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Gwyn
ap Nudd
Ancient British God & Hero
Games for Little
Gods & Heroes!
The
following listed are games I used to teach children at Brooke and
Brundall
Primary Schools in Norfolk. Their
response was always of
total
enthusiasm. All the games I once loved to play. However,
because
so many children have died or been hurt on roads since I was
a child,
the street games handed down through time are almost
never
played.
As a result most are becoming
lost to memory.
Like all
things of the past that were past to down through
big sisters,
brothers,
our parents and theirs, we could do no
worse than try to
consider
why they were ever passed down to us at all. The
inheritance
we
leave to our children enables them to keep passing
it on and down
to the
families of the future. Like the words of oral tradition
that can be
told
in stories to be remembered, the games we allow our
children to
enjoy
as we did enables them to run in the footsteps of their ancient
families, all who once were little children too.
Please look through these games and teach a child one, a
few or all of
them. Take copies and hand them out to schools. If
children cannot play
safely on their streets anymore there may be schools, parks, gardens
and
play areas where they can.
Dips:
Before a game begins it is often
necessary to pick out
a
side, leader, or simply the format in which turns will
be
taken. The idea of dipping is to allow
for fairness in the
decision process.
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Err’ie, orr’ie, round the table |
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Eat as much as you are able |
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If you’re able, eat the table |
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Err’ie, orr’ie, out! |
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Old Father Christmas |
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What do you think he did? |
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He upset the cradle |
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And out fell the kid |
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The kid began to bubble |
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He hit it with a shovel |
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O-U-T spells out! |
Back to top
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Gipsy, gipsy, lived in a tent |
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Couldn’t afford to pay the rent |
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When the rent man came next day |
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Gipsy, gipsy, ran away. |
Back to top
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Two, four, six, eight |
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Mary’s at the cottage gate |
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Eating cherries off a plate |
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Two, four, six, eight! |
Back to top
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Dip! Ickery, ahry, oary, ah |
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Biddy, barber, oary, sah |
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Peer, peer, mizter, meer |
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Pit, pat, out one. |
Back to top
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One, two, three, four, five, six, seven |
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All good children go to heaven |
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Penny on the water |
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Tuppence on the sea |
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Threepence on the railway |
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Out goes she. |
Back to top
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Boy Scout walk out, |
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Girl Guide step aside. |
Back to top
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Paddy on the railway |
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Picking up stones |
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Along came an engine |
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And broke Paddy’s bones |
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Turn the dirty dish cloth |
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That’s not fair |
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Pooh, said the engine-driver |
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I don’t care! |
Back to top
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Paddy on the railway |
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Picking up stones |
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Along came an engine |
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And broke Paddy’s bones |
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Oh, said Paddy |
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That’s not fair |
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Pooh, said the engine-driver |
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I don’t care! |
Back to top
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Hibble Hobble, black bobble |
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Hibble hobble out, |
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Turn the dirty dish cloth |
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In-side-out. |
Back to top
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Look upon the mantelpiece |
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There you’ll find a ball of grease, |
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Shining like a threepenny piece |
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Out-goes-she
Back to top |
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Have a cigarette sir? |
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No, sir. |
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Why, sir? |
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Because I’ve got a cold, sir. |
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Let me hear you cough, sir. |
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Very bad indeed, sir. |
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You ought to be in bed, sir. |
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O-U-T spells out. |
Back to top
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As fair as fair as it can be |
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The king of Egypt said to me |
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The one that comes to number three |
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Must be he. One-two-three. |
Back to top
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Dip, dip, dip |
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My blue ship |
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Sailing on the water |
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Like a cup and saucer |
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Dip, dip, dip |
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You’re not it! |
Back to top
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Oh deary me |
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Mother caught a flea |
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Put it in the kettle |
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To make a cup of tea |
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The flea jumped out |
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And bit mother’s snout |
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In comes daddy |
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With his shirt hanging out! |
Back to top
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Red, white and blue |
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The cat’s got the flu |
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The baby has the whooping cough |
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And out goes you! |
Back to top
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I went to a Chinese laundry |
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To buy a loaf of bread |
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They wrapped it up in a table-cloth |
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And this is what they said |
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Air, I, dominacka |
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Chicka, walla, lollipopa |
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Ompompush! |
Back to top
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Inky, pinky, ponky |
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My daddy bought a donkey |
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The donkey died |
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Daddy cried |
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Daddy cried |
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Ink, pinky, ponky |
Back to top
Participation Dips:
For
everyone
to join in.
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Old Mother Ink |
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Fell down the sink |
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How many miles |
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Did she fall |
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----- Three |
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One, two, three |
Back to top
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Charlie Chaplin |
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Sat on a pin |
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How many inches |
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Did it go in? |
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----- Four |
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One, two, three, four. |
Back to top
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Dic-dic-tation |
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Cor-por-ation |
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How many buses |
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Are in the station? |
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-- Five |
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One, two, three, four, five. |
Back to top
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Dic-a dic-a dation |
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My operation |
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How many stitches |
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Did I have? |
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---- Six |
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One, two, three, four, five, six. |
Back to top
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Engine, engine, on the line |
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Wasting petrol all the time |
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How many gallons does it take |
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Five, six, seven, or eight? |
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---- Eight. |
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E-I-G-H-T spells eight |
Back to top
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As I went down the Icky Picky Lane |
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I met some Icky Picky people |
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What colour were they dressed in --- |
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Red, white or blue? |
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--- Red |
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R-E-D spells red. |
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And that’s as fair as fair can be |
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That you are not to be it. |
Back to top
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My mother bought me a nice new dress |
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What colour do you guess? |
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---- Green |
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G-R-E-E-N was the colour of the dress |
Back to top
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Father Christmas |
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Grew some whiskers |
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How many inches long? |
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--- Four |
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One, two, three, four. |
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And if you do not want to play |
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Just take yourself and run away |
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With a jolly good smack across your face |
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Just like this |
Back to top
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Up the ladder, down the ladder |
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See the monkeys chew tobacco |
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How many ounces did they chew |
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Shut your eyes and think. |
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--- Six |
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One, two, three, five, six |
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And out you must go for saying so. |
Back to top
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Engine, engine number nine |
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Running on Chicago line |
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If the train should jump the track |
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Do you want your money back? |
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---- Yes. |
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Y-E-S spells Yes |
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So if you do not want to play |
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Please take yourself and run away. |
Back to top
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My mother and your mother |
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Were hanging out the clothes |
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My mother gave your mother |
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A punch on the nose |
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What colour was the blood? |
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Shut your eyes and think |
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---- Blue |
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B-L-U-E spells blue and out you go |
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With a jolly good clout upon your big nose |
Back to top
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Mickey Mouse bought a house |
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What colour did he paint it? |
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Shut your eyes and think. |
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--- Red |
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R-E-D spells red |
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And out you go for saying so |
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With a clip across your ear-hole |
Back to top
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As I climbed up the apple tree |
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All the apples fell on me |
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Bake an apple, bake a pie |
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Have you ever told a lie |
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No |
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Yes you did, you know you did |
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you broke your mother’s teapot-lid |
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What colour was it? |
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Blue |
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Not it wasn’t, it was gold |
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That’s another lie you’ve told. |
Back to top
Chasing Games:
Ball He (Kingy):
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Game requires a light ball
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6 to 20 players
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A large levelled area of ground, then
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Someone who has been chosen to be chaser bounces ball ten times
whilst others run off
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The chaser has to bounce the ball while running but after
catching someone, who then joins him, he has to stand still
whilst holding the ball
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He
can run when he has passed it on to another and whilst throwing
it
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A player is out when the ball hits him between the neck and
knees
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Players being chased can use ‘fisting’ to fend off the ball
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They may also pick up a ball between fists and throw it away but
if a chaser catches it or touches a player whilst holding the
ball in his fists, they are out
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Kicking the ball and handling it in any other way than between
fists is a disqualification
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Running out of bounds is also not allowed
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The last player is the new ‘King’ and can choose the next chaser
Poison:
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Players hold fingers of chaser
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The chaser has to say “I went to a shop and I bought a bottle of
vinegar ... etc, continue to make a list of items until he
includes the word POISON
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When everyone hears the word, POISON, they have to run
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An alternative to ‘I went to the shop etc’ is for everyone to
say ‘What is in the bottle when the cork goes pop?’
