle, Shotbag.) Form the players in a circle. The pupils face inward and are about two steps apart. Get a rope, about twelve feet long, with a beanbag tied to the end of it. One of the players stands in the center and swings the rope around in a circle, keeping the bag close to the ground. As the rope approaches each player, he jumps upward and over the swinging bag. Who- ever is struck by the bag or rope steps out of the circle. Insist that the bag be swung close to the ground, and, with timid players, that it is not swung too rapidly. PROMOTION BALL. Draw a circle of from 20 to 30 feet in diameter. On the periphery of this, place as many small circles, 2 feet in diameter, as there are players. Number the small circles consecutively (T?) ® rr\ from 1 to whatever the last one may be. /j2\/ >^ ^^ In the diagram the small circles are num- y ^ bered from 1 to 1 6. (J3) (3) The game is begun by player num- / \ ber 1 tossing a basket-ball to any player. Q2) g) If this player catches it he in turn tosses \ I the ball to another player. When catch- Qi)v (5) ing the ball a player must have at least ^-^ -^ one foot in his circle. When a player ^^ ^^..^ '^ ^ misses the ball he must go after it. TTiis (§) ^ opens the way for players standing lower down the line to advance — /. e., to be pro- GAMES AND DANCES. 85 moted. The player who missed the ball, therefore, when he comes back to the circle usually finds only the small circle with the highest number left for him. After taking his place he again starts the game by tossing the ball to any one. A ball, to be a *'fair throw," must be thrown so that it is pos- sible for the person for whom it is intended to have a chance to catch it. If it is a "foul" throw, the person throwing it must get the ball, thereby for- feiting his place. STAND BALL. Stand Ball may be called a development of Toss up. Flower Ball (see page 39). To the ball-catchmg of this game is added the throwing of the ball at an opponent. Stand Ball is a game employing from 8 to 30 players. It is a simple game, giving much running to the players. To some degree it also develops skill, accuracy and quickness. TTie players are arranged in a circle and are numbered from 1 upward, so that each player has a number. The leader steps to the starting mark in the centre of the circle (see diagram) and tosses a basket-ball upward. As it descends he calls a number. The player having this number runs into the circle and catches the ball. The rest of the players run away as fast as they can. As soon as the one called has the ball he cries "stand," remaining where he got the ball. Hereupon all players must stand where they are. The player with the ball now throws at any player, usually at the one standing nearest him. This person may bend or stoop to avoid being hit, but he is not allowed to move his feet. If he is hit he immediately runs to get the ball, crying "stand" as soon as he has it. (A player thrown at is not allowed to catch the ball when it is thrown at him.) The other players in the meantime have run away as fast as they can. The player now having the ball throws this at some one. In this manner the play proceeds until a player thrown at is missed. As soon as this happens any player may get the ball, run quickly to the starting mark and toss up the ball, calling out a number. The quicker this is done the better, as it helps 14. — .2 13 / V 12/ Il\ 10 \ STARTING O MARK 7 h /6 ^ 8- 86 GAMES AND DANCES. to enliven the game. Calling the number of a player who is far from the start- ing mark adds to the merriment. The game also may be played as a team game. In this form the ball is thrown from team-mate to team-mate until some one near an opponent gets the ball. The players during this passing of the ball may run at will until a player, after he has caught the ball, cries "stand." A miss-throw counts a point for the opposing team. Hitting a player counts a point for the throwing team. After a point has been made the ball goes to the side that scored the point. VOLLEY BALL. (Form I.) Volley Ball is a game for older pupils and adults. It is, however, pos- sible to get younger pupils to learn some of the rules of the game and to acquire some of the necessary skill. The form of game described below, for instance, appeals strongly to young boys and girls. In this game the ball is thrown over the rope (or net) instead of being batted over. Again, instead of the ball being batted back, the receiving player catches the ball. This makes a much simpler game, which is played, ac- cording to the following rules: 1 . The game is played by two teams of nine (or more) players each. 2. The court is 40 x 20 feet, di- vided into two equal parts by a rope (or net) stretched 3 to 7 feet above the ground, (a) 3 feet for small players; (b) 7 feet for tall players. This division of the court makes each team's play-space 20 feet square. 