A compilation of games for children to by themselves or with adults

£3 Traditional Games of the Introduction you, or rekindle in you, the game traditions that are part of Traditional games are returning the children’s heritage. to (did they ever go away?) as parents, teachers Benefits and playworkers recognise the social, physical, cultural and Children interact with each educational benefits of these other and change the games to activities. suit new circumstances. These games as well as being about As is made clear in the book fun and companionship, also ‘Children’s Games in Street and help children grow healthily. Playground,’ traditional games We have shown at the have been passed from to beginning of each section child throughout the some of the core skills that generations. They make the children can develop thorough case that children’s games are their play, such as: one of the last true spoken u Fundamental movement traditions left in the British Isles. skills such as running, Games are excellent ‘peer jumping, throwing material’ for sharing, and by playing together, children also ABC Agility, balance, and share thoughts and ideas, (hand-eye) co-ordination dreams and fears. J Improved personal Research into school confidence and self esteem playground games has also (from making choices and shown that children tend to taking decisions) take their games ‘underground’ if they feel they are not wanted I Familiarity with and by adults; the play continues respect for other ways of but away from adult gaze! doing things (cultural awareness) Of course, the games are not just played in school yards but O Understanding of team and can be adapted to a variety of group relationships (working play spaces. Our intention with co-operatively, working with this compilation is to remind a leader) The focus in most play is about Games of the fun, fitness and practising basic muscle skills, rather than British Isles competition and winning. Basic As this booklet is a compilation muscle skills acquired at this of traditional games, many are stage will provide a sound base to do with competition and for continued involvement in challenge - and consultation has play, sport or other forms of shown that children want more active , and therefore of this in their play. Some lead to positive, lifelong benefits elements of the games and some in health and social skills - of the language used may not meet with some adult especially if children are expectations. Remember that the encouraged to play active games play is for the children; they for at least one hour everyday. need to learn their own lessons in their own way. We hope you These benefits may be useful to can acknowledge the changes in supervisors when planning a society by using the games as a programme of activities over positive learning experience. school lunchtimes or for a Start a discussion (after the playscheme. Don’t forget the game!) about the changes and children should be encouraged how a combination of tradition to play the games they want to; and new ways of doing things but they will also react well to have always influenced cultures. new games - especially if introduced in a fun and pleasant way. World wide games Some of the games are Safety recognisable the world over. We know that these games and the While these games can be names used (“Kingy” and played in most open spaces, “British Bulldog”) are what with a minimum of equipment, young people still play in Britain always make sure that the play - even in our multicultural area is safe; free from glass etc. society. In a playscheme, make sure that you have a fully stocked First Aid In researching this topic, we kit - and someone who is discovered that most of these qualified to use it. If you are games are played in one form or adapting an indoor space, move another worldwide. For example all tables, chairs, bins etc. to one in Korea, ‘Kongi Nori’ has been side. played for centuries; it is known in the UK as ‘marbles’. In Korea there are as many variations Flexibility and fun of ‘marbles’ as there are here in Britain. Before beginning an activity, look at the various abilities of In Bangladesh, ‘Dariabandha’ the children. If you have some is played in school children who may find a playgrounds. Like a more game too difficult, try to complicated version of adapt the game so that all the ‘Bulldog’, this game is also children can participate as very old indeed. equals. With a little thought, most games can be adapted From , ‘Kabaddi’ is a very in this way, making sure that popular game for children no one is going to feel left out and for adults. There it is on account of disability or played in leagues much like because of favouritism. Football Leagues in the UK. This game is like a cross Adaptation is one of the key between ‘Bulldog’ and ‘Tiggy’ skills of any playworker. In and has been shown on TV in play, the rules, equipment and the UK. premises are there to be adapted. The game is there to You may have no difficulty in be enjoyed by all. Anything introducing these games to a that gets in the way, like a multi-cultural group, as they rule that limits the ability of know the basic idea already. someone to take part, should Listen to them; some children be ignored or changed. This in your group may be able to can even be done to the point teach you a new variation on where the game being played the games. shows no resemblance to the original game; you will have a new game you are now playing!

And most important of all, join in and have fun!

