AGRICULTURAL EXTENSION SERVICE
Fun and Play the 4-H Way
By J. LEE SMITH
District Agent, Florida Agricultural Extension Service
Main Value of Family, Club and Community Play
"If you wish to know what your boy is, watch him at his
play; and, if you wish to know what your boy will be, guide
him in his play," is a saying of a wise old philosopher.
No spiritual barrier will exist between those who play fairly
together for fun. A child will trust implicitly an adult who
plays with him. If it is "daddy," he becomes a "great fellow."
Fig. 1.-Any group, anywhere, can play "Squirrel in a Hollow Tree."
If it is "mamma," she becomes a "great mother." If it is a
friend, he or she becomes a "great pal." All barriers to "trust
and obey" are dissolved. There is no more "bracing of feet"
against suggestions from the older, more experienced. Thus,
the chance of a child who plays well developing a stubborn,
unforgiving and prejudiced attitude toward society is almost
nil. Playing by the rules of the game trains one to play by
the rules of the game of life. Play trains one to think clearly,
to respond quickly to the right. It builds a strong body. Thus,
are good people-citizens-built through play. Those of any
age who play together for fun develop a sympathetic comrade-
ship for one another.
Club or community organized play is a most effective way of
countering evil influence that might develop in a community.
Why the Family, Club or Community Plays So Little
Every community in Florida can make of itself a "Happy
Valley." Very few such communities exist now. Not many
fully realize what value fun, play and other recreation is to
the family, club or community life. There are very few trained
recreation leaders. Because of lack of time or other reasons,
very few of these organize a community so that it can carry
on without their trained leadership. The people generally falsely
believe a group is helpless in this field without such trained
persons. Very few know where materials-games, stunts, plays
and other materials-can be secured. They don't know it will
be worth as much or more to the members of the family, club
or community to function without trained leaders actually lead-
ing or directing the events. Hence people play very little.
The 4-H Way
The 4-H way to teach is to have those who would learn, do,
and thus learn. It is commonly said, "they learn to do by doing."
This method anticipates the "crowd," family, club or community
group being divided into teams of one or more members. Each
team is given the directions in writing, for playing a game,
doing a stunt, or singing a song, and the team is to learn it
before the "crowd" assembles again for a time of play and fun.
Upon next assembling (when the team's time on the program
comes up) the team captain tells the group the name of the
activity and explains and demonstrates how to perform it.
Assisted by the other members of the team, he then directs
or leads all in the activity.
All kinds of games (activities)-quiet or active, indoor or
outdoor, with or without music, simple or complex-may be
learned and performed in this way.
At times it is wise to have a definite membership. Partici-
pants can be restricted to members and their invited friends.
Undesirables, not members of the group, can be kept out. Gen-
erally, however, a "closed" organization having a definite mem-
bership will not be necessary. There must be a manager-
director, an assistant to him, and a secretary-treasurer. There
are special jobs that an assistant manager-director may be
called on to do. There should be such committees as the need
demands from time to time. A program and an arrangements
committee are two it might be desirable to have. Teams, each
having a captain or chairman, are a very important working
part of the organization. These are necessary.
From six to 12 couples constitute the best number for per-
forming together in one group. There can be a few more or a
few less. If there are very many more in the club or organiza-
tion, two or more groups should be formed. Each group should
be numbered or named and should be composed of, or broken
down into, teams. From one to five people, but preferably three
or four, may constitute a team. Each team, for convenience
of study and practice, should be made up of members of some
family or members of close neighboring families. It may not
be best to have adults and juniors on the same team.
Each team should be numbered or named. This number
or name should be recorded, along with the group number or
name, in the minutes and the names of its members with it.
Two duplicates of this record should be made on cards, one of
which is given to the manager-director and the other to the
team captain. This numbering or naming of groups, teams and
individuals will enable the manager-director to place one who
has forgotten back in place and thus maintain the complete
organization. It will also enable the manager-director to know
and to designate any group, team or member of any team wanted
at any time.
There should be a manager-director. He does not have to
be a trained recreation leader. He should be someone who has
the confidence of the group and is willing to take responsibility.
He should be sympathetic with the desire for wholesome fun
and give an attentive ear to the suggestions of the group. He
does not have to know how to perform the activities to be
offered. It is better, however, if he does know how, provided
his "help" is restricted to assisting teams-if and when they
need help. He should never take over and direct, except to
demonstrate. If he makes this a habit the group will depend
on him too much.
It is his responsibility to see that teams and committees are
set up and function. He is to act as presiding officer when the
group or club meets for business, unless he is a different person
from the president or chairman. He should see that copies
of descriptions of all games or other activities are prepared
and on hand when needed, unless this responsibility is delegated
to others. When two or more groups are playing in the same
hall the manager-director should coordinate the activities of
all groups, requiring all groups to perform the same activity
at the same time, and for the same length of time, unless this
responsibility is delegated to another. He should be the general
executive officer. He should be the leader.
A written program for each assembly should be prepared by
the manager-director or program committee and each team
captain should be given a copy or notified when his team will
be expected to "perform." The manager-director should have
it written down, preferably on a card carried in his pocket, for
quick reference if the occasion demands. The team captain
should likewise have a copy of the game or activity he is to
direct on his person, even though he knows it well.
If possible, one game or activity should leave the group in
formation for the next. The program should be arranged in
this way. If some of the events are very active they should be
interspersed with less active ones or ones in which most of
the participants "rest" most of the time.
If all scheduled teams, for lack of time or other reasons, are
unable to perform at an assembly, remaining ones should appear
first on the next program, and in the same order previously
assigned. Those teams which did perform should be given the
description of another activity which they are to learn and be
prepared to use when their time again appears on the program.
Activities or games which have been especially enjoyed should
be worked into the program often. Every few months a "special
night's program" may be made by having teams repeat such
numbers as have been especially enjoyed by the group in the
past. If special talent is found in the club, group, or community
it should be used to vary the programs from time to time.
It is much better to begin with very simple games, stunts or
songs which require no or very little equipment. It may be
better to continue for some time this class of activities. This
will be governed by the age, experience and/or judgment of the
manager-director and participants. The members of the club
or organization, as they progress, will modify this to suit them-
At each party or meet the manager-director or program com-
mittee chairman, whichever has been given the responsibility,
must have a description of as many different games or activities
as there are teams in one group. He will also need as many
copies of each as he has groups. To illustrate: If there are five
groups of four teams each, five copies of each of four games
would be needed.
