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Show I V un) For Your Family By MISS ABBIE CONDIT National Recreation Association. If you have a houseful of lively youngsters on hand, it's time to start planning now for a "safe and sane" Fourth of July. Nothing serves the purpose better than a party with enough fun and excitement to make the old-time firecrackers look tame! Here are some games to get the party started: Red Hot Shooting Cracker. A knotted knot-ted handkerchief represents the red hot shooting cracker. All players but one stand or sit in a circle. The players quickly toss the red hot shooting cracker to one another. No one must keep it even for a moment. mo-ment. While the players toss the cracker wildly about, "it" in the center cen-ter tries to get it back into his possession pos-session once more. When he succeeds suc-ceeds in doing this the player who last threw or touched the red hot shooting cracker must exchange places with him and so become "it." The March of the Minute Men. Players line up facing one direction. A goal line is fixed some distance ahead of them and "It" stands on the goal line. The players may walk toward the goal line but only when "Its" back is turned. When "It" turns and faces the players they must instantly stop and assume statue-like positions. This pose is held until "It" again turns his back to the players, when they may advance. ad-vance. "It" should turn suddenly and surprise the players. If he sees any one moving or walking along after he turns, he may send that one back to the starting point. The first player to cross the goal line wins the game. Bunker Hill. Players are divided into two teams. One team is to defend de-fend a small American flag which they have placed on top of an improvised im-provised fortress behind them. (It may be put on top of a stake driven into the ground or on top of a ladder, lad-der, etc.) When the offensive team is ready, it attacks the defending team and tries to break through and take the flag. If they succeed, it counts as a battle for that side and they become the defending team and the other the attacking team. (Note: Each member of the defending de-fending and the attacking team wears a handkerchief or bandana around his head. As soon as a player play-er has his taken off he must get out of the game. H the two teams wear different colors it would be better. The team having the most players left at a given time limit wins.) Fourth of July Race. Ten or more players, as space permits, line up side by side on starting line. About 100 feet distant from and parallel to the starting line, place a finishing line. The interest and suspense in this race are brought about by the changing chang-ing of the direction in which players run. On the signal "go" players run toward the finishing line. When referee ref-eree blows his whistle, players must turn around and run in the opposite direction, running until the whistle blows again, at which time they must again turn and go in the opposite oppo-site direction. Every time the whistle whis-tle blows players must turn and change the direction of the race. The race can be terminated at either line, as the referee may see fit. The player over the finishing line first wins. Released by Western Newspaper Union, |