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 Games 
        for Boy Scouts Here 
        is a real treat. This is booklet given to me, is old. Really 
        old. My guess is that it is roughly 50 years old, from the language, and 
        some of the 'incorrect' things it says. If you know anything more about 
        this booklet, please let me know. There are no copyright or publishing 
        dates in it. There are some good games in here that you may never have 
heard before.        
        
 
       Table of Contents
        
        
        Give the command BY HEIGHT-FALL 
        IN! The tall boys should always fall in at the right. Count twos and execute 
        "twos right." This will bring the troop into column of twos, and the No. 
        1 boys will constitute one team and the No. 2 boys the other. If the troop 
        does not know "twos right" have the No. 2 boys step I pace to the front, 
        thus forming the teams. 
        
        
        Two parallel chalk lines 
        are drawn about 30 yards apart, the two teams forming on these lines facing 
        each other. The idea is to throw a tennis ball, indoor baseball or basketball 
        at the opponents. If a Scout is hit he is out of the game. If he catches 
        the ball. however. the thrower is out. The Scouts throw in turn. each 
        team alternating, beginning with the tallest Scout of each team, who is 
        the captain of that team. It is the duty of this captain to shout "Fire!" 
        This is the signal for his team to dodge as far back of the line as they 
        wish, and for the other team to throw the ball. After each throw the team 
        that has been dodging re-forms on the line. No one may throw or dodge 
        before the captain shouts "Fire!" The best distance varies greatly with 
        the sort of ball used. 
        
        Three large Indian clubs 
        are arranged on the floor at the corners of an imaginary equilateral triangle 
        with 15 inch sides. The Scouts form a circle around these, each Scout 
        gripping his right hand neighbor's left wrist with his right hand. Thus 
        it will be seen that if the circle breaks the director can instantly tell 
        who let go. The object of the game is to pull and crowd some one onto 
        the clubs so they will be knocked over. The Scout who lets go or knocks 
        down a club is out of the game. When only three or four are left the game 
        becomes quite interesting. There are many variations of this game, one 
        of the best being a chalk circle on the floor. 
        
        We were surprised at the 
        popularity of this old game at a Scout camp one summer. The variation 
        used was as follows: the players formed a circle around the blind man 
        and ran round and round until he called "Halt." He then tried to identify 
        the players by sense of feeling. The Scouts could move their bodies to 
        avoid the blindman, but could not move their feet. This game despite its 
        age is a remarkable developer of observation. 
        
        The two teams are formed 
        in column of twos. An Indian club, book, match box or any other object 
        that can easily be tipped over is set up about 15 yards from the head 
        of the column. The front Scout of one team steps up to a starting line 
        and rolls a ball at the Indian club. After his turn he goes to the rear 
        of his line. The leading Scout of the other team does the same and so 
        on. the Scouts rolling in turn, each team alternating. If the club is 
        knocked down, the rear Scout of the other team is out of the game. 
        
        This adaptation is an excellent 
        game when something strenuous is needed to let off surplus steam. 
        
        A line is drawn and the 
        two teams are drawn up !n line facing each other across this. The idea 
        is to pull the other fellow across the line. When so captured he is out 
        of the game. Several Scouts can attack one and it is not an unusual spectacle 
        to see the biggest Scout in the troop hoisted bodily over the line. Care 
        must be taken not to step over the line. The game is very popular, probably 
        because it is death on clean clothes and shirt sleeves. 
        
        This is played with cheap 
        (5cents) baseballs. One is placed in a small chalk circle by the Scout 
        who is "It." The others roll the balls and try to knock it out. If they 
        succeed, the "duck is off" and the ball must be replaced before the players 
        can be tagged on their way back with their ducks to the line. Or an Indian 
        club can be knocked over by balls or beanbags. 
        
        In the past this has not 
        been very popular because the poor chap that was "down" didn't have a 
        fair chance. He had to pick out the man who had slapped him from a grinning 
        crowd of 15 or 20 -- a task that would stagger Mr. Holmes himself. The 
        following variation will appeal to lovers of a square deal: The players 
        form in single file and the first one bends forward with his head against 
        the wall. The next two step up and one of these slaps him. He tries to 
        guess the guilty man If he guesses right the slapper is "down," but if 
        he guesses wrong the slapper goes to the rear of the line, another Scout 
        steps forward, and he has to be slapped again. 
        
