Re: Cub Games from the Past
Barb Stephens (bsteph@CREIGHTON.EDU)
Wed, 9 Aug 1995 09:58:03 -0500
My mother, ever mindful of my association with Cub Scouts, sent
me a page from the Sat, July 1 Des Moines (Iowa) Register - about
childhood games. The article has more information, like where some games
originated, but here is the text I kept:
The Des Moines Register, Saturday, July 1, 1995 edition had a feature
article titled "Games people play - generation after generation."
The list of longtime favorite childhood games includes:
Ring Around the Rosie London Bridge
Pease Porridge Hot This Little Piggie
Tag Hide & Seek
Kick the Can Drop the Handkerchief
Hide the Thimble Ringer (& other marble games)
Musical Chairs Dodgeball
Hokeypokey Throwing Tops
Where Is Thumbkin?
Where is Thumbkin? Where is Thumbkin?
Here I am. Here I am.
How are you today, sir?
Very well, I thank you.
Run away. Run away.
Where is Pointer?
Where is Tall Man?
Where is Ring Man?
Where is Baby?
To play: On the question "Where is ...", first one thumb, then the other is
brought up. At the lines "How are you ..." and its answer, the thumbs each
make a circle as if speaking to each other. On the "Run away ..." lines, first
one, then the other hand disappears behind the singer's back. The same is
done for each successive finger.
Here Is the Church
Here is the Church
And here is the steeple
Open the door
And see all the people.
To play: Lock the fingers, knuckle to knuckle, with fingers pointing down.
That is the Church. Place pinkies together in an arch. That is the steeple.
Now open thumbs wide as if opening a door while simultaneously turning
hands and pointing locked fingers upward. On the phrase, "See all ...,"
wiggle the fingers.
The Eensy Weensy Spider
The eensy weensy spider went up the water spout
Down came the rain and washed the spider out.
Out came the sun and dried up all the rain and
The eensy weensy spider went up the spout again.
To play: Touch thumb of left hand to forefinger of right hand; reverse by
touching forefinger of left hand to thumb of right hand to make climbing
motion. Repeat throughout the first line of song. Lower arms slowly for
rain. Make a circle with thumbs and forefingers and raise it slowly for sun.
Repeat climbing motion during last line.
Patty-cake, patty-cake, baker's man.
Bake me a cake as fast as you can.
Roll it and prick it and mark it with a T
Put it in the oven for baby and me.
To play: The child sits on your lap facing you. Clap hands with child for
first two lines. Then, miming a baker making dough balls, "roll it and prick
it," and as if writing on it, mark it with a T (or B for Baby, or the child's
initial). For "Put it in ...," turn palms upward and gently poke into the
child's tummy, as if putting dough into the oven.
Several players scamper around the room trying to escape the player
who is blindfolded. The blindfolded player tries to catch and identify one
of the players. Buff is a short form of the word "buffet," which means a
blow with the hand or fist. The blindfolded player may be teased by
bumping into him and slipping away. Silent Blindman's Buff requires players
to remain quiet and remain in one place while the blindfolded player
attempts to find and identify one.
One player is the leader and orders the other players to make motions
by saying "Simon says thumbs up" or "Simon says hands on your head."
The leader also makes all of these motions. If he omits "Simon says,"
however, and just orders "Thumbs up," the players must not make the
motion. Anyone who does so is out of the game. The winner is the player
who remains in the game the longest.
This game involves string figures woven between the hands. The
simplest form is the one for which the craft was named. More complicated
figures include the wood carrier, breastbone with ribcage, two fighting men,
howling monkey and man in bed.
Circle Keep-Away (Hot Potato)
Players form a circle. A bean bag is passed from player to player
while one player sings, whistles or claps. When the music or clapping
stops, the player who has the bean bag is out and sits in the center. The
last one out wins. Stops should be made frequently so the games moves
quickly and players will not be out for a long period.
One player is "It" and leaves the group while the other players
choose an object in the room. "It" returns and tries to guess the object.
He can ask 20 questions of the group members, all of which must be
answered by yes or no. He asks his questions of each person in turn so
that all are asked at least one question. If "It" guesses the object, someone
else becomes "It"; otherwise he is "It" again for the next game.
Players are divided into two teams and line up facing each other,
about 25 to 50 feet apart. Each side takes turns calling "Red Rover, Red
Rover, let (name) come over." At that signal, the player called, runs from
his line and tries to break through the line of opponents, who have joined
hands. If he breaks through, he can take one opponent back with him to
his team. If he does not break through, he must join the other team. The
team to add the other players on its side first, or which has the most
players at the end of a designated time period, wins.
Red Light, Green Light
Two lines are established at opposite ends of the playing area. One
line is the goal line; the other is the starting line. One player is "It" and
stands on the goal line. "It" shuts his eyes and counts to 10 a number of
times. At the end of the count to 10, he calls out "Green light" or any
other color light. While he is counting, the players advance toward the goal
line. When "It" calls "Red light," he opens his eyes and all of the players
must stop moving. Any player who "It" catches in motion must return to
the starting line. Players can continue moving if any color other than "Red
light" is called. The suspense of the game occurs as the players wonder
what color will be called. The first player to reach the goal wins. The last
one is "It" for the next game.
Captain, May I?
This is one I remembered, and is similar to Red Light. There is a goal
line and a starting line, and the player who is "Captain" stands at the goal
line. The "Captain" addresses one player at a time to "Take one giant step"
or "Take 5 baby steps" or "Skip three steps", etc. That player must
remember to say "Captain, May I?" and wait for permission before he can
advance. If the player forgets to ask permission first, he must return to the
starting line. The Captain then addresses another player on the line and
continue until one player finally reaches the goal line. That player then
becomes the "Captain."
Barb Stephens firstname.lastname@example.org
Creighton University Phone: (402) 280-2263
Omaha, NE 68178 Fax: (402) 280-2573
Terry Howerton Sakima Group, Inc. SCOUTER Magazine Kansas City