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The chaser replies with a list of items until he reaches POISON!
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If anyone run before the chase word is said that player becomes
the new chaser
Back to top
French Touch:
Off
Ground He:
Line Touch:
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Usually played on chalked/painted out courts, ie tennis, netball
etc
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Ends of lines, previously decided, are the home ground to head
for
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Players have to keep going directly in a straight line,
including catchers
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Semi circles are safe ground to collect in when catchers have
you blocked off
Back to top
Cross Touch:
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Game starts like ‘Touch’
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However, when the chaser is running after a player and another
crosses between, the chaser has to run after that one, and so
on.
Stuck in the Mud:
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Players touched have to stay ‘stuck’ with their arms raised
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The have to shout ‘Releaso! Releaso!’ or ‘S.O.S!’ until a free
player touches them.
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The game ends when the chaser catches all the players or if a
player is caught a third time.
Underground Tig/Sticky Glue:
Back to top
Tunnel Touch:
Ticky Leapfrog:
Witches in the Gluepots/Release:
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Players caught are put in marked out circles (gluepots)
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They can only be rescued if someone touches them.
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Free players have to be careful not to enter the circle or they
will become sticky too and therefore caught.
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An alternative is that captives stretch out of their circles to
grab at others running by, if they touch anyone they have to
join them in the pot or go to another one.
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The last caught is the chaser next time.
Back to top
Cat
& Mouse:
Cat: Is the mouse at home?
Mouse: Who wants to know?
Cat: The cat wants to know.
Mouse: Yes, the mouse is at home.
Cat: What o’clock is it?
Mouse: Time the mouse was gone!
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One player is chosen as ‘cat’ and one ‘mouse’
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The rest form a circle holding hands
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The mouse within the circle and the cat without!
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The cat attempts to catch the mouse, but the players forming the
ring are on the mouse’s side
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No one wants the cat to get into the ring so whenever he
attempts to break through they push up against each other to
stop him
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If the cat succeeds and breaks the link, the mouse is let out
and then the cat is kept in the ring until he breaks out
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Now the circle has to let the mouse back in and so it goes on
until the game is over, ie if the cat finally gets bored or
catches the mouse!
Running Across:
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Players split into two groups, one group going to one side of
the road or playground and one to the other with a catcher in
the middle.
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When the catcher shouts ‘Change’, the two sides rush across the
ground to change places
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Players often get in each other’s way or get caught
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Eventually all those caught become the new catchers
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They form the thickest line and the game ends when the last
player is caught
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The first player to be caught is the new catcher in the next
game.
Back to top
Chinese Wall:
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Two parallel lines, a yard wide, are drawn across the middle of
a play area
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The lines are the Chinese wall
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One or two players stand in-between and do not go outside.
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All the other players have to run across the wall without being
touched
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If anyone is touched while crossing through they have to become
catchers or ‘sit-outs’ in that they sit on the wall until the
game is over
Wall to Wall:
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Players first agree on boundaries the game is to be played in.
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One player stands in the middle of two walls
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All the other players line up at one wall and have to run across
to the other keeping within the boundaries
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If a player touches another while running from wall to wall he
has to join the catcher in the middle
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Players running can only stay at a wall side for less than ten
seconds
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Players cannot return to a wall they have just left until they
have been to the other side
Back to top
Stag:
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Like ‘Wall to Wall’, but when the catcher shouts ‘Cross’
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When the catcher has caught a player they hold hands until they
catch another, growing into a line as all the players get
caught
Black Peter:
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Like ‘Wall to Wall’, but the catcher is known as ‘Black Peter’
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Black Peter has to stand in front of the wall and players run
past him when he says:
BP: Who’s afraid of Black Peter?
Response: Not I!
BP: Who’s afraid of Black Peter?
Response: Not I!
BP: Who’s afraid of Black Peter?
British Bulldog:
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Players line up on a pavement within agreed boundaries and on a
quiet road
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A strong player or two people, face the other players who are in
the middle of the road
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When signalled to, the players rush across the road to the
sanctuary of the other pavement and the ‘bulldog’ tries to stop
one of them
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Players are only caught when they lifted off the ground
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The catcher also has to say: ‘British Bulldog, one, two, three!’
or an agreed number.
Back to top
Walk the Plank or Join the Crew:
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One player stands in the middle of the road
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The remaining players stand on the edge of the pavement
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The player in the road calls out a name of a player and asks
them ‘Walk the plank or join the crew?’
