One player is chaser, or It, and tries to touch or tag all of the other players, the one tagged then becoming chaser. In this form of the game, however, whenever a player is touched or tagged, he must place his left hand on the spot touched, whether it be his back, knee, elbow, ankle, or any other part of the body, and in that position must chase the other players. He is relieved of this position only when he succeeds in tagging some one else.

As in other tag games where there are large numbers of players, several players may take the part of the tagger, or It, at the same time.

JOHNNY RIDE A PONY

10 to 60 players.

Playground; gymnasium.

This is a game of leapfrog. The players are divided into two even parties, except for one leader, one party being the ponies and the other the riders, or Johnnies. The ponies form one long back as follows: one player stands upright against a wall or fence; the first back stoops in front of this leader, bracing his head against him; the other players grasp each the waist of the player in front, and stoop with the heads against him or turned to one side (away from the jumper). When the backs (ponies) are ready, the riders all run toward them from the side, each rider vaulting from the side on to the back of one pony. The ponies try in every way, except by straightening up, to throw their riders while the leader counts fifty. If a rider be made to touch even one foot to the ground, the ponies have won and score a point, the riders exchanging places with them. If the ponies fail in this attempt, they must be ponies again. The side wins which has the highest score at the end.

JUMPING RELAY RACE

10 to 60 or more players.

Playground; gymnasium; schoolroom.

The players are lined up in several single files behind a starting line which is drawn at from ten to fifty feet from a finishing line which should be parallel to it. At a signal the first players in each file, who have been standing with their toes on the starting line, jump forward with both feet at once and continue the jumping to the finish line, when they turn and run back to the starting line. Each player, on returning to the starting line, should touch the hand of the next player in his file, who should be toeing the line ready to start, and should begin jumping as soon as his hand is touched by the return player. The first jumper goes at once to the foot of the line, which moves up one place each time that a jumper starts out, so that the next following player will be in position on the line.