3. The playing time shall be two halves of five minutes each. 4. Only one official is necessary. This is a referee. He calls all fouls, decides all questions about the ball, out of bounds, striking rope, etc. 3. An ordinary basket-ball or a medicine ball may be used for this game. 6. The object of Team A is to throw the ball in such a manner over the rope or net that it will strike the ground within Team B's territory before any member of this team can catch it. If the ball is caught Team B make a return throw, and so on until the referee calls time. (In this lower form the < 40 FEET ► TEAM-A TEAM-B 1- UJ LlJ u. O DIAGRAM OF COURT. GAMES AND DANCES. 87 ball is caught and returned instead of being batted.) If the ball is not caught the throwing team scores a point. 7. Scoring, (a) A ball must be thrown fairly over the rope or net. (b) If either team fails to catch a ball that is fairly thrown, and the ball strikes the ground within their territory it counts a point for the opposing side. (c) If the ball goes out of bounds, and any member of the opposing team catches it, the ball shall be put into play again. If he fails in an attempt to catch the ball going over the lines without having previously called '*out of bounds," the opposing team scores one point. BASEBALL AS PLAYGROUND BALL Baseball is one of our great national games. It is so well known (especially to boys) that it needs no description. It cannot, however, be played on all playgrounds on account of the great space needed. Modifi- cations of it, however, may be played on all playgrounds, be they ever so small or irregular in size. These modifications are here grouped under the head of playground ball. The object of baseball is for the player at the home plate to strike a ball that has been pitched or thrown, and then to run to a base before the batted ball reaches there, or before he has been touched by the ball in the hands of an opposing player. In the old game of **townball," which was the forerunner of modern baseball, a batter could also be put out by being *'thrown out" — that is, the ball was thrown between the runner and the base. He was also out if he was hit by a thrown ball before he reached his base (the thrown ball being soft). These various modes of putting a batter out may be used to good advantage in adapting the modem game of baseball to local conditions. Playground Ball — Variations Based Upon the Number of Players. In its simplest form, baseball may be played by three players, a pitcher, a batter and a catcher (who stands behind the batter). The first base is placed some distance beyond the pitcher. The batter must reach this base and return to the home plate every time he hits the ball. If not, or if the 88 GAMES AND DANCES. ball he struck is caught on a fly, or if he is **thrown out/' etc., he is out. The catcher then takes his place, the pitcher is made catcher and the former batter is made pitcher. If there are four players, two of them are on the **ins'* — i. e., at bat — and two of them are on the "outs'* — i. e., out in the field. It now is not necessary for the batter to reach first base and return home in one stretch. If he reaches first base, he may wait until the second batter on the "ins" strikes the ball before attempting to reach the home base. If there are five players, one of them is made first baseman. If there are six players, the additional player is made first fielder, etc. In this manner the game develops. Every time one of the batters is put out all the players on the "outs" advance to the next higher place, while the player that was put out takes the place of the last fielder. Variations Based on Insufficient Space. In playgrounds one often has enough players to play a regular game, but adequate space is lacking. This condition is met in several ways. First, there is the regular game played with a large, soft ball (a so-called indoor baseball, from