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If the named player agrees to ‘join the crew’ they go to the
middle and another player is then asked to choose
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If a player is confident that they can make it they may reply
‘Walk the plank’
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They then have to run fast to reach the other side of the road
without those in the middle catching him
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Players who succeed in getting across shout ‘Schoolie’ or
‘Overboard’
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Everyone then rushes over the road to catch the escaped player
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If that player is caught, he is ‘tortured’ by the first middle
of the road player until he agrees to be a crew member
Kings, Queens and Jacks:
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The catcher has to stand in the middle of the play area and call
out ‘Kings’, ‘Queens’ or ‘Jacks’
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If he calls ‘Kings’, players run across to the other side
without being grabbed and dragged back to the place where they
started
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If the catcher shouts ‘Queens’, players hop across with the
catcher hopping after them
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If the catcher shouts ‘Jacks’, players who move have to join the
catcher in the middle
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The remaining player is the winner
Back to top
Prisoner’s Base or Chevy Chase or Chivy:
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For this game there are 2 bases on one side of the play area
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On the other side, about twenty yards away, there are two
prisons mirroring the bases
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All 4 are outlined in chalk or sticks etc
-
Two captains choose teams and each takes ownership of a base,
but it is the prison where they will take their captives on the
other side and diagonally opposite
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The captain of one team begins the game by sending out one of
his players into the middle to taunt the others
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The captain of the other sends out one of his players to catch
him
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The first player has to get back to his own base and gets helped
by a fellow team player who has been directed to chase the
chaser of the other team
-
Each player ends up chasing whilst they are also being chased.
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Base A
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Base B |
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Prison B
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Prison A |
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Back to top
French and English:
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Two leaders choose their teams
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They agree the boundary lines that divide their territories
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Each player places a possession like an article of clothing
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Something has to represent a flag
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Players of each team then make attempt to get the other team’s
possessions, one at a time
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As players have to invade their enemy’s territory, they can use
all means to distract, allowing for a less noticeable member to
rush forward
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Single players may attempt to penetrate the other team’s side
and they may do it in small group or altogether
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When a players cross the boundary lines they can be caught and
kept a prisoner in the enemy’s camp, together with their
possessions
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A player can only get freed if a member of his own team rescue
him before more possessions are taken
Bar
the Door:
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The catcher has to stand in the middle of a very quiet road or
an open space
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The game begins when the chaser challenges a player to run
across on his own
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The remaining players are on the pavement watching the runner
attempt to dodge the catcher
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If the runner succeeds in getting across he has to shout ‘Bar
the Door’
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The rest who have been watching all have to rush after him
without getting caught
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If anyone is caught they join the catcher in the middle and
challenge another player to make the crossing
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Eventually as all the players but one end up in the middle, the
last to be caught is the winner
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The first who was caught is the catcher next time
Back to top
Cocarusha:
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As ‘Bar the Door’, but everyone hops
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The ‘Cocker’ is the player who has to go into the middle of the
road and stand on one leg with their arms folded
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He has to challenge another player to cross the road
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The player challenged has to fold their arms and hop, trying to
get past the challenger and over to the other side
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If the cocker knocks a player over or caused them to put their
raised foot down, the player has to assist the cocker from then
on
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However, if the cocker puts their own raised foot down the
player can continue across
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Players who get across shout ‘Cockarusha’
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The shout ‘Cockarusha’ is a signal to all the remaining players
to attempt the crossing on one leg
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A Cocker can now hop again and knock into anyone to over balance
them, raising allies
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The game is over when one player remains to push his way through
all the other players. If he succeeds he is declared a ‘double
winner’
Back to top
Farmer, Farmer, May We Cross Your Golden River:
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One player names the farmer and stands in the middle of a quiet
road or play area
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The remaining children line up on the pavement or play area
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The players call out ‘Farmer, Farmer, may we cross your golden
river?’
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The farmer, choosing a colour, replies ‘You may not cross my
river unless you have blue’
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If a players is wearing blue they can walk across
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Players without the colour have to run
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Anyone caught joins the farmer
Back to top
Jingling:
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This has to be played in a confined and safe space
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Of all the players only one is not a chaser
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Everyone else is blindfolded
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The one to be chased then moves around but in order to be
detected has to carry a bell
Back to top
Frog in the Middle:
Hey, hey, hi! Hey, hey, hi!
Frog in the middle and there shall he lie.
He
can’t get out, he can’t get in,
Hey, hey, hi! Hey, hey, hi!
-
Also played in a confined and safe space
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The catcher is called the ‘frog’
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They have to sit on the floor while players come up and poke
-
If they get touched they become frogs
Back to top
Chains & Captives:
Songs listed as follows were sung whilst creating chains or taking
captives.
The
Big Ship Sails:
The
big ship sails on the alley alley oh
The
alley alley oh, the alley alley oh
The
big ship sails on the alley alley oh
On
the last day of September.
We
all dip our heads in the deep blue sea
The
deep blue sea, the deep blue sea
We
all dip our heads in the deep blue sea
On
the last day of September.
The
captain said ‘This will never never do
Never never do, never never do
The
captain said, ‘This will never never do
On
the last day of September.’
The
big ship sank to the bottom of the sea
The
bottom of the sea, the bottom of the sea
The
big ship sank to the bottom of the sea
On
the last day of December.
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As ‘Thread the Needle’
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Eight or more players hold hands in a line
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The player at the end presses their free hand against a wall
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Everyone sings the first verse over and over until the player at
the other end has led their way through the arch
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When the last player has passed through, the player with their
hand against the wall is twisted around, arms crossed
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The leader of the line then circles round and passes through the
archway (or ‘alley’) between the player at the wall and their
neighbour
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The second player, like the first, is then twisted around, arms
crossed
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As the line then goes through the space between the second girl
from the wall and the third, the twisting continues one after
the other
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Eventually the two ends of the line can join to make a circle
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Now the second verse is sung and heads are lowered to give
emphasis to the words
-
When the second verse is sung the players let go of hands and
wag their forefingers at each other: ‘This will never never
do’.
Back to top
Oranges & Lemons
Oranges and lemons, say the bells of Saint Clements
I
owe you five farvings, say the bells of Saint Martins
When will you pay me? Say the bells of Old Bailey
When I grow rich, say the bells of Shoreditch
When will that be? Say the bells of Stepney
I’m
sure I don’t know, say the great bells of Bow
Here comes a candle to light you to bed
Here comes a chopper to chop off your head
Chip, chop, chip, chop, the last ... man’s ... DEAD!