Ted Keen Play Resources Manager Sport and Community Recreation

October 2003 Index Ball Games 1. Individual Games 2 2. Individual Rhyming Games 3 3. Piggy in the Middle 4 4. Piggy in the Ring 4 5. Ball He, Ball She or Tiggy Ball 4 6. Animal, Vegetable, Mineral 5 7. French Cricket 6 8. Kingy 7 9. Dodge Ball 1 7 10. Dodge Ball 2 8 11. Dodge Ball 3 8 Skipping Games 12. Run through 9 13. Pick a stone 9 14. Twizzle 9 15. Colours (Guessing Game) 10 16. Bogey Man 10 17. Lady, Lady 11 18. for Sale 11 19. Chase the Fox 12 20. Bumps or Double Turn 12 21. Backward Skipping 12 22. Hop Skipping 13 23. Forwards, Backwards and Jumping 13 24. Cross-arm Skipping 13 25. Home 14 26. Send a Letter 15 27. Hopscotch 16 Group Games 28. - (O’Grady Says) 17 29. Follow the Leader 18 Chasing Group Games - “Tig” General Rules 30. French Tig (Poison Tig) 19 31. Three stoops and run forever 19 32. Tiggy off ground 19 33. Pirates 20 34. Tiggy Bull 20 35. Shadow Tig 20 Catching Group Games 36. Adders Nest 21 37. Leap Frog 21 38. Farmer, Farmer 22 39. Kings, Queens and Jacks 23 40. British Bulldog 23 41. German Bulldog 24 42. Chain Bulldog 25 1 43. Farm Yard Animals 25 Symbols

u = Fundamental movement skills ABC = Agility, balance, co-ordination J = Improved personal confidence I = Cultural awareness O = Team/group relationships

Ball Games

1. Individual Games u ABC J

Equipment: 1 ball per person - tennis balls are ideal - and a wall

The child throws the ball against the wall once in each of the following ways, reciting the appropriate word each time.

Word Action

Plainsy: throw and catch Under: throw the ball under one leg against the wall and catch Roll the Reel: throw the ball and roll the hands round each other and catch Clapsey: throw the ball, clap once and catch it One hand: throw the ball and catch it with one hand Round the world: throw the ball, spin round on the spot once and then catch the ball Dropsey: throw the ball and let it bounce on the ground once before catching it Backsey: throw the ball, clap once in front and once behind the body and then catch 2 the ball 2. Individual Rhyming Games u ABC

Equipment: 1 ball per person

The ball is bounced against a wall. A rhyme is recited at the same time.

On the accented words the ball can be caught or thrown.

One, two, three O’Lary I spy Sister Mary Sitting on the pompalary Eating chocolate wafers

Peter Pan, bread and jam Marmalade and treacle A bit for you and a bit for me And none for the naughty people

I had a little sausage A little tasty sausage I put it in the pan for my tea I went out playing And I heard the sausage saying Ellen, Ellen come in for your tea

For ‘Ellen’, substitute the thrower’s name.

One, two, three O’Lary Four, five, six O’Lary Seven, eight, nine O’Lary Ten O’Lary Postman!

Old Mrs Black, Black, Black Asked her Mother, Mother, Mother For 15 pence, pence, pence To climb the fence, fence, fence She climbed so high, high, high She touched the sky, sky, sky And didn’t come back, back, back Till the 4th of July, July, July 3 3. Piggy in the Middle - u ABC O several players

Equipment: 1 ball per game. The younger the players - the larger the ball.

Two players stand about 10 paces apart and throw the ball to each other.

A third player, the piggy, stands between them and tries to catch the ball as it passes.

When someone succeeds, they take the place of the thrower, who takes over as piggy.

To avoid the pig, the ball can be thrown overhead, to the side, rolled or bounced. Children will produce rules to ensure the game is possible i.e. setting the height and width of the throwing area.

4 . Piggy in the Ring - u ABC O any number of players

Equipment: 1 ball per game. The younger the players - the larger the ball.

The players stand in a ring and pass the ball between them.

The pig, in the middle of the circle, tries to catch the ball. When someone succeeds they take the place of the last thrower who takes over as piggy.

5. Ball He, Ball She or Tiggy Ball - several players u ABC O Equipment: 1 small ball. Owing to the nature of this game, it is advisable to use a soft ball.

