9 to 60 or more players.

Playground; gymnasium.

Circle Relay

The players stand in three or more divisions in single file, facing to a common center. In this formation they radiate like the spokes of a wheel. On a signal from a leader, the outer player of each file faces to the right. On a second signal, these outer players all run in a circle in the direction in which they are facing. The object of the game is to see which runner will first get back to his place. The one winning scores one point for his line. Immediately upon the announcement of the score, these runners all step to the inner end of their respective files, facing to the center, the files moving backward to make room for them. The signals are repeated, and those who are now at the outer end of each file face and then run, as did their predecessors. The line scoring the highest when all have run wins the game.

CIRCLE SEAT RELAY

10 to 60 players.

Schoolroom.

This game starts with the players all seated, and with an even number in each row. At a signal, the last player in each row runs forward on the right-hand side of his seat, runs around the front desk, and returns on the left-hand side of his own row. As soon as he is seated, he touches the player next in front on the shoulder, which is a signal for this one to start. He runs in the same way. This is continued until the last player, which in this case is the one sitting in the front seat, has circled his desk and seated himself with hand upraised. The line wins whose front player first does this.

This is one of the best running games for the schoolroom. As in all such games, seated pupils should strictly observe the rule of keeping their feet out of the aisles and under the desks.