Table of Contents
5 Hunting games: Games in which there are no boundaries, in which both pursuers and pursued generally operate in teams, and in which the pursued generally have to give some assistance to their pursuers 11
Hare and Hounds. Pursuers are guided by the calls of the pursued 11
Jack, Jack, Shine a Light. Will o' the Wisp. Pursuers are guided by lights flashed in the darkness 13
Tracking. Pursuers follow signs left by the pursued 15
Paper Chase. Pursuers follow trail of paper scattered by the pursued 16
Stalking. Pursuers attempt to come upon the pursued who in turn hope to come up behind their pursuers 17
Hoist the Green Flag. Pursuers are supplied with a guide, although an abstruse one 17
6 Racing games: Races, and chases over set courses, in which fleetness of foot is not necessarily the decisive factor 20
Types of Races 21
Hesitation Starts. Competitors are momentarily uncertain whether they should begin running (cf.'Poison' Vol.1 p. 145;'Crusts and Crumbs' p. 146) 22
Races in which the Progress of Those Taking Part is Dependent on Their Fulfilling a Condition or Possessing a Particular Qualification
May I? Competitors have to obey commands of a third party 23
Aunts and Uncles. Competitors' progress dependent on possessing relatives with the names that are called out 29
Letters. Progress dependent on competitors having given letters in their name 29
Colours. Progress dependent on competitors having given colours on their person (cf. 'Farmer, Farmer, may we cross your Golden River?' Vol.1 pp. 182f) 30
Eggs, Bacon, Marmalade, and Bread. Progress dependent on what has been eaten for breakfast 30
Peep Behind the Curtain. Progress dependent on not beingseen to move 30
Games in which only Two Competitors Run Against each Other at a Time, One of them Generally being Instrumental in the Selection of the Other
Black Magic. Player touches under side of hand of player he wishes to race against 34
Kerb or Wall. Competitors selected by 'dipping' (see 'Starting a Game' Vol.1 p. 50) run different courses over the same ground 34
Time. Competitor who guesses a correct number (cf.'Starting a Game' Vol.1 p. 45;'American Times' p. 129) runs different course from rival but over same ground 36
Drop Handkerchief. A race or chase around a circle started by a signal which second contestant does not necessarily notice 37
Bump-on-the-Back. Whackem. As 'Drop Handkerchief', but second contestant unlikely to remain unaware of signal 43
Stoney. Player secretly selected runs to given point, and may be chased by all the rest (cf.'Black Magic' p. 34) 47
Games in which the Players Start Running from Different Places
Puss in the Corner. Players keep changing places and an odd-man-out tries to reach one of their places first 48
Hot Peas. Players race from different starting-points assigned to them by chance 50
7 Duelling games: Games in which two players place themselves in direct conflict with each other 54
Contests Mainly Requiring Strength
Elbows. Contestants attempt to force each other's arms down on to a table 54
Knifing. Divie Dagger. Contestants attempt to stab each other with sticks 55
Lifting. Contestants attempt to raise opponent from a sitting position, remaining seated themselves 56
Cock Fighting. Eggy Peggy. Contestants attempt while hopping to knock each other over (cf.'Cockarusha' Vol.1 pp. 186f) 56
Dance, Fight, or Windmill. Contestant challenged can choose one of three types of contest (cf.'Kings, Queens, and Jacks' Vol.1 p. 193) 58
Branch Boy. Contestants straddling the branch of a tree attempt to push each other off 58
Bucking Bronco. Contestant attempts to unseat the player on his back (cf. 'Skin the Cuddy' p. 109) 59
Piggyback Fights. Players mounted on the backs of others attempt to unseat each other 59
Contests Requiring Nerve and Skill
Danger Ride. Contestants riding bicycles attempt to unseat each other 62
Split the Kipper. Contestants attempt, by throwing knives beside each other's feet according to certain rules, to make standing impracticable 63
Territories. Contestants attempt, by throwing knives, to make each other's territory smaller 63
Knifie. Contestants attempt to complete a series of knife throws in fewer turns than their opponent 65
Contests Requiring Fortitude
Knuckles. Contestants clash knuckles until one of them retires 66
Flat Jack. Contestants hit the back of each other's heads 67
Bob and Slap. Contestant tries to slap opponent's bobbing head 67
Slappies. Contestants try to slap the backs of each other's hands 68
Stinging. Contestants slap each other's wrists according to their luck at finger flashing (cf.'Odd Man Out' Vol.1 p. 47f) 69
Stampers. Contestants try to stamp on each other's feet 69
Duels by Proxy
Soldiers. Stalks of ribwort plantain are struck against each other 70
Lolly Sticks. Sticks from ices, etc., are struck against each other 71
Conkers. Horse-chestnuts are struck against each other 72
8 Exerting games: Games in which the qualities of most account are physical strength and stamina 78
