[Fictionary] ballot: STONE rules!
Jim Moskowitz
jim at jimmosk.com
Thu Dec 15 21:22:41 EST 2011
I'm extending the polls, because so far I've only gotten votes from
David, Pierre, Eric, Ellen, and J-J. In hopes of wheedling a few
more of you into playing, here's a re-send of the ballot; I'll accept
votes tonight, Friday and Saturday, closing the polls for real at
midnight Sat/Sun, EST.
-Jim
At 2:30 AM -0500 12/10/11, Jim Moskowitz wrote:
>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.
--
_________________________________________________________________
Jim Moskowitz | The Unknown Composers Page: http://kith.org/jimmosk/
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