The Pensacola journal. (Pensacola, Fla.) 1898-1985, 1913-09-15
GAMES.
Third in Series of Games 70
BE Published Each Week.

MS bST1GS VI SdA1ACO 10 OSfOOAS~~eJ
recommended because of the many
phases of development. viz: Training
| the eye to take in the situation and
Judge distances quickly; training the
mind in quick, accurate decisions;
| bringing a great number of muscles
| into play; the exposure of the clothes
| and body to the fresh air and germ
| killing sunshine; and last but not
least, the wonderful tonic of a hearty
/ laugh and shout, sending the blood
racing to all parts of the body and
! filling the lungs with life-giving air
/ that chases all the "cobwebs" away
1 from the brain.
| Some of these games can be played
/ In the schoolroom-
Bears and Cattle. Grade-aII. Num-
| Der Of pIayers-1o to go.
A goal in each corner OF the room
on one side, and a third goal is marked
| in the middle Of the opposite side to
serve as den.
| One player is the bear and stands In
the den. The others. representing
cattle, divide into two groups and
| stand at corner goals.
At a signal the cattle change goals
| and while they are changing the bear
| tags as many as possible. All those
| who are caught become bears, and re-
turn to the den with the first bear.
When the next signal is given, the
bears form a line by joining hands.
and chase the remaining cattle. At
the ends of the line are the first bear
and the first person whom he tagged.
These two are the only ones who have
| right to tag in the new chase. II
/ &ba I&x.A ~
and drive the bears back to their den
| with handkerchiefs. The last one Of
| the cattle to be caught is bear in the
/ next game.
Black and White. Grade-aii. Num-
Der of pIayers-1o to so.
/ Apparatus: A disk, black on one side
/ and white on the other
Sides are chosen and a leader ap-
! pointed. The players on one side aye
/ distinguished by a handkerchief On
/ the arm. and are called Whites. The
/ others are Blacks. Both Blacks and
| Whites scatter about the place, ming
| ling freely. The leader stands in plain
| sight on a stool, and twirls the disk
| about Suddenly he holds it still, with
| only one side visible. II it is black.
all the whites drop to the ground,
while the Blacks try to tag ITEM be-
fore they succeed in doing SO. If the
white side shows. the Blacks drop
| down, and the Whites try to tag.
Those are tagged are out of the game
The side showing the greatest number
| untagged wins the game. Any gym
nastic performance may be substi-
| tuted for the drop to the floor
Swedish Fox and Geese. Grade
| Grammar, High. Number of players
| 10 to 80.
One player is chosen to be fox, and
| one to be gander. The others are
| geese. They form in line, with the
gander at their head. Each goose puts
| his hands on the shoulders of tne
goose in front, and the chain thus
formed is kept unproken to the end Of
the game. The fox tries to tag
the last goose in the line
To prevent this the gander tries 10
keep in front of the fox, so that he
may not pass. This makes the line
move in serpentine fashion. If the
last goose is tagged. he becomes fox,
| and the fox becomes gander and takes
the place at the head of the line. If
the line is long any of the last ten
geese may be tagged Then the goose
| that is tagged goes out of the game
at once.
/ Beetle Goes Round. -Grade-aiI.
| Number of piayers-10 to 80.
Apparatus: Handkerchief with a
| knot tied in one corner.
All the players but one stand in a
| circle, looking straight to the front
| and holding their hands open behind
| them The one player who has been
| left out, the beetle, carries the hand
kerchief round the outside of the cir
Gle. and puts it in the hands Of any
one of the players. Whoever receives
/ it becomes beetle and strikes his right
hand neighbor with it. This netghbor
to escape, at once runs round the cir
Gle back to his own place, while the
| beetle pursues striking at him when
ever he is near enough. Meanwhile
the player who first had the handker-
chief has stepped into the place left
vacant by the one to whom he gave
i 1t. This leaves the beetle alone out
side the circle, as was the player at
| the beginning of the game. He then
does as the first player did.
Hunt the Fox. Grade-Primary,
Grammar. Number Of players-1o to
so
The players, standing far enough
from each other to allow runner 10
pass freely among them, form two
files. The leader of one file is the fox,
the leader of the other the hunter.
At signal the fox turns and runs
down the line, in and out as Re
| chooses. The hunter follows exactly
in his tracks and if he varies at ALL
pays a forfeit.
The time or the distance that the
hunter is permitted to chase the fox
may be regulated by the teacher. or
| may be limite dto a single run down
the line. If the hunter catches the
fox, the fox takes his place at the
foot of the file and the hunter
chooses a new fox from the head cou-
pie; but after the second chase.