The Foxfire Book of Appalachian Toys and Games
eBook - ePub

The Foxfire Book of Appalachian Toys and Games

  1. 224 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

The Foxfire Book of Appalachian Toys and Games

About this book

Part oral history and part rule book, The Foxfire Book of Appalachian Toys and Games is a joyous collection of memories of playing indoor and outdoor games; of making dolls, homemade board games, playhouses, and other toys — each with complete instructions and the flavor of southern Appalachia. Every toy and game has been tested by the Foxfire students and is devised to make or play yourself, without major expense, complicated parts, or electricity.

Originally published in 1985, the book includes familiar games like marbles, hopscotch, and horseshoes, as well as more obscure entertainments such as stealing the pines, crows and cranes, and thimble. Here, too, are instructions for constructing playhouses, noisemakers, puzzles, and whimmy diddles. The book also provides information on special games traditionally played on Sundays and holidays.

For those who are tired of worn-out batteries and electronic toys and for anyone curious about the playtimes of an earlier generation, The Foxfire Book of Appalachian Toys and Games is a welcome and entertaining guide.

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Yes, you can access The Foxfire Book of Appalachian Toys and Games by Linda Garland Page, Hilton Smith, Linda Garland Page,Hilton Smith in PDF and/or ePUB format, as well as other popular books in History & North American History. We have over one million books available in our catalogue for you to explore.

PART ONE

OUTSIDE
GAMES

Images
Images
Most of the homes was woodlands around, and we rambled in the woods a lot. Enjoyed nature, really. All of us mountain people did that, too. I look back over my childhood as a very happy life, and I don’t regret that I lived back then.—Ada Kelly
The elements of the outdoors—the woods, fields, cornshucks, ivy branches, playgrounds, June bugs, moss, and hiding places—dominate the memories of those we interviewed. There were plenty of indoor games, as you can see in Part Two, but when the weather permitted—and sometimes when it didn’t—the people we talked with preferred the outdoors.
Elizabeth Dubose: Yeah, we swung on tree limbs. We didn’t have any vines. That’s rough playin’. That’s why I said we played rough back then. You learned to be tough; you had to be tough to live. The games you played— you’d get skinned up in a minute—so you learned to accept the blood when it runs out. You just wiped it off with a leaf and went on.
We’d pull a small sapling down and get on that thing and the tree would be stronger than you. You’d get on it and that tree would go back up and then here you’d go up in there just a-flyin’. I don’t know why we didn’t ever get hurt [more].
We played with toad frogs—can you imagine! Y’all haven’t played with frogs, have you? You don’t see a frog now. We were mean to them. We’d catch ‘em and make ‘em hop. We would get a long stick and run it up behind the frog, you know, and honey, he would take off and be makin’ good hops! The fool thing thought it was a snake, I reckon.
Now, we’d tie a string to the legs of June bugs and buzz them in the air. We had lots of sparrows. They’d be in the backyard. Course we had dogs, and we’d throw scraps out to the dogs and the birds would come around and pick around in those scraps. Dad said if you’d put some salt on a sparrow’s tail, you could catch him. You know, I run that bird four or five hours before I ever figured that out.

GETTING STARTED

Most games require that the players divide into equal teams or decide who is It or decide who goes first. Rather than repeat those instructions every time, we put them together here, near the beginning. Readers can choose the most appropriate and interesting instructions for each game.
First, here are three nonsense rhymes used to decide who will be “It.” On each word in the first rhyme point to the next person, moving left to right. The person who “you” lands on is out. There are 14 words, so the 14th player is out. The rhyme is repeated until one person is left: It or Wolf or Fox.
Acker backer, Acker backer,
sodie cracker; sodie cracker;
acker backer, out goes,
boo. you.
—Ray Hicks and Billie Henry
In the following verse, on each line in the rhyme point to the next person, moving left to right. The player who “buck” lands on is out. There are seven lines, so the 7th player is out. In Buck, the remaining player is It.
One saw,
dominacker,
little toe,
Virgin Mary,
haddem skadem,
sickem sackin,
buck!
—Ray Hicks
In the following, on each line point to the next player in line, moving left to right.
William Trembletoe:
He’s a good fisherman.
He catches hens,
puts them in a pen.
Some lay eggs,
some none.
Wire,
briar,
limber lock;
three geese in a flock.
One flew East,
one flew West,
one flew over the cuckoo’s nest.
There I met my father.
He had rings,
many pretty things.
Be gone, you dirty dish dog.
O
U
T
Out!
Drawing straws is a quick way to decide who is It.
Daisy Justice: You usually have three straws, and you have one that was kind of long and one medium and one short one. When you held them up for a person to choose one of the three, you held them in your fingers or hands to be drawed. But you fixed them till they’d all look the same. And the one that got the short straw was the one that had to be It. You could use a regular broom now to do that, but back then we had what they called broomstraw.
Bill Henry remembered an even faster way for deciding who goes first:
Nowadays, when we want to choose something we’ll flip a coin. Back then the boys would get a flat rock and spit on one side of it, and they would say “Wet or dry?” instead of “Heads or tails.”
Usually associated with baseball, this one is useful for deciding in any game which team goes first.
Bill Henry: You had to have two guys. One would pitch the bat to the other [grip end up]. The other would catch it. Then up from where the other guy caught the bat, the two would start alternating grips on the bat. The man with the last grip on the handle of the bat has to pitch the bat [backward] over his head. If that guy had enough of the bat to hold on so he could pitch it over his head, he got to choose first or go first. Otherwise, if he couldn’t throw it over his head, the other guy got to choose first or something like that.
The discussion with Bill led to an interesting observation about choosing sides.
Bill Henry: You know, speaking of choosing, there have been kids probably who have come out with complexes because certain little kids were never chosen for some of these games. I can remember them kinda hanging back, feeling sorry for themselves because they were the last one chosen, if they were chosen at all. And when there wasn’t anybody left except them, why the person who had to take them would kind of growl.

