Midnight
Source:
Games For The Playground, Home, School And Gymnasium
Category:
MISCELLANEOUS ACTIVE GAMES
(Twelve O'clock at Night)
_10 to 30 or more players._
_Playground; gymnasium; classroom._
One player is the fox and the others sheep. The fox may catch the
sheep only at midnight. The game starts with the fox standing in a den
marked in one corner of the playground, and the sheep in a sheepfold
marked in the diagonally opposite corner. The fox leaves his den and
wanders about the meadow (playground), whereupon the sheep also come
forth and scatter around, approaching as close to the fox as they
dare. They keep asking him, "What time is it?" and he answers with any
hour he chooses. Should he say "Three o'clock," or "Eleven o'clock,"
etc., they are safe; but when he says "Midnight!" they must run for
the sheepfold as fast as possible, the fox chasing them. Any sheep
caught changes places with the fox, and the game is repeated. When
played in a class room, only a few children should be selected for
sheep.
This game is enjoyed by children of almost any age.
It affords an excellent opportunity for daring and for finesse.
Timid children should be encouraged to take risks, approaching
near the fox, and surrounding him on all sides. All should be
taught to make the chase varied and difficult for the fox,
instead of running in a straight line for the goal. The fox has
opportunity for much stratagem in choosing for the moment when
he says "Midnight!" one in which the players are standing where
he could easily catch or corner them. He may also gain
advantage by appearing to start in one direction and suddenly
changing to another. These elements add zest to the game,
cultivate prowess, and make the children brighter and more
alert.
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