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Jumping

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Title: Colonial Games and Toys Author: Jerome C. Shapiro Last modified by: State Historic Sites Created Date: 11/7/2002 2:39:01 PM Document presentation format – PowerPoint PPT presentation

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Title: Jumping


1
Jumping Running Games
2
Who did Early American Children play with
  • Since most families were large and had six or
    seven children, the children would play with
    their brothers and sisters, or their neighbors or
    children at school.

3
Learning Games
  • To Early Americans these games helped children
    learn skills that they would need later in life
    as a farmers and parents. Games taught children
    how to aim and throw, how to solve problems and
    do things with their hands, and how to follow
    directions and rules. They also leaned to be
    fair, to wait their turn and to use their
    imaginations.

4
  • Over a long span of time, one generation of
    children passes its games on to the next through
    oral traditions which have allowed plenty of room
    for regional, local, and neighborhood variations
    but have also preserved many of the things in
    tact.

5
Games
  • Hopscotch
  • Leap Frog
  • Buckety-Buck
  • Hop Step Jump
  • Jump Rope

6
History of Hopscotch
  • Hopscotch originated in Britain during the early
    Roman Empire. It was initially designed as a
    training regimen for Roman foot soldiers that ran
    the course in full armor and field packs, as it
    was thought this would improve their footwork
  • The word "hopscotch" is a compound of "hop"
    (short jump) and "scotch" (scratched line).
    Called "scotch-hoppers", the term dates back at
    least to 1677.

7
Hopscotch
  • Today's version of Hopscotch is much the same.
    To play hopscotch, the course is first laid out.
    Traditionally, children drew the course in the
    dirt of a playground, although it was often
    chalked on pavement when dirt was unavailable.
    Designs vary, but the course is usually composed
    of a series of linear squares interspersed with
    blocks of two lateral squares. Traditionally the
    course ends with a "safe" or "home" base in which
    the player may turn before completing the reverse
    trip. The home base may be a square, a rectangle,
    or a semi-circle. The squares are then numbered
    in the sequence in which they are to be hopped.

8
Playing the game (Hopscotch)
  • The first player tosses the marker into the first
    square. The marker must land within the
    designated square and not touching a line or
    bouncing out. The player then hops through the
    course, skipping the square with the marker in
    it. Single squares must be hopped on one foot.
    For the first single square, either foot may be
    used. Side by side squares are straddled, with
    the left foot landing in the left square, and the
    right foot landing in the right square. Optional
    squares marked "Safe", "Home", or "Rest" are
    neutral squares, and may be hopped through in any
    manner without penalty.

9
Hopscotch continued
  • Upon successfully completing the sequence, the
    player continues the turn by tossing the marker
    into square number two, and repeating the
    pattern.
  • If the player steps on a line, misses a square,
    or loses balance, the turn ends. Players begin
    their turns where they last left off. The first
    player to complete one course for every numbered
    square on the court wins the game.

10
Hopscotch continued
  • Although the marker is most often picked up
    during the game, historically, in the boy's game,
    the marker was kicked sequentially back through
    the course on the return trip and then kicked
    out.

11
Leap Frog
  • Play in partners. Leapfrog is a children's game
    in which players vault over each other's stooped
    backs. The first participant rests hands on knees
    and bends over, this is called giving a back.
  • The next player places hands on the first's back
    and leaps over by straddling legs wide apart on
    each side. On landing he stoops down and a third
    leaps over the first and second, and the fourth
    over all others successively, etcetera the
    number of participants is not fixed.
  • When all the players are stooping, the last in
    the line begins leaping over all the others in
    turn. Try having races with your classmates by
    dividing in two teams.

12
Mumblety-Peg
  • Played with a knife, Mumblety-Peg is a variant of
    "Follow The Leader". The basic form of the game
    requires any kind of a knife and two or more
    players. The object of the exercise is to get the
    knife to stick in the ground by having it fall or
    be flipped or tossed or dropped from various
    parts of each person. The first person to play
    may balance the tip of the knife blade on his
    index finger, for instance, and let it fall of
    the end of his finger toward the ground. If he
    makes it stick, every player following him must
    do the same. Each person scores a point for
    accomplishing the feat.
  • Should he miss, then the next person has the
    discretion of choosing how and from where the
    knife is dropped, thrown, or flipped toward the
    ground. The game usually continues until the
    players are bored with the futility of the
    exercise.

