Game playing is best started by having the group initially form a circle, all joining hands, while the leader explains the game. Three soft balls, one different represent foxes and squirrel. Balls may be passed either right to left or left to right. The Dutchman circles the world looking for a harbor. Upon breaking a hand hold somewhere around the circle the Dutchman proceeds to run around the circle and get into the gap created before the two whose grip was broken can join hands and race the opposite direction around to the same gap.
Losers become the new dutchman.
A constantly changing circle with runners who must run together gives this game a equalizing effect and there is strategy involved in making choices. The loser is the new walker. Younger children like this game a lot. Last person back becomes new caller. When the cat moves into the circle, the mouse exits, and the cat must follow the same path the mouse takes, weaving in and out of the circle and tag him.