        The two teams face each 
        other on parallel lines as in "Fire" and each Scout spreads his feet about 
        18 inches apart. Each Scout rolls a basketball at the other team in turn, 
        the teams alternating. If the ball goes between a Scout's legs, that Scout 
        is out of the game. He can do nothing to stop the ball as it goes "under 
        the bridge." 
        
        All Scouts taking part 
        place hats or caps in a row. A throwing line is drawn or is marked 15 
        or 20 feet from the hats. A soft bail and a supply of marbles, pebbles, 
        or small sticks are provided. These latter are called "babies." 
        
        One Scout is chosen "it"; 
        the others line up each behind his own hat. "It" throws the ball at the 
        hats. Each time he throws and misses, a "baby" is placed in his hat. When 
        the ball lands in a hat, the owner of the hat takes the ball, while all 
        the other Scouts run away. As quickly as possible he throws the ball at 
        one of them. If it hits the Scout, a "baby" is placed in that Scout's 
        hat and he becomes "it" for the next game. If he misses, a "baby" is placed 
        in his own hat and he becomes "it" for the next game. 
        
        As soon as any Scout has 
        five "babies" in his hat he is "put through the mill," that is, he must 
        stand with his back to the players and each player is allowed a certain 
        number of throws at him with the soft ball. This number may vary from 
        one to five according to the number of Scouts playing. 
        
        Where hats are not available, 
        small holes are dug in the ground and the ball is rolled into them. The 
        game then continues as above. This version is called Roley Poley. 
        
        This is a trial of skill 
        between two Scouts. They lie on their backs side by side with elbows locked 
        and heads pointing in opposite directions. Together they count three. 
        On the first and second count they bring each inside leg up to a vertical 
        position. On the third count they vigorously lock legs and attempt to 
        roll the other fellow up onto his shoulders and thence completely over. 
        It isn't always the heaviest Scout that wins. 
        
        Two boys are blindfolded 
        and given swatters made by rolling newspapers into the shape of a bat. 
        The boys lie on the ground and each boy places his free hand on a base 
        about five inches square, from which base they must not take the hand 
        during the game. The aim is for the boy to hit an opponent, preferably 
        on the head, but being blindfolded he must judge his whereabouts by hearing 
        his movements. The one who makes the greatest number of hits in a given 
        time wins. 
        
        The players form a circle 
        with the Scout who is "It" in the middle. A basketball is thrown from 
        one to the other around the circle and the Scout in the center tries to 
        touch it. If he is successful, the last Scout to touch It is now "It." 
        If the ball goes outside the circle the director is to get it. No Scout 
        may move his feet or break the circle. 
        
        The two teams form in single 
        file, the leading (and tallest) Scouts of each team face to face, the 
        others behind them according to height. Each Scout clasps his hands across 
        the Scout ahead of him. The two leaders lock wrists. The team that pulls 
        the other furthest in a given time wins. 
        
        This idea has been developed 
        in various ways. The following rules have worked out very well wherever 
        they have been played: A list of questions is made up beforehand and divided 
        Into three columns for the three ranks in Scouting. Four chairs are placed 
        to represent four bases, also a chair for a pitcher's box if desired. 
        Of course the players' benches must not be forgotten. The fielders are 
        placed as in baseball and a Scout comes up to bat. The pitcher asks him 
        a question according to his rank. If he fails and the catcher answers 
        it, it is a strike. If the catcher fails also, it is a ball. If he answers 
        correctly he is allowed to ask a question of the baseman. These questions 
        to basemen start at first and go right around the diamond in order as 
        different men come up, but start at the first baseman every inning. If 
        the baseman "muffs" the Scout goes to first. If he answers correctly it 
        constitutes a put out. Scouts advance around the bases by being forced, 
        but if a man wants to steal he can obtain permission from the umpire to 
        put a question to the next baseman. If the baseman fails the runner takes 
        one base, but if he answers correctly the runner is out. In like manner 
        if a baseman wants to try a put out on a runner who has an imaginary "lead" 
        he can put a question to the runner. If the runner answers correctly he 
        advances one base, if not he is out. The Scoutmaster will act as umpire. 
        
