Reliving our History
About The Project Our 1930s Camp Woodcraft Folk History Resources

The Republic of Children CoverGames for Camp and the open

Taken from The Republic of Children by Leslie Paul

55. Kingy
Suitable for a playground or meadow. Each player carries a number. One player holds the ball and throws it either against a wall (when the game is played in a playground) or as high into the air as he can (when the game is played in a meadow) and calls the number of another boy. The boy whose number is
called must run and retrieve the ball. Until he has bounced it three times the other players can keep on running away.

As soon as it is bounced they must stand still. "Kingy" then throws the ball in an attempt to hit a player. If Kingy fails to hit a player, he must try again, but as soon as he runs for the ball the others can run too and can hit the ball with clenched fist but are not allowed to handle it or kick it. Once a player has been hit he joins Kingy and attempts to catch any of remaining players by hitting them with the ball. The last player to be caught throws the ball against the wall again. When playing in a meadow, boundaries should be arranged beyond which the players cannot run.

56. Running the snake
One player is chosen as "it." He is placed in a base. He must link his fingers in front of him and run from the base touch any child he can. When he does so he and the player touched run back to the base or "pot." If, in trying to cat a child the player unlinks his fingers he must run back to base, and the other players can beat him as he runs with caps or rolled newspapers or similar weapons. The first child caught links hands with the first player, and together they chase catch another player. As soon as anyone is caught the "snake” breaks hands and all run for the base, to be beaten on the way. Again, if they break accidentally, they must run for the base. They can also be forcibly broken. When the chain has got long enough an uncaught player can run for the middle of it and throw himself against two linked hands, and if he forces them apart the snake's back is broken and "it" must break apart and the players run the gauntlet to the base. Only the hands at either end of the chain can touch and capture a player. The last player caught is "it" for the next game.

57. Release
Two teams are formed. Each marks out its own base which it need not make known to the other side. One player is left in charge of the base. The remaining players hunt for their oppo¬nents. An opponent is captured by tapping him three times on the head, and he is then escorted back to the base where he remains a prisoner. The prisoners can be released by one of their own side running to the base and touching them. Where there is more than one prisoner they can link hands and stretch away from the base towards their rescuer so long as one foot of one prisoner rests in the base.

The game ends when the whole of one side is caught or both sides are exhausted.

58. Jack, Jack, Show a Light
This is a game to play at night. Jack is given a flash lamp and is allowed the run of a field or wood. The other players must spread out over the field or through the wood as they please. Their task is to catch Jack. Jack must show his light whenever a player shouts "Jack, Jack, show your light!" but after once showing it he need not show it again for thirty seconds. In the meantime he runs, of course. From the flashing of the light the others must track down the player. The first one to touch him changes places with him.

59. Listening Post
This is another game for night play. Two teams are picked. One team is the listening post, the other the cattle rustlers. The cattle rustlers have to get from one point to another in the field or wood without being touched. In order to stop them the other team spreads out its players who are instructed to hide and keep quiet and to spring out and touch opponents when they approach.

60. Golden Fleece
Assemble the group and explain that the "Golden Fleece" a gaily coloured scarf which you hold in your hand-has got to be guarded by the camp as essential to the well-being of tribe. It will be hung on a pole near the totem, and it is every body's job to preserve it intact. Explain further that it rumoured that there is a traitor in the camp who is going make an attempt to steal the Golden Fleece. Fix certain boundaries beyond which the Fleece has to be carried. Half an hour or an hour later tell someone he is the thief. He has then scheme to remove the Fleece in his own time. A time limit be fixed or the game can last all day.

61. Stealing Sticks
Divide the field in half-by stakes or marking out with lime- and mark a prison at each side of the centre line and pens for sticks-say three sticks in each pen-at each end of the field. Divide into two teams. The game is for each side to try and steal the other side's sticks without losing its own. Once a player gets into his opponent's half he is liable to be caught. If caught he is put in the prison. Each side usually appoints one member to guard the sticks and another to guard prisoners. The prisoners can be released by one member their own side touching them, or by stretching out with link hands from the prison to release themselves by touching their own territory. Only one raider can be caught at a time, must be escorted to the prison before the one who caught can catch anyone else. Only one stick can be taken at a time but the moment you seize a stick you are entitled to walk unmolested to your own territory. The game ends when one side has all the sticks.

62. Bobbing the Blob
A small circle is drawn on the playground, or a small object like a box or camp stool put down in a field. The players link hands round it. The object of each player is to pull someone else within the circle, or make them touch the object, but to resist being made to do so himself. The players keep moving, round in a circle. Every player to touch the object or step within the circle falls out. Game ends when only one player is left in.

