General Team Games
DOG AND BONE
Two teams face each other about 6 yards apart, and are numbered; a hat or some object is put midway between the ranks. When a number is called the player from each side having that number comes forward and tries to grab the hat and get back to his place without being touched by his opponent. Once a player has touched the hat he may be touched but not before. A time limit is often needed. Team winning most contests wins. Total number of contests should be arranged beforehand.
Two teams facing each other, all with numbers. As a number is called players of that number hop out on one leg and by shoulder-charging try to make each other put the other foot to the ground. Knives, etc., must be removed, and the teams should be sized off. Team winning the most contests wins. In a protracted contest an order should be given to change feet.
Two teams. A 5-feet radius circle is drawn on floor. Nos. 1 of each team stand on one foot at the edge of circle and, on signal, hop with arms folded and try by shoulder-charging to force each other to put the other foot to the ground, unfold their arms, or go outside the circle. Team winning the most contests wins.
CROWS AND CRANES
Two teams facing each other 5 feet apart, one called “Crows,” the other “Cranes.” Leader calls one of these names, rolling the R, and the team with that name has to reach their end of the room before being touched by the other team. Team first catching all the others wins. Variation.-When leader calls “Crabs” none may move, any doing so are deemed caught by the other side. Otherwise as before.
Many variations of team or individual Tugs. Triangular Tug.—Representatives of three teams hold an endless rope at equal spaces and “take the strain.” A hat is put about 3 feet out of the reach of each. First to pick up his hat without letting go wins. Square Tug.—Four teams each hold one side of a rope forming a square (one hand only), with their hats put about 5 feet behind them. First team to get all its hats on without letting go wins. In all tugs a fairly short time limit is ESSENTIAL.
QUOIT FOOTBALL (FEET TIED)
Two teams each defend 6-feet goals, hopping with their two feet tied together. In place of a ball a rope quoit is kicked. Only the goalkeeper may use his hands but he must remain standing. No charging allowed.
QUOIT FOOTBALL (3-LEGGED)
Played as No. 6, hut the players are tied in pairs as for a 3-legged race. The goalkeeper(s) may use their outside hands only and must remain standing. Variation.-Players may only kick with their middle leg(s). No charging allowed.
SPIES, OR SUBMARINES
One team, blindfolded, forms a line across the room, feet astride so that one player's left foot just touches his neighbour's right, and holding hands. The other team tries to pass through the cordon without being touched. Cordon may let go hands to catch a spy but may not move their feet or bend their knees. Team getting most through wins. A time limit is usually needed.
Four teams, one in each corner of the room. Two of those diagonally opposite try to shout a simple message from one to the other (no signalling or gestures allowed) and get a sensible answer. The other two teams try by making any vocal noise they like, to stop the messages being audible. Teams succeeding in shortest time win.
Players of teams in turn see a small balloon on the floor, are then blindfold, and walk to where they think the balloon is and may then make three stamps (no feeling) to try and burst the balloon. Team bursting most balloons wins. To get a fair result each player should have two goes, and the position of the balloon should not remain constant.
Two teams facing each other in Indian file, players holding each others' waists. Tail player has a scarf tucked under his belt. Each leader then tries to get the other team's tail, the file swinging about to avoid capture and to help their leader.
BALLOON AND BALLS FOOTBALL
Each team lines up on its own goal line, a balloon or football bladder is put in the centre. Each team then tries, by throwing tennis balls, to drive the balloon over the other goal line. The balloon may only be propelled by a thrown ball, not a ball held in the hand; and never by any part of the person. Each time the balloon goes over the line a goal is scored.
TO AND FRO JUMP
Leader of one team takes a standing long jump from a chalk line (heels to the line). Leader of other team jumps back from the point the first jumper's heels got to. No. 2 of the first team then jumps out again from where the 2nd team's leader's heels got to. Then No. 2 of second team jumps back, and so on. If the last jump back lands with heels over the line the second team wins, otherwise first team.
SHIPS IN A FOG
Teams blindfold in single file with hands on each others shoulders at some distance from their leader, who is not blind. Leader, by giving orders, tries to pilot his ship through a given harbour-mouth formed by two chairs. First team through wins. Variation.-Leader may not address his team by name but must rely on his voice being picked out from the rest.
Two teams; representatives of each team, in turn, stand on upturned buckets armed with light bamboos padded at the ends. They try to push each other off the buckets. No player may catch hold of his opponent's lance, and may only guard with one hand. Lances should be about 8 feet long.
Any number of teams. Leader calls out a letter of the alphabet, and the team first forming up in such a way as to make that letter wins. Lying on the floor may well be substituted, and makes the letter formed easier to read.