        The teams form in column 
        of twos. A milk cracker is given each Scout. At the word "Go" the first 
        two have to eat their crackers and whistle. As soon as a Scout whistles 
        the next one on his team may eat his cracker. The team that finishes first. 
        including the last whistle, wins. A suitable prize has been found to be 
        a glass of water. 
        
        A circle is formed. and 
        the Scout who is "It' is given a handkerchief with a knot in one corner. 
        The others place their hands behind them and look up at the ceiling as 
        he passes behind them around the circle. He places the handkerchief in 
        the hands of some Scout who immediately chases his left hand neighbor 
        completely around the ring, beating him over the head with the knotted 
        end of the handkerchief. Then the one with the handkerchief gives it to 
        someone else, and so on. Making a large hard knot, soaking same in water 
        or enclosing in its folds a marble or two should be gently but firmly 
        discouraged. 
        
        The Scouts form in a double 
        circle, that is, each Scout has another fellow back of him. There is also 
        a Scout who is "It" and one that he is chasing whom we will call the runner. 
        If the runner can get in front of any of the "two deep" units forming 
        the circle he is safe and the third or rear boy of that unit becomes the 
        runner. Thus it will be seen that the boy who is "It" has to chase several 
        runners before he is lucky enough to tag one, thus making him "It." 
        
        This is similar to knot 
        tag. A circle is formed, a Scout is chosen to be "It" and one to be the 
        runner for him to chase. When the runner succeeds in stepping into the 
        circle at any point the Scout to his left instantly becomes the runner. 
        This game also reminds one of three deep. 
        
        One Scout faces the wall 
        with his head bent down. The others take turns throwing a soft ball at 
        him. If a Scout misses he is "It." If he hits, the boy who is "It" tries 
        to guess who threw. If he hits on the right boy that boy is "It." The 
        Scoutmaster should tell who is to throw, trying to give each one an even 
        chance. If the bail is thrown in order it will be easy to determine who 
        threw. 
        
        The teams line up as in 
        "fire." One team about faces and may or may not bend over as agreed upon. 
        The other team tries to hit one of them in the back with a soft ball thrown 
        underhand. Scouts who get hit or who miss their throw are out. After each 
        throw both teams about face and the other team throws the ball, the Scouts 
        throwing in turn, the teams alternating. The object is to eliminate all 
        the Scouts in the opposing team. 
        
        Line the teams up as for 
        an old fashioned spelling bee. The Scoutmaster puts Scouting questions 
        to the Scouts according to their rank. If a Scout fails, the question 
        goes to the next man of the other team of the same rank, and the Scout 
        who failed is "spelled down." This game may be played with knots, each 
        Scout having a small piece of rope, and being required to tie a certain 
        knot. And still another is good -- give each Scout instructions to apply 
        a triangular bandage to his right or left-hand neighbor. using the above 
        rules to eliminate the ones that fail. 
        
        Scouts form in 2 lines 
        facing each other across the room or open space. Tall Scouts are opposite 
        each other, grading down to the little chaps on the far end of the lines. 
        A Scout hat is placed in the center of the field or room. and at the word 
        "go" a Scout from each team runs out to the hat. Turns are taken by starting 
        at the "tall" end of the line and so on to the end then begin again. 
        
        The object is to get away 
        with the hat and bring it across your own line without being tagged by 
        the opponent. If you touch the hat you may be tagged and are out of the 
        game. If your opponent gets away with the hat you are out also. Eliminate 
        players until one team is wiped out. 
        
        This one of the very best 
        Scout games, either for indoor or outdoor work. 
        
        
        In this tag game the first 
        man tagged joins hands with the boy who is "It" and later as each boy 
        is tagged he is added to the chain. Soon only a few remain who are not 
        caught and the awkward efforts of the unwieldy "chain" to capture these 
        causes much amusement. 
        
        
        A lion is represented by 
        one Scout, who goes out with tracking irons on his feet, and a pocketful 
        of corn or peas, and six lawn-tennis balls or rag balls. He is allowed 
        half an hour's start, and then the Patrol go after him, following his 
        spoor, each armed with one tennis ball with which to shoot him when they 
        find him. The lion may hide or creep about or run, just as he feels inclined, 
        but whenever the ground is hard or very grassy he must drop a few grains 
        of corn every few yards to show the trail. 
        