One player takes the ball and is “it”.

All other players scatter. Whoever is “it”, chases them and 4 tries to hit any of them below the shoulder with the ball. When someone succeeds, the game continues in one of three different ways:

1. The touched player also becomes “it” and assists the original “it”. They pass the ball between them, as they chase the other players and try to hit them.

As more people are hit, they also join the “it” people until only one is left.

The last remaining runner is “it” in the next game.

2. The player who is hit becomes “it”. The original “it” joins the rest of the players.

3. The player who is hit is out.

The game is over when all the players are hit, the last one becoming “it” in the next game.

6. Animal, Vegetable, Mineral - u ABC O several players

Equipment: 1 ball (football size is most suitable).

The players stand in a circle and throw the ball at random between themselves. When the lead player throws the ball they call out “Animal, Vegetable or Mineral”, and then quickly count up to 10.

The next player to whom the lead player has thrown the ball, must catch it and also name something from the chosen category before the thrower reaches 10.

If they succeed, they throw the ball to another player as before. If they fail either to catch the ball, or name something from the category, they are out.

The winner is the last person in.

5 7. French Cricket - u ABC O several players

Equipment: 1 tennis ball,1 bat or racket (a piece of wood will do!)

For this game you will need a bat of some kind, as well as a ball.

One player holds the bat in front of his or her legs, while the others space themselves out in a large circle as fielders.

They must bowl, throw or roll the ball at the batsman, aiming to hit below the knee. The defender uses the bat to hit the ball away. The defender is not allowed to move their feet any time or they are out.

If the ball hits the bat holder below the knee, they are out and are replaced by the bowler. If the person with the bat hits the ball high in the air and it is caught, they are also out and are replaced by the catcher.

The fielders must bowl at the batsman from the exact spot where they have stopped the ball, unless they choose to pass it to another fielder, who may then bowl from a different angle.

As no runs are scored in this game, there is no actual winner.

The more active the children are in fielding, bowling and catching, the more chance they will have to bat.

6 8. Kingy - u ABC JO several players

Equipment: 1 soft tennis-sized ball

All the players except one, the King, stand in a line against the wall.

The King, who is positioned about four metres (12 - 15 feet) in front of the players, has to hit them with the ball anywhere below the knee.

Once hit, the players join the King and help him or her to hit the remaining players. However, they are not allowed to run whilst in possession of the ball.

Those who are being thrown at, may dodge as much as they like and may also punch the ball away from themselves to avoid being hit.

The last remaining un-hit player becomes King for the next game.

9. Dodge Ball 1 - u ABC O several players

Equipment: 1 tennis-sized ball

This game is very much like Kingy. There are two equal teams here though. They should be positioned about four metres (12 - 15 feet) apart in straight lines facing each other.

The ball is rolled, thrown or bowled underarm at the opposing team, attempting to hit them below the knees.

When someone is hit they are out of the game.

The turn then passes over to the opposition to bowl and so they take it in turns until one team is eliminated.

7 10. Dodge Ball 2 - several players u ABC O

Equipment: 1 football or softer substitute

Form all of the players into a circle, except one, who is left in the centre of the ring, where he or she is able to run and jump about freely.

The other players attempt to throw a ball - large ball is preferable for this game - and hit the dodger on or below the knees. When this happens, thrower and dodger change places and so the game continues.

11. Dodge Ball 3 - for large groups u ABC O

Equipment: 1 football or softer substitute

First split the group into two. One group makes a circle around the other who are able to move freely within. The players making up the circle have to throw a ball - large as before - in an attempt to hit the free runners below the knees. If this is achieved the dodger is out of the game. This continues until all dodgers are hit. At this point the teams swop over and assume opposite roles.

The winning team is that which eliminates the opposition in the shortest time.

8 Skipping Games

12. Run Through u ABC O

Equipment: 1 long, soft rope per group

Holders turn the rope reciting the following rhyme:

Andy Pandy Sugar Candy French Almond Rock!

The skippers run rapidly one after the other through the turning rope. The one who is running through on the word “rock”, replaces one of the rope holders.

13. Pick A Stone u ABC JO

Equipment: 1 long, soft rope per group

Rope holders start turning, while the first skipper alternately drops and picks up a stone or twig at each skip. When he or she trips, the next skipper replaces them.

