Tuesday, 12 April 2016

How well do you know your Playground Rhymes?

How well do you know your playground rhymes?

Prior to the commencement of many playground games, players must decide who is either 'it' or who belongs to which team. The process of selection often involves what is known as a 'dip', a term derived from the most famous of all 'dips', 'Dip-do magazoo, who's it? Not you'. But, are you a master of the 'dip' or do you think it's just somewhere for diseases to fester at a party? Find out by completing the following 'dips'.


1.      There's a party on the hill can you come? (Yes) Bring…

a.       your inhaler

b.      your own cup and saucer and a bun

c.       Emperor Constantine and Attila the Hun

d.      and buy sale




2.      My mother and your mother were hanging out the clothes; my mother gave your mother…

a.      A big bag of pegs

b.      A punch on the nose
c.      A pile of magazines she'd read

d.      A Daniel O'Donnell DVD



3.      Ip dip, my little ship, you are…

a.      on Ice berg duty tonight

b.      not it

c.      free to go

d.      my world



     4.      A sailor went to sea, sea, sea, to see what he could see, see, see. But all that he could see, see,             see, was the bottom of the...

a.       man in front of him

b.      deep blue sea, sea, sea
c.       empty bottle of rum

d.      ship's cat




5.      Teddy bear, Teddy bear, turn around - Teddy bear, Teddy bear...

a.       no, the other way

b.      touch the ground

c.       sorry, I didn't know you suffered from motion sickness
d.      let me sew your eye on properly



6.      Fuzzy Wuzzy was a bear, Fuzzy Wuzzy had no...

a.       friends

b.      hair

c.       remorse

d.      where to live



7.      Apples, peaches, pears and plums, tell me...

a.       when I guess your favourite fruit

b.      when your birthday comes

c.       where the vegetable section of this shop is?

d.      how to make a trifle



       8.      Have you ever, ever, ever, in your long legged life, met a long legged Sailor with a long...

      a.       beard

      b.      legged wife
      c.     ...ing for home
      d.      John Silver



      9.      Ippy, dippy, dation, my operation, how many...

     a.       doctors does it take to change a light bulb

     b.      people at the station

     c.       weeks until I can get my stitches out?

     d.      more times will the hospital radio play Cliff Richard today?



      10.  One potato, two potato, three potato, four...

     a.     ...ty pence please
     b.      five potato

     c.       do you need a bag for those sir?

     d.      potatoes


      11.  Pat a cake, pat a cake baker man...

    a.       pat a cake pat a cake as flat as you can

    b.      bake me a cake as fast as you can

    c.       pat a chop, pat a chop butcher man
    d.      stroke a bagel, caress a croissant, baker man



       12.  Ring-a-ring-o-roses, a pocket full of...

    a.       fluff

    b.      posies

    c.       dreams

    d.      two pence pieces




13.  Eenie, Meenie, Miney, Mo. Catch a Tiger...

a.       eyeing up the Antelopes in the next enclosure

b.      by the claw

c.       on some Velcro

d.      with a butterfly net




14.  Here we go round the mulberry bush, mulberry bush, mulberry bush. Here we go round the Mulberry bush...

a.       because we've got no sense of direction

b.      early in the morning

c.       because we've got nothing better to do

d.      that's where we found our first child



How did you Score?

Mostly A’s

Not only do you not know your 'dips', you're not that great at recognising rhymes either.


Mostly B’s

I'd guess that you even use 'dips' to make important life decisions like whether to take out a pension plan or which brand of coffee to purchase.


Mostly C’s

You're very down to earth. You prefer to see the world as it is rather than imagine it into a wondrous playground where optimism and whimsy are your best friends. You're probably an accountant.


Mostly D’s


You may not know your 'dips' but you do recognise the value of using the amount of syllables in a poem to bring about random outcomes.

Sunday, 14 February 2016

Are you competitive?

Do you have a burning desire to be the best at everything you do?  Do you 'get down' and 'give' yourself 'five' every time you make a mistake? Then let's pretend it is Sports Day at your Junior School and do this test to find out whether you're top of the pops or down the shops.