OBSTACLES IN A FOG
A number of chairs as obstacles are placed about the room, and a goal marked at the end. Each team in turn starts at the other end, blindfold, and tries to get to the goal. If a player touches an obstacle he must walk round it three times before going on. Team getting most through in the specified time wins. Care must be taken that there is no bright light to give a hint as to the right direction.
Two teams line up facing each other at opposite ends of the room. One team holds out its hands, palms down, the other sends a representative who flips the palm of one of the other side with his finger and races back to his place; if he is caught he is his opponent's prisoner, if not, the one flipped is prisoner. The other team then sends a flipper. The capture of an enemy also releases one prisoner. The team to first take all their opponents wins. No player may be flipped twice till all his side have had a turn.
Two teams; one player from each team lies on the floor side by side, heads at opposite ways. Each tries to lock his right (left) leg with his opponent and lever him over backwards. Team winning the most contests wins.
Two teams; one player from each team sits on the floor with his knees up, a stick under his knees, arms under the stick, hands clasped in front of his shins. They then try to upset each other by levering with their toes. Team winning most contests wins. Variation.-Players in same position as above but squatting on their heels. Each then tries to barge his opponent over.
Two teams lined up facing with feet astride. Each has an equal number of tennis balls which they try to throw between the legs of the other team. Any player so torpedoed is dead and fags for balls behind his team. Feet may not be moved, nor knees bent; and only underarm throwing allowed. Team lasting longest wins.
Two teams of any size, played on a small football ground. Each player has a short stick. A goal is scored by throwing or carrying the “squaw” (two small balls of tightly rolled leather joined by about 5 inches of cord) with the stick through the goal. No rules, but a very sensible referee who is sole judge of fair play. The squaw may not be touched with the hand.
Two teams of any size, played on a small football ground with a “rugger” ball, which may be carried or propelled by any method except kicking. A goal is scored by carrying the ball through the goal and touching it down as in “Rugger.” Offside rule as in “soccer,” passing forward allowed, any form of tackle, except tripping or punching, allowed. Referee sole judge of fair play outside these rules. The smaller the teams the shorter the time played.
A well-known form of insipid baseball of many variations too long for description here. Full description in book reference above.
Much as rounders but only two bases about 6o yards apart. Players bat at one base and run to other. Player need not run back off his own hit, but may off a subsequent batter's. Every player returning to the first base scores one. A fieldsman must throw from where the ball drops, if he moves with it the ball is dead till it is next bowled. Batsman is out by being bit with the ball or caught full pitch. Time limit.
Played over a net about 5 feet high by throwing a rope ring from side to side. One team each side of net, any player dropping the ring falls out. Team lasting longest wins. Thrower of a shot falling outside a marked base line falls out. Also played as singles or pairs. For full details see Teni-Quoil, on sale at most sports stores.
Any number of teams, and as many assorted objects as there are teams. One member of each team allotted to each object. Separate contests take place trying to throw each object as far as possible. Team winning most contests wins. (Rope ring 2 feet diameter, tent, mallet, balloon, paper dart, empty match-box, staff, etc.).
For description see Circle Team Games, No. 7.
FRENCH AND ENGLISH
A ground about 60 yards long with a half-way line. One team at each end guarding a number of objects (one for each member of the team). Each team tries to capture its opponents' treasure and defend its own. A player can only be caught when out of his own half and not when he is returning with a capture. Prisoners are put behind their captors' base and must be released before any more objects can be taken, Only one prisoner/object can be released/taken at a time. Team with most objects and fewest men prisoners wins.
Four bases at points of a 40-yard square, two teams in diagonally opposite bases. Each player has three small cards of which one is given up to a captor. Each team tries to get as many cards as it can, prisoners go to the base to the right of their captor's and can he released. A player may only catch an opponent who has been away from his base longer than he has himself. A player is safe in his own base. Team with most cards at end wins, unreleased prisoners' cards count to their captors.
A large sack stuffed with newspaper is put in centre of a small football ground. One team starts each end. The team getting the sack or the major part of it to their own goal first wins. Violent or dangerous play not allowed; no other rules.
Two teams facing two lines of bottles, with two stones per player. As each bottle is broken a member of the team not breaking it falls out, removing any stones he has left. Team breaking most bottles wins. One bottle per player.
Two teams in line facing, with their hats in a row down the centre. Leader calls a number, and players of that number try to get the hat nearest the leader, no player going twice till the others have had a go. Team to first have a hat apiece wins. For rules for getting hat see No. 1. Other articles of uniform may be added and got in a prearranged order, or players may have to get their own hats.