        If the hunters fail to 
        come up to him neither wins the game. When they come near to his lair 
        the lion fires at them with his tennis balls, and the moment a hunter 
        is hit he must fall out dead and cannot throw his tennis ball. If the 
        lion gets hit by a hunter's tennis ball he is wounded and if he gets wounded 
        three times he is killed. 
        
        Tennis balls may be fired 
        only once; they cannot be picked up and fired again in the same fight. 
        Bean bags are a good substitute for tennis balls. Made up in bright colors 
        they are hard to lose. 
        
        Each Scout must collect 
        and hand in his tennis balls after the game. In winter, if there is snow, 
        this game can be played without tracking irons. and using snowballs instead 
        of tennis balls. 
        
        The rules for this game 
        are too well known to need repetition. The game is listed as a reminder 
        to Scoutmasters. In one summer camp the leader found that the boys were 
        liable to become careless in throwing the stones and some were hurt. He 
        finally hit on the plan of using tins cans, the sort that are opened by 
        prying off the top. All sharp edges were removed, and because of the convenience 
        in standing them on end they served very well. 
        
        No camp of any permanence 
        can afford to be without this game. Old horseshoes make a good substitute 
        for the regulation quoits. 
        
        This is one of the popular 
        Scout outdoor games. Two groups are sent some distance apart and proceed 
        to work toward each other, the side which first sees the other being the 
        winner. 
        
        While on a hike the Scoutmaster 
        announces that he will give points for the identification of trees, flowers, 
        birds, ferns and animals. The number given will be decided by the Scoutmaster 
        and will depend upon how difficult he considers the identification to 
        be. The season will also govern this. For instance, a tree is harder to 
        identify without the leaves. and a flower out of season might be difficult 
        to place. At the end of a certain time, say 15 minutes, the Scout with 
        the most points wins. This game will show up the ones that don't know 
        how to use their eyes. 
        
        Two lines are drawn about 
        10 yards apart, the space back of one being the stockade and the space 
        back of the other being the Indian 'village'. The neutral apace between 
        the two is dangerous to both, but of course each is "safe" in his own 
        territory. Each party makes raids into the neutral territory and captures 
        members of the other team, bringing them bodily into their headquarters. 
        At the end of 5 minutes the team that has captured the most of the other 
        boys wins. A captured boy is out of the game. 
        
        This is another Indian 
        game, and should be played where there is plenty of good cover, and yet 
        not too thick undergrowth for moving rapidly. Two good Scouts have to 
        deliver an imaginary message to the Scoutmaster, and all the rest of the 
        troop act as the Indian, and do all they can to prevent either Scout coming 
        through. 
        
        The "Scouts" take up a 
        position several hundred yards away and do not start until the Scoutmaster 
        blows a whistle. The Indians spread out in a long line about half way 
        between the "Scouts" and the Scoutmaster, and may not come any nearer 
        the Scoutmaster, but start for the Scouts if they wish when the whistle 
        is blown. To win, the Indians must catch and hold both Scouts. "Scouts" 
        are appointed each time, or may be those who do most to capture the previous 
        "Scouts." With two Scoutmasters on the ground real messages may be transmitted. 
        
        This is a patrol contest, 
        and may be elaborated ad. lib. There should be two cross country runners, 
        a reader, sender, receiver and writer on each team. A runner of each team 
        is posted with the Scoutmaster. The signal readers and senders of both 
        teams are posted about 1/8 of a mile, say, north of the Scoutmaster. The 
        receiver, writer and runner of one team are located 1/8 of a mile to the 
        west of the sending station and in plain sight of it. The corresponding 
        Scouts of the other team take up a corresponding position, to the east. 
        
        The Scoutmaster gives the 
        same written message to each runner, and these run to the readers of their 
        team. The message is read, sent, received and written down, turned over 
        to the other runner and brought back to the Scoutmaster, thus making a 
        sort of triangular journey, More runners, or even another signal team 
        may be added if desired. 
        
        This excellent game may 
        be briefly described. One Scout is given 5 minutes to hide himself in 
        a certain clearly defined territory. The Scout who finds him is to hide 
        next time, unless the hider cannot be found, in which case be hides again. 
        