14. Twizzle u ABC JO

Equipment: 1 long, soft rope per group

One player swings the rope round and round, one handle in his or her hand, the other trailing on the ground.

The remaining players stand in a circle around the “twizzler” and jump over the rope each time it comes round.

Skippers are out when they trip. The last one in, being the winner and the rope “twizzler” next time.

9 15. Colours (Guessing Game) u ABC O

Equipment: 1 long, soft rope per group

Holders decide between themselves on a colour.

They turn the rope and the skippers take turns to run in, skip once, and run out calling out a colour.

The skipper who guesses correctly, takes the place of one of the holders and the game continues with another colour.

This game can be played with animals, cars, fruit etc. instead of colours.

16. Bogey Man u ABC JO

Equipment: 1 long, soft rope per group

Holders turn the rope while the skippers take turns to run in. As they do so, they recite:

Mother in the kitchen Doing a bit of knitting In comes a bogey man And knocks mother out

The second skipper jumps in on bogey man and the first skipper runs out on ‘out’.

10 17. Lady, Lady u ABC JO

Equipment: 1 long, soft rope per group

As the holders swing the rope, the skippers jump in one by one in turn reciting:

Lady, Lady drop your purse Lady, Lady pick it up Lady, Lady twist right round Lady, Lady touch the ground

Each skipper has to drop something, a stick, stone or even a purse on one revolution of the rope, then pick it up on the next as the rhyme suggests.

Each line of the rhyme must be fulfilled within a complete swing of the rope. After the 4th swing, the skipper runs out, followed in by the next.

If a skipper makes a mistake or snags the rope, they must change places with one of the rope turners.

18. House for Sale u ABC JO

Equipment: 1 long, soft rope per group

As with all the previous skipping games, the rope is swung by two people, while the remainder come in to skip one after the other reciting:

House for sale Apply within The people upstairs Are drinking gin As I go out Mr. or (Mrs.) ...... comes in

The acting skipper chooses the name of the person then follow them into the rope by inserting their name in to the last line Mrs ...... or Mr ......

On the word, “in” the new skipper enters as the old one leaves. 11 19. Chase The Fox - u ABC JO five or more players

Two children swing the rope. One of the other players is chosen the leader. The rest must do exactly what the leader does in their turn.

A typical sequence:

a) the leader runs through the rope, whilst it is high up - the rest follow in turn.

b) the leader jumps into the turning rope, skips once, and jumps out again. The rest follow.

c) the leader jumps into the turning rope, skips twice... and so on.

20. Bumps or Double Turn u ABC JO

Equipment: 1 rope per person

Get a good rhythm going, doing ordinary forward jumping.

Then, take a big jump and very quickly, turn the rope so that it passes twice under your feet before you touch the ground.

u ABC JO 21. Backward Skipping

Equipment: 1 rope per person

This time start with the rope in front of your feet. Swing it up in front of you over your head, and skip over it as it touches the ground by your heels.

12 22. Hop Skipping u ABC JO

Equipment: 1 rope per person

Hop over the rope first with your left foot, and then with your right and carry on alternating, getting faster and faster.

23. Forwards, Backwards and Jumping u ABC JO Equipment: 1 rope per person

Instead of skipping over the rope as it touches the floor, jump over it with both feet together.

24. Cross-arm Skipping u ABC JO

Equipment: 1 rope per person

Start with ordinary forward skipping.

Then cross your arms in front of you as the rope comes over your head and before it reaches the ground, and skip through the loop formed by the rope.

Carry on skipping alternate forward and cross-arm skips.

13 Hopscotch

Hopscotch diagrams can be painted on the ground, but are usually chalked up for a few days play.

25. Home - see the diagram u ABC J

Home is played by throwing the “potsie” (small stone or pebble) into space Number HOME 1, jumping with the right foot into 8, hopping with the left foot into 2, with the right foot into 7, never keeping both feet on 4 5 the ground until “HOME” is reached.

The player now returns: left foot into 5, 36 right foot into 4, in turn until he or she arrives at 1. Here they retrieve their “potsie” while standing on one foot and then jumps 27 out.

If the “potsie” lands on a line or if a player 18 steps on a line, they are out and must wait their turn to start again as before.