Where two or more groups are to perform in a hall or on a
yard at the same time, all should perform the same game or
activity at the same time. Therefore, the team designated by
the same number in each group should be provided copies of
the same activity. This avoids having a very active game being
performed by one team while a slow game is being performed
by the other, with all the attention going to the active group.
Each team, led by the captain, must have handy all props,
equipment or materials needed in performing its game or activity
The team designated to perform next must take over the
group immediately after the preceding performance or they
will permit the group to scatter and get out of control.
When a large number, in one or more groups, are to perform
at the same time, a whistle will be needed. The manager-
director can use it to get the attention of the crowd when
needed, particularly at time of changing activities and at times
in performing. The best manager-directors use their whistles
the minimum number of times.
Rules to Follow in Conducting and Playing Games
Because all will be players and all are potential directors of
games, each should be taught or learn the following things which
a director must know, and his players observe.
1. Before formulating a program or directing a play, the
director should become familiar with the place in which the
playing will be done.
2. He should have a written program in hand or pocket for
ready, quick reference, if he is to direct or lead more than
3. He should know how to play, well, the game or games he
is to direct or lead.
4. The program should be arranged in such a way that at
the end of one game the players, as near as possible, are left
in formation for the next.
5. The program should be varied, if it is a long one.
6. The director or leader should know how and be "boss"
and allow no one to attempt to tell him how to do the job.
Players should not attempt to tell the director how to play
7. He should be patient-keep mentally cool at all times.
8. He should get the spirit of play-be gay, light-hearted.
9. He must keep things moving. When interest lags in a
game, start another-do something.
10. Instructions to the players should be made clear and
simple-demonstrated. Show how, when necessary.
11. He should have help, if needed. Use other members
12. The captain of a team should see that his team has
provided and has on hand all materials and props needed to
play their games.
13. The director should watch the slow ones-don't play
too fast for them.
(It may not be possible to play all games in any of these
programs at one meet, but should be if it is kept moving.)
Mildly Active Program
Pass It On
How Do You Like Your
Do As You Are Told
Reading the Mind
Water and Cracker Race
1. Pass It On
Equipment.-Small bells, bean bags, balls or other objects
that may be passed. Music, whistle.
Formation.-Players seated or standing in close circle.
Game.-While the music is being played, the bell is passed
quickly from hand to hand. When the music stops suddenly
(or whistle is blown), the player having the bell pays a penalty;
for the first offense-must pass the bell behind him; second
offense-must hold up one arm; third offense-both arms up.
Play fast. (5 minutes)
Fig. 2.-The young players enjoy "Hot Potato."
Formation.-Players are seated in a close circle with one
vacant seat, and one player-"it"-is in the center. (Be sure
you have sturdy chairs.)
Game.-The object of the game is for "it" to occupy the
vacant chair. The players try to prevent that by sliding around
the circle. The one who lets "it" obtain the seat takes his place.
Play fast. (10 minutes)
3. Hot Potato
Equipment.-An open handkerchief, bean bag or soft ball.
Formation.-Players stand (or sit) in a close circle, with
one player-"it"-in the center.
Game.-Players toss the handkerchief quickly from one to
another, around and across the circle. "It" tries to touch or
catch the handkerchief, and if successful, exchanges places
with the last player who touched it.
4. How Do You Like Your Neighbors?
Formation.-Players sit in a circle around the room. One
is "it" in the center.
Game.-"It" points to someone in the circle and asks, "How
do you like your neighbors ?" The one pointed at answers, "Not
at all." It asks, "Whom would you like ?" The player answers,
"Helen Thorn and John King," naming two players.
The players on each side of the player who was pointed to
must quickly change places with the players named, while "it"
tries to get one of the seats. (The player of whom the question
was asked does not move.) The player left without a seat
If a player likes his neighbors, everyone moves.
5. Numbers Change
Formation.-Players seated in a circle with one "it" in the
center. Everyone is numbered consecutively. Each newcomer
is given the next higher number.
Game.-"It" calls out two or more numbers, such as 3, 9, 17.
Players whose numbers have been called must instantly jump
up and exchange seats, during which "it" tries to take one of
the seats. Player left without a seat is "it" and calls out other
Variation.-"It" may be blindfolded and try either to touch
one of the moving players or to take one of the empty seats.
6. Do as You Are Told
The leader or director of the game stands and asks, "How
many of you can do as you are told to do? Let's everyone
stand and see if we can." The director then has them put
their hands on their head, their shoulders, their hips in succes-
sion. As he tells the members of the audience to place their
hands he places his own hands on some other part of the body
and members of the audience will do likewise instead of doing
as they are told. When any member of the audience does as
the director did and not as the director told him to do he falls
out of the game and sits down.
7. Animal Scramble
Place a piece of candy in the center of a large circle of players.
Give each player the name of an animal, saying that you will
tell a story of a trip through Africa and as the names of animals
are called they are to rush forward to see who can get the
candy first. Give each player the name "monkey" but lead
the group to believe that other names are being used. Insist
that they do not try to learn the names given their neighbors,
because there might be more than one of the same name.
Begin the story, "Once upon a time" etc., and continue until
you come to the word "MONKEY," when the entire circle makes
a dive for the candy.
8. Reading the Mind
The leader must have a secret helper. The leader explains
before he leaves the room that if, while he is gone, the players
will decide among themselves and all will be thinking of a
certain number when he comes back in he will, by feeling of
their heads, tell them what the number is. The number should
be 10 or less.
He leaves the room and upon a signal from the crowd he
returns to tell them what the number is. He passes around
among them, feeling of their temples. While doing this he
feels of the temples of his secret helper and the helper deliber-
ately and slowly grits his teeth as many times as the number
is. In this way he tells the leader what the number is. But
the leader passes on until he comes to someone who thinks
he is "smart" and then, after feeling of his temple, announces
what the number is. This gives the impression that this "smart"
person told. When a member of the audience thinks he knows
how the trick is played, let him try.
9. Three Sticks
The leader needs a secret helper or accomplice. The players
sit in a circle, and three objects are placed in a row in front
of the accomplice. The leader asks one of the players to touch
just one of the three objects on the floor while he is gone from
the room. On his return he goes up to the one who touched
the object and "reads his mind" by telling him which object
he touched. The leader intimates that the player is thinking
about the object he touched and thereby passes on the knowl-
edge to the leader.
The accomplice tells the leader, however, which object is the
one. If it is the one on the right of the accomplice he might
put his right hand to his cheek or rest his hand on his right
knee. If it is the one on the left he does the same with his
left hand. If it is in the center, he should do nothing at all.
A woman accomplice can indicate whether the book is the one
on her right or left by holding her beads or another object to
Fig. 3.-Keep your eye on the "Match Boxing" instead of the camera,
the right or to the left. Different players in turn are asked
to touch one of the objects and thus have their minds read.
