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Double Relay Races

Source: Games For The Playground, Home, School And Gymnasium
Category: MISCELLANEOUS ACTIVE GAMES





_10 to 100 players._

_Schoolroom; playground; gymnasium._

First two rows (Nos. 1 to 14) stand in aisle II and give way to rear
to starting point. Third row (Nos. 15 to 21) stand in aisle III, march
forward and around to right into aisle I, bringing entire 21 pupils
into formation, as indicated for Team A on diagram. Fifth and sixth
rows (Nos. 22 to 35) stand in aisle VI and give way to rear to
starting point. Fourth row (Nos. 36 to 42) stand in aisle V, march
forward and around to left into aisle VII, bringing entire team, Nos.
22 to 42, into formation as indicated for Team B on diagram.


FIRST RELAY

At commands, "Ready, go!" Nos. 1 and 22, the two leaders of the two
teams, walk to wall in front of them at W/A and W/B, touch the wall,
return down aisles III and V respectively, and continue up aisle IV to
teacher's desk. When the two leaders, 1 and 22, touch the wall, Nos. 2
and 23 start at the "exchange points," X and X, 1 and 2 touch left
hands across desks, and 22 and 23 touch right hands across desks. At
the starting point, 1 touches left hand of 3, who starts as soon as
touched, 22 touches right hand of 24, who also starts as soon as
touched; so on to the last of each team, who finish the game by
touching the desks where the leaders started. Both teams then "about
face" and march back, Team A through aisles III, II, and I, and Team B
through aisles V, VI, and VII, when they are ready for the next relay.


DOUBLE RELAY RACES]


SECOND RELAY

Same as First Relay, but this time running.


DOUBLE RELAY RACES]


THIRD RELAY

Same as Second Relay, but this time each leader starts with an eraser,
if in the schoolroom, or a dumb-bell in playground, in his hand and
gives it to the next pupil at "exchange point," each successive pupil
repeating the exchange at that point. The third and succeeding pupils
must wait at each starting point until "touched" before starting.


FOURTH RELAY

Same as Third Relay, except that a handkerchief, knotted once in the
middle, is substituted for the eraser with which each leader starts.


FIFTH RELAY

Same as Fourth Relay, except that the leader of each team and the
pupil behind him each have an eraser (or dumb-bell), and when meeting
at "exchange points," exchange erasers, the leaders giving the second
erasers to the pupils on the starting points, and so on.


SIXTH RELAY

Same as Fifth Relay, except that two handkerchiefs are used instead of
two erasers.


SEVENTH RELAY

Same as Sixth Relay, except that the handkerchiefs may be _thrown_ and
_caught_, instead of being _handed_ or _passed_ to the next pupil.


CAUTIONS

The value of these games lies in two things, _i.e._ in the fact that
after the first two pupils of each team have started and the game is
really under way, there are four pupils on each team actually in
motion, and the game moves so fast that each member of each team has
little time to do anything besides attending strictly to the game; if
his team is to have any chance to make a good showing, he must be
constantly on the alert. The second, and still more important,
valuable feature of the games, lies in the constant exercise of
_inhibition_. Therefore there should be absolutely no "coaching"
except by the teacher during training; care should be taken in the
First Relay to see that all children actually _walk_; no running; when
hands are to be touched, they _must be touched_; when erasers or
handkerchiefs are dropped, they must be picked up by the ones who
dropped them before proceeding with the game; if to be exchanged, they
must be exchanged.

The intermingling of the two teams in aisle IV does not affect the
game in the least.

Diagram 2 is for a schoolroom of seven rows of seats, and six (more or
less) deep. The numbers indicate a convenient division, and the pupils
fall in as before.

A division of the class into three teams may be made if desired, and
if there be sufficient aisles.

These games are suitable for boys or girls or mixed classes.

Diagram 1 should be used for schoolrooms seating 42, if seven deep;
48, if eight deep; 54, if nine deep.

Diagram 2 should be used for schoolrooms seating 42, but facing as
indicated; 49, if seven deep.

Diagram 1 for a schoolroom with five rows and ten deep, using only the
outside and next to the outside aisles.

These games may also be played in the gymnasium or playground.
They were originated by Mr. J. Blake Hillyer of New York City,
and received honorable mention in a competition for schoolroom
games conducted by the Girls' Branch of the Public Schools
Athletic League of New York City in 1906. They are here
published by the kind permission of the author, and of the
Girls' Branch, and of Messrs. A. G. Spalding & Brothers,
publishers of the handbook in which the games first appeared.




Next: Drop The Handkerchief

Previous: Do This Do That



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