1. It's the first event of the day, the sack race. What do you do?

(a) Pre-select the sack with the greatest aerodynamic qualities then practice behind the bushes an     
        hour before Sports Day starts.
(b) Try too hard, resulting in jumping out of the sack and landing face first on the grass.
(c) Participate with indifference and irritation.
(d) Call a halt to proceedings as the roughness of the Hessian used in the sacks exceeds safety 
        levels.




2. The next event is the sprint; essentially a race from the top of the field to the bottom. How do 
        you prepare?

(a) A combination of leg stretches, touching your toes and wind-milling your arms.
(b) By finding a dead wasp you can throw into the best-runner-in-the-school‟s face just as the 
        teacher shouts 'Go'.
(c) By ambling up to the start line while making a daisy chain.
(d) By outlining to the organisers that under no circumstances should the race be run in daylight 
        which exceeds ten thousand lux.



3. According to the agenda, it's the Egg and Spoon race next. What happens?

(a) You feel proud that you have trawled the shelves in Tesco for an egg that sits snugly into the 
        deepest spoon you could find.
(b) You hold the egg on the spoon with your thumb until told otherwise, stating that the rules were 
        not fully explained.
(c) You decide to walk at a constant speed, no matter what those around you are doing, then, when 
        you realise you are last, you speed up and drop your egg, causing it to smash and thus 
        eliminating you.
(d) You politely remind the organisers of the dangers posed by salmonella.


4. You notice a large net has been laid on the ground near the end of the running track. You 
        assume this means the obstacle course is next. What do you do?

(a) Walk through the course in your mind telling yourself that it is not strewn with obstacles, but 
        personal challenges to be overcome by positive thinking.
(b) Miss out as many obstacles as you can until told otherwise.
(c) Take each obstacle as it comes, until you get tangled up in a hula-hoop. Once you realise you are         last, just go through the motions until you finish the race.
(d) Perform a risk assessment on each obstacle paying particular attention to the potentially fatal 
        properties of the space hoppers.



5. You are handed a small green beanbag and told to line up on the start line. What do you do?

(a) Attempt to make the beanbag fit your head like two jigsaw pieces.
(b) Hold the beanbag on your head whilst sprinting towards the finish line. Even after 
        disqualification, it is still a victory in your mind.
(c) Put the beanbag on your head and plan to walk at a constant pace no matter what everyone else 
        is doing, until you realise you are last and then you run, causing the beanbag to fall from your 
        head thus disqualifying you.
(d) Hold a short training course on ergonomics, posture and how to prevent repetitive strain injury. 
        You then supervise the race and provide feedback to the participants afterwards.



6. You are ushered back to the start line and told to find a partner for the wheelbarrow race. You 
        are told to grab your partner's feet while they walk on their hands in front of you. What do you 
        do?

(a) Do one hundred push ups before the race in an attempt to strengthen your arms as you decide to 
        play the part of the wheelbarrow. Everyone else is too weak and pathetic.
(b) Start the race with roller skates strapped to your hands regardless of the rules.
(c) Choose someone you feel will make a good wheelbarrow, then realise that they have collapsed 
        under their own weight and you have shoved their head into the soil.
(d) Allow the race to proceed as you cannot see how this event could possibly breach any of the 
        basic health and/or safety laws.



7. A teacher comes at you and your wheelbarrow partner with a piece of string. They tie your left 
        leg to your partner's right leg. What do you do?

(a) Devise a rhythmic chant which helps you both walk at the same speed.
(b) Attempt to run the race with very little regard for your partner's safety/ligaments.
(c) Wish really hard that the Sports Day fairy will intervene and make it rain.
(d) Explain that the politically correct term for the race is 'the race for persons of augmented 
        appendage quantity' and insist that it is referred to in this way in future so as not to upset any 
        real 3-legged people.



How did you score?

Mostly A’s
You are highly competitive; in fact you have probably done all you can to ensure you did better at this quiz than anyone else.

Mostly B’s
You are competitive though a victory through any means is acceptable. You are the type of person who uses cheat codes on computer games before playing without them first.

Mostly C’s
Though the spirit of competition is within you somewhere, you'd rather be somewhere else doing something else and coming last does as much damage to your ego as tripping over when nobody is watching.

Mostly D’s
Congratulations on your successful career in Middle Management.