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Two players make an arch and chant the song as players pass
under in a chain, holding the end of their clothing or a ribbon,
etc
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On the word ‘DEAD’, arms come around a player
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The player encircled is led away to choose a fruit (orange or
lemon) that no one else must hear
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When every player has been caught they have to say if the are a
lemon or an orange, creating two teams
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The two teams have a tug of war to decide the better fruit
Back to top
Mary Was A Bad Girl:
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Players sing the following song as they walk in a circle
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On reaching the end of the first verse they shout out the lines
‘I won’t, I won’t’
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All the players then turn their backs and stamp their feet
-
In the verses that follow they:
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nod their heads in agreement
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feign writing
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cheer when Mary leaves school
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hug themselves when they go courting etc
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and cheer even more when Mary’s husband dies!
Mary was a bad girl, a bad girl, a bad girl,
Mary was a bad girl and this is what she said:
I
won’t, I won’t,
I
won’t, I won’t, I won’t.
Mary was a good girl, good girl, a good girl,
Mary was a good girl and this is what she said:
I
will, I will,
I
will, I will, I will.
Mary went to school, school, to school,
Mary went to school and this is what she said:
I
write, I write,
I
write, I write, I write.
Mary left school, school, school
Mary left school and this is what she said:
Hooray, hooray,
Hooray, hooray, hooray.
Mary went a-courting, courting, a-courting,
Mary went a-courting and this is what she said:
A
boy, a boy,
A
boy, a boy, a boy.
Mary got engaged, engaged, got engaged,
Mary got engaged and this is what she said:
A
ring, a ring,
A
ring, a ring, a ring.
Mary got married, married, got married,
Mary got married and this is what she said:
A
veil, a veil,
A
veil, a veil, a veil.
Mary had a baby, baby, a baby,
Mary had a baby and this is what she said:
Sh-ssh, sh-ssh,
Sh-ssh, sh-ssh, sh-ssh.
Mary’s baby died, died, died,
Mary’s baby died and this is what she said:
A
boo, a boo,
A
boo, hoo, hoo.
Mary’s husband died, died, died,
Mary’s husband died and this is what she said:
Hooray, hooray,
Hooray, hooray, hooray.
Mary died herself, herself, herself,
Mary died herself and this is what she said:
A-down, a-down,
A-down, a-down, a-down.
Back to top
London Bridge:
London Bridge is falling down, falling down, falling down
London Bridge is falling down
My
fair lady.
Build it up with sticks and stones, sticks and stone, sticks and
stones
Build it up with sticks and stones
My
fair lady.
Sticks and stones will wear away, wear away, wear away
Sticks and stones will wear away
My
fair lady.
Build it up with iron and steel, iron and steel, iron and steel
Build it up with iron and steel
My
fair lady.
Iron and steel will rust away, rust away, rust away
Iron and steel will rust away
My
fair lady.
Build it up with bricks and clay, bricks and clay, bricks and clay
Build it up with bricks and clay
My
fair lady.
Bricks and clay will wash away, wash away, wash away
Bricks and clay will wash away
My
fair lady.
Build it up with silver and gold, silver and gold, silver and gold
Build it up with silver and gold
My
fair lady.
Silver and gold is stole away, stole away, stole away
Silver and gold is stole away
My
fair lady.
-
The game begins by two players making a bridge
-
They quietly decide between them which side will represent
sticks and which stones, iron and steel, bricks and clay, etc
-
The symbols are mixed up so no one will guess which side they
may end up in
-
The remaining players have to pass through the bridge
-
One player is caught when the words ‘My fair lady’ are first
sung
-
The player has to say quietly whether they are going to be
‘sticks’ or ‘stones’
-
They then have to go to the right side of the bridge
-
The same again for ‘iron’ and ‘steel’, ‘bricks’ and ‘clay’
-
Finally, there is a tug of war
Back to top
Seeking Games:
Hide and Seek:
Outs:
-
Like Hide & Seek but there are two teams of players
-
One of the team has to hide (the ‘Outs’) while the other team
seeks
-
The ‘Outs’ can keep hiding until they are all caught
Back to top
One
Man Plus:
-
Again like Hide & Seek as everyone has to hide
-
However, if the seeker catches or sees someone, they join the
seeker until everyone is found.
Man
Hunting:
-
Everyone seeks one player
-
The player hides while everyone is counting
-
The seeker who finds the player will be the next one to hide.
Back to top
One, Two, Three, Block Home:
-
If anyone is found by a seeker they have to run to an agreed
base and say “One, Two, Three, Block Home” to be safe
-
However, if a seeker catches first they are out
Hunt the Keg:
-
This game is played between two teams of players
-
One team are ‘smugglers’
-
One are ‘coastguards’
-
The smugglers hide but only one of them is carrying a keg (which
can be an object that represents the keg)
-
The keg has to be smuggled to base, but none of the coastguards
are in the know of who has it
-
If a smuggler is caught he is asked to ‘Deliver the Keg’
-
If he doesn’t have it he is kept prisoner
-
If a smuggler caught has got the keg the game is over
-
But if the smuggler with the keg succeeds in getting it back to
base his team are all released
Back to top
Relievo:
-
Two leaders choose two sides
-
An area of pavement (a den) is marked out with chalk or sticks
-
The boundaries agreed are dependent on how many are playing
-
Leaders toss for which side has first ‘outs’
-
The side that is hiding runs off in different directions
-
The seeking side wait until they hear a get a signal or have
counted
-
When those hidden are caught they are taken to the den
-
His team have to attempt to free him
-
However, when a seeker finds someone he must catch him properly,
touching his head or saying something that everyone recognises
-
If this game is played at night the rules are altered as
unobserved hiders are allowed to break free
Gee:
-
Leaders choose two sides and agree on a starting place
-
Hiders go off to hide
-
Seekers will follow
-
If a seeker spots a player hiding they have to shout ‘Gee!’
-
On hearing the shout, all the seekers rush to the agreed
starting place with the hider now in chase
-
If a hider catches a seeker then any captive hiders become freed
to hide again
-
If all the seekers manage to get back to agreed starting place,
the hider becomes a captive.
Back to top
Hunting Games:
Hare & Hounds:
-
A good game to play in a field as the more players the better
-
Hares first have to run off after a slow count of an agreed
number
-
Hounds the pursue the hares and if one is seen a Hound must
shout ‘Tally Ho!’
Jack, Jack, Shine a Light:
-
This game is good to play in the dark
-
Two players are chosen to go off with a torch
-
After a few minutes the other players can search
-
If the seeking players find the hiding place they have to shout
‘Jack, Jack, shine a light
Aren’t you playing out tonight?’
-
If they have found the correct hiding place the hiders have to
put the torch on
-
If the hiding place has not been found and hiders can hear
seekers coming, it is custom to tease them by repeating the call
back
Back to top
Will O’ The Wisp:
-
As ‘Jack Jack etc’ but hunters are lured along by the ‘Wills’
flashing their torches
-
To make it more fun they will keep changing place, keeping just
out of reach of their pursuers.
