[Fictionary] ballot: STONE rules!
Jim Moskowitz
jim at jimmosk.com
Sat Dec 10 02:30:22 EST 2011
Somewhere below you will find the rules of the children's game STONE.
You will also find seven imitations. Using your 2-point and 1-point
votes (you have one of each), along with your perception and
divination skills, try to locate the authentic amid the impostors!
Votes are due by WEDNESDAY, December 13th.
1) A large circle is drawn on the ground or floor in the center of
the play space. At either end of the ground a goal is marked off. One
player, chosen to be stone, sits on the floor in the circle. The
other players stand around outside the circle, taunting the stone by
stepping over into his territory. Suddenly, and the more unexpectedly
the better, the stone rises and runs for the other players, who are
only safe from tagging when behind one of the goals. Any one so
tagged becomes a stone and joins the first stone in sitting near the
center of the circle. They also join him in chasing the other players
whenever he gives the signal. This continues until all the players
have been tagged.
2) This is a game for 3-5 players. Everyone stands along a line to
start the game and throws in the same general direction. In turn,
each player throws a certain flat stone (with a letter or number
painted onto or scratched into the top) chosen blindly from several
in a small sack, tosses the stone away from the group, along the
playing area, trying for the longest distance from the line. The one
who is IT uses a knotted or marked rope to measure the distances.
The player who tosses it the farthest wins and becomes IT for the
next round. A more exciting alternative is to toss the stones toward
a goal, like a stick in the ground, or another stone that can moved
by IT with each round. The player who hits another player's stone or
the goal stone gets an extra point. If you are near a body of water,
stones can be pitched towards a target placed into the water, either
floating or anchored.
3) An outdoors game, best played on leaves or turf. The players sit
in a circle except for one player, the "stone mason" who goes off a
distance. While the stone mason is absent, the players sit in a
circle, with one of them sitting an a stone the size of two men's
fists or larger. The players then call the mason to return, and he
must detect which player is seated on the stone, the other players,
of course, trying to seem as solid and comfortable in their seats as
possible. A good game for a mixed group of boys and girls, as this
is one game in which girls may excel, by reason of their crinolines.
4) Three players each have a tire in front of them; the tires are
fifteen feet apart in a triangle. The boundaries between the players'
territories are marked with sticks or ropes, halfway between the
tires. Each player starts with 30-40 stones in a pile next to his
tire and throws stones at the other two players' tires. If a stone
lands outside the tire, it may be thrown again by the player in whose
territory it lands. Once a stone lands in a tire, it is out of play.
The game ends when all stones are in tires. The winner is the player
with the fewest stones in his tire.
5) Players gather in a circle around a large tree suitable for
climbing. A small stone is required. On his turn a player must throw
the stone over a target bough, called the WHIP. If the throw is not
high enough, or the player misses the tree completely, he is out.
After making his throw, the current player, or CRACKER, must climb to
the WHIP to mark its location. Spectators and players alike should
cat-call the CRACKER during climbing; if he falls, he is out.
Previous CRACKERS already in the tree may attempt to dislodge the
current CRACKER as he climbs, but may not leave their WHIP to do so.
The next player must throw the STONE over a new WHIP at least as high
as the previous CRACKER. The first CRACKER in a round can choose a
WHIP at any height he believes he can throw over and reach by
climbing. Play begins with the shortest player, and proceeds in
increasing height order, so as to ensure a fair chance to all. One
round is complete once the tallest player takes his throw; all
players should come down out of the tree, and the next round begins
anew with the shortest remaining player. Play continues until all but
one player is eliminated. If any player hits any other player with
the stone, they are both immediately out; if a throw causes a player
sitting on a previous WHIP to fall without hitting him with the
STONE, such as by cowardly flinch, only he who fell is out.
6) The players form a pentacle surrounding the victim. They chant the
appropriate words. Should the victim attempt to break free, restrain
him, but do not shed his blood. When It comes to feed, the players
plead for parts of the victim. It will toss one part to each player.
The players then use these as blunt instruments upon each other, but
do not shed one another's blood. The surviving player offers the
bodies of the others to It, uttering "stone," but must take care not
to enter the pentacle. It then will grant a desire; but be careful to
formulate that desire carefully, for It has a sense of humor.
7) The players array themselves as they wish around an open yard.
One player closes his eyes and counts aloud to twenty whilst each
other player selects a stone from the ground, remove a boot, place
the stone into the boot, and replace the boot upon his foot. Upon
the count of twenty, the counting player opens his eyes and all
players begin walking about the yard. The counting player then
attempts to guess in which boot each player placed his stone. A
player whose stone is so located retires from the yard. The game
ends immediately upon an incorrect guess from the counting player,
the player winning who fooled the counting player, or the counting
player himself if none fool him. In common practice, a number of
games are played consecutively, with the winner of a game serving as
counting player for the next.
8) This game is played in a field of tall grass, ideally taller than
the players. One player is chosen to start the game as the "stone",
while the others are initially "ploughs". The ploughs avert their
eyes in order to allow the stone to hide somewhere in the plot of
grass. After an agreed upon time (perhaps a count to ten), the
ploughs form a line and march across the field. The stone attempts
to grab one of the ploughs by the ankle, while the ploughs try to
spot the stone. If a plough is caught, he drops into the grass and
becomes another stone. If the stone is spotted, the plough may
attempt to run away. All of the ploughs who arrive at the far edge
of the field form a new line on an adjacent side and begin another
march, perpendicular to the previous one. Play continues until there
is only one plough remaining, who becomes the starting stone for the
following round.
Bonus fake definition from Jean-Joseph: So, like, everybody sits
around on the floor, or on cushions or whatever, and you pass a joint
around, or better yet, like, a bong. It's poor style to bogart the
spliff, man, be cool. And don't harsh anybody's mellow. Then you
all like, keep a buzz on until you run out of weed, or until somebody
really gets the munchies real bad and you have to make a grocery run
if there's no cookies and nothing in the fridge. Peace out, dude.
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