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Out on the playground, it's a dog eat dog world out there for children these days. Every day, there are battles being waged and wars being started between peers. Out of those battles come casualties, as scores of children fall pray to the Cooties. Not everyone is immunized, you see. The battles being waged find their forms in various forms of playground games. These playground games typically are informal games, most often played by children without adult organisation, sometimes even despite the disapproval of adults. They are part of children's street culture. Such games include:
Capture the Flag is a traditional outdoor sport generally played by children, where two teams each have a flag (or other marker) and the objective is to capture the other team's flag, located at the team's "base," and bring it safely back to their own base. Enemy players can be "tagged" by players in their home territory; these players are then, depending on the agreed rules, out of the game, members of the opposite team, or "in jail". (One variation of the game includes a "jail" area in addition to the flag on each team's territory.)
Blind man's buff is played in a spacious area, such as outdoors or in a large room, in which one player, designated as "It", is blindfolded and gropes around attempting to touch the other players without being able to see them, while the other players scatter and try to avoid the person who is "it", hiding in plain sight and sometimes teasing them to make them change direction. Blind man's buff is ideally played in an area free of dangerous obstructions so that the "It" player will not suffer injury from tripping over or hitting something.
Dodgeball is any of a variety of games in which players try to hit other players on the opposing team with balls while avoiding being hit themselves. This article is about a well-known form of team sport with modified rules that is often played in physical education classes and has been featured in a movie, Dodgeball: A True Underdog Story. In the United States, the game is typically played among children 6-12 in elementary school. However, internationally, the sport has also emerged as a popular middle school, high school and college sport. It is also popular in informal settings and is often played on a playground, in a gym, or in organized recreational leagues. There are many variations of the game, but generally the main objective of each team is to eliminate all members of the opposing team by hitting them with thrown balls, catching a ball thrown by a member of the opposing team, or forcing them to move outside the court boundaries when a ball is thrown at them.
Hide-and-seek or hide-and-go-seek is a game in which a number of players conceal themselves in the environment, to be found by one or more seekers. The game is played by one player (designated as being "it") counting to a predetermined number while the other players hide. After reaching the number, the player who is "it" tries to find the other players. After the player designated as "it" finds another player, the found player must run to base, before s/he is tagged by "it."
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To play hopscotch, a course is first laid out on the ground. Depending on the available surface, the course is either scratched out in dirt, or drawn with chalk on pavement. Designs vary, but the course is usually composed of a series of linear squares interspersed with blocks of two lateral squares. Traditionally the course ends with a "safe" or "home" base in which the player may turn before completing the reverse trip. The home base may be a square, a rectangle, or a semicircle. The squares are then numbered in the sequence in which they are to be hopped. [edit] Playing the game The first player tosses the marker (typically a stone, coin or bean bag) into the first square. The marker must land completely within the designated square and without touching a line or bouncing out. The player then hops through the course, skipping the square with the marker in it. Single squares must be hopped on one foot. For the first single square, either foot may be used. Side by side squares are straddled, with the left foot landing in the left square, and the right foot landing in the right square. Optional squares marked "Safe", "Home", or "Rest" are neutral squares, and may be hopped through in any manner without penalty. After hopping into the "Safe", "Home", or "Rest" the player must then turn around and return through the course (square 9, then squares 7 & 8, next square 6 and so forth) on one or two legs depending on the square until he or she reaches the square with their marker. They then must retrieve their marker and continue the course as stated without touching a line or stepping into a square with another player's marker. Upon successfully completing the sequence, the player continues the turn by tossing the marker into square number two, and repeating the pattern. If while hopping through the court in either direction the player steps on a line, misses a square, or loses balance, the turn ends. Players begin their turns where they last left off. The first player to complete one course for every numbered square on the court wins the game. Although the marker is most often picked up during the game, historically, in the boy's game, the marker was kicked sequentially back through the course on the return trip and then kicked out.
Four square, also known as squareball, boxball, and in Canada, champ, is a ball game played among four individuals on a square court divided into quadrants. It is a popular playground game with little required equipment, almost no setup, and short rounds of play that can be ended at any time. Four square is played on any hard surfaced court, such as wood or asphalt, with boundaries measuring 50' by 50' at a max (this is only an estimate). The court may be extended. The court is divided into four smaller squares each 36' by 36' at a min. Each of the four squares has a rank and is occupied by a single player. The ranks are arranged so that either the highest ranking square is positioned facing the lowest ranking square or the ranks increase as one moves clockwise. The ranks from highest to lowest are kings, queens, jacks and duns.
Traditionally, jacks are metal objects bearing six tips at right angles to one another, four of which are usually rounded, with two opposite tips more pointed. This ensures the jack is relatively easy to pick up. Also required is a small rubber ball, used as a sort of timing device: the jacks are manipulated in the time it takes the ball to bounce up in the air and return to the height of the hand that catches it. The players decide who goes first, usually through "flipping" (when the set of jacks is placed in cupped hands, flipped to the back of the hands, and then back to cupped hands again; the player who keeps the most from falling in his/her turn, goes first); or perhaps via ip dip, (or Eeny, meeny, miny, moe), or a variant. Then the jacks are scattered loosely into the play area. The players take it in turn to bounce the ball off the ground, then pick up jacks, and then catch the ball before it bounces for a second time. The number of jacks to be picked up is pre-ordained and sequential: at first you must pick up one ("onesies"), next two ("twosies"), and so on. Depending on the total number of jacks included, the number may not divide evenly and there may be jacks left over. If the player chooses to pick up the leftover jacks first, one variation is to announce this by saying "horse before carriage" or "queens before kings." The playing area should be decided between the players since there is no official game rule about that.
Red Rover (also known as Forcing the City Gates and Octopus Tag) is an outdoor game played primarily by children on playgrounds. This 19th century children's group game (requiring around 10 or more players total)is thought to have originated in Britain and then spread to Australia, Canada and the United States. Røver is a Norwegian word for "pirate", so perhaps the early British were showing bravery by daring the Viking raiders to "come over". The 1829 book titled "The Red Rover: A Tale" by James Fenimore Cooper describes the exploits of a pirate called "Red Rover". The game is played between two lines of players, usually around thirty feet apart. Each team lines up along one of these lines, and the game starts when the first team (usually called the "East" or "South" team, although this does not relate to the actual relative location of the teams) calls out, "Red rover, red rover, send [name of player on opposite team] right over." or "Red Rover, Red Rover, let [name of player of opposing team] come over." or "Red rover, red rover, we call [name of player on opposite team] over." The immediate goal for the person called is to run to the other line and break the "East" team's chain (formed by the linking of hands). If the person called fails to break the chain, this player joins the "East" team. However, if the player successfully breaks the chain, this player may select either of the two "links" broken by the successful run, and take them to join the "West" team. The "West" team then calls out "Red rover" for a player on the "East" team, and play continues. When only one player is left on a team, they also must try and break through a link. If they do not succeed, the opposing team wins. Otherwise, they are able to get a player back for their team.

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