Chapter 5 of 6 · 3971 words · ~20 min read

Part 5

Talking of real stones, there’s no doubt whatever that games played with them are the oldest in the world, together with the mud-larks--excepting perhaps those that are not played with _things_ at all, like hide-and-seek and some of the old “he” games. And it’s just wonderful what you can do with stones. But they are dying out, all the same; because the worst of it is, there are not half enough stones about, nowadays; not half enough. You can play DUMPING (or DUMPLING) with stones, and BUNG (also called GO-GULLEY) and NIP (also called TAP or LEG-ALONG--where you hit each others’ stones, each hit counting ten) and DUCK; and you can tell from these names how old the games are. Stones for LEG-ALONG--stones of the right kind, of proper shape and weight, flat on both sides and fitting nicely into the hand, are hard to come by and carefully kept. DUCK (or DUCK ON) goes like this:

“About eight or nine can play; you make a hole in the ground and Duck puts his stone before it, then the Others come up close and have to knock his one into the hole with theirs; if they miss they must pick up there stones and run back to the Curb before he can catch his One; if he catch him, that man is Duck instead.”

Other stone-games are FRENCH PACKET and SHUFFING THE MONEY and FIVE-TEN and HESLING and TWO AND THREE HOLES and KNOCKING THREE’S and PENNY-TUPPENCE and COCK-SHIES and STONE CHASE and THROWINGS OUT and RINGING THE STONE and PUDDING.

Have you ever played DUCKING MUMMY? Probably not. But it’s a good old stone-game for small boys. Two of them take a stone each, and with these stones they aim at a third stone. The third stone--that’s Mummy. If one of them hits Mummy, he keeps on throwing till he misses; then the other has a turn at it; and so on. In the end they are supposed to count up who has made most hits--the loser paying a peppermint. Of course they try to cheat each other, and so it always ends in a free fight: that’s the best part of the whole game. Nobody ever gets the peppermint.

But they sometimes gets a black eye....

And that’s about all the games I can think of, just now.

Wait a bit. There are the chalk-games. These are what you see marked out in white or coloured chalk on the pavement or asphalt--summer games, of course, and pretty common everywhere. Ordinary HOP-SCOTCH, for instance, and LONG HOP-SCOTCH, and FRENCH HOP-SCOTCH, and TIDDLEDEWINK, and PUDDING AND BEEF (or STONE HOP-SCOTCH, where you have to keep a stone balanced on your head or open hand as you hop through). Then there’s WRIGGLY-WORM (also called WHIRLY-WHIRLY, or WIGGLY-WOGGLY, or SNAIL), and SQUARES, and NUMBERS, and DOT-BOXES (or DOTS) and ALL OVER THE WORLD, and STEPPING-STONES, and ZIG-ZAG. They play NOUGHTS AND CROSSES out of doors (OXEN-CROSSES, they call it; which shows how they twist the names about); other chalk-games are MAPS, and LONDON, and BATTLEMENTS, and SNAKES, and BABY, and BILL BAILY.

They also play BODY-BUILDING of different kinds, and one of the most complicated of these chalk-games is now called GERMANS-ENGLISH. It begins with a design shaped rather like a coffin with fields of squares in the middle and a field of them running along each side, and a field for “lost” at the top and another field at the bottom which I don’t remember the use of, and two starting-points at each end of the bottom. Only two boys can play; they throw their nickers by turns into the middle fields, and if they land on a line it counts nothing, but whoever lands in a field can begin building a soldier in the corresponding side-field; first his head; then (for another throw into the right field) his body; then (for another) his legs; then his rifle; then a bullet at the end of his rifle. Once the bullet is there, that soldier stands for good. But while he is still being built, the other boy, if he throws well, can set up another soldier in the corresponding side-field in shorter time, and once that soldier has his bullet--why, he can shoot the other fellow opposite, if he’s not complete, and finish him off for good. So there are all the time soldiers building in the different side-fields on both sides, each growing up as fast as he can, and all shooting each other whenever they get the chance; and the winner is the boy who has most soldiers alive at the end. And you can see from this that it’s a complicated business and shows what youngsters can think out with a bit of chalk (if somebody didn’t think it out for them); but to explain it properly would require at least twenty diagrams to show the game in its different stages, and I can’t draw diagrams--never could; which is a pity.

