An individual holding a needle and a short piece of thread is on the distance line opposite each team. At the signal to go, the first player on each team runs forward, takes the needle and thread, threads the needle, hands it back to the individual and returns and tags off the next player on the team. The individual holding the needle unthreads it, ready for the next player to repeat the performance of the first. When the last player crosses the starting line after threading the needle the race ends.
Button Sewing
As many buttons as there are players on each team are placed on the distance line opposite each team, a strip of cloth, a needle, and as many short lengths of thread as there are players. At the signal to go, the first member of each team runs forward, threads the needle with one of the pieces of thread, sews a button on the strip of cloth, using up all of the thread in his piece. He leaves the needle stuck in the cloth at the distance line and returns and tags off the next player, who repeats the performance of the first, as do all other team members.
Rope Skipping Relay
A piece of rope is necessary for each team. At the signal to go, the first member of each team skips rope forward to the distance line. From the distance line he runs back and hands the rope to the next one on the team, who repeats the performance of the first. Each player must skip the rope at least six times in each direction. The last member of the team, after skipping the rope forward to the distance line, returns across the base line, ending the event.
Rope Skipping Contest
A piece of rope is needed for each team. At the signal to go, the first individual skips rope ten times, in place, hands the rope back to the next individual who skips ten times, and so the rope is passed on until it gets to the last one in the line, who skips twenty times and passes the rope back to the one next in front of him in the line. The rope is passed until it gets to the first member of the team, each one skipping ten times upon receiving it. When the one in the front of the line has skipped ten times, he ends the race by running forward across the distance line.
Dizzy Izzy
A cane or stick is given to the first player on each team. Upon the signal to go he places the end of the stick upon the ground, holding the stick in a vertical position, and places the centre of his forehead on the upper end of the stick. In this position, he circles around the stick three times and then runs forward to the distance line and returns, handing the stick to the next player on his team behind the base line. The second player places his forehead upon the stick and repeats the performance of the first, as does every other player on the team. The last man ends the race by crossing the base line.
Caterpillar Race