Tussles. Players attack and defend given positions 78
Chain Swing. Players attempt to remain on feet when swung round in human chain 80
Tug of War. Two groups of players pull against each other 80
Adders' Nest. Players forming a circle attempt to force each other into centre 82
Bull in the Ring. Single player attempts to break out of ring of players 83
Red Rover. Individual players attempt to break through line of opposing players 85
King of the Barbarees. Players in turn attempt to force way between pair of players 88
Honey Pots. Players attempt to keep hands clasped under knees when lifted by arms (cf.'Jams' p. 136) 90
Statues. Players attempt to remain still in set position 92
Leapfrog. Players vault over the bent backs of others 94
Gentle Jack. Players rough-up the one they are vaulting over 97
Spanish Leapfrog. Players deposit object on back of the one being vaulted over 98
Foot-an-a-Half. The vaulting made more difficult according to the ability of one of the players 98
Jumping Games. Tests of jumping ability 101
Hi Jimmy Knacker. The strength of one side which is bending down is matched against the ability of the other side to remain mounted on them (cf. 'Husky-bum, Finger or Thumb?' p. 147) 103
Skin the Cuddy. The ability of a single player to remain astride a line of backs is tested (cf.'Bucking Bronco' p. 59) 109
9 Daring games: Games in which players incite each other to show their mettle 111
Truth, Dare, Promise, or Opinion. Players undertake to do as instructed 111
Follow my Leader. Players challenged to emulate leader's actions 115
Get the Coward. A player chosen by lot has to do as instructed 116
Last Across. The player wins who last moves to safety 117
Chicken. Players are challenged or shamed into performing rash actions 119
Misplaced Audacity. Foolhardiness with knives, swings, roller-towels, and consciousness 121
10 Guessing games: Games in which guessing is a necessary prelude or climax to physical action 124
Film Stars. I Sent My Son John. Shop Windows. Anything Under The Sun. Capital Letter, Full Stop. Players have to race or chase before they can make their guess 124
Birds, Beasts, Fishes, or Flowers. Players on one side guess, and if they guess correctly chase the other side (cf. 'Crusts and Crumbs' Vol.1 p. 146)
American Times. Players guess individually and if correct change roles (cf. 'Time' p. 36) 129
Three Jolly Workmen. Players on one side chase other side if a mime is correctly identified 130
Fool, Fool, Come to School. Jams. Single player takes captive any player whose assumed name he identifies 135
Coloured Birds. Single player chases player he correctly identifies 139
Queenie. Single player tries to guess who secretes a ball 142
Stroke the Baby. Single player, to stop being hit, has to identify who last hit him 145
Husky-Bum, Finger or Thumb? A stooping player has to name the finger formation held up by a player mounted on his back. Also played with two teams (cf.'Hi Jimmy Knacker' p. 103) 147
How Far to London? A blindfolded player has to guess identity of a static player he has touched (cf. 'Blind Man's Buff' Vol.1 pp. 165ff) 154
11 Acting games: Games in which particular stories are enacted with set dialogue 157
Old Man in the Well. Principal player disbelieves in bogey until bogey gives chase 158
Ghosties in the Garret. Children sent individually on an errand fail to return, and mother goes to find 160
Old Mother Grey. Children sent out to play are impudent or disobedient when called in 161
Fox and Chickens. The fox, approached by an inquisitive hen, tries to seize her chicks strung in a line behind her 164
Johnny Lingo. A thief steals farm animals despite the warnings of the farmer who eventually tries to retake them 170
Mother, the Cake is Burning. A mother places her children in charge of a maid, and does not become aware of a kidnapper's activities until all her children have been stolen. The children are turned into edibles, and the mother has to identify them (cf.'Jams' p. 136; 'Coloured Birds' p. 139) 172
12 Pretending games: Children make-believe they are other people, or in other situations, and extemporize accordingly 00
Mothers and Fathers. Children pretend to be their elders in every-day situations 187
Playing Schools. Children behave naughtily knowing that the punishments are only pretence 189
Road Accidents. Boys feign injury; girls make-believe they are nurses 190
Playing Horses. Children pretend to be or to possess animals 192
Storybook World. Children make-believe they would be able to manage in abnormal situations 194
War Games. Children engage in pretence battles, either against an imaginary enemy or an opposing group of children 196
Cops and Robbers. Players on one side chase or seek the other side (cf.'Relievo' esp. Vol.1 pp. 225ff), rather than shoot them as in 'War Games' 198
Fairies and Witches. Girls enact the everlasting fight between good and evil 200
Endnotes 202
Acknowledgments 211
Index of Games (volumes 1 & 2) 219