fourteen to seventeen inches in circumference), and with a short, light bat. The bases, instead of being ninety feet, are now only thirty feet apart. If the space is too small to allow this modification, the next step is to use a large, hollow ball (a basket-ball), and to bat this with the closed hand, with two hands or with the forearm. The bases may now be placed twenty feet apart. In this form, baseball may be played all winter. The shape of the ground at one's disposal may make it advisable to lay out the field in a long diamond instead of a square, or to use only one base (long base) — a long distance from the home plate. What teachers should understand is that the regular game of baseball may be modified to meet the conditions in any playground. It is a game every girl and boy should know and play. CORNER BALL. The field is an oblong, 30 feet by 40 feet, divided into two equal parts. (Any space may be used if this size is not available.) Each part contains GAMES AND DANCES. 89 B B B B B B two bases, placed in the far corners. A third may be added if desired. (See diagram.) Any number may play. They are divided into two teams. Two players of each team are basemen and the others are guards. Their positions are shown in the diagram. The bases are three (3) feet square. The object of the game is to throw the ball from a guard to a baseman of the same team. The game is played in halves of five (5) or more minutes each. Play is continuous during this time, the only stop being that made to call a foul. A point is made whenever a baseman catches a ball (a basket- ball) from one of the guards of his own team. It must be a fair throw — that is, the ball must not touch the ground, wall, or ceiling before being caught by the baseman. Rules — Guards are not allowed to cross the center line, nor to step into the bases, nor out of the field of play. Basemen must always have both feet in their bases, but they are al- lowed to jump up to catch the ball. The game is in charge of a referee, who calls all fouls. At the beginning of each half he tosses the ball up in the center of the field, between two opposing guards. In case of a foul he gives the ball to a guard of the other team. There shall be a scorer, who is also timekeeper. If in the course of play the ball rolls or is thrown off the field, it shall be brought back by a guard of the team whose Ime is crossed. He shall put A B 151 B L- O t I I I I .__l _» 3on.^ ^1 90 GAMES AND DANCES. the ball in play by standing on the line, at the place where the ball left the field, and throw it to one of the guards of his own team. Fouls are made as follows: 1. Carrying the ball (taking more than one step). 2. Striking or touching the ball when it is in the hands of a player. 3. Holding, pushing, striking, or tripping an opponent. 4. Stepping across the center line, or out of the field, with one or both feet. GAMES AND DANCES. 91 ENDBALL. 1 . Equipment — A rectangular space 40 by 50 feet, and a basket-ball. 2. Teams — Twelve members to a team, eight guards and four basemen. 3. Object — The object of the - - -SOfT ■)> game is to pass or throw the ball ^- from a guard to a baseman of the [ « same team, the opposing guards try- ? e ^ b b • ing to prevent this and pass the ball 1 b b b ' to their basemen. J, , g 4. Length of Came — (a) Two halves of 1 5 minutes or less. (b) In case of a tie score, one * or more extra periods of 5 minutes or less must be played through, until S-J the tie is broken, at the end of one of these periods. (c) At the end of the first half, and at the beginning of each extra period, teams change sides on the field. (d) Time shall be taken out only by the referee for loss of ball, for change of player, accident, etc. 5. Officials — (a) The referee has entire charge of the game. He de- cides what points are scored and who shall possess the ball in case of disagree- ment, calls fouls, and awards penalties. (b) The timekeeper shall keep time and score. 6. Putting the Ball in Pla]) — At the beginning of each half and of extra periods the referee tosses up the ball in the center between two opposing guards. As the ball is about to descend he blows the whistle. The ball must not be touched before the whistle is blown. 