63. Baiting the Bear
The "bear" has a balloon tied to his back. The other players are armed with rolled-up newspapers or straw batons, and they attempt to break the balloon. However, they wear caps and the bear is also armed with a rolled newspaper. He attempts to knock off the cap of anyone who attacks him. A player whose cap is knocked off loses a life. When he has lost two lives be retires. If anyone breaks the balloon he takes the place of the bear.

64. Bear Baiting-Another Version
A stake is driven into the ground, and two lengths of rope¬ each, say, five yards long-attached to it. One boy is attached by the waist or ankle to each length of rope. Both boys are blindfolded, and one is given a tin with some stones in, which he must rattle, and another is given a rolled-up newspaper. The boy with the rattle is the "bear," the baiter is guided to him by the sound of the rattle. When he finds him he is entitled to whack him.

65. Bear Baiting-A Third Version
A circle is drawn on the floor. That is the bear's pen. The bear is attached by a cord or rope from his wrist to his master's wrist. The master is armed with a rolled-up newspaper. The remaining players, also armed with rolled-up newspapers, attempt to dash in and belabour the bear, who must squat on his haunches. The master protects them, and if he hits a player three times that player must retire. But in protecting the bear, he must not drag it out of the pen. The fun of the game arises from the fact that both master and bear are liable to make sudden movements or to pull each other over.

66. Field Touch
Two teams. One team has to make its way from one end of a field to the other. The other team acts as "defenders," whose job is to prevent them. As any member is touched by a defender he joins the defending side. It is vital for the game to be played over a large enough area to make it possible for members to get through untouched.

67. Wood Touch
This variation is best played on a common or in a wood. Two teams. One defends; the other attacks. A central point is chosen which all the attackers must reach. Before the game starts the defenders are given at least ten minutes to place all their men. They place these on all the likely routes leading to the attackers' objective, and each defender must conceal himself as well as he possibly can. The defender must not move from his place, and can only capture an attacker by reaching and touching him. In order to play this well, certain rules must be strictly observed: (i) Attackers only travel along footpaths and they cannot turn back; (2) the attackers' objective must be placed at the junction of several footpaths; (3) no defender can be nearer than 15 yards from the objective; (4) taking one pace is not considered moving out of place.

68. Jumble Sale Race
The players are lined up in two teams of equal number. They sit cross-legged facing each other. The players in both teams are given numbers. The leader or organizer says, for instance, "No. 3" (or any other number), "A pair of plimsoles," or mug of water, a piece of birch bark, a stick of firewood, a dandelion, a tent-peg, or whatever article he can think of which is obtainable within a reasonable distance of the players. No.3. in each team runs for the article described, and the first one, to return with the proper article wins a point for his or her side. If the player happens to be wearing the article required he can take it off and present it, but he is under no compulsion; to do this. Team with most points wins.

69. The Maze
This can be played at camp or in a room. A maze is marked out by tent-pegs or chalk. It is a pathway of about 3 feet wide, with various obstacles on it-gap to be stepped over, sticks to be stepped over, groundsheets or chairs to be crawled under,, stepping-stones (bricks in a row) to be walked across, etc., etc. The players act in partners. One partner is blindfolded and the other must direct him by words only safely along the course. It is best if made a race.

70. Blind Man's Bleat
The players are divided into teams of equal size. All the players are blindfolded. The team leader of each side is given a different instrument, such as tin with stones, tin whistle, mouth organ, or a whistle of different tone, comb and paper, etc. The team leader blows his note before the game starts so that his side knows what to expect. Then all the players are jumbled up in a given area, team leaders as well, and at the given signal the team leaders start to play their instruments. The other players must find their way to the right sound and line up behind the leader.

71. Puddocks
Two sides are picked. A level pitch is chosen and two sticks about z feet 6 inches to 3 feet high are stuck upright in the ground at each end of the pitch, which should be about ten yards long. Each player is provided with a "bat"-which should also be a fairly stout but small stick (it is best not to play this game with cricket bats or tennis rackets or the chances are weighted too heavily in favour of the batsmen).

One side elects to bat; the other to field. The batting side sends in two players, each armed with a stick. The fielding side appoints two bowlers. The bowlers try to hit the single stump by bowling full pitch balls-"grounders" are not permitted. The ball should be a soft ball, and it must be bowled fast under arm, not over arm.

The batsman must try to hit the ball. If he hits it he must run. He can be declared out (a) by the ball hitting the wicket, (b) by being caught full pitch, (c) by being stumped, (d) by letting his bat fly, (e) by failing to run when he has hit the ball.