If anyone thinks he has guessed the method by which this
is done he should not tell, but should go out of the room and
then come back and try to demonstrate. If the method is not
told, the game can be used many different times.
10. Match Boxing
The outer cover of a penny match box is needed. Players
stand in equal lines. The leader of each line places the match
box cover on his nose and at the word "go," without using his
hands, passes the match box to the nose of the next player in
line, and so on to the end of the line. If the box falls to the
floor it must be picked up with a nose. The line wins which
first passes the box to the end of the line.
11. Water and Cracker Race
Place an ordinary tumbler filled with water on a table, and
at the opposite side two plain soda crackers. Select two persons
and seat one in front of the tumbler and the other in front of
the crackers. Give the one who is to drink the water a teaspoon,
and let him try to drink the water with the spoon, one spoonful
at the time, before the other can eat the crackers, who can have
nothing to drink meanwhile.
12. Neck-Tie Race
Four or more girls are selected to come forward. Each chooses
a man as helper. The men are lined up facing their partners
at a distance of 10 yards. The men are directed to place their
hands behind them. At a starting signal each girl is directed
to run to her partner, take off his tie, and race to put it on again.
13. Shoe Race
All players are drawn up in two parallel lines 20 feet or more
apart. All pull off shoes and pile in middle of space between.
Shoes are then well mixed by the director of the game. When
all is ready the director blows the whistle and the players must
rush to the center, get their shoes, put them on and get back
into line as quickly as possible. The side which has all of its
players back in line with shoes on first is the winning side.
Anyone of the players can help a fellow player if this helps his
side to finish sooner.
14. Slipper Slap
Equipment.-A soft slipper or swatter made of a towel or
paper rolled up and firmly tied.
Formation.-Players stand in circles (of not more than 20),
with shoulders touching and hands held behind the back. One
player is "it" in the center.
Directions.-The slipper is passed from hand to hand around
behind the circle. Players take every opportunity to swat "it"
on the back with the slipper, instantly putting it behind the
circle and passing it on. When "it" catches any player with
the slipper in his hand, he exchanges places with the player.
15. Come Along
Formation.-Players stand in a large circle facing in, with
left hands extended forward. One player stands just within
the circle. Music, or whistle.
Game.-When the music starts, the player who was within
the circle starts to skip around close in front of the circle,
counter-clockwise, and clasps the left hand of another player.
Both continue skipping, the second player takes the hand of a
third and so on until a long string of players is skipping around
the circle. When the music stops or the whistle blows, they
all return to place. The last player selected starts the next
Outdoor or Indoor Program-Very Active
1. Getting Partners by Marching
2. Flying Dutchman (Too Late for Breakfast)
3. Three Deep
4. Basket Three Deep
5. Squirrel in a Tree
6. Hook-on Tag
7. Line Ball Relays
1. Down one side of line and up other
2. Over heads of players and up side
3. Roll or slide on floor between legs of
players and back up side
4. Roll down side and up over heads of players
5. Roll down one side and up the other side
8. Relay Races
3. Walking backward
4. Kangaroo hop
5. Single hop
9. Black Tom (very active)
10. Rabbit, Hunter and Gun (less active)
11. Advancing Statues (less active)
12. Black and White (very active)
1. Getting Partners by Marching
The simplest means of pairing off is to ask all the young
men to line up on one side of the room, the young ladies on the
other. The two lines march around and meet, turn up center,
the players side by side becoming partners. Keep marching and
swing in the direction needed to place either the boy or girl in
the inside of a double circle if needed.
2. Flying Dutchman (Too Late for Breakfast)
Formation.-Players clasp hands in a large circle. One extra
couple is "it" outside of the circle.
Game.-The game is started by the outside couple running
around the circle and slapping some pair of clasped hands. The
couple who has been touched immediately runs in the opposite
direction around the outside of the circle. The objective of
both couples is to reach the vacant place. The couple that
wins joins the circle and the other couple is "it" for the next
round in which they slap the hands of some other couple. Both
couples must keep hands joined while running. Have the boys
and girls alternate in the circle as much as possible. Change
after 5 or 10 minutes.
3. Three Deep
Formation.-A double circle of partners, one directly behind
the other, facing the center, with liberal intervals. Two extra
players, one "chaser" and one "it," stand outside the circle.
Game.-The object of the game is for the "chaser" to tag
"it." "It" may escape by jumping through the line in front
of some couple in the circle. This makes the circle at that
point three deep, and the third (rear) player instantly becomes
the new "it." To avoid capture he must step quickly through
the circle in front of some other couple.
Should the "chaser" tag "it," they reverse positions ("it"
becomes the "chaser" and the "chaser" becomes "it" without
any delay in the game.) "It" must stop in front of the first
couple to the right or left of where he enters the circle.
Note.-With inexperienced players, confusion is prevented if
the chase is conducted counter-clockwise and "it" is required
to step in front of the first couple to the right of where he enters
the circle. The game is more fun for all if "it" is required to
step in before passing more than four couples. (Avoid running
around the entire circle.)
4. Basket Three Deep
Divide the group into couples. Have each couple hold hands,
facing each other, to form a small circle of one couple. Two
extra players, one "chaser" and one "it," stand outside the
circles. At a signal "it" dodges into a circle and grabs the
hands of one in the circle of the opposite sex. The one whose
hands are not taken is out and will be chased by the "chaser"
until he is caught or is saved by dodging into another circle
and grabbing the hands of the one of the opposite sex. Any
time the "chaser" catches the one being chased, the one caught
becomes the "chaser" and the one who had been the "chaser"
becomes "it." They reverse positions and the play continues
If one sex only is playing, the "chaser" can grab the hands
of anyone in the circle.
5. Squirrel in a Tree
Formation.-All players except one to four form small circles
of four, with hands joined. Each group numbers off 1-2-3-4.
Number 1 of each circle steps inside and is the squirrel. The
other three players join hands and are a hollow tree. The trees
are scattered some distance apart. All of the extra players
are homeless squirrels.
Game.-At the blow of the whistle all squirrels change trees
and the homeless squirrels try to get in a vacant tree. All
squirrels not securing a tree become homeless. Repeat as many
times as desired.
To give others an opportunity to become squirrels, the squirrel
(No. 1) becomes part of the tree and No. 2 becomes the squirrel.
Play as many times as desired and No. 2 becomes part of the
tree and No. 3 becomes the squirrel. Play as many times as
desired and No. 4 becomes the squirrel and No. 3 becomes part
of the tree. Play as long as desired and then all four form a
circle again to be ready for another game.
