Seventh Grade

CHANGING PLACES

All players but one stand in a circle of about seven yards or more in diameter facing inward. The odd player stands in the middle. Each player is given a number which he retains all through the game. The teacher calls out two numbers (but not, of course, that of the player in the middle) and the players so numbered must change places in the circle. While they are doing so the odd player must try to get into one of the vacant places first, and if he is successful the ousted player becomes the odd man in the center.

STEAL THE HANDKERCHIEF

Players form in two lines facing each other and about eight yards apart. Each line is numbered so that there are corresponding numbers on each side. The leader then takes a rag, places it midway between the two lines. He then calls a number, and the players on each side having that number will rush forward and attempt to steal the handkerchief. The one succeeding scores one point for his side. The players return and the game continues; the side scoring highest wins.

ON THE BANK—IN THE POND

Players form in a single file. An imaginary line to the left of the column designated as the Bank and an imaginary line to the right of the column designated as the Pond. These lines are about three feet apart. Teacher facing column calls out "On the Bank," the players jumping onto the Bank. He then calls out, "In the Pond," the players jumping into the Pond. At each command the teacher moves his hand to the opposite line from which players are located. In order to keep players "on their toes," teacher calls "In the Pond" when the men are in the Pond and at the same time moves his hand in the direction of the Bank. Those who jump across or remain behind when the command is given to do otherwise are out of the game.

MAZE

All the players except two stand in parallel ranks, one behind the other. The distance between each player and each rank is that of "double arms' length," so that whichever direction the ranks may face with arms extended horizontally a line of players with finger tips touching will be formed. The ranks should be drawn up so as to form a square as nearly as possible. The chaser has to pursue the runner up and down the lines until he catches him, neither being permitted to pass under the outstretched arms. The teacher makes sudden changes in the lines by calling "right turn" or "left turn," on which all turn in the required direction, still keeping the arms outstretched. These sudden changes alter the direction of the paths down which the two players may run. The interest depends greatly upon the judgment of the leader in giving the commands "right (or left) turn." They should be given frequently—and sharply, and often just at the moment when the chaser is about to catch the runner. The game continues until runner is caught, or a time reached when a new chaser and runner are chosen.

The game may be played with hands on hips instead of arms outstretched.