If they go through cleanly on their first run, they can go again by throwing their “potsie” into number 2 and then completing another full circuit. They can do this every time they have a clean run, throwing their “potsie” to the next highest number each turn. When they get to 8 they have finished the ordinary round.

Now, with closed eyes they must attempt to throw their “potsie” to HOME. If it lands inside HOME without touching a line, they go through the diagram once more, eyes closed first stepping into 1 and 8 (both feet at once), then 2 and 7 all the way to HOME and back again. If someone completes this round without stepping on any lines, picking up their “potsie” on HOME and finally jumping out, he or she has won the game and a new round begins. 14 26. Send a letter - u ABC J see the diagram

Hop on both feet 1 to 9 and then back. Hop on right foot 1 to 4. Jump astride into 5 and 6. Hop on one foot to 7. Jump astride 8 and 9, then turn around. Jump and cross your legs so that your left foot is in 8 and your right is in 9. Hop 7 and 6 on one foot. Hop/jump 5 and 4 on both feet. Hop 3 to 1 on one foot.

Repeat this pattern but cross your legs jumping into 5 and 6, 8 and 9.

8 9 7 56 4 3 2 1

15 27. Hopscotch - u ABC J see the diagram

Player throws his or her ‘potsie’ into 1. Hops with both feet into 1 and 2. Hops with one foot into 3. Both feet to 4 and 5. Hops one foot to 6. Both feet to 7 and 8. Hops one foot to 9. Both feet to 10 and 11. Hops one foot to 12. 12 About turn. Return in similar manner in opposite direction. 10 11 9 If this round is completed without stepping on any lines, the same player aims his or her 78 ‘potsie’ at 2. If it lands without touching a line, the player hops all the way through the 6 diagram, once more, picking up their ‘potsie’ on their return trip when they reach the square it 45 occupies.

When this is successfully completed, the player must then 3 repeat for each separate number on the grid in numerical order. 12

16 Group Games u ABC JIO 28 Simon Says - (O Grady Says)

One player is chosen to be ‘it’ and becomes ‘Simon’ or O’Grady, whichever you prefer.

The rest of the players stand spread out in front of him or her.

‘Simon’ then performs a gesture and simultaneously describes it.

Example: He or she raises their right arm saying at the same time ‘Simon says raise your right arm’. The remaining players must do as ‘Simon’ says.

After a few actions ‘Simon’ may deliberately not say, ‘Simon says’. He or she may simply say, ‘Raise your right arm’.

If any of the players follow this order they are out of the game. They must only do what ‘Simon’ says.

‘Simon’ may catch players out in another way. He or she may confuse them by saying one thing, but actually doing another.

Example: ‘Simon says’ wave your left hand. However, in reality ‘Simon’ is waving his or her right hand.

Players left in the game must try to ignore what he or she is doing and only do what he or she says - that is wave their left hand.

After each action ‘Simon’ must cancel it before commencing another.

Example: ‘Simon says’ ‘stop’. All the players must stop what they were last ordered to do.

However, ‘Simon’ may, again, try to trick the players by just saying, ‘Stop’. Those who do so are out.

The last person left in the game is the winner. 17 29. Follow the Leader u ABC JIO

Choose an active child to lead this game.

All other children who wish to play, form a line behind the leader and proceed to follow his or her every action. They must go where he or she goes and do whatever actions he or she chooses and that includes stopping.

The leader even decides when to stop the game.

Chasing Group Games - “Tig” General Rules The game of ‘tig’ has many different names and some regional variations in rules. However, the basic game is as follows:- One person is ‘on’ or ‘it’, he or she has to chase, then touch, another player who then becomes ‘it’.

Among the many varying rules, one of the most important is that you can’t ‘tig your butcher!’ This simply means that you can’t ‘tig’ the person who has just tagged you.

There are variations in the allowed methods of movement.

Walking Tig, Hopping Tig, Spider touch (played on all fours).

These games restrict the movement of all the players causing it to be played at a slower speed.

18 30. French Tig (Poison Tig) u ABC JIO

This game is the same as ordinary ‘tig’, except that the caught person has to cover the place on his or her body where they were tagged and keep it there until they tag someone else.