6. Hook-on Tag
All players but two hook arms in couples. Of the two who
are free, one is "it" or chaser and the other the runner. The
runner may save himself by locking arms with either member
of any couple he chooses. Whenever he does so, the third party
of that group becomes runner and must save himself in like
manner. If the runner be tagged at any time, he becomes it,
or chaser, and the chaser becomes the runner.
To get the proper sport into this game, the couples should
run and twist and resort to any reasonable maneuvers to elude
the runner, who is liable at any time to lock arms with one
of them and so make the other a runner.
7. Line Relays
All relay races are conducted very much on the same order.
All players are drawn up in two or more parallel competing lines
Fig. 4.-Two's company, but "Three Deep" is a crowd.
facing the goal toward which the racers are to go. For the
ones named below, some object (a handkerchief, stick, etc.)
should be provided. This object should be carried to the goal
and back and delivered to the next racer. When all members
of a team have returned to their original position first, that
team has won the race.
Note.-Any other line relays desired can be played in same
Kangaroo relay (hopping on both feet)
Hopping relay (on one foot)
8. Line Ball Relays
Equipment.-Two or more basket or volley balls.
Players.-Any number. All players drawn up in two or
more competing parallel lines. A ball or other object should
be placed in hands of leader of each line. At blow of whistle
each time the game begins.
1. Ball down one side each line, back up the other as many
times as desired.
2. Down over heads of players and up the side.
3. Roll or slide ball on floor between legs of players and back
4. Roll down side and back up over heads.
5. Roll down one side and back up the other.
9. Black Tom
Two parallel lines are drawn on the ground, with a space of
from 30 to 50 feet between them. All of the players except
one stand beyond one of these lines. In the middle territory
between the lines the one player who is chosen to be "it" takes
his place, and cries, "Black Tom! Black Tom! Black Tom!"
repeating the words three times as here given. Whereupon, the
other players must all rush across to the opposite line, being
chased by the center player, who catches any that he can.
Anyone so caught joins him thereafter in chasing the others.
The particular characteristic of the game lies in the fact
that the center player, instead of saying, "Black Tom!" may
trick or tantalize the runners by crying out "Yellow Tom,"
"Blue Tom," "Red Tom," or anything else that he chooses. Any
player who starts to run upon such a false alarm is considered
captive and must join the players in the center. This is also
true for any player who starts before the third repetition of
10. Rabbit, Hunter and Gun
All players drawn up in two parallel lines 20 feet apart facing
each other. Three or more captains are chosen for each side.
The director then explains to all that the captains will get
together before each play and decide secretly what their side
will imitate when whistle is blown by the director. They may
decide it will be rabbit or hunter or gun. They then quickly
inform (secretly) all players on their side. If it is rabbit, all
players on that side at the blow of the whistle will throw their
hands to their heads with thumbs resting aside their heads
just above the ears and wave their fingers like a rabbit's large
ears. If it be hunter, each player places both his hands on his
hips and stands up straight. If it be gun each player raises
both hands like he is firing a gun.
If one side takes "rabbit" and the other "hunter" the rabbit
takes the score of two points.
If one side takes "hunter" and the other "gun" the hunter
takes the count of two points.
If one side takes "gun" and the other "rabbit" the gun takes
the count of two points.
At any time when all players on a side do the same thing
(as told), that side scores an additional point.
After each play the captains will reassemble to decide what
their side will do next and continue the game as long as desired.
The side first scoring 11 points wins the game.
11. Advancing Statues
Advancing Statues, or Progression, is a game in which a
large number may take part, although it is also suitable for
small groups. The players start from one end of the playing
space. The leader is stationed at the other end. He explains
to them that they may progress towards him and towards the
goal line on which he stands, but they may advance only when
his back is turned. It is also required that when the leader
turns around and faces the advancing players, they must
instantly stop and assume some statue-like attitude. This
statuesque pose must be held until the leader again turns his
back to the group, when they are at liberty to advance.
The leader should frequently and suddenly turn toward his
"statues" and if he discovers one in the act of advancing, or
showing any movement, he sends him back to the starting line.
The first of the "advancing statues" to cross the goal line wins.
The players should offer a great variety of poses, and if any
two are alike in their positions both may be sent back to the
starting line as a penalty.
12. Black and White
This game is played with a three-inch cube of wood which
has been painted white on three of its surfaces and black on
the other three surfaces. The players are divided into two
equal groups. One group is called the "Blacks" and the other
the "Whites." Two goals are chosen, one for the "Blacks"
and one for the "Whites," equally distant from a center divid-
ing line. The "Blacks" stand on a line parallel to the center
line, five feet to the right of the leader, and the "Whites" on
a similar line five feet to the left of the leader.
The leader tosses the cube up and when it falls to the ground,
if a white surface is up, the "Whites" must run for their goal.
If the cube falls with a black surface up, the "Blacks" must
run for their goal, the "Whites" chasing them. Players who
are tagged must go over to their opponents' team and there-
after assist in catching players on the other team. The game
ends when all the "Blacks" have been caught by the "Whites"
or vice versa.
Note.-This game develops alertness and concentration.
Indoor-Any Number of Players
(Where very little motion is possible.)
1. Instant Introduction 7. Hands Over Head
2. Laughing Handkerchief 8. This Is My Nose
3. Sneeze Concert 9. Simon Says
4. Do as You Are Told 10. Hand Slap
5. Line Ball Relays 11. Slap the Duck
6. Birds Fly 12. Reading the Mind
1. Instant Introduction
Tell the audience your last name (or first name), and say
that you want to know each person's name, and to save time,
when you have counted 1-2-3, everyone is to shout his own
name just as loudly as possible. Everyone is then introduced.
2. Laughing Handkerchief
Have ready a large open handkerchief and announce that
everyone is to laugh lustily while the handkerchief is thrown
in the air but to stop laughing the instant it touches the floor.
Throw it quickly. (Play only three to four throws.)
.3. Sneeze Concert
Divide the audience into three convenient sections. Then
announce these directions for a gigantic community sneeze.
When you have counted three, everyone present is to throw
back his head, open wide his mouth, and-
Section 1 will shout "Hish"; Section 2 will shout "Hash"-
Section 3 will shout "Choo"-all at the same time, as loudly
4. Do as You Are Told
(See Program 1.)
5. Line Ball Relays
Two or more parallel lines of any number of players. A ball
or other object for each line is used. Position of players:
sitting. (Best two out of three times wins.) Can be repeated
with players standing.