Read more 'Playground Olympics' in the book 'Playground Olympics : an alternative guide to playground games', available now from Amazon.  Click here for details.

Thursday, 4 February 2016

British Bulldog (an alternative guide)

British Bulldog

Initiation

Before the game can commence, one must 'drum up' interest in a manner which is in-keeping with the high-testosterone level needed to participate. It is possible to initiate the game alone but the results are far more effective with three to five people. Each member of the initiation party must put their arms around each other's shoulders, thus forming a kind of 'clothes line' and then chant the following mantra in unison: "Join in if you want to play British Bulldog". 

Join in if you want to play 'facing the wrong way'


The chant must be monotone and in no way jovial or jaunty. This chanting press-gang must march about the playground recruiting players; those who feel their masculinity has been thrown into question should they not join (or feel that they have something to prove) will place an arm around the person on the end of the line and join the chanting and marching. Once it is deemed that enough people have joined the line, the game can begin. This recruitment process usually lasts for the full duration of playtime, and those recruited should agree to reconvene at the next available window between lessons.


Selection of the Dog

As the title of the game suggests, one person must be selected to be the British Bulldog. This person must embody the spirit of all things British (Eggnog, Fish and Chips, fine rain etc.) and as such, is generally selected by default as they are the best fighter in the school. Another method of selecting the dog is by doing a 'dip' – this game's dip differs from other accepted dips as each player gathers in a circle and puts one foot forward (creating a circle of feet). 

Dip do, magazoo, who's got the worst shoe?
The person who initiated the game points at one shoe per syllable of a rhyme such as, 'My mother and your mother were hanging out the clothes. My mother gave your mother a punch on the nose (unprovoked).  What colour was the blood?'. The person whose shoe has been selected must then select a colour. The colour is spelled out (one shoe per letter in a clockwise fashion) and the person whose shoe is last to be pointed at is deemed to be the dog.


Field of play

It is a huge relief to be chosen as the dog; the reason for which will become clear later. The playing area should be a large open space bordered by two parallel walls known as 'bays'. Touching a wall renders you immune from capture and so the game begins with everyone (bar the dog who stands between the two walls) standing against one wall.

Nobody knows what they're playing, who's 'it' or what day it is
 Red Rover, calls you over

The dog or Red Rover in some variations of the game (which may be why Rover is such a popular name for dogs) then selects someone from the nervous throng clinging to the wall for dear life. The player selected first is either a slow runner, the worst fighter or 'due a kicking' from the dog for putting woodlice in their bag of crisps the other day when they weren't looking. The selected player must leave the wall they are sweatily pawing, and reach the one opposite without being tagged. Depending on whether adults are supervising, the dog can either touch the target player, capture them and pin them to the ground or grab them and pat them on the head whilst shouting the words 'One, two, three, British Bull Dog'. If the player is caught then he or she joins the dog in the middle for the next round. 

Charge! Why? Who cares?
Should the player evade capture and reach the other wall, a mass migration by the rest of the players from one wall to the other is signaled. During this passage of play, it is common for the dog to get trampled in the mêlée, unless the dog is Biffa (the school bully) – in which case, he can choose to capture anyone he is able to and they must then join him in the middle for the next round.

999

Play continues with the number of dogs increasing exponentially and a new player being called over and mauled. A scenario soon develops in which the entire school are dogs save for one nimble exhausted player, clinging to the wall as if it were a rope ladder dangling from an airborne helicopter. The glory of being the last player to be captured is inversely outweighed by the thought of being caught and pinned to the ground as someone will inevitably shout the words 'pile on' which invites everyone in earshot to lie on top of the one who has fallen. The game ends when the paramedics arrive.

"Does anyone else regret doing this and feel a bit weird now?  No? Just me?"


Read more 'Playground Olympics' in the book 'Playground Olympics : an alternative guide to playground games', available now from Amazon.  Click here for details.





Saturday, 23 January 2016

Armies

My favourite war

When participating in any playground pursuit, the enjoyment factor is greatly enhanced when pretending to be a great exponent of a particular profession. When thumping a football into the top corner of a goal, one might be prone to windmill both arms out of sync and scamper about the penalty area whilst shouting, "Ronaldo! First time volley into the corner for his eighteenth goal of the game!", in a Spanish accent. Similarly, when a popular action film is showing at the local cinema, any playground game in which good guys are fighting against bad guys is greatly enhanced by pretending that you are the protagonist from said film fighting against twelve Shinobi warriors.