The small children have a chalk-game all to themselves called POLLY POLLY WHAT’S THE TIME, where they draw a sort of clock on the pavement and cover up parts of it with their jackets or anything else.

The girls have another, BOOTS, SHOES, TIPS, OR NAILS, in which one of them draws a square on the pavement containing room for the four letters b. t. s. or n.; she writes one of them down and then covers it up; the others must guess which letter it is, and they score up how many correct guesses each one has had. Boys sometimes play this, but not often.

And then the well-known CHALK-CHASE. There are different kinds of CHALK-CHASE, such as CONVICTS AND WARDERS (or TRACKING THE CONVICTS) and SCOUTS; but the real old CHALK-CHASE, as played by my friends of the “Char-charcoal-chalk-chase-club”, goes like this:--

“You pick parteis and then they clip for First outing. Each player has a peice of chalk which he has to draw arroes the hounds follow & they must cross out the arroes until the Others are caught then its the Others turn”.

Played it yourself, maybe?

And there! I nearly forgot some of the best of all these sports: the touch games. There’s OFF-GROUND TOUCH and FRENCH TOUCH and TOUCH THE ROAD YOU MUST GO OVER and CROSS TOUCH and HE (called EE; all touch-games are “he” games, and this is the grandfather of the whole family), and ELBOW TOUCH and HELP TOUCH and B--TOUCH and TOUCHING BOOTLEATHER and HOP TOUCH and DOUBLE TOUCH and TOUCH LAST (or HAD YOU LAST) and TOUCHING IRON and TOUCH WOOD AND WHISTLE and NON-STOP TOUCH and STICK-TOUCH, or STICK-HE (touching with sticks) and WATER-HE (played in the baths) and STRING-HE (touch and hold hands: like WIDDY) and TREE-HE (up trees) and SHADOW-HE, which must be played in the sunshine, like this:

“The one who is he has to try and tread on one of the person’s shadders, then he is he.”

FRENCH TOUCH is as good as any of those I can remember just now; it is played like this:

“Fr tutch run after another boy and tutch him any were and the boy you tutched has to keep his hand on the place were you tutched and go ea (“he”) and run after another boy and tutch him any were and he has to keep his hand on the place where he tutched and go ea and run after another boy and tutch him any were and he has to keep his hand on the place were he tutched and go ea and run after another boy and tutch him any were etc.”--

and OFF-GROUND TOUCH like this:

“You are not supposed to let your feet touch the ground, if you do, the one who is out can have you”--

but somebody really ought to make a full list of games of this kind. Aunt Eliza might do it (always fussing about with school-children, she is, and seeing that their clothes are properly patched behind) if she weren’t so fond of explaining things--so fond that I daresay she’ld mix up B--TOUCH with HOOPS and HONEY-POTS, for the sake of fitting it in with some explanation or other. That’s the worst of Aunt Eliza; she’s sometimes right, but you never know when....

And now, come to think of it, I believe I can tell you just one or two more of the games they play down our way. There’s WILL YOU ’LIST (a recruiting game, very popular just now), and HAMMERS ON, and KICKS, and RED ROVER (“Three steps and I’ll be over”), and CARLOW, and FRIED EGGS AND A RASHER, and POSTMAN’S KNOCK, and TEN O’CLOCK POLICE, and SCHOOL-BOYS, and ICKAMY-ICKAMY-CO (“where’s the poor man to go?”), and SHUNTING ENGINES and FOLLOW THE LEADER--