ANTY OVER

More contacts remembered playing Anty Over than any other game. This is not surprising, since it can be played anywhere there is a low building and some yard on both sides. What is surprising was the general agreement on the rules of the game. A few variations are listed after the game.
Images
How to Play. Anty Over is played in an open yard surrounding a low building. There are no boundaries except fences, roads, or woods. The only equipment is a large, soft ball, like a volleyball. It can be played by large or small groups.
Divide up into two equal sides. The object is to capture the players on the other side and avoid capture yourself.
The two teams gather on opposite sides of the building so they are out of sight of each other. The team with the ball, Team A, shouts “Anty Over!” and one member throws the ball over the building toward the other side. Skillful players try to bounce the ball off the roof to make it difficult to catch. If a member of Team B does catch the ball, the whole team rushes around the building—either side—toward Team A, throwing the ball at members of Team A. Anyone hit is captured and then belongs to Team B.
Meanwhile, Team A members try to get past Team B to B’s side of the building. Members of Team A who get to the other side of the building are safe—they cannot be captured.
If no one on Team B catches the ball, then they shout “Anty Over!” and one member throws the ball over the building toward Team A.
After Team B has its turn, whether anyone on that team catches the ball or not, then it is their turn to “Anty Over” and avoid capture. The two sides alternate until one side captures everyone on the other side or until the game is stopped by dinner time, darkness, or the school bell. The side with the most captures wins.
Obviously there is a lot of running, confusion, and trickery. Helen Nichols remembers tactics: “You see, you couldn’t tell whether the other side caught the ball or not, because you couldn’t see on the other side of the house. So everybody was peekin’ around the corner to see who was coming. But you still didn’t know who had the ball because everybody had their hand behind them—pretending to have the ball.”
Images
Variations. Marinda Brown remembers that each side had to Anty Over until the other side missed the throw or did not capture anyone.
Helen Nichols remembers that the player who caught the ball held it and tagged players on the opposite team, rather than throwing it at them, and that the team with the ball could hand it off to one another while they were trying to capture players on the other side.
During our toys and games interview, Ray Hicks gave us a detailed description of Anty Over, then added this:
But what I was thinking about this morning, what amazes me, was we had no umpires or referees or nothin’. Yet I never heard of anyone cheatin’ or anything. If they didn’t catch a ball, they just didn’t catch it. Everybody trusted. It never crossed anyone’s mind of somebody cheatin’ and sayin’, “Yeah, I caught it,” when he didn’t.

BALL GAMES

Apparently every community, every neighborhood, played ball. Schools played ball; churches played ball—some did, anyway. Smaller groups played, too, since One-eyed Cat can be played with as few as three players.
Apparently every community played its own version of ball, sometimes using different names—Fieldball is a variant of Catball, sometimes under the same name—the most common being Townball. There are common elements: pitcher, catcher, batters, bases, and, of course, ball and bat. (We did find one variant, Bullpen, described by Ernest Rogers, that does not use a bat.)
Most were played with homemade balls and homemade bats. Games usually e...

Table of contents

  1. Cover Page
  2. Title Page
  3. Copyright Page
  4. Contents
  5. Preface
  6. Introduction by Simon J. Bronner
  7. Part One: Outside Games
  8. Getting Started
  9. Anty Over
  10. Ball Games
  11. Base
  12. Buck
  13. Buckety-Buck
  14. Cracking the Whip
  15. Crows and Cranes
  16. Drop the Handkerchief
  17. Fox and Geese
  18. Fox and Hounds
  19. Kick the Can
  20. Red Rover
  21. Soup Pot
  22. Steal the Handkerchief
  23. Stealing the Pines
  24. Wolf
  25. Part Two: Inside Games
  26. Blindfold
  27. Bum, Bum, Bum
  28. Cat and Rat
  29. Clothes Pins
  30. Club Fist
  31. Farmer in the Dell
  32. Kitty Wants a Corner
  33. Lemon Relay
  34. Old Granny Wiggins Is Dead
  35. Old Granny Hum Bum
  36. Please and Displease
  37. Tap Hand
  38. Thimble
  39. Part Three: Games for Two or Three
  40. Fox and Geese
  41. Hopscotch
  42. Horseshoes
  43. Hull Gull
  44. Jumping Rope
  45. Knock the Stick
  46. Marbles
  47. Mumble Peg
  48. Part Four: Diversions and Entertainments
  49. Sundays
  50. Holidays
  51. Kitchen Games
  52. Vaulting and Swinging
  53. Pranks and Practical Jokes
  54. Imagining/Pretending
  55. Riddles and Tales
  56. Odds ’n’ Ends
  57. Part Five: Dolls and Playhouses
  58. Stick Dolls
  59. Rock Dolls
  60. Potato Head Dolls
  61. Cucumber Dolls
  62. Corncob Dolls
  63. Apple-head Dolls
  64. Cornshuck Dolls
  65. Cloth Dolls
  66. Rag Dolls
  67. Pretending
  68. Playhouses
  69. Dressing Up
  70. Part Six: Toys and Constructions
  71. Cornstalk Creations
  72. For Yards and Hills
  73. Puzzles
  74. Noisemakers
  75. Launchers
  76. Handheld Motionmakers
  77. Spinning Tops and Tobacco Tags
  78. Participants
  79. Index