Obviously the more peculiar the place on which a person is tagged, the funnier he or she will look running around when they are on. Particularly if they been tagged on their foot.

31. Three stoops and run forever u ABC JIO Basically, ordinary tig except that when the chased person feels that they are in danger of getting caught, they may “bob” down into a ball squatting on the ground saying:

“Bob down bunny” or “Mercy”.

This makes them immune to the touch.

However, players are only allowed to bob three times. If they exceed the number they are automatically “it”.

It may be wise to impose a time limit on the stoops to make the game maintain some kind of flow.

32 Tiggy off ground u ABC JIO

This game of tig is the same as normal tig except that a person can only be tagged if they are stood on the ground.

If they stand on something or climb up a structure, for example, they cannot be tagged.

19 33. Pirates u ABC JIO

This game used to be popular in school gymnasiums and on Adventure Playgrounds. It is by nature a little more risky than other games of tig.

The aim of the game is to move around the play area without stepping on the ground.

Paths can be laid from structure to structure using stones, pieces of wood etc. to enable the players access to a greater playing area.

If, while being pursued, a player puts a foot on the ground, they are automatically ‘on’.

34. Tiggy Bull u ABC JIO

In this game, the player who is ‘it’ must bend forward placing his or her or her hands alongside their head, as if they were the horns of a bull.

Tig can only be passed on if contact is made with one or both of the horns.

This game of tig enables children to use their imagination in pretending to be matadors, dodging, twisting and twirling to avoid the horns of the bull.

35. Shadow Tig u ABC JIO

A game for sunny days only.

In this game not the person, but his or her or her shadow, must be touched with the chaser’s foot.

In this game, if a child flattens themself against a wall or stands in an area already full of shadows so that he or she has no shadow, then they are safe.

This has been a popular game in the past. However, it is prone to cheating as people can simply deny that a touch 20 or ‘tag’ took place. Catching Group Games

36. Adders Nest u ABC JIO

The players form a circle round a box or drain cover - the “adders’ nest” - holding hands and proceed to move round and round it.

On command, the players stop circling the box and attempt to pull each other on to it. When a player touches the box, they are “bitten by an adder” and are out.

The game begins again in the same way and continues until only one player is left - the winner!

Warning: This game is excellent fun to play round a puddle, so if you want your children to remain dry beware!

37. Leap Frog u ABC JIO

Leap frog is a vaulting activity. If there is only one player, or stools are ideal for leaping over.

However, where many children are involved, they form a line. One person bends down, bracing themselves by putting their hands on their knees.

The next person in the line runs forward, jumps over and continues forward a few steps, stops and then bends over.

Again, the next in line jumps and bends and so on until there are no more jumpers left in line.

At this point, the rear person stands up and jumps over all those in front, bending over on reaching a short distance in front of the line.

Again, the last person jumps all the bent over people and joins, bent over, at the front.

In this way, the whole line can move around the playground reaching quite a speed. 21 38. Farmer, Farmer u ABC JIO

This old game used to be played in a , with the players crossing from one side to the other. It should not be difficult to find a suitable space in a school playground for example, thus avoiding any danger from traffic.

One child is named the farmer. He or she stands in the middle of the “road,’ while the rest line up on the ‘pavement’.

The children on the ‘pavement’ call out ‘Farmer, Farmer, may we cross your golden river?’

And the farmer replies, choosing a colour, ‘You can’t cross the river unless you have blue’.

The children who have this colour on them, even if it’s only a tiny item or part of an item of clothing, get free passage across the ‘river’. Those who are not wearing the colour, have to dash across the ‘river’ and risk being caught by the farmer.

When the children ask if they can cross from the other side, the Farmer chooses another colour.

The rarer the colour on the players’ clothing picked by the Farmer, the more children he or she has to catch.

In some places, when a person is caught, he or she takes the place of the Farmer. More often, the caught player is out until everyone else is caught, or has to assist the Farmer to catch the rest. This way, it gets harder to cross as the game goes on.

22 39. Kings, Queens and Jacks u ABC JIO

In this game, the catcher stands in the middle of the playground and calls out ‘Kings’, ‘Queens’ or ‘Jacks’.

If he or she calls ‘Kings’, the players have to run to the other side of the playground without being grabbed by the catcher, and if they are, they must assist him or her.