Tracking:
-
Two teams decide on who is going to track and who is going to
be tracked
-
Using chalk arrows or piles of stones left by runaway team, the
trackers follow the clues of those being hunted
Back to top
Stalking:
-
Another game better played at night
-
One team has to follow another
-
If they find them they have to touch them unseen from behind
-
If the side being stalked becomes aware they are being followed,
they can hide and wait until they have passed
-
In this way stalkers and hiders can keep changing places
Back to top
Racing Games:
Odds & Evens:
-
One player starts the game from one side of a play area or a
quiet safe road
-
They call out to the others either ‘Odd’ or ‘Even’ followed by a
number
-
If they say ‘Odd’ and the number is odd then the all the other
players must across the play area/road and back again
-
The last player to return is out
-
If the caller shouts ‘Even’ followed by an odd number, nobody
must move
-
Failure to keep still is disqualification
May
I:
-
As Odds & Evens in that one player is a caller who has to stand
on one side of a safe and quiet or play area whilst the
remaining players line up on the other side
-
The caller has to face a wall away from the other players
-
Players move towards the caller on hearing their name and
receiving instructions
-
If they hear something like ‘Jane, do a lamp post’, Sam, do a
bob jump’ they have to respond with ‘May I’ and carry out the
code
-
If a player forgets to say ‘May I’ they have to start again
-
The winner is the first to cross the road and touch the player
on the other side
Back to top
Code:
Instructions to players who have to advance forwards.
|
Baby Step/Dolly Step/Fairy Step |
A small heel-to-toe step
|
|
Bag o’ Tatties |
A jump landing on the ground heavily
|
|
Banana Slip |
A slide forward with one foot as far as possible. The other
is then drawn up after it
|
|
Barrel/Umbrella |
A spin-around movement whilst moving forward
|
|
Black Pudding |
An order to start again
|
|
Bob Jump/Frog Jump/Chair |
A big jump from a crouching position (also known as ‘frog
jump’ or ‘chair’)
|
|
Box of Chocolates |
Five jumps. A ‘Big Box’ is ten
|
|
Bucket |
player
has to step through his own linked hands
|
|
Bunny Rabbit |
A hop with both feet together
|
|
Cabbage |
First crouching with arms folded, a player moves forward one
step
|
|
Caterpillar |
Lying on the ground and facing downwards, a player brings up
their feet beneath their body and projects themselves
forward
|
|
Crocodile |
Similar to above but the player that is lying face
downwards, has to have their feet against a kerb. Stretching
out as far as they can they can then stand at that point
they are able to touch
|
|
Cup & Saucer |
This is one ‘bob jump’ forward and another jump with legs
apart
|
|
Cushion |
A jump forward whilst down on haunches and hands behind back
|
|
Dolly Tub |
Twirl-around step moving forward
|
|
Ghost Walk |
A sideways walk with feet together, pivoting on heels and
toes
|
|
Giant Walk or Giant Stride |
The largest step possible
|
|
Knock |
A player gets pushed and can stand where he stops
|
|
Lamp-post |
Like Crocodile but players can stretch out on ground
anywhere and then stands on the spot reached
|
|
London & Back Train/ Running Bucket/Trip to Fairyland |
Players run to someone in front of them and then back to the
starting place and then back again until told to stop
|
|
Long Needle |
Running until told to stop
|
|
Lotus Walk/ Whispers |
Walking on knees
|
|
Needle |
Heel-to-toe step
|
|
Newspaper |
Three steps forward
|
|
Pigeon step |
A step the length of a foot
|
|
Pin |
A step the width of a foot
|
|
Poker |
A jump while standing stiff
|
|
Policeman’s Walk |
Both caller and walker shut their eyes. The walker keeps
stepping forward until the caller shouts ‘stop’
|
|
Posh Lady |
A high step holding head in the air
|
|
Postage Stamp |
A number of ordinary steps according to the value of the
stamp quoted
|
|
Scissors/Open & Shut Bible |
A jump forward with feet apart and a further jump landing
with feet together
|
|
Soldier, Chocolate Soldier/Wooden Soldier |
A step forward with a stiff body
|
|
Spit in the Bottle/ Watering Can |
A player spits as far as possible and then moves over to
where it lands
|
|
Squashed Tomato |
Two players, caller and called, run towards each other with
their arms crossed in front. Where they collide the
advancing player can stay, the caller then goes back to his
place
|
|
Tablecloth |
Two large steps forward
|
|
Train/Fire Engine |
A player has to run around another in front, back to the
start, again back to the player in front and so on until
they are told to stop
|
|
Slow Train
|
As above but walked |
|
Blind Train |
As above but walked with eyes closed
|
|
Ghost Train |
As above but led with eyes closed
|
|
Trip round the Moon |
A player has their eyes closed and is led to wherever the
player in front decides
|
|
Umbrella |
Twirling around on one foot with arms extended whilst taking
a step forward
|
|
Waterbottle
|
Hot Waterbottle is running until told to stop
Cold Waterbottle is as above but walking. The player in
front has their eyes shut
|
|
Watering-can |
Player spits as far as possible and stands where the spit
lands
|
|
Wheelbarrow |
One player puts their hands on the ground whilst another
holds their feet up. The player on the ground has to reach
out as far as possible. Both players can remain on the spot
touched
|
Back to top
Aunts & Uncles or Relations:
-
One player stands on one side of a quiet safe road or play area
-
The remaining players have to line up facing him
-
The object of the game is to get across
-
The individual player calls out a name like ‘Uncle Tom’ or
‘Auntie Jane’ and anyone with an uncle or aunt of that name can
take a step forward
Back to top
Letters:
-
As ‘Aunts & Uncles’ but letters are called that have to be
within a player’s own name for them to step forward or jump
-
If the letter is in the name more than once the step or jump can
be repeated to match its frequency
Colours:
Back to top
Peep Behind the Curtain:
-
A player stands on the far side of a quite safe road turned away
from the remaining players
-
Everyone has to creep up to the single player unseen
-
The single player can turn around and try to spot them moving
-
He first has to count to ten or spell out a word before he can
turn
-
Players seen have to return to the starting point
-
The player that wins is the first to touch the single player
Eggs, Bacon, Marmalade and Bread:
-
As ‘Colours’ but the caller has to say ‘What did you have for
breakfast, did you have toast? Etc
-
If a player has they can take two steps
-
The caller keeps asking questions until they are touched and
then all the players run back to the starting point
-
If the caller touches a player running back he becomes the next
caller
Back to top
Kerb or Wall:
-
This game is played in a quiet street and requires pairs of
players
-
One player is found through dipping
-
The remaining players have to line up against a wall so that the
dipped player can walk down the line
-
This play hits each of their hands in turn as he says one of the
rhymes below repeatedly:
Peter Pan said to Paul
Who
d’ya like the best of all
Kerb stone, or the solid brick
wall?