        A good game for soft turf, 
        but dangerous on hard ground. Each knight mounts another Scout pick-a-back 
        and all try to unseat the other knights by pulling and pushing. The one 
        maintaining his position the longest is the winner of the Tournament. 
        
        Instead of using Indian 
        Clubs as described under "Indoor Games" take a stick about three feet 
        high and sharpen one end. Stick this into the ground very lightly so that 
        the least touch will send it over. To prevent accidents the stick should 
        be too long to lump over. The game is played just the same as poison. 
        
        These games are included 
        through the courtesy of the Seminar Press, Springfield. Mass., and were 
        collected for Cantonment use by Professors Elmer Berry, 0. L. Fritach 
        and G. B. Affleck of the Y.M.C.A College. 
        
        
        
        Play with a medicine ball 
        or basketball. Boys in line in straddle position. Ball passed over head 
        from boy to boy. Last boy receiving ball vaults over the line as they 
        stand in stooped position. Others continue until first boy finishes. 
        
        
        Boys in same position. 
        Bail is passed between legs and last boy crawls through, pushing ball 
        ahead with head and hands. Others continue. 
        
        Same formation. Ball is 
        passed either between legs or over head. Last boy runs in and out through 
        the line. and others continue. 
        
        Same formation except that 
        bails are alternately passed over head and between the legs. Last boy 
        vaults over one and crawls between legs of next boy. Others continue 
        
        Same position. Ball is 
        passed through line between legs. Last boy tucks ball between knees, jumping 
        on side of line to front, and others continue. 
        
        Same as above, except that 
        last boy butts ball along side of line with head, not being allowed to 
        use hands. 
        
        Same position. Ball is 
        passed between legs, last boy running to front of line. Others continue 
        same. 
        
        Players stand in stoop-stand 
        position as first boy straddle vaults over backs, he getting down on end 
        of line and second boy beginning to leap frog jump over line, so continuing 
        until all boys have had their turn jumping over backs of others. 
        
        Various combinations can 
        be used. 
        
        All boys in line stoop 
        over, grasping the left hand of player in back with his right between 
        legs. Last boy lies down. Line continues backing until all are lying. 
        Return to starting position, all standing. (This should be executed as 
        quickly as possible.) 
        
        Grasp leg of team mate 
        by the ankles. He runs forward on hands, forming a human wheelbarrow. 
        
        a -- Column of six or eight 
        boys, or even more, may 
        be used. Line forms closely 
        together, with arms about waist of boy in front. 
        b -- A long pole between 
        legs of all boys. 
        c -- A rope between legs 
        of all boys. 
        
        Each boy in line stoops 
        forward, grasping the boy in front around ankles. Continue to race, keeping 
        time same as in Centipede Race. Six or eight boys are usually used on 
        a team. 
        
        First player with a baseball 
        bat or stick of about the same length runs a distance behind a line; there 
        he stops and places his chin on the end of the bat or puts finger on chalk 
        mark on floor making five revolutions quickly around bat; he then runs 
        back passing bat to next player in line. 
        
        Three boys are placed as 
        human obstacles in line with team, at intervals of ten yards; the first 
        in position of attention, the second In leap-frog position and the third 
        in straddle position. Players are required to run around the first boy, 
        leap over the second and crawl between the legs of the third; then run 
        around an object, returning and tagging the next player, who repeats. 
        For variety include a somersault. 
        
        
        
        Boys form circle two deep, 
        each two locking arms. An extra boy starts as runner, another being "It." 
        The runner locks arms with one of the couples, making it necessary for 
        the third boy to become the runner 
        
        
        Form circle, two deep. 
        Rear boy places arms around waist of Scout in front. Runner and player 
        "It" on outside. Runner attempts to catch on to rear player, making front 
        boy of the two the runner. 
        
        The name of this game comes 
        from the fact that the players turn and twist away, attempting to prevent 
        runner from attaching to rear boy. 
        
        The circle of boys is formed, 
        "It" in the center. Boys in the circle pass the ball round in any direction, 
        preventing "It" from tagging the ball. If ball is tagged, last boy to 
        touch same is "It" and goes in center of circle. (Game can be played with 
        indoor baseball, volley ball, soccer or medicine bail.) 
        
        Boys form circle In straddle 
        position. Boy in center of circle attempts to throw balls between legs. 
        