1. Pass down side of line and back up other with one hand.
2. Pass down side of line and back up other with both hands.
3. Pass down over head and back on side, one hand.
4. Pass down over head and back on side, both hands.
5. Pass down over head and return over head, both hands.
6. Birds Fly
The audience is asked to stand and be ready to flap their
arms up and down when the director names a bird that flies.
If they flap their arms when he names something that does
not fly, they drop out of the game. The side having the largest
number of players still playing at the close wins the game.
The leader stands in a prominent position and gives various
commands in quick succession: "Ducks fly," "Bats fly," "Goats
fly," flapping his arms at every command. (Limit 3 minutes.)
A few suggestions follow:
ducks pigs owls cats
parrots rabbits robins mice
goats doves frogs snakes
geese horses turkeys larks
mules bats bears crows
whales beetles squirrels hornets
7. Hands Over Head
A leader and his accomplice are necessary to this mystifying
game. The leader leaves the room while his accomplice passes
around among the players, occasionally stopping in front of one
of them, and with hands extended over the player's head, says,
"Hands over head." The leader answers from without, "Hands
over head." The accomplice continues around the circle in like
manner, until finally he stops in front of a player, and with
hands extended says, "Hands over head, and rest upon-"
"John Smith," the leader from without naming the person over
whom the hands are extended.
The trick: The accomplice places his hands over the head
of the person before whom he has been standing at the time
the leader withdraws from the room.
8. This Is My Nose
The leader says, for instance, "This is my nose," but points
to his ankle. The one in the group to whom he has pointed
must point to his nose and say, "This is my ankle" before the
leader can count 10, or he must go down on his knees until a
correct answer later reinstates him. The leader continues in
similar fashion, pointing to various parts of his body, calling
each by the name of some other part. In a large group, it is
a good plan to have from five to 10 people facing the audience,
with the leader using them as his "class in mental gymnastics."
9. Simon Says
Played in circle or on table. Leader selected. Start game by
leader saying. "Simon says 'Thumbs up' and putting thumbs
up. All players must do same. Should leader say "Thumbs
down" and turn them down, players should not place thumbs
down. They only change to another position when leader uses
the words "Simon says" before command is given. First player
missing becomes leader.
10. Hand Slap
Two players face each other. Number one extends hands
in front of him, palms upward. Number two places hands
palms down on top of number one's. Number one quickly
draws either hand and strikes number two's hands. If success-
ful, repeat. Continue until unsuccessful, then change position
of hands and number two strikes number one's hands. Con-
tinue as long as desired.
11. Slap the Duck
Players in two lines, couples facing each other. Members of
couples facing each other if lines can't be formed. One of the
couple (the girl first) holds hands out in front, arms stiff and
palms turned toward each other. The other passes his head
between hands of the first. The first closes the space between
her hands, attempting to slap the other. Repeat several times,
or until the effort is successful. Reverse the players, allowing
the others to attempt the slap. (Arms must always be kept
12. Reading the Mind
(See Program 1.)
Indoor-Very Active Games
1. Black Tom 7. Wireless
2. Rabbit, Hunter and Gun 8. Squirrel in a Tree
3. Back-to-Back Tag 9. Rabbit in Hollow Tree
4. Line Ball Relays 10. Poison
5. Shoe Scramble or Race 11. Popularity
6. Getting Crowd in Circle 12. Grand March
1. Black Tom
(See Program 2.)
2. Rabbit, Hunter and Gun
(See Program 2.)
3. Back-to-Back Tag
Back-to-back tag is played in a small area. Two players lock
arms back to back. One extra player is "it." Each time whistle
is blown, players change. The extra player attempts to get
back-to-back on the change. The one player left is "it" for
the next game.
4. Line Ball Relays
(See Program 2.)
5. Shoe Race or Scramble
(See Program 1.)
6. Getting Partners by Marching
(See Program 2.)
7. Wireless or Electric Shock
Group stands or sits in circle. "It" is in center. All players
hold hands and at signal one player squeezes the next person's
hand. The squeeze is passed along and may change direction
at any time. Player in center attempts to detect position of
shock. Player caught becomes "it."
8. Squirrel in a Tree
(See Program 2.)
9. Rabbit in a Hollow Tree
The players stand in groups of three with their hands on each
other's shoulders, each group making a small circle which rep-
resents a hollow tree. In each "tree" is a player who takes
the part of "rabbit." There should be one more "rabbit" than
the number of "trees." One player is also chosen for "dog."
The "dog" chases the odd "rabbit," who may take refuge in
any "tree," always running in and out under the arms of the
players forming the tree. The "rabbit" already there must
run for another tree. Whenever the "dog" catches a "rabbit"
they change places, the "dog" becoming the "rabbit" and the
"rabbit" the "dog." If at any time a "tree" is empty, the "dog"
may become a "rabbit" by finding shelter in this empty tree,
whereupon the odd "rabbit" must take the part of the "dog."
Players form a circle. A penny or other object is given to
one player in the circle. At signal to start playing, the
object is passed rapidly from one player to the other. Whoever
has possession of the object when the music stops, or whistle
is blown, is "poisoned" and must drop out. No player is allowed
to hesitate in receiving the object when it is passed to him.
When only two players are left they pass the object back and
forth to one another until the music stops, and one of them
is thus "poisoned." For a large group several articles should
be kept moving.
A double circle in couples with the sex having the largest
number present on the inside. In couples all move counter-
clockwise until whistle blows. The odd or surplus players should
stand in the center. The inside circle reverses and marches
clockwise while the outside circle continues to march counter-
clockwise. When whistle is blown next time the inside circle
reverses itself again, each taking a new partner from the out-
side circle. At the time this change takes place those in center
dart in and take themselves a partner from those in the outside
circle. Those not getting a partner retreat to the center. The
play is repeated as many times as desired.
12. Grand March-Simple Form
1. Men form single line on one side of hall and women form
single line on the other, both facing in the same direction. They
usually face in the direction toward the person directing it,
if a director is used.
2. When music begins, the lines march toward the end of
the hall until the leaders of both lines are even with the director,
or at the end of hall. Turn at right angles, marching across
the end of hall. One line marches across hall in front of the
director and the other in back of him, or they pass each other.
Upon reaching the side (wall) of hall the marchers turn at
right angles again and march in single file down the side of
hall until they reach the end, at which time the leaders turn
at right angles and march toward each other.
3. Grand Right and Left.-As leaders meet they clasp right
hands and swing each other one-half swing, each grasping the
left hand of the second marcher in line with his own left hand
and making half swing, then repeating with third marcher with
right hand and fourth with left, and continuing in like manner
on through the line, changing partners at each half swing.