It’s the only really dangerous game we have, FOLLOW THE LEADER. Because of course the bravest boy is chosen as leader, one who crosses the road just in front of some heavy van and then goes and raps at all the doors of the neighbours who rush out in a rage to see what’s the matter; so that by the time the third man has done the same there’s sometimes a smash-up and always a row. A grand old game is DOING EACH OTHERS’ DAGS, as they call it; but its bound to end in trouble of some kind, for dead certain; though the “leader” generally comes off without a scratch, as they do in the army--

and STITCH AWAY TAILOR and BOATS and HOOPLA FOR CHOKLITTS and BUS HORSES and REIN HORSES and SCOUTS and PICKING THE CROW’S NEST and KNOCKING DOWN GINGER and KNOCKING GINGER OUT O’BED (rough; played with door-knockers) and WHIRLIGIG and ROBIN SNATCH (with handkerchiefs) and FLAG RACE and POTTY and FIVE HUNDRED MONKEYS UP (the last two are hide-and-seek) and GUARDING THE STAKE and JUPITER. I’m glad I didn’t forget to remember JUPITER; it’s an old game and goes like this:--

“One has to be Jubiter and every time he hops out he has to say Jubiter and if he catches one he has to be servant and so on until you catch all except one and he has to be Jubiter”--

and SUNDAY-MONDAY and HIDING STEPS and OUTINGS and HOME IT and WHAT’S THE TIME and TAILOR SAID and LAST MAN STANDING (like OFF-GROUND TOUCH) and RELIEVO (like RELEASE, only chalked dens are used) and POSTMAN RELAY and EGG AND SPOON RELAY and INDIAN CLUB RELAY and DAY AND NIGHT and JUMPING THE BROOK and ONE MORE NO MORE and PARVY and STOLEN NECKLACE and OUT OF BOUNDS and GIVE A JOIN (like WIDDY) and DATE-HOGS--

I must tell you about DATE-HOGS. It’s played by small children with date-stones and screws--the stones you find, the screws you pinch or mump; and each boy has a certain number of throws with his date-stones at one of the other chap’s screws standing up on end. Now it’s quite clear that, getting the screws the way they do, they sometimes get big ones, and sometimes little ones, and have to be jolly glad to get any at all; and it’s also clear that, big screws being easier to hit than little ones, the game would be unfair if you always threw from the same distance. Therefore you mustn’t always throw from the same distance. But how are you to settle it fairly? Well, everybody knows that big screws have more turns or twists in them than little screws have. So they measure the throwing-distance by the number of these turns. A small screw, which is hard to hit, has (say) five turns, so you have to stand five paces off; a big screw, which is easier to hit, has (say) ten turns, and so you stand ten paces off; and this makes the chances always even. Shows how artful these kids are--

and FOX AND HOUNDS (HARE AND HOUNDS) and BATTLE OF WATERLOO and LAMP AWAY and STICKJAW and PAPER TRUNCHEONS and POTATOE-SHOOTERS and FUEL FOR THE FIRE and TIME GUESSING and ROUND THE BLOCK and HUMBLE-BUMBLE and GO YOUR WAY and A PIN TO LOOK AT THE POPPY-SHOW--

A poppy-show--that’s a puppet-show, if the boys hadn’t forgotten what a puppet-show was. You need rather a fresh boy for this game, and when you’ve found him, you get hold of a big book--a Bible, if possible, because it has so many pages and looks respectable anyhow, but chiefly on account of the pages--and anywhere between its pages you put a few transfers; just a few. You hold the book in your hand with the back downwards and press the covers together as tightly as ever you can, and come up to your lad and say “A pin to look at the poppy-show.” Then he, with a pin, has to dab down between the closed pages of the book, and if he strikes a place where a transfer happens to be, of course it’s his; otherwise, you keep his pin. You can guess his chances, when there are about three transfers hidden among four hundred pages. If he likes to be a fool, he can get rid of all his pins that way, while you keep your poppy-show for the next fresh boy you come across--

and LAST ACROSS and STEPS ACROSS and PEEP (also called JACK) and HOME FOUR and I SPY EGGS AND BACON (hide-and-seek) and SAVOY (also called SAVELOY) and WATERMAN and LEADING THE BLIND HORSE TO THE KNACKER and FAIRY CHASE and HOPPING JINNY and SKITTLES KNOCK ’EM DOWN and GUESSING WORDS (at shop-windows) and NICKO MIDNIGHT (“Flash your light”) and PIG IN THE POT--