7. Playing the Ball — (a) When a guard and a baseman get posses- sion of the ball at the same time, the referee shall give the ball to the guard. (b) When two opposing guards get possession of the ball at the same time, the referee shall toss the ball up in the center. (c) If the ball strikes some obstructions at the sides of the playing space. 92 GAMES AND DANCES. the ball is given at that place to the guard who would otherwise have ob- tained it. (d) Baseman must always have both feet in the base (he may jump up and catch the ball). 8. Scoring — A point is scored when the ball is passed from a guard to a baseman of the same team. Note — If the ball is touched or batted by an opposing guard, it does not prevent a score, unless that guard has unmistakably had possession of the ball. 9. Fouls are (a) To carr)'^ the ball more than one step or roll or bounce it and recover it at an advanced point. (b) For a baseman to touch the ground outside his base with any part of his body. (c) For any player to cross the center line. (d) For a guard to step in a base. (e) Purposely to push, strike or trip an opponent. (f) Purposely to touch the ball while it is in the hands of an opponent. (g) Jumping at center, to catch the ball or touch the ball a second time until it has been played by another player. (h) To touch the ball while it is going up at center toss. 10. Penalt]) for Fouls — In case of a foul the ball is given to a guard on the opposing team. 1 1 . Substitutes — Substitutions may be made at any time, but no player removed from the game may return to play during the half in which the removal occurs. 12. Miscellaneous — (a) Representatives shall not coach teams during play. (b) A player may be removed from the game, after warning, for dis- courteous remarks to the referee. GAMES AND DANCES. 93 WILD MAN'S FIELD. A certain part of the yard is marked as the wild man's field. This field should be an oblong of about 6 by 18 feet. The object of the game is to run across this field without being tagged (or caught) by the wild man who roams about in it. Who is caught takes the place of the wild man. With skillful players it is advisable to have two or more wild men in the field. When played as a team game half of the players are in the field, and the other half on the outside. When three men have been tagged and made prisoners the sides change. BRONCHO TAG. This game is a variation of Three Deep. The players have the same formation as in Three Deep and the game is played according to the same rules except the following: As the person who is being chased tries to step in front of a line, No. 2 in line grasps No. 1 and turns this person, at the same time keeping in back of him, thus making it more difficult for the person being chased to step in front and form three in a line. The person being chased does not need to have his back toward the couple, but can stand facing them. As soon as there are three in a line the third one must run. THREE BROAD. Formation : A body of front ranks of threes (or twos) in a circle forma- tion with the left (or the right) side toward the center. There are one runner and one catcher. The runner attempts to form at the side of one of the ranks (grasping the hand of the rank member) before the catcher is able to tag him. If he is successful the player on the opposite end of the rank becomes the runner and may be tagged by the catcher. Run- ning always must be around the outside of the circle. If the runner is tagged by the catcher before he can form at the side of the rank he is **it" and must pursue the one who tagged him. 94 GAMES AND DANCES. NUMBER RACE. The pupils are standing in open order as during their calisthenics or setting up drill. Each rank of four is numbered from front to rear, see diagram. The places of the first -L -*- and last players must be marked plainly. The object of the game is to have one player in each file or j_ J_ team run around his own file as rap- idly as possible, and get back to his place sooner than the similar player j_ j_ from the other files. For example: The teacher calls '* Number Three.** -^ -*- Upon hearing the command the . players standing in rank three face left about, run to the rear of their _L_ J- own file, around the last player, ^~'' down the opposite side, around the first player and back into their places. In the diagram the path of only one player is shown. The file or team winning is credited with one point. This is a very lively game, creates much interest and can be played in a very short time. With older players the teacher can have two members of a team run at the same time. / J- r^^ 2 JL \ 3 J- \ Al / / + J- / 5 j- 1 J_ 1 (> -L 1 I 7 J- 1 1 -L Z -L \ \ 1 GAMES AND DANCES. In the Bam.