Every marcher follows suit. After going through the line,
marching continues in single file up the side and across the end
of the hall until leaders meet again. And then repeat the entire
performance, meeting back at the end of hall from which the
swinging began. (Step 3 is sometimes omitted when first learn-
ing the march.)
4. As the leaders of the two lines meet they join right and
left hands (or arms) and march up the center and to the opposite
end of the hall as a couple, and all others do likewise, falling
in behind the leading couple and keeping a straight line. Upon
reaching the end of the hall the first couple turns to the right,
the second couple to the left, and all other couples turn in
alternate directions. Thus two lines of couples march to the
wall and on down the sides of the hall to the other end, and turn,
face and march toward each other.
5. The Arch or Tunnel.-As the two lines approach each
other (couples holding hands), those in one line (it doesn't
matter which) raise their hands, forming an arch or tunnel
(continuing to march), while couples (holding hands) in the
other line stoop and march under the arch or through the tunnel.
After the arch or tunnel march is completed, lines of couples
lower hands or straighten up and continue march up side to
end of hall (leading couples followed by others), turn and march
toward each other again. Upon meeting, the arch or tunnel
figure is repeated with the line going under the arch or through
the tunnel the first time forming the arch or tunnel and the
other line going through. They continue march back to the
other end of hall, turn, face each other and come together again.
6. Up in Fours.-The lead couples, upon meeting, turn, face
the opposite end of the hall, join, making a line of four, and
march four abreast (two couples) up the center of the hall.
The other couples do likewise, following the leaders.
7. Upon reaching the end of the hall, the one on the right
end of line (single file) turns to right and the other three, to-
gether, turn to the left, march to the wall, turn and march back
down the side of the hall to the opposite end, turn and march
toward the center, join upon coming together and the four
abreast march back up center of hall to the opposite end again.
All others do likewise, following leaders up center of hall. Upon
reaching end of hall, the one on the left turns left and marches
in single file, and the three on right turn right, marching back
down the other side. Upon meeting this time, all four come
back down center of hall to opposite end as before. Upon reach-
ing end of hall this time the couples on right turn to right
and the couples on left turn to left and march back down sides
of hall in couples. At end of hall, leading couples turn and
march toward each other, followed by others.
8. Over-and-Under.-Upon meeting, one of the lead couples
(it doesn't matter which) holds up its hands and the other lead
couple stoops and goes under. The lead couple meeting the
second couple in line does the opposite of what it did before
and continues on through the line, going over one couple and
under the hands of the next. Each couple in line follows suit,
alternating over and under.
Upon finishing this performance the players straighten out
and march on down the side to end of hall. The lead couples
turn, face, and march toward each other, followed by others in
line when they reach end of hall. Upon meeting, repeat the
performance, the lead couple that went over before stooping
and going under the upraised hands of the other lead couple
this time and then alternating with succeeding couples. Upon
finishing performance the march is continued down the side to
end of hall, lead couples turn, face, and march toward each
other, followed by all other couples. (This performance is some-
times left off if it is thought to be too difficult for those
9. Upon coming together the lines join, marching back up
center of hall in lines of four abreast again. Upon reaching
end of hall the first four turn to right and second four to the
left, followed by other fours going in alternate directions. The
lines march down the opposite sides of the hall to the other
end, turn, face, and march toward each other.
10. Upon meeting, the leading fours join and march up center
of hall toward the other end in lines eight abreast. Other fours
follow suit. Upon reaching other end of hall, lines halt, with
at least arm's length between the lines, continuing to keep time
11. The Snake's Trail.-The left end of the first line moves
forward, swinging around the right end of its own line, marching
back between its own line and the second line, thence on around
left end of second line. The right end of first line picks up left
end of second line. The leader, followed by line, marches between
second and third line and continuing in like manner makes a
double swing between lines and always around left end of the
next line. This will always enable the right end of one line to
hook up with the left end of next line. (This must always be
done in order to have one man and one woman together in line
and keep all facing the same way.) As the lead end of the line
comes out of the snake trail, a large circle is formed in other
end of hall.
12. As the circle is formed the leader winds them up tight
like a coil, then reverses and unwinds them and brings the
marchers out in a large circle, all lines joining ends, with all
marchers facing inside the circle. The march is finished.
Notes.-(1) Once in motion, the marchers should never be
still-should at least keep time with music. (2) There should
always be approximately one arm's length between the marcher
and the one in front of him. (3) The marchers should stand
and march erect, keeping time.
The Grand March Program
1. Begin grand march.
2. Grand right and left, twice.
3. Form double circle.
4. Popularity (see Program 4).
5. Break circle at foot of hall, form double line up center of
hall, halt, boys face girls.
6. Slap the Duck (see Program 3).
7. Face head of hall, continue march to head, then one
couple to right and one to left, etc., to foot of hall.
8. When double lines meet, keep marching, forming "arch"
or "tunnel" two times.
9. When double lines meet at foot of hall, up in fours.
10. When up center of hall, form circles of four and play
Squirrel in a Tree (see Program 2).
11. Form lines of four again and continue march.
12. Split line, one marching down right and three down left
of hall to foot and up in fours again.
13. Split line, one down left and three down right and up
in fours again.
14. Split line in center, two down each side of hall.
15. Over and Under at foot and again at head of hall.
16. Up in fours, halt in center of hall, form circles of four
again and play Rabbit in a Hollow Tree (see Program 4).
17. Back in lines of four, continue march, first four to right
and second four to left, etc., on down the line.
18. Two lines of four join, up in eights.
19. Halt in center of hall, form circles of eight and play Pass
It On (see Program 1) and Wireless (see Program 4).
20. Back in lines of eight, march and at head of hall first
eight to right and each line following, going in opposite direction
from one in front of it.
21. Lines of eight meet, form lines of 16 and march toward
head of hall.
22. Lines halt, one arm's length from line in front.
23. March, forming the snake's trail, wind and unwind.
24. Keep marching, form large circle, halt and clap hands.
(From games taught by Anne Livingston and Ralph M.
Studebaker in Institutes during summer of 1948.)
Very Active Games, Indoors
1. Change Ends 7. Find Your Partner and
2. Keep It Up Stoop
3. Happy Hooligan Relays 8. Chair Relay in Doubles
4. Hunter, Rabbit and Gun 9. Last Two Couples Out
5. Pass and Change 10. I Want To Be Happy
6. How Do You Do and 11. Slide and Clap
Goodbye 12. I've Been Working on the
1. Change Ends
Two teams compete at a time in this game. Each team lines
up with the players abreast of each other. A two-foot circle
is drawn at the head and foot of each line. A block is placed
in the head circle for each team. Players on each team are
numbered consecutively, the two teams having the same num-
bers. When a player's number is called, he runs to the circle
with the block in it, transfers it to the circle at the opposite
end of his line and returns to position. The team of the first
player finishing receives one point. Play until one team has
won 10 points.