        Boys form circle, with 
        hands held open behind back. A knotted towel, old boxing glove or Swat 
        Club can be used for this game. "It" places club in hand of someone in 
        the circle, who proceeds to hit Scout to the right of him until player 
        has run around circle, returning to his position. (Players are not allowed 
        to look around but must have eyes straight ahead.) 
        
        Scouts form circle, spreading 
        out. "It" lies on ground in center spinning a rope with a weight attached 
        to end at about 12 inches height. Scouts in circle must jump this rope 
        as it comes in their direction. Boy missing replaces "It." 
        
        Same game as basketball 
        tag, with exception that ball must he passed to boy next, either right 
        or left. 
        
        Ball bounced back and forth 
        to any Scout in circle in attempt to prevent boy in center from recovering 
        bail. 
        
        Each boy in circle is numbered. 
        Number 1 runs around circle to right, tossing ball to second Scout, and 
        others continue until all have run around circle. 
        
        This game is for a competitive 
        race between two teams of equal numbers, forming separate circles. (Other 
        combinations of this game can be used, such as ball tucked between legs, 
        butting ball with head around circle, etc.) 
        
        Players form two deep; 
        heavier boys act as horses, lighter boys as riders, run around circle, 
        returning to place, the rider passing ball that he has carried to the 
        next rider, so continuing. 
        
        Competition between two 
        teams. One team forms large circle. Other team gathers on inside of circle. 
        Outside team attempts to hit each player in center with ball until all 
        are hit, boys in center attempting to dodge ball. When all are hit, teams 
        change positions. Winner is decided on length of time taken to tag all 
        boys on inside. 
        
        At command "Go," every 
        player in circle runs to the right in an attempt to pass the boy in front 
        of him from the outside; if managing to do so he slaps him on the chest 
        and player so slapped is eliminated. Give command suddenly, "To the rear," 
        and all must reverse direction of race, 
        
        All players in circle face 
        to the right, standing in straddle position. Ball is passed between legs 
        from boy to boy, either forward or backward, in attempt to keep it away 
        from "It," who is in the center of the circle. 
        
        Same rules as in Swat Tag, 
        except that two swatters are used and two boys are "It." 
        
        Circle is formed, players 
        joining hands. Player 'It" in center of circle attempts to climb over 
        or under clasped hands of those forming circle. 
        
        Players form in a circle, 
        clasping hands, around a small circle of four feet diameter marked on 
        the ground. An attempt is made to pull those next to them into this marked 
        circle. If one or both feet touch this circle, a player is eliminated. 
         
        
        Each player in the circle 
        is numbered. Player "It" in center of the circle calls the number of two 
        of the players, who immediately must change places. Player who is "It" 
        attempts to get place of one of the two Scouts. Player so replaced is 
        then "It." 
        
        Boys form a circle two 
        deep; front boy in circle acts as horse, rear boy as rider. When boys 
        are mounted, ball is passed around or across the circle by riders, horses 
        attempting to make them miss. If a rider fails to catch the ball, any 
        horse can hit a rider with ball. In case rider is hit all players change 
        places, horses thereby becoming riders. If missed, they continue as before. 
        
        
       Grouped as follows. Can 
        be played with or without boundary lines. 
        
        One boy takes "It." First 
        boy he tags joins hands, and so continue joining hands, forming a chain, 
        until all are caught. 
        
        Game can be varied by having 
        a home base and by boys not as yet having been tagged breaking the chain, 
        thereby forcing boy in chain to run back to home base to be reformed, 
        or suffer being swatted on back. 
        
        Boys to prevent being tagged 
        must drop on back, raising arms and legs from ground. "It" turns around, 
        and if players who have dropped have not instantly returned to feet, "It" 
        may boot same until they jump up and run away. (Note -- This prevents 
        boys from loafing and makes them get up instantly after dropping to prevent 
        being tagged.) 
        
        All players are numbered, 
        from one up to highest number of players. One of the players tosses ball 
        in air, calling any number when it reaches its greatest height. Boy called 
        must recover the ball and hit one of the players. If he misses, he must 
        run the gauntlet or go through the paddle wheel. Game continues in same 
        way. 
        