If he or she shouts ‘Queens’, the players have to hop across without being knocked over by the catcher, who is also hopping.

If the cry is ‘Jacks’, anyone who moves, however slightly, has to join the catcher in the middle.

In this game, the catcher has three possible ways to catch the players, grabbing, toppling over and trickery.

The last person left is the winner and becomes the catcher next go.

40. British Bulldog u ABC JIO

The catcher stands in the middle of the area. All the other players stand facing him or her on the edge of the pitch, waiting for the order to run to the opposite side.

The catcher picks a person in the runners to go, first calling him or her out by name.

This runner makes as much ground as they can towards the other side. When they feel to go any further would mean being caught, they call out ‘Bulldog’.

At this cry, all the remaining players run across to the safety of the other side.

On their way across, the catcher must attempt to catch and hold them long enough to shout ‘British Bulldog one, two, three’. If he or she succeeds, the caught person also becomes a catcher.

As the game continues from side to side of the play area, more and more runners become catchers, until only one remains. This person becomes the catcher in the next game. 23 41. German Bulldog u ABC JIO

The game of German Bulldog is much the same as its British counterpart.

The difference is that the runners are split into two groups. Each group faces the other across the pitch, with the catcher remaining in the middle.

The catcher shouts ‘change’, and both teams of runners swop sides, attempting to avoid being caught.

This game is somewhat more exhausting than ‘British Bulldog’, as the runners have the problem of not getting caught, but also of not getting in each other’s way as they change ends.

To assist the catcher, the chant ‘Bulldog, 1,2,3’ is dispensed with in this game. Here the rule is, once touched a runner becomes a catcher.

The first runner caught is the catcher next time.

24 42. Chain Bulldog u ABC JIO

This is an adaptation that can be used in either of the previous games of Bulldog.

It simply means that the catchers form a chain across the pitch as they are caught. This chain is then used to round up and catch the runners.

As a rule, it shortens the game’s length and allows smaller children a better chance to participate.

43. Farmyard Animals u ABC JIO

The leader of the game writes the names of farmyard animals on pieces of paper (at least 2 of each, up to say 5 or 6), and puts them in a hat.

The players of the game take a piece of paper, read it and keep secret the animal written on it - that is what they are to become.

Next, they all spread out and put on their blind folds.

When the leader shouts ‘Go’, (Gee-up is probably more in keeping with the farm atmosphere), the players must each attempt to duplicate the noise made by their selected animal.

The play area is now full of noise making, blind folded individuals, bumping into each other. For this reason, it is best to keep a few observers at hand to prevent collisions with doors, railings, each other etc.

They should try to locate animals of their own kind by following their noises.

The aim of the game is to have fun more than anything.

25 Bibliography

This list of traditional games was compiled with the help of the following books:

Children’s Games in Street and Playground by: Iona and Peter Opie Published by: Oxford University Press ISBN O - 19 - 281489 - 3

The World Book of Children’s Games by: Arnold Arnold Published by: Macmillan Ltd ISBN 333 - 19130 - 7

The Traditional Games of , Scotland and Ireland by: A B Gomme Published by: Dover

Let’s Play Together by: Mildred Masheder Published by: Green Print ISBN 1 - 85425 - 013 - 2

Let’s Play Asian Children’s Games Compiled by: Opal Dunn Published by: Macmillan South East Asia in association with the Asian Cultural Centre for UNESCO

26 Further Information

If you are interested in finding out more about children’s play and games, further information can be obtained from:

The Play Resource Centre 31-33 Nursery Street Sheffield S3 8GF

Tel: 0114 276 6852

Children’s Information Service Library 9 Leopold Street Sheffield S1 2GY

Tel: 0114 249 6379

Sheffield Children’s Library Surrey Street Sheffield S1 1XZ

Tel: 0114 273 4734

27 Copies of this information can be made available on request in , Bengalli, Chinese, Somali and Urdu, Braille, large print and on audio tape, . Please telephone 0114 273 4266

Sport and Community Recreation 2/10 Carbrook Hall Road Sheffield S9 2DB

Tel 0114 273 4266 Fax 0114 273 5504 E-Mail [email protected] www.sheffield.gov.uk

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