“One person stands in the middle all the rest stand at one end the whole lot have to run to the other side. If you start you must keep on. If one or two are caught you have to join hands and go after the others.”

and FIGHT FOR THE FLAG (two parties: played from a mound) and LEARN YOUR A. B. C. and SERVING YOUR COUNTRY A GOOD GAME and LIG-A-LOG and FRENCH BLIND MAN’S BUFF and ANIMAL BLIND MAN’S BUFF--

“A ring is drawn, in which is a blind man, and the players; the players move about until the blind man strikes on the ground with his wand. He then touches any one (all are standing still) and asks them to imitate an animal’s voice. He then tries to recognise them by their voice. If he succeeds the other is the blind man, if not, the game is continued”--

and WILL YOU SURRENDER and TELLING YOUR DREAM and FIVE TEN FIFTEEN TWENTY (catch-game) and JACK AROUND (catch) and SEE YOU ACROSS and LONG RUN and RACE TO BERLIN (new) and BOGIE MAN (catch) and NO MAN STANDING and WALL TO WALL and SAINT GEORGE AND HIS MERRY MEN and DELIVER YOUR LUGGAGE and FISH AWAY JACK (four lamp-posts and eight boys) and PIN, BUTTON OR MARBLE--

In this, you go up to a boy smaller than yourself and take him by the throat and say “Pin, button, or marble”. And that’s all you have to do. Because then he must turn out his pockets and give you whatever he can find, and thank God if he doesn’t get a thrashing into the bargain. It isn’t exactly what you’ld call even chances, but it’s quite all right, especially if you happen to be the big boy; because the big boy generally wins at this game. Now you may wonder why they collect pins. Well, our boys will collect anything, anyhow, anywhere--even if it’s useless; but precious few things, you know, are really useless (I can’t think of a single one, just now), and as to pins--I’m not even going to try to tell you in how many ways you need them. Some boys go about with a provision of hundreds of pins stuck in their clothes for different sports; mothers are also very fond of pins, and if you give them a nice handful on a Saturday morning, they’ll think you’ve been quietly thinking about them all the week and collecting pins for them; and maybe that’ll mean an extra something for the picture-show later on. They collect buttons the same way, for games like BUTTONS IN THE RING; only the buttons must be of metal, of brass or steel; they must ring like money when you throw them on the pavement: that’s the test. All other buttons are simply “toot”--not worth talking about. The best metal buttons are commissionaires’ buttons; they’re called “raileys”, and a good railey is worth four or even six ordinary metal ones, while a bad one (with a loose shank, for instance) will fetch only two. Many boys are able to stitch themselves full of these buttons, for use in games; the less clever ones, those who keep on losing them, have to cut the buttons from their own clothes and go about from one year’s end to another with their trowsers hitched to their braces by means of their sisters’ hair-pins, bent double. But that’s neither here nor there--

and SINGLE SAY-GO and DOUBLE SAY-GO and QUEEN, KING OR DIRTY RASCAL and MOSCOW and RUGBY SCRUM (introduced by the scouts) and I WILL APPRENTICE MY SON TO A CARPENTER and SAILOR BOY and STORKY and EGGS and THREE IN THREE OUT (the last four are hide-and-seek games) and CROWNINGS (also hide-and-seek) and MOUSE IN THE COPPER and SHOW THREE FACES: GO and MAGIC WRITING and DRAG-LAG (played with sacks) and PICKLE CABBAGE (name-calling) and PUTTING (_not_ pulling) THE KAISER’S WHISKERS (new) and BLUE BOY and BACK YOU and KING CAESAR and TING TING THE SPIDER (you need an outside window for this) and PUSS IN THE CORNER and HOP AND CHARGE and TAKING THE CASTLE and DARTS (also called NIBS) and PENNY THREE HALFPENCE TWOPENCE (running) and TWO IN TWO OUT and TUG OF WAR and CHIVY CHASE and DADDY RED-CAP (or GREEN-CAP)--and that’s enough for today.