        Player must mount back 
        of another, same as in horse and rider, to avoid being tagged. Player 
        can jump on any other players back, this making both rider and horse safe 
        from being tagged. 
        
        "It" runs after player. 
        Anyone crossing between the runner and "It" thereby becomes the runner. 
        
        Same as ordinary game of 
        tag, except that boy must be tagged with a thrown basketball. (Indoor 
        baseball or volley ball may be used.) 
        
        Two teams are formed 30 
        or 40 feet apart Between teams at usual distance is placed a club or handkerchief. 
        A player from each team runs forward in attempt to snatch the handkerchief. 
        If the player snatching It is tagged by opponent before he can run back 
        to his starting line, he is eliminated from the game. This continues until 
        all players of one of the teams are eliminated. 
        
        Boys, to prevent being 
        tagged, must jump on any object so that feet do not touch ground. 
        
        Player to prevent being 
        tagged must raise one knee placing arm underneath, grasping nose. 
        
        Player to prevent being 
        tagged must take the position of a Mohammedan in prayer. 
        
        A player tagged while "It" 
        must hold his hand on the spot where tagged while attempting to tag another, 
        for instance. on back, or ankle, or rear of thigh. 
        
        In order to prevent being 
        tagged, a player must have hold of a third player's ankle, who in turn 
        must take hold of a third player's ankle, or attempt to get away. 
        
        "It" must point finger 
        to within six inches from ground and turn around three times before attempting 
        to tag another. The other players cannot run, but must hop away in effort 
        to prevent being tagged. 
        
        
        Two teams form in line 
        facing each other on opposite sides of marked chalk line. Boys pair off, 
        each attempting to pull or force opponent over to his side of line, thereby 
        making him a prisoner. Continue until one team is eliminated, or the game 
        can be played on a time limit, team having greater number of prisoners 
        declared winner. 
        
        
        Two couples mount as horse 
        and rider. One rider attempts to dislodge other by pulling or pushing, 
        horse assisting rider. 
        
        Two teams formed as horses 
        and riders; one team attacking the other, attempting to dismount as many 
        riders as possible of opposing team. After a time limit, whichever team 
        has had the more riders eliminated loses. A rider unmounted cannot remount, 
        but is eliminated from the game. 
        
        Above game may also be 
        played on a time limit, with one attacking the other in a bounded territory. 
        As soon as riders are dismounted, they and their horses must retreat a 
        distance of 80 feet outside of bounded territory before being able to 
        return to the game. Whichever team has greater number of mounted players 
        in bounded territory wins the game. 
        
        Two teams form lines short 
        distance apart. A heavy medicine ball is tossed back and forth in attempt 
        to make catcher of other team miss the ball . Every boy missing is eliminated 
        from the game until one of the teams is declared winner. 
        
        Played with soccer ball, 
        basketball, or light medicine ball. Players must keep one hand behind 
        back, and can use but one hand on the ball. Rules otherwise the same as 
        in soccer football. Playing area adapted to number on a team. 
        
        A long rope, hundred feet 
        or more, is placed an equal distance between two teams. Opponents rush, 
        attempting to carry as much of rope over opponents' line as possible. 
        After a time limit, whichever team has greater length over opponents' 
        line wins. 
        
        Two teams are formed a 
        distance of 80 feet apart. One team is called "Blacks"; the other "Whites." 
        A stick, white on one side and black on the other, is tossed in the air. 
        If stick comes up white, the "Whites" try to tag "Blacks" before they 
        can run back of their starting line. All "Blacks" caught are taken prisoners 
        and then proceed to become "Whites," or vice versa. 
        
        Best with rope 1 1/2 inches 
        in diameter and 20 feet long. Variations of Tug of War can be used. For 
        instance. Scouts run to their half of the rope from behind a boundary 
        line. etc. 
        
        Two lines of scouts form 
        two feet apart. Behind each line a chalk line is marked about a distance 
        of three feet. One line attacks, attempting to break through opponents 
        and cross line behind them. (Boys may hold tackle, or use any method, 
        besides blows, of preventing opponents from crossing their line.) 
        
        Team of eight or more players 
        take position in line with long rope or pole between legs, alternately 
        half the players facing forward, the other half backward. 
        
        A relay race; first player 
        runs fifty yards forward the next backward, the third sideward, the fourth 
        walks "heel and toe," others continuing in order. (Other combinations 
        can be used.) 
        
