Eggshell Football

 

This is played around a table and is used to beat advantage in a small group unless it is possible to provide several tables, with not more than ten at a table. The players at each table are divided into two teams, members of one team guarding one end of the table, and members of the other team guarding at their end. The contents of an egg are blown out, the eggshell serving as a football. A chalk line is drawn across the center of the table, or, if this is not possible, a white thread is stretched across instead, to mark the dividing line between the two teams.
The egg is placed on this line, and when the starting signal is given, all players start to blow, their object being to blow the egg into the territory of the enemy and off the edge of the table on the enemy’s side. If the egg does go off the side or end of the table, it counts for a touchdown for the opposite side. No is allowed to touch the egg, players holding their hands behind them,
The time limit is ten minutes, the team having the greatest number of touchdowns at the end of that time becomes the football champions.
For directions for the following games, see Index:

1. Candy Hunt. Hide eggs and announce that the different colors have different values, and that some count for more than others. Which are the valuable eggs is not announce until all eggs have been brought in.
Pieces of candy which are wrapped in paper are hidden in every conceivable spot all over the house. Children are divided into groups, with not more than six to a group, each group having a leader and an individual call. When the signal to hunt is given, all the players immediately start out to find the candy, and there never was an easier task set for children! However, no one is allowed to pick up the candy but the leaders of the different groups. When a player finds a piece of candy, he puts his finger on it and gives out the call of his group, whereupon the leader as quickly as possible comes to him and rescue the candy, putting it in a little basket with which all the leaders are provided. But that rule must be thoroughly understood-that players are not to pick up the candy but are to put their fingers on it and call for the leader to pick it up.
As for the way to call one’s leader, an individual call should be assigned to each group. If the calls are all to be animal calls, one group may have to crow like a rooster, another to bark like a dog, another to bray like a donkey, another quack like a goose, meow like a cat, or gooble gooble like a turkey. The leaders are to respond at once to the calls of the group.
When the director thinks that all the candy has been found, she blows her whistle and the hunting session is over. All the leaders brings their spoils to the director to be counted, and the group that found the most candy gets another helping all around.
If this game is played out-of-doors, peanuts may be used instead of candy. This may also be a regular “Hare and Hunt” game, suing little pieces of rather heavy paper cuts in squares or triangles, or in another shape that will distinguish then from other ordinary pieces of paper.

2. Nose Push. Push Eggs.
If contestants in this race are expected to look respectable for the rest of the party, a sheet should be provided for the race-course. There are not more than three contestants, each one being provided with a peanut, and, we hope, along and practical nose. Contestants are asked to kneel at one end of the sheet, put the peanuts on the sheet before them and when the signal is given, to push the peanuts to the other end of the sheet and back, using their noses as the pushers, their hands being clasped behind them.
The winner is not the only one who deserves a prize in this contest!
3. Pieplate Roll. Eggs are rolled to the goal and return.
The relay plan should be used for this race. Each contestant is given a pieplate which he is to roll down the course and back. Players are always eager to kick or throw the pieplate. Therefore, a ruling is made to the effect that if a pieplate leaves the ground or stops rolling, the contestant must take it back to the starting point and begin all over again. He will not kick it again.

4. The Foolish Grand March. Distribute huge rabbits’ ears made out of stiff white paper. These are to be worn throughout the march. Any one who loses his ears is given a foolscap to wear.
Children are line dup in two lines as they were for the Grand Grand March. After they have found their partners and are marching around the room in a big double circle, they are stopped when the leader explains that when the music again start, they are to march very slowly at first but that will call out directions that will call for different way of marching, and that they are to follow her directions at once.
The music begins and the guests start marching slowly around the room with their partners. Suddenly the leader calls outs, “Walk-on tiptoes!” and every guest teeters along on tiptoes. After a moment of this, the leader calls out, “Lift your knees high!” and the marchers look like circus horses. Next comes the order to, “Fly like birds!” and a whole flock of extremely awkward birds is set loose. Other orders may include direction to bend the knees at every step; to walk backwards and work the arms as though rowing; to walk pigeon-toed; knock-kneed; to hop on one foot; to work the arms as for swimming; to clap hands first in front and then in the back.
The children are warned too, that a sudden crash on the piano means that every one is to sit down on the floor as quickly as possible, for the last one to sit down will be used as the victim for the next game. These crashes which call for sitting on the floor may be brought in three or four times during this grand match, for they create enough fun to warrant their repetition, and one can always use three or four victims.

5. Safety Spots. Cut eggs out of heavy paper and use them for the safety spots.
This game should be played in a room in which there is a wall covering that cannot be soiled by frantic little hands.
In different places and at different heights, “safety-spots” are tacked on the wall with thumb tacks. These spots are pieces of white paper about nine inches square and when a player has his hand on one of these he is “safe.” The game is played very much like “Going to Jerusalem” with safety spots for all except one player. While march music being played, children march slowly around the room, not being allowed to touch the wall, but when a whistle is blows and the music stops every child make a frantic effort to put his hand on a pot. One player will be left without a spot, and he is given a seat at the center of the room.
One of the spots is then removed and the game goes on as before, each time the whistle blows one child being left out to join the other unfortunates in the center. One by one the spots are removed until there is only one spot left, with two aspirants for it. These last two are obliged to march around the room in a circle as before. They may keep close together or the width of the room apart. At any rate, when the whistle blows (and let us hope that the leader keeps her eyes closed when she blows her whistle, so that she will not favor either player!) both players make a dash for the one remaining spot, and the one who gets to it first is proclaimed the spottiest person present!
This game is so worthwhile as a mixer for children that it is worth the trouble necessary for pinning strips of cheese cloth or similar materials on the walls around the room and fastening the squares of paper to the cheese cloth.
If the group is to be a large one, instead of trying to have exactly the right number of safety spots on the wall, the leader may put up approximately enough spots for the guests invited. Then, after the first trial, all the children who are left without spots go to the center of the room. On the other hand, if all the spots are not used the leader may take down all the extras, and in addition ask one player to give up his spot, although he is to continue in the race. That will insure one player being left out in the next trial. After that, however, the leader takes down five and six spots at a time for no game of this kind, too long continued, is interesting.