A method of playing any game such as No. 33. A number of small circles are chalked on the floor and the game goes on as before, but the players may only step in the circles or alternatively jump from one to the next with feet together.
Two sides, each side of a cord about 5 feet above the floor. Each team tries to hit a small balloon with their hands so that it hits the ground on the other side of the net. The hand may not be raised above the shoulder. If the balloon hits, either the player at fault drops out or the game may be scored in points. The balloon must of course be hit over the cord.
Played by two teams on a large table, with a goal marked at each end. Each team tries to blow a ping- pong ball through their opponents' goal. The ball must not be touched, even by an over-anxious nose.
Representatives from each team in turn kneel back to back about a yard apart with a line drawn between the two. They have a rope over their heads, and each tries by crawling to pull the other over the line. Team winning the most contests wins.
CATCH AND PULL
Two teams line up facing across a chalk line with their right feet to the line. At signal each team tries to grab the others and pull them over the line. A player with both feet over the line is captured and must help his captors. Team starting on the side where all the players finish wins.
Each team lines up opposite a row of candles, one candle to each player. The first team to blow out all its candles wins. The range is governed by the brand of candle, some being harder to blow out than others.
Teams line up opposite a row of buckets and have one eye blindfold. Each player in turn tries to throw a tennis ball into his team's bucket. Team getting most balls in wins.
Each team lines up opposite a small hoop in the centre of which is hung a bell. Each player in turn tries to throw a tennis ball through his team's hoop without hitting the bell. For a clean throw through score 2 points, for ringing the bell take off 2 points, if a player misses every time in three chances deduct 1 point. Best score wins.
A rag form of football played on an ordinary ground but with two balls. The offside rule is entirely ignored, both balls are kept in play, arid a referee is appointed to follow the play of each ball. If both balls go through the same goal at the same time two goals are scored.
A goal is marked at each end of the room, one team to each goal. Each team tries by fanning with paper fans to urge a blown eggshell or a ping-pong ball through the other goal, the players may not move from their appointed positions. The goalkeeper may well be allowed to blow with his mouth only.
LINE DODGE BALL
(cf. Circle Team Games No 5) Two lines are chalked parallel about 10 feet apart. One team lines up outside these lines armed with tennis balls. The other team runs up and down between the lines until hit with a ball, when they fall out. For each journey from end to end a player scores one point. Team with most successful runs before all are dead, wins.
The smaller members of each team mount pick-a-back on the larger ones. The game can then be played all against all or by a series of contests; if former, team with most standing at end wins. The riders try to pull the opposing riders off their horses, the horses barging or pulling to help. If a rider’s foot touches the ground he and his horse falls out. This must be played on soft ground and with a shortish time limit.
The first player of one team stands toe to a line with a bag of sand (weight about 1 lb.) on his instep, which he tosses as far as he can. No. 1 of the other team then stands where it pitched and tosses it back in the same way, and so on till all have tossed. The team on whose side of the starting-line the bag finishes loses.
TEAM TOWER BALL
(cf. General Circle Games No. 32) Each team in turn guards a lightly built tripod whilst the others try to knock it over by throwing tennis balls. The team keeping it erect longest wins.
FLOOR BALL, OR POLO
A goal is marked at each end of the room, each team is mounted on chairs, with a spoon as a polo stick. They try to propel a tennis ball through the other goal. Kicking or charging is not allowed.
A goal is marked at each end of the room, each team tries to propel a stuffed football case through the other goal by patting it with the open hand. It may not be pushed along or carried.
PUSH OF WAR
Players in turn from each team hold either end of a staff, and try to push their opponent back so as to step over a line half-way between them. Team winning the most contests wins. The end of the staff must be kept away from the body.
PUSH HIM OFF
Players in turn from each team stand at either end of a form holding a short bit of broomstick with which they try to push each other off the form. The stick is held at the ends and the pushing is done by holding the sticks across each other.
Half each team stand at each end of the ground (18 yards by 26 yards), they are the “catchers.” The other halves stand in the half of the ground remote from their own catchers. The object of these is to throw a football a fair catch to their own catchers without it being touched by the other throwers. Catchers may not move out of a space 1 yard by the width of the ground. No thrower may move with the ball, he may throw it to another of his own throwers if in a bad position. Team making most catches wins.
NUTS AND RAISINS
Two teams; one team tries to pass a football about among its own members, the other trying to intercept. A point is scored for 5 clear undropped consecutive passes. No player may hold the ball for more than 5 seconds or paces; no tackling, only interception is allowed. The first player to touch a dropped ball may pick it up unmolested. Team with most points in (say) 8 minutes wins.