Said Peter Pan to St. Paul
Who
lives at the bottom of the garden
wall
Two
little dicky birds
Sat
upon a wall
One
named Peter
The
other named Paul
Paul said to Peter
Peter said to Paul
Let’s have a game
At
‘Kerb and Wall’
Bim,
bam, boo, and a wheezey anna,
My
black cat can play the piano
One, two, three, kick him up a tree
Kerb or wall?
Kob
or wall or lucyanna,
Jack and Jill went up the ladder
Which would you rather have
Kob
or the old brick wall?
-
A player who has his hand struck last chooses ‘kerb or wall’
-
If the player has chosen ‘kerb’ he has to run to the edge of the
nearest kerb and back again to the wall, across the road to the
far wall and back to the starting/home wall
-
If he has chosen the ‘wall’ he has to run first to the far wall,
then to the home wall, then to the nearest kerb and back to the
starting/home wall
-
As they run against each other they are covering the same
distance but opposite to each other
-
Dippers always give the other person the first choice of ‘kerb’
or ‘wall’
-
Whoever wins becomes the ‘dipper’ next time
-
Ties necessitate the game being played again
Puss in the Corner:
-
5 players have to decide when they will run
-
Four of the players stand at four points eg lamp-post, wall
corners etc
-
The fifth player stands in the middle
-
Those at the corners call to each other:
Puss, Puss, come here
Puss, Puss, come and get some milk
Puss, Puss, come to my corner
-
The 4 players change places when they think the 5th
player isn’t watching
-
The 5th player has to try and reach one of the
corners when it is empty
-
If they succeed the player that has lost their place goes into
middle
-
Any two corners may change place and all four can run at the
same time
-
Rushing about and creating confusion is what allows the 5th
player to claim a corner
Back to top
Hot
Peas:
-
Players race on different courses allocated to them
-
They first assemble at an agreed spot where a player, who has
been dipped out, the ‘outer’ player, has to turn his back on the
others
-
The remaining players have to put their hands on top off each
others on this player’s back
-
One after another they pull their hands away and the person with
his back turned gives an order eg ‘Run to lamp post’
-
Everyone has to go to where they have been told
-
The 'Outer' player then
shouts ‘Hot potatoes’, ‘Hot soup’, ‘Hot mackerel’
-
No on must
move until they shout ‘Hot peas’
-
Everyone then has to
run back to the starting point
-
The
last to return gets a thump on the back and is the new ‘Outer’
in the next game
Back to top
Films Stars/I Sent My Son John:
-
A player has to go to the far side of a quite and safe road
-
The single player calls out to the others initials of a film
star or singer
-
As soon as a player thinks they knows who the initials stand
for, they have to race across the road and back again and then
shout out the name
-
If the guess is right they change place with the caller
-
Players can be racing against each other and all may have the
wrong name!
-
Same for ‘I sent my son John’ but initials can be for shopping
items etc
Back to top
Circle Games:
Drop Handkerchief:
-
This is a game for 12 players or more and a handkerchief or
scarf
-
One player is chose to be out
-
The remaining players join hands and create a large circle
-
The circle of players release hands and either stand or sit down
-
The player who has the handkerchief circles the others from the
outside singing/or everyone sings:
I sent a letter to my love
And on the way I dropped it
One of you has picked it up
And put it in your pocket.
-
The running player the quietly drops the handkerchief behind one
of the players and runs on
-
The player nearest to the handkerchief must pick it up and race
round the circle in the opposite direction
-
They have to get back to their spot before the player who
dropped the handkerchief reaches it
-
The player who is last to return must encircle everyone in next
round, dropping the handkerchief and so on
-
If this game is played as a chase, the player who has had to
pick up the dropped handkerchief must run after the first player
in the same direction
-
If that player manages to touch the one they are chasing they
have won
Back to top
Bump on the Back:
-
As above, but no handkerchief
-
One player has to run around the outside of the circle and tap
the back of the person who then has to run against him
Stoney:
-
One player has a small stone
-
All the players have to stand in a row
-
They all have to hold out their hands with palms together and
leaving a small hole on top
-
The
player with the stone walks along the line placing their hands on
top of theirs but only drops the stone into one person’s hands
-
No
one must indicate what is going on
-
The
first player keeps up the pretence that they haven’t dropped the
stone by continuing to walk the line
-
When the player with stone believes no one is looking they run to an
agreed spot
-
If
anyone touches the player they are back in the circle again but if
not they become the new starter of the game next time.