This is what happens in your head in the playground
This is what actually happens in the playground

Bearing this in mind, when one participates in a game of Armies or Cowboys and Indians (which, because of the need for political correctness, is now known as North American conquistador descendant cattle ranchers and Indigenous peoples of the Americas) it is always best to choose a period in history about which you have a modicum of knowledge; even if the game slowly descends from a faithful re-enactment of the Battle of the Somme into a random skirmish involving six stick wielding kids chasing each other around a tree. 

Luke, Darth and Obi-wan have a disagreement whilst the lad on the left thinks things can only be decided with a rocket launcher


Set up

When you attend a job interview, a common question invites you to describe an occasion when you successfully worked as part of a team. It is for those occasions that being part of the winning "army" is of vital importance. The sides tend to choose themselves; someone will declare that the armies should be "everyone over there onto everyone over here", remembering to ensure that both sides have an equal number of soldiers. A scenario is then proposed such as "you lot are the Scottish" and "us lot are the English" (which, although set in 1314, will evolve to allow players to use cannons, Gatling guns, Chinese mêlée weapons and eventually nuclear warheads) or for those who fancy their chances alone against everyone else, "you lot are the Romans and I'm Boudica". 

This is MY long stick with an axe thingy on the end...
Players may also decide to adopt the accent of the nation they are representing though every accent, in time, tends to descend into pseudo-pirate speak or Welsh.

Weaponry

Depending on the era chosen for the particular battle, various "weapons of the day" can be improvised as follows :

Hand Gun – Fingers
Rifle – A fallen branch 
Sword – Shatterproof ruler
Chariot – Scooter, bicycle or go-kart
Battering Ram – Any old piece of flat-pack furniture from a skip 
Cannon – A hollow biro and chewed up paper
Atomic Bomb – A rock
Hand Grenade – Tennis ball (also doubles as a bouncing bomb)
Night Vision Goggles – Fingers around eyes 
Biological weapons – A strategic sneeze 
Chemical weapons – Dead wasp
Missile – Anything that can be picked up and thrown
Light Sabre – Mop handle
Whip – Mimed 
Shield – Pizza box lid
Ninja stars – Nibbled Rich Tea Biscuits
Radar – Eyes
Spitfire – Bicycle 

With weapons such as the whip and Light Sabre, it is important that the player wielding it is able to perform an accurate representation of the sound the weapon makes with their mouths. Both of these weapons' sounds are relatively easy however, as is the noise a sword makes when it hits plate armour. Should a player wish to garner maximum respect from their peers for the sound effects they are able to reproduce, then the machine gun should be the weapon of choice. Only the truly gifted are able to vibrate their tongues off their palates to emulate the noise of an ak-47. It also takes a special talent and a mouth full of saliva to imitate the sound of an atomic bomb.

Structure

The game progresses largely without stricture or structure and is bound only by the players' imaginations. A game of Armies always begins with a scenario based on real-life events, past or present; one side assuming the role of the 'baddies' and the other the role of 'goodies' (especially if one of the players is a doctor and another likes bird watching) though the substance of your army's political standpoint is purely subjective. For example, should the players be acting out the Battle of Culloden and one of the players involved is Scottish, then this participant may breakdown under the stress of an ancestral identity crisis being unable to distinguish which is the good side and which is bad. Once the scenario is agreed upon and sides taken, the battle commences. Players gain a competitive edge by inventing original and impressive ways of injecting realism into proceedings such as a player dragging a stick along behind them in the dirt causing it to 'puff up' and create the illusion of bullet fire hitting the ground in their wake.


A bit like this

Conclusion

However strict the 'generals' of each team are, players soon develop not only weapons out of character with the setting but also technology and magical powers borrowed from the future, mythology and urban legends. Though historians tell us that Hannibal overcame the Roman Republic at Trebia with elephants, playground scholars tell us he did it with x-ray vision, space lasers and the ability to turn invisible.


Read more 'Playground Olympics' in the book 'Playground Olympics : an alternative guide to playground games', available now from Amazon.  Click here for details.