2. Keep It Up
Two teams of equal number. One player on each team has
a volleyball or playball. On signal from leader, player holding
ball in each group tosses the ball of that group into the air.
The ball is then volleyed (batted preferably with two hands,
not thrown) from one player to another of the team without
any special order until it strikes the ground. Each time the ball
is tapped by one of the players, the whole group calls aloud
1, 2, 3, etc. The ball is not declared dead when it hits the
ground, but is put immediately into play and players count from
the number last called. Play for three to five minutes and
group having volleyed the ball the largest number of times is
declared the winner.
Variation.-The ball may be declared dead and a new game
begins and scoring starts from one when it hits the ground or
some obstacle. The contest continues from five to 10 minutes.
Each group keeps a count of its best score. The highest score
determines the winning team at the end of the contest.
3. Happy Hooligan Relay
Two or more lines formed of equal numbers. One player
back of the other in each line. Small can or piece of wood used.
At starting signal block is placed on head of lead player, who
walks to goal and returns to starting line, giving next player
the block. If dropped, block must be returned to head before
continuing. First line finished is the winner.
4. Rabbit, Hunter and Gun
(See Program 2.)
5. Pass and Change
Single circle, players facing center. Number off. One player
steps to center of circle with a ball and is "It." "It" calls two
numbers and passes the ball to someone in the circle who im-
mediately returns it to "It." The players whose numbers were
called run to exchange places. "It" tries to hit one of the players
who are exchanging places. If he succeeds in hitting a player
before he arrives at his new position, the player becomes "It."
If he fails to hit a player, he remains "It."
Variation.-If players are too young to count, have them call
names and play as above.
6. How Do You Do and Good Bye
Single circle facing center-one extra person in center. Player
walks around inside circle until signal is given, such as chord
on piano or one blast of a whistle, etc. At this time, person
stops and introduces himself to nearest person in circle, gets
name of this person and the two, joining hands, walk around
the inside of the circle talking. When a second signal is given,
i.e., a discord or two blasts of whistle, the two say "good bye"
to each other and walk single file around the inside of the circle.
When the next signal is given (chord, etc.) both players intro-
duce themselves to players nearest and the two couples walk
and talk, continue on introducing selves on first signal and saying
good bye and walking alone when a second signal is given until
all are in couples, walking and talking.
Note.-They are now in position for a couple game.
7. Find Your Partner and Stoop
Double circle facing counter-clockwise, girls in inner circle.
While music is played players march in same direction. At
signal (whistle blows) the men face about and walk in opposite
direction. When leader calls, "Snow Storm," each player, re-
gardless of where he is, runs to original partner. They join
both hands and both stoop. On command from leader the
couples fall back into line of march, every man says "farewell"
to partner, moves up one place and introduces himself to a new
lady. Repeat from beginning.
8. Chair Relay in Doubles
Players form two lines of couples standing in relay formation.
A folding chair for each line is laid closed on the floor at a
distance of several feet. At the "Go" signal the first couple
in each line runs to the chair. The gentleman picks up the
chair, opens it, seats the lady, helps her up, closes it, drops it
and returns, tagging the next couple who do the same. In re-
turning, the girl should go to the left of the line and the boy to
the right to avoid collision. The line finishing first wins.
9. Last Two Couples Out
Players are lined up in couples in file formation. One person
stands at head of line and is "It." All face forward. "It"
calls, "Last two couples out" and the last two couples separate,
one member of each couple running up each side of the line. They
try to join hands again with their partners without being tagged
by "It" who is not allowed to move until the four runners pass
the head of the line. If "It" tags a player, that person becomes
his partner and the person left without a partner is "It." Any
two persons can get together as partners of the extra ones who
are running. The newly formed couple and the other couple
who ran step to the head of the line with the "It" in front. If
"It" fails to tag a person before the couples join hands, he is
10. I Want To Be Happy
Music.-Anchors Aweigh, She'll Be Coming Around the Moun-
Formation.-Couples, lady to right of partner and with inside
hands joined. Couples facing couples all around circle.
Calls: 1. Circle to the left (1-2-3-4-5-6-7-8).
2. Circle to the right.
3. Right hands across (gentleman with gentleman, lady
4. Left hands across.
5. Swing your opposite.
6. Swing your partner.
7. Forward and back.
8. Forward and through.
Note.-All figures have eight beats. Call "1" before beginning
dance, and all other figures on 7th and 8th beats preceding
change of motion. Repeat indefinitely.
11. Slide and Clap
Music.-Same as for "I Want To Be Happy."
Formation.-Double circle, partners facing each other with
both hands joined. Men begin with left feet (they are in inner
circle), ladies begin with right feet.
Action: 1. Three sliding steps, clap own hands once.
2. Three sliding steps back to place-clap own hands
3. Clap left hands together; clap own hands together
once; clap right hands together; clap own hands
4. Turn once around in place with four steps. Repeat
all but on "4" only, the ladies turn around in place
-while they are turning the men walk four small
steps to their own left to face a new partner (the
lady standing beside her partner). Repeat all
12. I've Been Working on the Railroad
Formation.-Double circle, gentleman with lady to right;
inside hands joined with partner.
Words: 1. I've been working on the railroad
2. All the live long day-Hey!
3. I've been working on the railroad
4. Just to pass the time away-Hey!
5. Don't you hear those whistles blowing
6. Rise up so early in the morn-Hey!
7. Don't you hear the Captain shoutin'
8. Dinah, blow that horn-Whoo-Whoo!
Chorus: Dinah won't you blow, Dinah won't you blow, Dinah
won't you blow that horn-horn-horn.
Dinah won't you blow, Dinah won't you blow, Dinah
won't you blow that horn-whoo-whoo!
Action: 1. Walk forward in line of direction eight steps with
2. Place left heel forward, pointing toe upward, jump-
ing on right foot at same time (count 1)-reverse
position placing right heel forward, pointing toe
upward; jump on left foot (count 2), bend both
knees (count 3); face partner and shout "Hey"
3-4-5-6. Repeat 1 and 2 twice.
7. Repeat 1.
8. Repeat 2 but shout "whoo-whoo" instead of "hey"
and pull imaginary whistle.
Chours: Release partners' hands and step in, single circle facing
All boys step in front of partners. All place right hands
on shoulders (right) of person in front and march
around, singing. Left hands move freely to demon-
strate movement of wheels of train.
