| Keeping teenagers entertained can sometimes be | | | | running in the opposite direction for the second round. |
| difficult and so I have outlined some ideas for games | | | | The first player to arrive back at the marker at the |
| for teenagers to play. Following are some ideas of | | | | end of the second circuit is the winner. |
| games for teenagers to play which are energetic and | | | | GAME: SIT DOWN! FOR BOYS AND GIRLS. 8 TO |
| fun! | | | | 20 PLAYERS PLAYED INDOORS OR OUTDOORS. |
| UNDER THE BRIDGES. FOR BOYS OR GIRLS. 10 | | | | The players sit on chairs placed fairly close together in |
| TO 30 PLAYERS PLAYED OUTDOORS OR | | | | a circle, The chairs face inward and one chair is left |
| INDOORS: | | | | vacant at any point in the circle. One player stands in |
| The only equipment required for this exciting and | | | | tho middle of the circle. When the leader calls "Sit |
| amusing game is two volleyballs or basketballs and a | | | | Down" the player in the middle makes a rush for the |
| white paper-plate marker 6 inches in diameter. | | | | empty chair. Before he can reach it, a player from |
| The players form a circle with an arm's length | | | | either side of the chair has moved onto it or a player |
| between players. All face the center of the circle and | | | | from some other part of the circle has beaten him to it, |
| stand with the legs astride in a comfortable, not | | | | The player in search of the empty chair must now |
| exaggerated, position. The plate marker is placed | | | | look elsewhere for it, while the seated players |
| between any two players in the circle. These two | | | | constantly move to fill the one empty chair and try to |
| players turn and face each other, and the leader gives | | | | prevent him from finding a chair to sit on. |
| each of them a volleyball. | | | | The game becomes more exciting when two of the |
| On the word "Go!" each player puts the ball on the | | | | seated players rise and rush for an empty seat |
| ground directly in front of the player nearest him and | | | | simultaneously, giving the seat seeker a brief choice of |
| using only the palm of one hand drives the ball under | | | | three chairs. When the chairless player finally gets a |
| the bridge formed by that player's legs, Both players | | | | chair, a new chair seeker is chosen by the leader and |
| who are driving the balls run on the outside of the | | | | the game begins again. The choice by the leader is |
| circle and drive the balls under all of the bridges around | | | | advisable in order to prevent some player from losing |
| the entire circle until they arrive back at the starting | | | | his chair too easily, in order to become the new chair |
| plate. | | | | seeker. |
| The fact that the players are traveling in different | | | | GAME: CATERPILLARS. FOR BOYS. 4 TO 10 |
| directions assures their meeting at some point of the | | | | PLAYERS PLAYED OUTDOORS. |
| circle. This adds to the fun and excitement, especially if | | | | This amusing race should be carried out on grassy |
| they meet directly at a bridge. Should a ball be driven | | | | ground free from stones or other impedimenta. There |
| away from a bridge by the ball of another player, the | | | | are two boys on a team. A line is marked on the |
| player whose ball was forced out of line must retrieve | | | | ground as the starting point and another line is marked |
| it and, by the one-hand-drive method, drive it under the | | | | directly opposite it 30 feet away. The two boys on |
| bridge that was missed before going on to the next | | | | each team kneel down, facing in opposite directions, |
| bridge. | | | | with ankles touching, the hands of one boy just |
| Players must not touch the volley ball of another | | | | touching the starting line. A leader then ties the ankles |
| player with their hands. Those who do are sent back | | | | of the two boys on each team with 2-inch strips of |
| two bridges as a penalty, though there is no penalty | | | | cloth. The right ankle of one player is tied to the left |
| for a collision between two volleyballs, A ball which fails | | | | ankle of his teammate and the left ankle is tied to the |
| to go under a bridge must be patted back, always with | | | | right ankle of his teammate. |
| the palm of one hand, and driven under before the | | | | On the word "Go!" each team races to the opposite |
| player carries on to the next bridge. | | | | line, the leading crawler continuing until his partner in the |
| Since one player is forced to use his left hand while | | | | rear calls "Stop!" which he does just as soon as his |
| circling the players, because it is the hand nearest to | | | | fingers touch the second line. The race now continues |
| the bridges, the fairest way to decide on the winner is | | | | back to the starting point, with the boy who was |
| to have the bridges circled twice by each player. | | | | traveling backward before now leading. The first team |
| When a player therefore arrives back at the marker | | | | to reach the start line wins, as soon as the leading |
| after the first round, he starts around the circle again, | | | | boy's fingers touch the line. |