13
Red Rover
  • In this game, the kids form two opposing lines
    and attempt to "break through" the opposing
    team's line.
  • At first, two teams are chosen of equal size, and
    they form two lines, facing each other and
    holding hands.
  • One side starts by picking a person on the
    opposing team and saying "Red Rover, Red Rover,
    send ltJasongt right over"
  • Jason then lets go of his teammates and begins a
    headlong rush for the other line. His goal is to
    break through the line by overpowering the kid's
    hold on each other.
  • If Jason breaks through, he chooses one person
    for the opposing team to join his team, and they
    both go back and join in their line.
  • If he fails to break through, Jason becomes part
    of the other team.
  • Each team alternates calling people over until
    one team has all the people and is declared the
    winner.
  • Note that since all the players are on the
    winning team at the end, there really are no
    losers in this game.

14
Needles Eye
  • A common game in the Appalachian Mountains, the
    Needles Eye is based upon a chant that large
    groups of children would call out as they played
    the game. Children would line up in two rows with
    a space of six or eight feet between them, each
    line facing the opposing line. In practice much
    like "Red Rover", the chant was
  • The needles eye that doth supplyThe thread that
    runs so trueI stump my toe and down I go,All
    for wanting (or "want of") you.
  • At the conclusion of the chanted verse, one child
    would be invited to run across the open area
    between the two lines and attempt to break
    through the clenched hands of the other line.
    Another variation involved the children forming a
    ring and appointing one person to stand in the
    middle, much like the game "Farmer in the Dell"
    is played. That person would choose a person from
    the line to join them, and that person would join
    the first person in the center of the ring. In
    some games, the person who got to choose was then
    permitted to try to run through the ring and
    choose others to join him or her until that one
    could break through the ring, while in other
    variations they simply added to the inner group
    of children until no more could fill the center
    of the ring.

15
Buckety-Buck
  • A Roughed-up version of Leap Frog. Played by two
    teams.
  • Team A players link themselves into a line. The
    biggest and strongest player is the post. Each
    player holds a team mates head under their arm
    all the way down the line.
  • One at a time players from team B run and jump
    onto Team As line, trying to break it down.
  • If team A does break down, then it has to form
    another line, and team B has the fun of trying to
    break it down again. If team A holds the line
    then team B is IT.

16
Hop, Step, Jump
  • This is a centuries-old playground game, tracing
    its origins back to England.
  • To begin the game, a mark is made on the playing
    surface. This is called the starting point. At
    a distance of 25 feet from this mark, another
    mark is made. This is called the spring.
  • The players arrange themselves at the starting
    point, and one after another, run to the second
    mark called the spring. From this point, each
    player first makes a HOP on one leg, and from
    this makes a long STEP, and from the step a long
    JUMP.
  • Those players who cover the greatest amount of
    ground are declared the winner.

17
Running Games
  • Just like children of today children of the past
    had lots of energy to burn. They enjoyed games
    that allowed them to run and compete with one
    another.

18
Sticky Apple
  • Sticky Apple can be very fun. When you are
    tagged you must put one hand on the spot that was
    tagged. Running while holding a hard to reach
    spot like a knee or an ankle is not easy to do.

19
Running Games
  • Cracking the Whip
  • Hide and Go Seek
  • Blind Mans Bluff
  • Duck, Duck, Goose
  • Drop the Handkerchief
  • Spin the Trencher
  • Post Office
  • Tiger in the Corner
  • Red Lion
  • Buck
  • Home Free
  • Crows and Cranes
  • Sardines
  • Kick the Can
  • Nine Hole
  • Dodge ball

20
Cracking the Whip
Painting by Windslow Homer
  • Any number can play. Someone is chosen as the
    "leader". Players form a line behind the leader
    and hold tightly to the belt or garment of the
    person in front of them.
  • The "leader" quickly changes pace and speeds up
    or slows down. Sometimes the leader goes in
    circles and moves very fast - the others try to
    hold on. The leader attempts to get those holding
    on to let go. If they do, they must drop out of
    the game!
  • This game is very hard for the person on the
    outside of the line as they may have to take 4
    steps for every one that the person in the center
    takes.