Back to top
Duelling Games:
Elbows:
-
Two players have to sit facing each other
-
They must place their right elbows on the table and clasp the
other’s hand so that the two forearms are upright against each
other
-
The player who succeeds in forcing back the other boy’s arm on
to the table is the winner
Back to top
Divvy Dagger:
-
Players have to get into two teams, have a leader each and find
a wide area of ground
-
A stick is used to symbolise a dagger and is put on the ground
between the two team leaders
-
When someone shouts ‘Go!’ they have to race for the dagger and
fight with it until one of them is touched with the point
-
Then two more players from each team do the same until everyone
has had a go
-
The team with that has most players ‘alive’ is the winner
Lifting:
-
Two opposing players sit on the ground in front of each other
-
Their feet must be pressed against the others and they must
either hold hands or be holding a short strong stick crosswise
between them
-
The players then have to pull against each other as hard as they
can
-
The weakest might be lifted off the ground
Back to top
Cock Fighting:
Hop, hop, hop to the butcher’s shop
I dare not stay no longer
For if I do
My mother will say
I’ve been with the boys down yonder
-
They must keep on one leg with their arms folded
-
They then hop towards each other and butt or barge until they
knock the other over
-
The winner takes on someone else
-
A similar game is called ‘Bumper Cars’ where players must keep
their arms folder, but have both feet on the ground
-
The winner again is the player who knocks the other over
Soldiers:
Lolly sticks:
-
As above, but players use ice-lolly sticks
-
One player’s stick is held at both end while it is challenged by
another’s that is held at one end
-
The players keep taking turns until a stick breaks
Back to top
Conkers:
-
As above, but players use conkers – generally played in autumn
when they can be freshly collected
-
Conkers are gently skewered and then string is threaded through
with a large knot at the lower end to stop the conker falling
off
-
Each players takes a turn to flick their opponents conker as
hard as they can
-
The player who can break the conker of their opponents string is
the winner
-
Conkers that last and get to be used for more games become
‘Two’ers’, ‘Three’rs’, etc
-
Tip – to make a conker less likely to break, skewer the hole and
then put in a low oven for half an hour
Dance, Fight or Windmill:
-
The player who has been dipped ‘out’ stands in front of the
others players
-
That player can then challenge whoever they wish to ‘Dance,
Fight or Windmill’
-
The player challenged can choose the form of the contest
-
If that player chooses ‘Dance’, both contestants must hop on one
leg and keep turning round all the time until one or other of
them is dizzy and collapses
-
If the player chooses ‘Fight, they must both fold their arms,
approach each other hopping and have a ‘cock fight’
-
If he chooses ‘Windmill’, the one who challenges whirls his arms
and the other must twice run under the circling arms without
being hit
Back to top
Piggyback Fights:
Camel Fighting or Donkey:
-
The camel shape is made by one player standing upright, another
bending down behind and clutching his waist
-
A third player is the ‘rider’ who has to climb on to the second
players back
-
The threesome then charge against an opposing camel to see if
they can collapse it
Back to top
Elephants:
-
Two players have to stand upright and side by side
-
They have to have their arms behind their backs holding each
other’s hands - the right hand in the other’s right hand and the
left hand in their left
-
A third player then has to bend to grasp their hands
-
The fourth player then mounts the third players back
Chariots:
-
Similar to Elephants but the two players in front are horses
-
The two players who are standing beside each other link their
outer hands
-
Their inner hands are used by the charioteer as stirrups
-
The charioteer aids to his balance by also keeping his hands on
their heads
Battering Rams/Tanks:
Back to top
Rumblin’ Rhinos:
Cat
& Dog:
-
Two players stand next to each other
-
Another player comes in-between
-
They have to jumps up and exert their weight on to the shoulders
of the other two
-
The player who eventually collapsed under the weight is the
loser – the cat
-
The winner is the dog.
Back to top
Tug
of War:
Adders’ Nest:
-
A small object is placed on the ground
-
Players hold hands and circle it
-
On a signal each player tries, without breaking the circle, to
force one or other of his neighbours to touch or knock against
the object
-
If a player touches it he has been ‘poisoned’ and has to retire
-
The game doesn’t end until the two players left have battled it
out
Back to top
Bull In The Ring:
-
Players link hands and the bull (a volunteer) goes into the
centre
-
The bull has to force their way out, but cannot use their hands,
usually where they think the link is weakest
-
They are allowed to butt, and barge and generally behave like an
angry bull
-
They cannot kick
-
If the player escapes they can be chased after
-
The catcher becomes the new bull
Red
Rover:
Red Rover, Red Rover
Please send someone over
Or:
Red Rover, Red Rover
We call Thomas over
-
The player named has to charge the opposing team
-
They throw their weight at the weakest link and try to break
through
-
It the player breaks through they are free to return to their
own side
-
Played slightly differently, the player who breaks through can
take a player from the other team back with them
-
This can continue until one teams has one large line of players
Back to top
Challenging Games:
Honey Pots:
-
A player is chosen to be ‘shopkeeper’
-
Another player is a ‘customer’
-
The remaining players crouch in a row and clasp their hands
under their knees, pretending to be honey pots
-
The customer player arrives in the shop and asks about the price
of honey
-
They pretends to sample the different pots, touching each player
on the head and licking their finger
-
When the player chooses one of the pots they ask the shopkeeper
to weigh it
-
The shopkeeper player has to lift the honey pot player by their
arms and swing or shake them to break their grip:
Is she rotten, is she sound
Is she worth a million pound
Toss her up and toss her down
She is worth a million pound.
-
If the customer player is satisfied that they are ‘sound’ they
can purchase the chosen honey pot player
-
If however, the honey pot player breaks, the pot is rejected and
this player has to stand out
-
The game continues until all the pots are either bought or
removed
Back to top
Statues (not the party game version!):
-
This is a contest game to find out who can keep their face
straight under testing conditions
-
Players line up against a wall and hold out their right hands
-
A player who has been dipped is known as the ‘puller’ or
‘twister’ and has to pull each player from the wall in turn
-
They can either pull as hard as they can or give the player a
chance to say how they want to be pulled, by asking as follows:
|
Do you want egg, bacon, or chips? |
Egg is a slow twizzle, bacon a fast one, chips a very fast
one
|
|
Salt, mustard, or vinegar? |
Vinegar is an extra hard pull with a swing to it.
|
|
Blood, water, pop, or curtsy? |
Blood = pulling the player out fast.
Water = gently.
Pop = going round in a circle with them.
Curtsy = taking them out gently and leaving them in a curtsy
position.
|
-
When a player has been pulled they must stand in the manner they
have been thrown and as still as a statue
-
The puller then tells the statues what they have to be, eg
fairies, cats, dancers etc
-
They can all be given the same roles or different ones
-
Then the puller orders ‘Clockwork begin’ and the statues have to
come to life doing all the things fairies, cats or dancers might
do
-
The puller then orders ‘Lights out’ or ‘Lanterns shut’ and they
have to close their eyes
-
Now the puller has to decide which statue has the oddest or
funniest or most attractive face and posture
-
The worse statutes are tapped to indicate they must step aside
-
The last player statue is circled by all the others who then
begin to dance around and shout ‘Wake up sleeping beauty’,
‘You’re the pretty lady/lad’, and this player is the winner and
becomes the new puller.