When the imaginary cord is pulled for the "whoo-whoo,"
all men step forward to join a new partner-the one
directly in front.
Repeat from beginning indefinitely.
PROGRAM 7 MUSIC
American Heritage of Song
1. Indian Music (b) O'Dem Golden Slippers
(a) Hiawatha's Wooing (c) Lil' Liza Jane
(b) Indian Melody (d) Levee Song
2. American Negro Folk Songs 3. American Cowboy Songs
(a) Swing Low, Sweet (a) Old Chisholm Trail
Chariot (b) Home on the Range
4. Songs of the Early
(a) Drink to Me Only with
(b) Oh, No, John, No
(c) Comin' Through the Rye
(d) Auld Lang Syne
(e) Loch Lomond
(f) Scotland's Burnin'
(g) Believe Me, If All Those
5. Patriotic Songs
(a) Yankee Doodle
(c) Battle Hymn of the
(e) America the Beautiful
(f) Star Spangled Banner
6. Songs of the Pioneers
(a) Home Sweet Home
(c) Long, Long Ago
(d) Reuben and Rachel
7. Songs of the Eighteenth
(a) Grandfather's Clock
(b) In the Gloaming
(c) Stars of the Summer
(d) Bullfrog on the Bank
(e) Church in the Wildwood
20 Points for Song Leaders
1. Start with a song that the crowd knows and likes to sing.
2. Announce your song clearly and definitely.
3. Be sure that the pitch or tone on which song is to be started
4. Get your singers all "set" for the start of the song-leave
no doubt in the minds of the audience that now is the time you
are going to start to sing.
5. Give a sharp, decisive movement which will bring every-
body in on the first tone.
6. A clear-cut release or ending of a song is no less important
than a good attack.
7. Always maintain variety in the choice of songs.
8. For the final song, choose one that will make an appropriate
and effective ending.
9. In selecting the accompanist for community singing, pref-
erably get one who can play most of the songs from memory.
10. Have an understanding regarding what is to be used as
an introduction. Generally it is sufficient to have the pianist
play merely the tonic chord in the particular key. Otherwise,
the audience is liable to mistake the start of the piano for the
start of the song.
11. Have the piano so placed that the accompanist can see
12. Do not neglect any part of your audience during the
leading of a song.
13. Think of your audience as individuals and not as a col-
lective mass; and treat them as individuals.
14. Where the crowd is restless or tired, use a play song or
15. In acknowledging requests, don't hesitate to "hear" the
one that you think will go best at that point.
16. If the singing occupies only part of a program, consider
proportions; don't use more than your share of the time.
17. Always arrange to have the song leader properly in-
18. In singing at a banquet, see to it that the songs come
between the courses.
19. At a banquet the song leader should have his place at
the table with the other guests, preferably at the speaker's table.
20. Be on the lookout for promising soloists or groups in your
audience who can be called on to sing a verse or chorus alone
to give variety to the general singing.
Places Some Reference Books Can Be Secured
National Recreation Association, 315 Fourth Ave., New York
10, N. Y.
1. Stunts and Entertainment
2. Plans and Programs
3. Home Play
4. Singing America
5. Recreation for Men
6. Musical Mixers and Simple Square Dances
7. Rural Recreation
8. Games for Children
9. Games for Quiet Hours and Small Spaces
10. Fun for Threesomes
11. Partners in Play
12. Games for Men and Boys
13. 88 Successful Play Activities
14. Let's Sing the Same Songs
Macmillan Company, New York, N. Y.
Games by Bancroft
Department of Labor, Children's Department, Washington, D. C.
Handbook for Recreation Leaders
Associated Press, New York, New York
Parties, Musical Mixers and Square Dances
Amsco Music Sales, New York, New York
Prudential Insurance Company, Newark, New Jersey
Cable Piano Company, Atlanta, Georgia
101 Songs with Piano Accompaniment
Index of Games Described
Advancing Statues ........................ 17 Last Two Couples Out ................ 29
Animal Scramble ..........----............ 9 Laughing Handkerchief ............. 19
Back-to-Back Tag .......................... 22 Line Ball Relays ..... --......... 16, 19
Basket Three Deep ................ ........ 14 Line Relays ......... ........................ 15
Birds Fly .............. .................-..- 19 M atch Boxing ............................... 11
Black and W hite ............................ 18 Neck-Tie Race .-............................ 11
Black Tom ........- .......... .--.-.............. 16 N um bers Change ............................ 8
Chair Relay in Doubles ................ 29 Pass and Change ........................ 28
Change Ends ............-- ..... ....... .... 27 Pass It On ........-..-..... -- .......... 7
Com e Along --............. ..... .......... 12 Poison ........................ ..................... 22
Do as You Are Told ...... ........ .. 9 Popularity .................... ..... ......... 29
Find Your Partner and Stoop .... 29 Rabbit, Hunter and Gun .............. 17
Flying Dutchman ............................ 13 Rabbit in a Hollow Tree ............. 22
Grand March .......................... 23 Reading the Mind .....-.................. 9
Getting Partners by Marching.... 13 Scoot ..........................----- 8
Hand Slap ............. ..............-- 21 Shoe Race ............... .............-- 11
Hands Over Head .........-----........... 20 Simon Says .......................-....-.. 20
Happy Hooligan Relay ............. 28 Slap the Duck ......................... 21
Hook-on Tag .................... ....... ..----- .. 15 Slide and Clap .......- .......... ........ 30
H ot Potato ......... ....................... 8 Slipper Slap -..........- .......... .... 12
How Do You Do and Good Bye?.. 28 Sneeze Concert ..............- ....... 19
How Do You Like Your Neigh- Squirrel in a Tree ..........--.... 14
bors? ................-- .............. 8 This Is M y Nose ................--. 20
Instant Introduction ...................... 18 Three Deep ............ .............. 13
I've Been Working on the Three Sticks ......... ..............--- 10
Railroad .............................. 30 Too Late for Breakfast ........... 13
I Want to Be Happy .................... 30 Water and Cracker Race ............. 11
Keep It Up ...............----............... 27 Wireless or Electric Shock .........- 22
COOPERATIVE EXTENSION WORK IN
AGRICULTURE AND HOME ECONOMICS
(Acts of May 8 and June 30, 1914)
AGRICULTURAL EXTENSION SERVICE, UNIVERSITY OF FLORIDA
FLORIDA STATE UNIVERSITY, AND UNITED STATES
DEPARTMENT OF AGRICULTURE, COOPERATING
H. G. CLAYTON, DIRECTOR