* 95 Moderato. M. M. J = 84. Chas. Lindsay. l^—sg — Hi—!:— — I :^=zr.:5=:r::*- P /Y 6as60 marcato. — =1 1 s^- -=; — 1-=^ — =1- t^i=r^ :^=-J=a=:i^= — ^- Poco animato. -51 i =1- iMir-TTir itziz-r-^-- :^=l=^=^: ;==* :fc^« -■»■ ■%■ -»- ■3^-i --^- L«:g:sjB: i:^: mf '^^' (I ;t; .m. 1 1 1 — ^! 4{F^ :^! <-J H 1 1 1 1- --■A- *— S*i rjfz^pi*.. ^i^w^^^. ^-^■; -=^"? :^=:q: ZT fi I^ZZUC H 1 1 1- ??l/ IpEie^I^ :*ER; it:: ilm^mmm^- -I — ^1- l^^^^W :t:: |?T i.-^^-^ -I 1- n^—J^^tz.-: WZ^y ->-— A ^ — ^-_C: * Copyright by the Theo. PresserCo., Philadelphia. Pa. 96 GAMES AND DANCES. In the Bam. P a tempo. marcato. ->i Ui.- 1^=?: AKIO. 7f-^-^ ----=» m-^ * • ' ^' m ^-9 w ^^ m ^^ * * »-^^.^*-_ 'W — -m 1 Lj2 ^ . «» ** — m. 1 -m-- -cy- «—— i -0-- -9- /m\' ^ m « - • • • 9 • , i ^ • , ' » 1 ^ 1_^ 1 ^^ 1 — L :«zl^~m; (Iii "t:: -'5'- /^.A P i7 6owso marcato. ( ifE^S :5^^^ 5-^ff zr; — ■ ■^* —'m- isf-z: ' — ' — -^- GAMES AND DANCES. In the Bam. 97 con animato. %j mf -ii- rnzzz^. .-*=^: tJ ^n_^ ;=^=3: /^ mf -m—V- fj ff-" ^ ^^^^ ^ — ^ m ^ eJ — -aa ^—-3 — I- . /^ -i^— --h- /^ marcato. — ^=5- -J^ — 98 GAMES AND DANCES. THE JOLLY CROWD. Music: "In the Barn" by Chas. Lindsay. The arrangement and the steps of this roundel are very simple. Any number of children can take part. The class is to be arranged in open order, the pupils being at arm's length apart. Each measure of music has two counts. While there are seven parts to both music and roundel, Parts III, V, VI and VII are repetitions. Note — The touch-step spoken of in the dance consists of quickly raising the leg forward (or in any other direction) , then touching the extended foot lightly on the floor (like in a foot-placing), and again quickly raising it. Part I. (8 Measures, 16 Counts.) I to 2. (Knuckles on hips) — Touch-step left forward and backward (counts ] and 2), then change-step left (counts 3 and 4). When touching the left foot forward, slightly bend the right knee, also, slightly bend the trunk forward; when touching the left foot backward turn the head right. 3 to 4. The same exercise right, but while performing the change-step face left about (counts 5 to 8) . 5 to 8. Repeat measures 1 to 4 (counts 9 to 16). Part II. (16 Measures, 32 Counts.) I to 2. With a quarter turn left, three steps forward, and touch-step right forward (counts 1 to 4). 3 to 4. With a half turn right, repeat this movement in the opposite direction — /. e., to the right, and touch-step left forward (counts 3 to 8). 5 to 8. Repeat measures I to 4 (counts 9 to 16). 9 to 16. Repeat measures 1 to 8, but when executing the touch-step, bend the stationary leg and slightly bend the trunk forward, and at the same time swing the rounded arms sideward (counts 17 to 32). GAMES AND DANCES. 99 Part III. (8 Measures — is like Part I.) Part IV. (16 Measures, 32 Counts.) 1 to 2. Step and leap left sideward (counts I and 2), and touch-step right forward and backward (counts 3 and 4). 3 to 4. Repeat measures 1 to 2 to the opposite side (counts 5 to 8). 3 to 8. Repeat measures 1 to 4 (counts 9 to 16). 9 to 16. Raise the arms sideward and repeat measures 1 to 8. When performing the touch-step right forward and backward place the knuckles of the right hand on the hip and raise the left armi in a half circle overhead {vice-versa when to the right), (counts 1 7 to 32). Part V. (8 Measures — is like Part I.) Part VI. (16 Measures — is like Part II.) Part VII. (8 Measures— is like Part I.) In performing the steps, follow the '*swing" of the music to which this dance has been written. ACE OF DIAMONDS (Danish). Victor Record 17,083 (Dance is played six times). Steps: Polka step, swing hop, running step. Swing hop left: Step left forward, I ; swing right leg forward and hop left, 2. Polka left: Hop on the right foot, **and,*' step left forward, 1 ; bring the right foot to the left and put the weight on it, "and," step left forward, 2. Formation: Double circle of couples, partners facing, boys on inside of circle. Music: Three parts of 8 measures each. Polka rhythm (2 counts to each measure). 100 GAMES AND DANCES. Part I. Measures: 4. All clap hands, link right arms, and turn partner in eight running steps, boys beginning left, girls right (counts 1 to 8). 