DADDY RED-CAP has a song beginning like this:

“Plaster of Paris has lost his hat-- Some say this, and some say that....”

and that’s interesting, because “Plaster of Paris”, of course, is all nonsense. And so is “Plaistow Palace”, as they sometimes call it. The real song goes:--

“Beadle Palace has lost his hat-- Some say this, and some say that....”

but the boys twist the words about, because they disremember who Beadle Palace was; and I can’t tell you either. Mr. Perkins, of Framlingham Brothers (Limited), once told me he knew all about it; he said that “Beadle Palace” stands for the Bishop of London, who _really did_ lose his hat one evening; and “some say” it was blown off his head by the wind, and “some say” he gave it to a woman with red hair and a squint, and never got it back again. But he was a bit on, that night, was Mr. Perkins. Or else the Bishop must have been....

These are about a thousand of the outdoor games they play down our way--not a bad number, when you think that our children can only play after they come home from school or work, and that they hardly ever play on Sundays on account of their clothes, or in winter because the evenings are too dark, and that the rain often keeps them indoors anyhow, and that the lads over 14 don’t play at all. And yet, no doubt, I must have forgotten to tell you half of them; and I shall never stop forgetting, if I don’t stop trying to remember....

Now what I think is this. It doesn’t matter how all these sports are played. What matters is that they _are_ played. To show how wide-awake our youngsters are, to be able to go on inventing games out of their heads all the time--that’s the point: my point, at least. The particular rules of all these different games--they don’t strike me as very important, or even interesting.

And you’ll agree with me that it’s as clear as daylight, and it all comes to this: if you want to see what children can do, you must stop giving them things. Because of course they only invent games when they have none ready-made for them, like richer folks have--when, in other words, they’ve nothing in their hands. As Mr. Perkins said: “You can’t play a ball-game, if you haven’t got a ball”, meaning that if you want to play, and have nothing to play with, you must play at something that doesn’t need anything. Give them bats and balls, and they soon forget their CHINESE ORDERS, and there’s an end of SHOWING NO IVORY, and nobody thinks of PULLING OUT FATHER’S RHUBARB, and OLD DEVIL may go to--well, where he came from. That’s what keeps them alive and “imaginative” (as Aunt Eliza would say)--having nothing to play with. That’s what makes them use up all they can find--clay and kerbstones and nuts and winkle-shells and clothes and empty condensed-milk tins and walls and caps and stones and window-sills and buttons and doorsteps and lamp-posts and rags and anything else that comes handy. And that’s how they come to play any number of games and to discover new ones every day, while better-class lads get into grooves and go on with their frowsy old cricket and one or two more all the time, always the same, year after year.

Not that I’m saying anything against CRICKET in particular. You can do many things with a bat. But there are many more things you can’t do. And all these other things are bound to be left outside your reach in the long run, if you get taken up by cricket. Because, you see, you don’t take up cricket--you think you do, but you don’t; you get taken up. You think you are going to do what you please with a bat, but the fact is, the bat does what it pleases with you; you think it’s your servant, but in reality it’s a master who drives you along the way he means to go--or rather, the only way he can go (that is, hitting a ball). It’s perfectly true that you can play well or badly; but, play as you like, you can’t help your faculty for inventing something outside bats and balls getting rustier all the time. And it’s true that cricket saves you the trouble of inventing those other games; that’s just its drawback, I say. No getting out of the rut! With the bat in your hand, you can only do what it allows you to do. Which is a good deal; but not half as much as if your hand were empty.

And what Mr. P. said of ball-games applies to all the others that are played with _things_. Say you want to have a go at WRIGGLY-WORM. Right! But you can’t mark out a pattern in chalk if you have no chalk to do it with. That’s clear. And you haven’t always got a lump of chalk in your pocket; now, have you? And then you feel about and turn them inside out and find you have not only no chalk but nothing else--absolutely nothing at all; not a top or a marble, no, not even a konker or a nicker or a bus-ticket. And then?

Why, then, if you can’t invent something different, something jolly well altogether out of your head, where are you? Because, of course, you’ve got to play something or other--unless you want to be a soppy fathead. And our youngsters don’t want to be soppy fatheads. What’s more, they aren’t. They try a good many things, and often they succeed; but they couldn’t be _that_, even if they tried; which they don’t.