The formation for this game is two lines facing, partners side by side, twenty-six in each line. Two sets of alphabet letters, one set red and the other black, are given out, one to each line. In playing this with a small group where there are not enough guests to have twenty-six in each line, two or even three letters may be given to one person, those holding “unpopular” consonants like X. Y. Z. Q., etc., being given the extra letters. The leader calls out words, necessarily easy ones, and those from each group holding the letters making up that word must run to the appointed place and form the word, each one holding his letter high and facing the judges. The only rule to be observed in the spelling is that each word be spelled backwards. For example, kitty is not spelt k-i-t-t-y, but y-t-t-i-k! If a letter is used twice in a word the one holding that letter must go first to one place and then to the other. For example, in excel, e takes his place before x and then runs over to the place between c and l. In case of a double letter the letter is simply jiggled back and forth.
The place to stand in spelling a word should be chosen with the audience in mind. If the two lines are standing lengthwise in the room those forming a word should be at one end of the room and the judges and any audience at the other. In that way everyone can see. Those holding red letters when forming their words stand close to the red side, while those holding black letters stand close to the black. In this way one avoids having one color standing in front of the other.
The judges decide which side forms the word first and the score is kept and announced before each new word.
The time limit is left to the leader who tries within a reasonable time to run up a tie score, when, of course, interest is at its highest point. Then the announcement that the next point is the deciding one naturally creates a real tension which is hardly relieved when the leader calls out something like Mississippi or Pennsylvania for the last word!
Street and Alley.
Use a march to get your guests into lines, eight abreast, with enough room between the lines for passing. Lines must be straight. At a whistle from the leader each one is to make a quick quarter turn to the right, immediately joining hands with his new neighbors. Another whistle means another quarter turn to the right again joining hands with neighbors at once. Each whistle calls for a turn to the right and a joining of hands with one’s new neighbors. It is a good plan to let them practice the response to the whistle before the game itself begins.
When ready to begin, the lines face the front of the room. A policeman and a thief are chosen, a man for the policeman and a woman for the thief. The thief is given a very short start, and at a signal the policeman starts after her, chasing her in and out of the passageways or “streets” made by the lines of guests. Suddenly the whistle blows. Everyone takes a quick turn to the right, and new passageways or “alleys” are formed, with the policeman still doing his best to catch the elusive thief. Neither policeman or thief is allowed to break through a line or dodge under it.
The leader watches the chase very closely and blows his whistle at very short intervals, changing streets to alleys and alleys to streets, in some cases to help the thief escape and in others to help the policeman catch her. A good part of the fun of the game depends on the leader’s blowing her whistle at critical moments. When a thief is caught, the leader, who had already in her mind chosen a new policeman and thief, names these victims and they change places with the first policeman and thief.
Men almost always run faster than women, so it is a good plan to choose stout policemen and lively thieves.