4. All clap hands and repeat, linking left arms (counts 1 to 8). Part II. 4. Boys take four swing hops backward toward the center of circle, girls follow, taking four swing hops forward, boys beginning left, girls right (counts 1 to 8). 4. Repeat, returning to places, boys forward, girls backward (counts 1 to 8). Part III. Face in line of march, to move counter-clockwise, inner hands grasped. 8. Beginning with outer foot, eight polkas forward, facing toward and away from partner, with arm swinging backward and forward (counts 1 to 16). SWEET KATE (English). Victor Record 18,004 (No introduction — Dance is played once). Steps: Running, swing hop. Swing hop left: Step left sideward, I ; swing the right leg forward and hop on the left foot, 2. Formation: Column of couples. (Boy on left of girl.) Music: Two parts of 8 measures, A and B; B repeated, all played three times. Polka rhythm (2 counts to a measure). Part I. Measures: A. 2. Right hands grasped. Beginning with outer foot, three small run- ning steps forward and close (counts 1 to 4). 2. Same backward (counts 5 to 8). 4. Repeat above 4 measures (counts 9 to 16). B. 1. Facing partner, swing hop left, striking right feet (counts I and 2). GAMES AND DANCES. lOi 1. Same opposite (counts 3 and 4). 2. Clap own hands, 5; right hands, 6; own hands, 7; left hands, 8 (counts 3 to 8). 2. Raise hands, fists clenched in front of chest and circle forw^ard one with the other as though winding wool, 9; hold up forefinger of right hand, 10. Repeat, holding up forefinger of left hand (counts 9 to 12). 2. With four small running steps make a whole turn right (counts 13 to 16). 8. Repeat above 8 measures (counts 1 to 16). Part II. A. 2. Beginning right, each takes four running steps forward, passing partner, left shoulder to left shoulder. Turn inward toward partner on third and fourth counts (counts 1 to 4). 2. Repeat, passing right shoulder to right shoulder, returning to places (counts 5 to 8). 4. Repeat above 4 measures (counts 9 to 16). B. 16. Same as B of Part I (counts I to 32). Part III. A. 4. Beginning right, with running steps, partners linking right arms, make a whole turn and with running steps backward, return to places (counts 1 to 8). 4. Repeat, linking left arms (counts 9 to 16). B. 16. Same as B of Part I, finishing with a courtesy for the girls and a bow for the boys (counts 1 to 32). / COME, LET US BE JOYFUL (German). Victor Record 17,761 (Introduction, chord — Dance is played three times). Steps: Courtesy, skip step. Formation : In circular formation, ranks of three, with sides toward cen- ter, every two ranks facing each other. Each rank consists of a boy and two girls, the boy in the middle. Music: Three parts of 8 measures each, the third being a repetition of the first. 102 GAMES AND DANCES. Part I. Measures: 2. Beginning left, march forward three steps, boys bow (heels to- gether), girls courtesy (place right foot in rear and bend knees) (counts 1 to 4). 2. Beginning right, march three steps backward and close (counts 5 to 8). 4. Repeat above 4 measures (counts 9 to 16). Part II. 2. Boy and the girl on his right link arms, and beginning left, in four skip steps, turn in place, while girl on left circles left in four skip steps (counts 1 to 4). 2. Same, with girl on left, linking left arms, while girl on right circles right in four skip steps (counts 5 to 8). 4. Repeat above four measures (counts 9 to 16). Part III. 2. Begmning left, march forward three steps, girls courtesy, the boys grasp right hands and quickly change places (counts I to 4). 2. Beginning right, march three steps backward and close (counts 5 to 8). 4. Repeat above 4 measures with boys bowing instead of changing places (counts 9 to 16). The dance may be made progressive by substituting the following for Part III. 2. Beginning left, march forward three steps, boys bow, girls courtesy (counts j to 4). 2. Beginning right, march three steps backward and close (counts 5 to 8). GAMES AND DANCES. 103 4. March four steps forward, release hands, and pass through opposite rank, passing right shoulder to right shoulder; three additional marching steps forward and close, meeting new rank (counts 9 to 16). Words. Come, let us be joyful. While life is bright and gay Gather its roses, Ere they fade away. — Fine. We're always making our lives so blue. We look for thorns and find them, too. And leave the violets quite unseen That on our way do grow. — D. C. '