        Can be run with two men 
        placing arms about one another's waists and starting forward with inside 
        foot. If they do not keep step they are disqualified. Or the two runners 
        can have cords fastening the thighs and ankles together. 
        
        The first four players 
        of a team lock arms and must run abreast, rounding an object and returning. 
        Others continue the same way. 
        
        Field; Large, about size 
        of football field. Equipment; Three soccer balls, three rugby footballs, 
        three basketballs, and three volley balls. Object of game to get majority 
        of balls over opponents' goal line. Soccer balls can only be dribbled, 
        footballs can only be punted, basketballs can only be thrown, and volley 
        balls can only be batted. None of the balls may be carried.  
        
        Game starts with balls 
        being piled up in center field. All teams line up behind their respective 
        goal line. All start with a rush when signal is given. Interfering with 
        opponents in possession of ball is allowed. 
        
        Company or class forms 
        in open order. All players in rows are numbered, or the numbers of Scouts 
        according to number in patrol can be used. The instructor calls a number 
        and gives a sharp military command. Player who makes a mistake or is slow 
        to execute command has a point scored against his team or patrol, whichever 
        it happens to be. 
        
        Class forms in open order. 
        Leader says, "Kelly says 'Arms forward-raise,' etc. Occasionally command 
        is given without being preceded with words "Kelly says." If any obey command 
        in that instance they are eliminated. Competition can be between teams 
        or patrols. 
        
        
        Opponents place right feet 
        together, clasp hands and attempt to pull each other off balance. 
        
        A stick thrust between 
        elbows and under knees, hands clasped in front of lower legs. 
        
        Without stick, place hands 
        under knees, clasping ankles. 
        
        Object is to butt or shove 
        opponent off balance. 
        
        Flat of hands against opponent 
        in attempt to push him backward off balance. 
        
        Two players lie flat on 
        back, arms clasped at elbows, facing opposite directions. Inner leg is 
        raised to greatest height, and attempt made to pull over opponent in hooking 
        knees 
        
        Two opponents hold stick 
        at full height over head. Stick is lowered in an attempt to twist it in 
        the grasp of the opponent. With pencil or chalk upper edge of stick can 
        be marked so that the judge can tell in which direction stick is twisted. 
        
        Both opponents in sitting 
        position, feet touching stick grasped between them. Object, to pull and 
        raise opponent from sitting position. 
        
        Opponents grasp stick with 
        both hands and attempt to wrestle, pull or twist stick out of opponent's 
        grasp. 
        
        Opponents face each other 
        on hands and knees. A strap or two towels tied together are placed behind 
        rear of head of players. Object is to pull opponent across a line by backing 
        up and moving opponent forward by strength of neck. 
        
        Players hop on one foot 
        with arms folded, shoulder each other in an attempt to make opponent place 
        other foot on the floor. 
        
        Opponents box with open 
        hands in attempt to slap opponent's cheek. Player receiving three slaps 
        on cheek first loses match. 
        
        
        Player sits on bottle lying 
        on side. Places one foot on top of other. Attempts to light a candle or 
        write his name on a card. 
        
        Fail forward on one hand. 
        With pencil reach forward and mark as far as possible. 
        
        With back to wall, heels 
        on floor, pick up penny and return to stand. 
        
        a -- Place penny on point 
        of elbow, toss in air, and attempt to catch in hand. 
        b -- Place penny on back 
        of neck, toss, and attempt to catch. 
        
        Stand two feet from wall, 
        bend backward until in position to pick up handkerchief from floor. 
        
        Hold stick vertical, bend 
        backward and try to rotate body about stick. 
        
        Hold one foot in hand and 
        attempt to jump through with other leg. 
        
        Place tips of fingers together. 
        Have someone attempt to pull them apart, grasping you by the elbows. 
        
        
        
        
        Mounted, the rider attempts 
        to dismount opponent by striking with boxing glove. 
        
        
        
        Prize going to player making 
        highest chalk mark on pole. 
        
        Two men sit astride a pole 
        and attempt to knock each other off with pillow or stuffed club. 
        
        Shoes are mixed in a barrel. 
        Players must find them. First one to put on shoes and report to referee 
        declared winner. 
        
        
        
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