21
Hide and Go Seek
  • The game use to be called Whoop! When all the
    children who were hiding were hidden they called
    out Whoop and the game began.
  • In a standard game, one person is designated to
    be it. That person counts to 50 in a spot away
    from everyone else. Everyone else hides. The
    IT person needs to find everyone no matter
    where they are hidding.

22
Blind Mans Bluff
  • The popular game consisted of one person who is
    blindfolded and chases the other players by their
    footsteps and movements. The rest of the players
    scramble around in all directions, trying to
    avoid being caught by the one that is
    blindfolded. The player who is caught is the one
    that becomes it.

23
Duck, Duck, Goose
  • All the players sit in a circle, except the
    player who is it. He or she walks around the
    outside of the circle and touches each players
    head, saying duck. After calling out Duck a few
    times, It suddenly calls out goose. The player
    who is the goose has to jump up and chase It
    around the circle. It runs around the circle and
    sits in the gooses spot without being tagged,
    the goose becomes it.

24
Drop the Handkerchief
  • Number of players 8
  • To begin, all the players except one stand in a
    circle. The odd player runs around on the outside
    of the circle carrying a handkerchief, which he
    will eventually drop behind one of the circle
    players.
  • The main idea of the game is to drop the
    handkerchief without the other players knowing.
    The players in the ring must look toward the
    center at all times, and can't turn their heads
    to watch the runner behind them. If the runner is
    creative, they can try to trick the other
    players. For instance, they may speed up the pace
    after the drop, or not vary in pace at all to
    leave no clue. The runner can also make a lot of
    noise to distract the other players.
  • As soon as the player in the circle discovers
    that the handkerchief has been dropped behind
    him, he must pick it up and chase the runner who
    dropped it. The runner may run around the outside
    of the circle, or at any point through or across
    the circle. The goal is to reach the vacant space
    left by the person chasing. The circle players
    should lift their hands to allow both runners to
    pass freely through the circle. Whichever player
    reaches the vacant space first stands there, the
    one left out taking the handkerchief for the next
    round.

25
Spin the Trencher
  • Many settlers families owned large wooden
    trenchers. Trenchers were long shallow dishes
    that were used for preparing or serving food.
    But for children they became a game.
  • The bowl is put into the center on the floor and
    the players sit around it in a circle. One
    player is it. He or she spins the bowl and calls
    out the name of an animal. The player who is
    that animal has to run to the bowl and keep it
    spinning. As the animal gets up the person who
    is it tries to take their spot. If he succeeds
    the animal is now it. If a player allows the
    bowl to stop spinning he or she is out of the
    game.

26
Post Office
  • In this game, each player chooses the name of a
    city. One player is the postal clerk. The rest
    of the players sit in a circle. The clerk calls
    out The mail is going from Asheville to
    Weaverville The player who chose those cities
    have to exchange seats without letting the postal
    clerk steal either of their seats.

27
Tiger in the Corner
  • Five people play this game of tag. Four people
    stand to make corners of a large square. The
    fifth person is the tiger who stands in the
    center. When the tiger shouts, Tiger wants a
    corner! the other players must switch corners.
    The tiger tries to run to a corner before one of
    the other players does. If the tiger gets there
    first, the player who lost the corner becomes the
    new tiger.

28
Shadow Tag
  • "It" tries to step on another player's shadow. If
    a player gets tired of running away, he/she must
    lie down so "it" cannot tag them.

29
Red Lion
  • One person is the Lion and another is the Lion
    Keeper. The lion selects and area to be a den.
    The lion keeper stands near by the den. The rest
    of the players walk slowly toward the den singing
    Red Lion, Red Lion, come out of your den.
    Whoever you catch will be one of your friends.
    When the players get close the lion keeper shouts
    LOOSE! and the lion runs out to chase everyone
    except the lion keeper. If the lion chases
    someone and catches them they must say red lion
    while holding onto their capture. The person
    captured returns to the den and everything starts
    over this time with two lions until all the
    players get caught and become lions.