Back to top
Jumping Games:
Leapfrog:
-
This game can be played as a race against other teams covering a
large area
-
One player bends down and another jumps over, runs two or three
steps and then bends down
-
Another player runs forward, jumps over two players and then
running a few steps more bends down as well
-
This goes on until all the players are bent over and the last
who was the first to run can run and jump over the others,
starting it all over again
-
The chant: ‘Keep the kettle boiling!’ usually goes along with
the leaping until everyone tires
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Spanish Leapfrog:
-
As above in that it is played with as many players as possible
but when a player has leapt over another player’s back, the
leader leaves an object on the back that must be leapt over by
the next player
-
If the object is knocked off they are out
-
Alternatively, one player is bent over and has one object after
another piled on their back
-
Players have to leap over them until someone cannot make it
-
That player becomes the new Spanish
One
a Foot:
-
A leader has to be chosen, usually a good jumper
-
They then put two sticks together on the ground
-
Taking a run and jump from the front of the sticks, where their
heel lands, the second stick is placed
-
Then they have to say whether it is a ‘noner’ or a ‘oner’ or a
‘twoer’
-
The players who will follow have to jump as the first did
-
If it is a ‘oner’, their jump allows for one foot in between the
two sticks. The game goes on until one player is left in. This
player is the leader for the next game
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Fly:
-
Six sticks are placed about a foot apart
-
Players have to jump over each stick without touching it and
without jumping over a space between the two sticks
-
The last player to jump takes a long jump and calls the number
of a stick
-
They put the stick of this number where she jumped to and the
game goes on until the spaces between the sticks get so big that
people can’t jump them
-
The player who can jump furthest is the winner and the last girl
next time
Leapers:
-
Using a piece of chalk a player draws an oblong square with a
line across two inches past the middle
-
With a small stone (or traditionally a dice), the player throws
it onto the line
-
They then stand back about two feet from it from where they then
have to try to leap over the stone/dice
-
If they succeed they gain a point and can keep moving the chalk
line back to see how many points they can get
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Baby Leapfrog:
-
This game consists of jumping over lines of players that are
lying down with their backs upraised
-
The last player to jump over the others’ backs lies down and
that the first player that was jumped over can get up and start
again
Skipping Games:
Skipping largely
took place as summer began, around May. Streets could be filled with
long lines of skipping ropes
Rock the Cradle:
Salt and
Mustard:
- This can be
played by a large number of players if the rope is long enough
- One player
holds the rope – the other end tied to a post or if it is very
long, held by two players
- Jumpers run
in at the same time chanting "salt, mustard, vinegar, pepper"
- Each time
they say pepper the rope gets faster
- As people
fail to jump the rope they have to come out
- The last
player jumping gets to hold the rope
- This can be
played by one player jumping with the rope and a lesser number
of others running in and jumping at the same time.
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ABC:
- A
fortune-telling game
- Two players
turn the rope as a player jumps
- The jumper
has to sing:
Strawberry,
shortcake, treacle tart
Tell me the name of my sweetheart
A B C D E .....
- The letter
a player fails to jump on represents the initial of a future
beloved
Teddy Bear, Teddy Bear:
- Two players
turn the rope
- Jumpers
jump chanting and doing the actions to each line whilst
skipping:
Teddy Bear
Teddy Bear touch the ground (touch the ground)
Teddy Bear Teddy Bear turn around (turn around)
Teddy Bear Teddy Bear climb the stairs (pretend to walk up)
Teddy Bear Teddy Bear say your prayers (join hands to pray)
Teddy Bear Teddy Bear turn off the lights (reach high to switch
off a light)
Teddy Bear Teddy Bear say good night (wave and say Good Night,
skipping out of the rope)
- Then the
next skipper comes in and the rhyme begins again
- Jumpers are
out if they error
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Skipping
Rope/Double Dutch:
- Skipping
rope requires the use of a rope that is twirled by two players
while a third literally skips the rope in between them
- Double
Dutch skipping is a more advanced form in which the player in
the middle skips over two ropes (held in each hand by two
players turning) at the same time
- Players
usually chant a skipping rhyme throughout that may invite other
players to come in
Skipping Rhymes:
- I like
coffee, I like tea, I want (name) to jump with me!’
- All in
together, girls! Never mind the weather, girls! When it’s your
birthday, please jump in! January, February, March etc (Other
players jump in as months are listed)
- I had a
little puppy. His name was Tiny Tim. I put him in the bathtub,
to see if he could swim. He drank down all the water. He ate a
bar of soap. The next thing, would you know it, a bubble burst
his throat! In came the doctor, in came the nurse, and in came
the lady with the alligator purse!" (Other players jump in as
"doctor," "nurse" and "lady" are called out)
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Ball Games:
Jacks:
-
Players use 5 small round stones or plastic or metal jacks (the
last two kinds have to be bought)
-
The games starts by players taking turn to throw jacks into the
air, trying to catch as many as possible on the back of the same
hand
-
Jacks are then tossed up into the air again to be grabbed in the
hand
-
Everyone takes turn to do this and the player with the most jacks
leads
-
To begin, the first player starts the game by throwing the jacks on
the ground and then picking up the ball
-
The player throws the ball up, picks up a jack with the same hand
and catches the ball as it returns, before it hits the ground
-
The jack is then put into the other hand. This is repeated until
all the jacks have been picked up
-
The player then throws the jacks back on the floor and starts again
but now two jacks have to be picked up
-
If the player is completely successful again, the same pattern is
repeated with 3 jacks and then 4, etc
-
Finally the ball is thrown up and all five jacks are grabbed at
once before the ball is caught
-
Missing the ball or failing to pick up or hold the jacks ends the
turn
-
The players who manages to do better than the others is the winner
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Marbles:
Clap & Catch:
-
Players have to
form a circle
-
A chosen leader
has to stand in the middle
-
The leader
throws a ball to each player, one after the other, who have to
clap once before catching it
-
If they miss
they have to lose a limb (a leg or arm) but still try to catch
the ball on their turn
-
If they catch
it they get their limb back or lose limbs until they are out
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-
Piggy in the
middle:
-
Three players
and one ball
-
One player has
to stand between the other two
-
The other two
players throw the ball to each over, generally over the head of
the ‘pig’
-
If the ‘pig’
player manages to jump high enough to catch the ball, the one
that was throwing it at the time become the new ‘pig’
Wall
Ball:
-
Can be played by single players or more than one as a
challenging gameA)
-
Ball is bounced against the wall and player claps hands before
it returns
-
Player keeps increasing the claps until they reach their maximum
Wall Ball Variations:
-
Ball is bounced on floor against the wall and caught on its
return
-
Bounced against the wall and players spins around before
catching it
-
Chalks several circles on the wall, one inside the other, and
player has to get as close to the centre as possible, moving in
one circle at a time
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Hopscotch:
-
Taking turns, first player throws one small stone on to square
one and then jumps with two feet onto squares 2 and 3, one foot
on square 4, two on square 5 and 6 etc. On reaching Kings and
Queens the player lands on two feet, then jumps up spinning
round and lands again with two feet and then proceeds to return,
picking up the stone and then jumping over that square
-
The format is repeated, the stone having to land in the square
of the next number
-
If
a player fails to get the stone in the numbered square, they are
out
-
If
they jump on a square that has had the stone in it, they are out
-
If
they mess up at all, they are out
-
The real skill of the game is to Hopscotch as quickly as
possible without making a mistake
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