Ground marked in 9-feet squares with a base at each end; one team stand on the lines, forming squares running across ground, and may not move off their line but move along it (not more than three on any line). One (Walla) may move in any direction on any line. Other team try to pass from one base to the other without being touched by moving from square to square, forward or sideways, but never back. Caught player falls out. Team getting most through wins.
An opaque curtain high enough to hide the players is hung across the room, one team on each side of it. Each team tries to throw a football over so that it hits the ground the other side. Any player letting it fall drops out (3 lives may be given). Team lasting longest wins. No player may move with the ball.
A fairly wide ground is marked out crossways in strips about 9 feet wide. One side stand in every other strip, several in the first but decreasing till there is only one in the last. These may not leave their own strips. The others try to pass from end to end of the ground without being touched, seeking sanctuary in the empty strips. Number of strips and size of ground vary with number of players. Team getting most through wins.
HOPPING THE GAUNTLET
One team tries to hop from one end of the room to the other, the other tries, also hopping, to prevent them by shoulder-charging. Any player of either side putting his other foot to the ground falls out. Team getting the most through wins.
Teams in different parts of the room, one player from each team is told the name of some well-known tune. He then goes to his team and taps out the time of the tune on the floor with a spoon or some suitable object which should be stiff (not a knife blade). The first team to guess the tune right wins.
Teams in line at opposite ends of the room, one team facing the wall, all players of the other team creep up and touch their opposite numbers of the other rank and then try to regain their places without being touched. No chasing player may move till touched by his opposite number. One point is scored for each player caught. Teams then change places, and one with best score wins.
Three teams in line numbered off (say A, B, and C). B team in centre between A and C, about 10 yards from each. Leader calls a number, and the players of that number in A and C teams run and try to catch the player of that number in B team. Player to catch him first scores one for his team. Team with fewest points at end goes in centre and others carry on.
Each team is grouped round a small wooden hoop hung so that the bottom is just above the average player’s head. Each team has a toy balloon which they try to blow through their hoop in any direction. If the balloon falls to the floor it may be picked up, hut otherwise may not be touched. First team to score three “ blows” wins.
Two teams. Players sit in two rows on chairs about 4 feet apart, in such a way that no player has one of his own side on either side of him. Each side appoints a goalkeeper, who sits in the space at the end of the rows. Each team tries to pat a ball (along the floor) or a balloon past the other side’s goalkeeper. No player may rise from his chair, the ball may only be patted with the open hand.
BOMBING THE TOWER
Two teams (Bombers and Defenders) line up side by side facing a pair of cricket stumps with a bail on top. First Bomber has one throw with a ball at the “tower,” if he hits, 2 to his side, and he tries to recover the ball and touch 1st Defender with it in his hand before D. 1 can re-erect the tower. If he does, it to his side, if not, it to other. If a miss, both run for ball to touch other before he can regain his place; whichever succeeds gets it. And so on. Team with most points after each has bombed and defended wins.
Teams in line facing each other; a line is drawn a few feet behind each team. Right-hand player of one team grasps the left hand of the left-hand player of the other team with his left hand, who in turn grasps the right hand of the second player of the other side with his right hand, and so on along the lines. Each team then tries to pull the other over its line; first to do so wins. The grasp must not be broken.
Teams divide into parties of three, two link arms and the other holds their belts. The latter has a scarf in his belt as a tail. The “horses” then try to snatch the tails of the “drivers” of the other teams. Any “chariot” losing its tail falls out. Team whose chariots capture the most tails wins.
A goal is marked at each end of the room. Each team tries to propel an inflated balloon through its opponent’s goal. Blowing, fanning, or patting may be the prescribed method. No player may interfere with the play unless he has both knees on the floor at the time. If desired, players may be allotted positions from which they may not move while the balloon is in play.
A circle is drawn on the floor. One player from each team stands inside the circle holding his ankles with his hands, these try to push each other out of the circle. Any player touching the floor outside or letting go of his ankles falls out. Last in scores for his team.
Teams in line facing each other, each player having a potato balanced in a spoon. Each team tries to upset the other’s potatoes. No charging or pushing allowed. Players in turn meeting individually is perhaps more satisfactory. Any player losing his potato is out, without power of recovery.
Each player of one team has 1½ minutes to tie up one of the other team. Those tied then have 2 minutes to get free. Each escape scores 3 points, each successful pinioning 2 points. Teams then change over. N.B.—All lashings should be of equal length and at least 6 feet.