30
Amoeba Tag
  • Two people are it. They hold hands and chase
    people, the person they catch joins the chain by
    linking hands. When another person is caught they
    can stay together or spilt 2 and 2 they must
    split even numbers and can link together at will.
    This game is played till' nobody is left.

31
Colored Eggs
  • One person is the "wolf". The other people line
    up next to each other, with the wolf facing them.
    Everyone in line picks a color in their mind.
    The wolf then says..."knock-knock", the line
    answers "who's there?". Wolf replies "a big bad
    wolf with (curly or some other variation) hair".
  • The line says.."what do you want?" Wolf answers
    "colored eggs". The line yells "what color?". The
    wolf then says a color. Whoever had "picked" that
    color then runs around a selected area (to the
    far oak tree in the yard and back to the line,
    for example), with the wolf giving chase.
  • If the wolf catches the "egg", then that person
    becomes the wolf with the game starting over. If
    not, and all eggs make it back to line
    successfully, the wolf then calls out the next
    color, etc.

32
Buck
  • This is a chase game for 6 players. The players
    gather in a circle and count off using the One
    Saw verse.
  • The players whos line is Buck can start
    running. The countdown gets to two players the
    one that does not have the buck line is it. It
    is in charge of chasing and tagging. Anyone It
    tags has to help chase everyone else down.

33
Home Free!
  • When the player that is It finds someone, they
    shout 1,2,3 and the players name. And both
    players run back to home base. If the hider
    gets to home base first, they shout 1,2,3, HOME
    FREE! That player is now safe, and must look for
    the other players. If the person that was it
    reaches home base first then the person that was
    caught becomes it in the next game. The game
    continues until all the players have been caught
    or have made it home safely. If no players get
    caught, the same person is It in the next game.

34
Crows and Cranes
  • Line the girls up in two lines facing each other,
    one side being the cranes and the other the
    crows. When the YL calls "cranes" or "crows", all
    of the team called must turn and run to the wall
    behind them, hotly persuade by the other team. If
    a girl is tagged she joins the other team. This
    is kept up until one side has everyone in it.
    When "crab" is called no one moves, if they do
    they must go to join the opposing team. This
    helps keep the suspense going as they must wait
    to see exactly what you are going to call.

35
Sardines
  • To play Sardines, one person hides while the rest
    count. When a seeker finds the hider, s/he must
    hide in the same place without being spotted by
    the other seekers. Eventually, all but one of
    the seekers end up crammed into the hiding
    spot-just like sardines in a tightly packed can.
    The first seeker to find the hiding spot is the
    hider in the new game.

36
Kick the Can
  • Players draw a circle on the ground about sic
    feet wide and place an empty can in the middle of
    the circle. The person who is it has the job of
    guarding the can. One of the players outside the
    circle runs in and kick the can and everyone runs
    to hide. The person who is it gets the can and
    brings it back to the circle and sets it right
    side up and yells FREEZE! The other players must
    immediately stay where they are at. The person
    that is it calls out all the people that he can
    see. All those names that are called must return
    to the circle and they become the prisoners.
    While the person that is it tries to find the
    rest that are hiding the others that are hiding
    can run and kick the can over and free the
    prisoners. If there are no prisoners then the
    people hiding can run to the circle and yell home
    free. The last player to make it to the circle
    then becomes it for the next game.

37
Capture the Flag
  • There were two teams.
  •  
  • Team 1 had the front yard and Team 2 had the back
    yard, or a field was split between the two
    teams.  The teams were given a time period, like
    5 minutes, to hide their flag in their part of
    the yard.  
  •  
  • optional During this period spies were sent out
    to see were the flag was hidden as well as
    look-outs to catch the spies. 
  •  
  • When the flag was hidden you call out that you
    were finished. Then you simply try to get the
    other teams flag. If you get caught and tagged by
    the opponent on their territory you had to go to
    jail and could only be freed by a teammate who
    grabs you when your opponent isn't looking. 
  •  
  • The first team to capture the flag wins.  In most
    versions you had to both get the flag, and bring
    it back to your side.

