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SINGING GAMES

ACTION STORIES AND RUNNING GAMES

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Three times around went the gallant ship

And three times around went she;

And three times around went the gallant ship,
And she sank to the bottom of the sea.

FORMATION: Single circle, facing center with hands joined.

Lines 1, 2, and 3-Sliding step, sideways in line of direction.

Line 4-Players stop and jump very deliberately three times. Jump on the words, "sank," "bottom," and "sea." On the last jump all sink to the "sitting on heels" position. Repeat from the beginning.

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1. Row out to large boat.

2. Climb rope

ladder from rowboat to deck of ship.

3. Pull up the anchor. Stand with feet apart, leaning over bow or ship (desk) and with long pulls, first one hand and then the other raise the anchor.

4. Hoist flag or sail.

5. Load cannon for practice. Shoot at target.

6. Sailor's hornpipe. Right hand at waistline front, left at waistline back. Step on right and hop on right. Repeat left.

7. March on deck (around room) and back to place. Salute captain, who stands in front of room.

SARDINES

This is a game of hide and seek that reverses some of the usual methods of playing the game. The player chosen to be It, instead of blinding goes out himself to hide, while all of the other players stay at the goal. While one of their number counts one hundred, they must all either blind their eyes or be shut in one room to give the hider a fair chance. After counting, they shout “One hundred!" and all start out to hunt for the hider. Any player discovering him must, after making sure that none of the others observe him, hide in the same place with the hider. If necessary, he must linger near until there is opportunity to do this without being discovered. If there should not be room to hide in the same place, the finder must take a seat in plain sight near the hiding place. Sometimes a large number of players will be seated in a room or in a group out of doors, while the last unfortunate hunters try to locate some clever hiding place which is obviously. near but hard to detect. Of course it is better for the players to actually hide with the first hider, if practicable, which probably suggested, on occasion, being "packed in like sardines.”

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Sleep-ing in your hol-low there, Quick-ly to your home you must run, run, run.

Rabbit in the hollow sits and sleeps,

Hunter in the forest nearer creeps,

Little rabbit have a care,

Sleeping in your hollow there,

Quickly to your home you must run, run, run.

FORMATION: Single circle, hands joined. One child, as rabbit, crouches in the center while another child, as hunter, roams without.

Singing the verse, the children in the circle walk in line of direction. When they come to the words "run, run, run" the hunter breaks through while the rabbit escapes and is pursued by the hunter. If he reaches a "goal" safely he becomes hunter and another rabbit is chosen. Should he be caught, he must be rabbit again.

"Hop, hop, hop," may be used in place of "run, run, run," then the hunter and rabbit must hop instead of run. In a large group, several rabbits may be in the center.

AUTUMN IN THE WOODS

1. Skip to the woods.

2. Walk in deep sand.

3. Look up into trees to see bright leaves.
4. Raise arms and let leaves fall on hands.
5. Gather leaves and toss into pile.
6. Run and jump into pile of leaves.
7. Raise arms and inhale fresh air.

SMUGGLING THE GEG

The players are divided into two even parties, one called the "Out and the other the "Ins." A den about four feet by six in size is mark on the ground in some central place. Both parties agree on boundar beyond which it is unfair to go, though the space available for play shou be very considerable. It is determined by lot or by counting out which the parties shall be the first Outs, or smugglers, this being the more desiral position. The Outs have the geg, or treasure, which they give to one their number in a manner that leaves his identity unknown to the Ins. Th may do this by going out of sight around a corner of a building and choosi one of their number to take the geg, or by standing in a row within sig of the Ins, with their backs to a wall or fence, and pass the geg fr hand to hand behind their backs, making many feints and passes intended deceive the onlookers.

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When the geg has been deposited with one of their number, the O run and hide, but before reaching their final hiding place, must give a c of "Smugglers!" This is the signal for the Ins to start on the cha The object of the Ins is to catch the one player among the Outs who custodian of the geg. The identity of this player may be a sheer matter surmise on their part, when they will have to challenge any player who they may catch. If the player holding the geg can return to the den with being caught, his party wins, and again goes out for the next game. But the holder of the geg be caught before he gets to the den, the Ins win 1 game, and become the Outs for the next round.

Whenever one of the Ins catches one of the Outs, the latter is not prisoner until he is "crowned"; that is, the pursuer must hold him, take his cap, and place the palm of his hand on the prisoner's head, when must cease to struggle. The pursuer then demands, "Deliver up the geg which must be done at once should this particular smuggler be the one w holds it. This fact is then shouted aloud, and all of the players return the den. If the player caught should not have the geg, he is allowed go free.

Of course it is to the interest of the Outs to engage the attention of 1 Ins as much as possible upon players who do not hold the geg, thus to g the holder of it a chance to make the den and so win his party.

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