The rules generally are cricket rules except that (a) the ball can be returned to any bowler-regular overs are not bowled, (b) the bowler must bowl as soon as he gets the ball, he need not cry "play," (c) over-arm bowling is not permitted, (d) there is no crease, so the batsman can be stumped unless his bat is level with the wicket. Unless he runs he cannot be stumped.

Puddocks is faster and livelier than cricket, and a good game for a cold day. Pitch is about 12 paces long.

72. Hand Cricket
This is played with a soft ball against any improvised wicket-
a chalk mark on the wall, a tree, a single stump. Bowler bowls from about five to ten paces away, under-arm. Batsman ball with flat of hand. Runs are scored as in cricket. Player be caught full pitch, or stumped when he runs. Sides not necessary.

73. Tippit and Run
Pitch five to ten paces. Two holes or circles act as wick Batsmen hit ball with stick. The ball must be a soft one, must be pitched to drop in hole or circle. So long as it hits ground inside the circle, the player can be declared out. batsman must run when he hits or touches the ball, irrespective of whether he touches it with the bat or any part of his body. Must be played with two batsmen. Runs scored as for crick

74. Bucket Cricket
A player with a cricket bat or tennis racket stands on bucket and attempts to defend the bucket with his bat. The other players stand round and anyone can bowl the ball at bucket. The one who hits the bucket takes the batsman's place. It is essential that a distance limit be fixed for bowling, and that a soft ball be used. Any object on which a player stand can be used in place of a bucket.

75. Hot Rice
One player is armed with a bat with which to defend himself. The other players are grouped round him. They have a tennis ball which they throw in an attempt to hit any part of the batsman's body. As soon as he is hit he surrenders the bat to the person who hit him. No pitch is fixed and the bats can run where he likes. A fine game for getting warm on cold day at camp.

76. Handball
Goals are fixed as for football and sides picked. The game is played as with football except that the ball cannot be kicked but can only be handled with the hands. Players are not allowed to run with the ball in their hands-they can only run with the ball if they bounce it. Hence the game resolves itself into an elaborate systems of passing. Whether players with the ball may be tackled is a matter for local rule. On the whole, if the ages of the children playing are very uneven, or if the sexes are mixed, tackling should be forbidden. The ball should be a large rubber ball, or football.

77. Catchball
Two sides are picked. The ball-preferably a tennis ball¬- is thrown into a scrum. Whichever side secures the ball in the scrum must endeavour to prevent the other side from securing it by passing. The task on the other side is to intercept the passes or to retrieve the ball when it is missed, and so wrest it from its opponents. Tackling is forbidden, but it is permitted to scramble for a loose ball: once, however, a player has firmly secured a ball it must not be wrested from him by force. Game goes on until everyone is tired.

78. Volleyball
Two posts are erected and a line of rope, at least 6 feet high stretched between them. The players are provided with bats when a small ball is used, but use their hands when a large rubber ball is used. The object is to keep the ball in play over the rope and not to permit it to touch the ground. The ball¬- when no bat is used--can be caught and thrown or smacked back with open palm, or punched back. The more force the better. A court must be marked out. If the ball falls to the ground on one's own side of the court it is a point to one's opponents; if it falls to the ground outside one's own side of the court it is a point against one's opponents unless it touched one of one's own players first. A hard and fast game suitable for three to six players a side.

The same kind of game can be played with rope quoits-as in deck tennis. Quite good quoits can be made for camp pur¬poses by making rings of plaited grass or straw or reeds and binding them with string. A good handicraft for the pioneers.

79. Stall balls
For this game two bats, a ball, and two wickets are needed. The bats are made of flat wood and to the shape of a tennis racket. The diameter of the round part should not be more than 7 1/2 inches and the bat no longer than 18 inches.

Each wicket consists of a board 1 foot square fastened to a post, stake, or tripod. The height of the top of the board should not be more than 4 feet 8 inches from the ground.

Wickets are fixed at a distance of 16 yards from each other. Bowling crease not more than 1 yard in length. Ball used ordinary tennis ball. Bowling is underhand with ten balls to 1 over. The batsman may be bowled, caught, or run out. To, bowled out the ball must hit the face of the square board at full pitch. Hitting any other part does not count. A batsman may be given out "body before”.

For the rest the ordinary rules of cricket apply. The pitch needs to be suitable for running, but does not need the finish of a cricket pitch. Any flat piece of meadow will serve.

All the materials can be made in the craft room, or even at camp, if the camp kit provides plane, saw, and fretsaw.