38
Nine Hole
  • Each Player digs a hole near a wall, a line is
    drawn about sixteen feet (5M0 away from the
    holes. Each player stands next to their hole,
    except for one called a pitcher. The pitcher
    stands on the line and tries to get the ball into
    one of the holes. If the pitcher gets it in a
    hole everyone but the person the hole belongs to
    runs away. The person who owns the hall
    retrieves the ball and throws it at the other
    players. The person to get hit with the ball
    becomes the pitcher for the next game. If the
    person misses, however, they become the pitcher.
    A player is out of the game after missing 3
    times. The winner is the last person remaining
    in the game.

39
Dodge Ball
  • Divide into two teams. One team forms a large
    circle and the other stands inside the circle.
    One person on the team forming the circle starts
    the game by throwing the ball at a person inside
    the circle. To avoid people getting hurt you
    must hit below the knees. When a player gets hit
    they join the other team.

40
Who has the button?
  • The players form a circle and the person who is
    "it" leaves (or closes his/her eyes) while the
    others pass a "button" or another object around
    the circle. One person hides the object behind
    his/her back. All the other players put their
    hands behind their backs, too. Then "it" is
    allowed three guesses as to who is hiding the
    object. If "it" guesses correctly they exchange
    places and a new person is "it".

41
Poor Doggie
  • "It" is the doggie who must try to make someone
    laugh. The players sit in a circle and Doggie
    goes to each player and barks, whines and
    imitates a dog. The players have to pet Doggie
    and say "Poor Doggie, Poor Doggie, Poor Doggie!"
    The player must not smile while saying this or
    he/she will become the next Doggie.

42
Ships Captain
  • One player is chosen as the captain. S/he calls
    out orders to the rest of the players who are the
    crew. If a player does not follow an order
    correctly, s/he is out. (This decision is made by
    the captain who is always right.)
  • Orders To the ship run to the captain's right
    To the island run to the captain's left Hit
    the deck lay down on your stomach (or if players
    don't want to get dirty, they can crouch down)
    Attention on deck salute and yell, "Aye, aye
    captain!" -- players may not move now until the
    captain gives the order of, "At ease!" (ie even
    if the captain gives a different order such as
    "to the ship" the crew must continue to remain at
    attention until told "at ease") Three men in a
    boat the crew must form groups of three and sing
    "Row, row, row your boat" Anybody who is not in a
    group of three is out. The love boat crew
    members grab a partner and dance. Anybody without
    a partner is out. Clear the deck everyone must
    have their feet up off the floor Scrub the deck
    everyone on their knees scrubbing Captain's
    Quarters everyone ran towards the captain.
    Man-over-board Players must find a partner as
    quickly as possible.  One partner must lay on
    their stomach while the other places their foot
    on their partner's back.  Children without a
    partner or pairs that are too slow are
    eliminated. A Periscope Every player falls on
    their back and sticks one leg in the air.  The
    last ones are eliminated. SHARK!!!! Everyone
    must run to a designated base (multiple bases can
    be used).  The last player to the base is
    eliminated. Crow's nest All players must find a
    partner.  The lightest player rides on their
    partner's back.  Those without partners or who
    assemble the crow's nest too slowly are
    eliminated. Three maids in a row Children form
    groups of three and sit in a vertical row.  The
    players who are the odd-man-out are eliminated.
    Sick turtle Everyone falls onto their backs and
    waves hands and feet in the air. Bow Run to the
    front of the boat Stern Run to the back Port
    Run to the left side of the boat Starboard Run
    to the right side of the boat. Row the Boat
    Each player finds a partner, sits face to face,
    holds hands, and pretends to row a boat.  Players
    who can't find partners or who are too slow are
    eliminated. Alternative rules If playing in a
    pool, all of the orders stay the same except for
    "hit the deck" which becomes "walk the plank."
    This means that crew members must bob underwater.
  • To make the game less competitive, player do not
    get "out." Instead, if the captain notices that
    they do not follow an order, they must stand out
    for a count of 20.
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