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Call and Response Games High Windows

( Call and Response, Chase and Catch, Circle and Breakthrough )

All of the players but one join hands in a circle. The odd player in the center runs around on the inside of the circle and hits one of the players with a wisp of grass if the game be played out of doors or tags him if played indoors. Both players then run out of the circle it being the object of the player who was tagged to catch the odd player before he can run three times around the outside of the ring. As the runner completes his third time around the players in the circle cry “High Windows ” and raise their clasped hands to let both of the players inside. Should the one who is being chased succeed in entering the circle without being tagged he joins the circle and the chaser takes his place in the center. Should the chaser tag the pursued before he can circle the ring three times and dodge inside at the close the chaser returns to the circle and the one caught goes again into the center.

It is permissible to vary the chase by running away from the immediate vicinity of the circle. Should the chase then become too long the circle players may call “High Windows ” as a signal for the runners to come in. This call is made at the discretion of a leader whether he be one of the circle players appointed for that purpose or a teacher.

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