Two small branches of trees are placed on a
table at one end of the room, one branch in front of each of
the two lines into which the children have been divided. On
these branches have been tied candy cherries, the knot in the
string being loosely made. When the signal is given, the first
one in each line runs up to the cherry tree, unties a cherry
for himself and runs back to touch off the next runner who goes
through the same procedure. This continues through the entire
line, the two lines being in competition to see which line can
first pick its cherries.
For directions for the following games, see Index:
1. Wand Race. Use a cherry branch instead of the wand.
Formation for this game is like that for the Broom-stick Race,
the first contestants on each team is given either a wand or
a broomstick handle, and when the signal is given, they balance
their wands on their left forefingers, and run as fast as they
can to the goal and return, giving their wands to the next players,
who do the same thing.
No contestant is allowed to use his right hand to help balance
the wand. It must be carried on the left forefinger only. If
a wand falls down, it must be picked up and put back in place
without the help of the right hand. However experience proves
that it is not the wand that is as likely to fall, as is the
runner, who loses his own balance in trying to keep that of
his wand!
2. Nose Push. Use a large cherry instead of a peanut.
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. Candy Hunt. Hunt for cherries instead of candy.
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.
4. Foolish Grand March. Hunt for cherries instead of peanuts.
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. The Grand Grand March. Hunt for cherries instead of peanuts.
Guests are lined up in two columns, all of them facing the
front of the room, boys in one line and girls in the other,
when the music starts the two lines separate, march down the
sides of the room and meet at the back, coming up the center
with partners. When they reach the front of the room all couples
follow the first couple, who lead the line of march around
the room. Candies or favors or peanuts have been hidden in
every conceivable spot all over the room. The children are
marching around the room when suddenly the leader’s
whistle blows and the music stops. This is the signal to break
ranks and scramble for all the favors one can find in the
short time allotted. Suddenly the leader blows two short blasts
on her whistle, the music starts up, and immediately every
player is to find his partner and join the line of march around
the room.
When the whistle blows again and the music stops the open
seasons is on again, and they hunt for all they are worth,
but two short blasts of the whistle and the beginning of the
music calls them off. Any child who picks up the favors after
the hunting session is closed, pays the forfeit of giving
up all his favors to some other players who has none!
6. Clothespin Fishpond. Fish for cherries or hatchets.
Two fishponds are provided, a fishpond being just a curtain
or a sheet drawn across one corner of the room. The fish are
represented by clothespin, there being an even number in each
pond. Each team is provided with a fishpole, this, too being
a very impromptu affair if a stick with a line on it, with
a bent pin on the end of each line. It is a good plan to test
out the pins before the game starts, for some clothespins
are heavier that others, and a real hook may be necessary.
Players are divided into two teams, the first player in each
team holding the fishpole. At the starting signal these first
two players run over to their individual fishponds, fish for
a clothespin, and when they catch one, run back to the starting
point, deposit the pin a pan put there for the that purpose
and give the line to the next player who does the same thing.
This continues until all the players have fished for and caught
a clothespin. The side whose last player first hooks a clothespin
and deposits it into the pan wins the race.
Hooking a clothespin on a bent pin is a hard matter at best,
but when, in addition there are several excited and scornful
teammates hurrying you on, life becomes a complicated affair.
7. Steamboat. Use a story of George Washington. It may be
the episode of the cherry tree, or it may be a story of his
home life at Mt. Vernon, or the crossing of the Delaware.
In each case a catastrophe is necessary. The falling of the
cherry tree is a good one. At his home at Mt. Vernon George
Washington may have fallen off his horse while riding, and
crossing the Delaware he may have fallen in the river!
All players but one are seated. The extra one is in the middle
and he is the captain of the steamboat.
He has been given a list of the different parts of a steamboat
and he goes about giving each one the name of some part. Every
player must remember his name and when it is called, take
his place in the line that represent the steamboat.
After each child has been given the name of some part, the
captain starts reading the story that has been given him,
or makes it up as he goes along, the story being a very simple
one, the only requirement being that the name of every part
that has been assigned to different players must enter into
the story. It might run as follows:
“One nice summer day the first mate of the boat saw
to it that everything was in order for a day’s run.
There was a big supply of coal. The engine was in fine order,
the decks were scrubbed, the brass rails were polished, the
chairs and benches were all out, the tables in the dining
hall were set, the crew were all ready, the passengers were
on board, and steam was up. They started up the river and
were having the nicest ride, when all of the sudden there
was a terrific explosion and the whole thing fell apart! Bang!”
As each player’s name is called he walks out quietly
and puts his hands on the shoulders of the one in front of
him, the first one having his hands on the shoulders of the
captain. When all the parts haven been called and are standing
in the line, the captain starts the boat, saying, “They
started up the river and were having the nicest time,”
all the while slowly walking around, leading his line behind
him. Gradually, however, he walks faster and faster till he
and the line behind him are running as fast as they can run.
(Which is not very fast when there is a long line of other
players hanging on to their shoulders!). Suddenly he tells
them all of a sudden there was an awful explosion and the
whole thing fell apart, “Bang!” At the bang they
all drop hands and scamper for a seat. One of them is not
going to get one and he is to be the next captain for another
excursion, which may be taken on the same steamboat, or on
a train, or in an automobile, as along as there is an accident
at the end which sends them all scampering for a seat and
safety!
It will make it easier for younger players if suggestive lists
of parts as well as very simple stories for the captain to
read are ready for them. The longer they play this game, however
the greater becomes their ingenuity and their originality
in providing both names and the necessary parts and stories
of the trips.
|