## Games We Played as Kids

Post by drawscore » Sat Jun 16, 2012 5:04 pm

THE GAMES WE PLAYED AS KIDS
1. HIDE AND GO SEEK:
----a. Players: Three or more
----b. Equipment: Two pieces of rope and a bandana or neckerchief for each player.
----c. Time limit: None
----d. How to play:
--------1. One player is selected as "it," and is tied up (usually not very well) by one or more other players. When done, the tying player shouts "GO!!" and he and the other players run and hide.
--------2. A player is captured if his "flag" (bandana or neckerchief) is pulled from his belt, or is lost on the field. Captured players are taken to the base and tied up. (A "penalty" is assessed for a lost flag.)
--------3. If a captured player can free himself, he is back in the game. If not, too bad.
--------4. Captured players cannot help each other escape.
--------5. The last player captured is "it" for the next round. When the last player is captured and tied, the others are untied, and the game starts again.
----e. Special Rules:
--------1. All captives are gagged.
--------2. Captives may be tied with more than two pieces of rope if available.
--------3. No rope may be tied around the neck or through the groin under any circumstances.
--------4. Captives must be checked every 10 minutes.
--------5. If there are more than six players, two players may be designated as "it." For 10 or more, three "its," and if 16 or more, four "its."
----f. Rules violations: Penalties for rules violations will be determined by a majority vote of the players.
2. TEAM CHASE
----a. Players: Four or more
----b. Equipment: Two pieces of rope and one flag (bandana or neckerchief) for each player.
----c. Time Limit: None
----d. How to play:
-------1. Players are divided into equal or near equal teams.
-------2. Teams select a base from which to start.
-------3. When the start signal is given, the teams try to capture members of the opposing team by pulling the flag from their belt. If a player loses his flag, he is automatically captured. (A "penalty" is assessed for a lost flag.)
-------4. Captured players are taken to the home base of their captors, and tied up.
-------5. Captured players are allowed to help each other escape.
-------6. The team that captures all the members of the opposing team(s) wins.
----e. Special Rules: Special rules 1-4 for "hide and go seek" apply.
----f. Rules Violations: Penalties for rules violations are determined by a majority vote of the opposing team.
3. TIE UP THE RUSTLER (Scout meeting version)
----a. Players: Two or more teams of 3 or more.
----b. Equipment: Two pieces of rope for each team.
----c. Time limit: 15 minutes.
----d. How to play:
--------1. Each team selects one member to be the "rustler." He is sent to one of the other teams.
--------2. Teams have five minutes to "tie up the rustler."
--------3. When the five minutes is up, the start signal is given, and the "rustlers" try to free themselves. First one free wins X points for his team, determined by the number of teams. (If there are five teams, he wins five points.) "Rustlers" have ten minutes to get loose.
------- 4. If a "rustler" fails to get loose, the team that tied him gets points equal to the number of teams playing.
----e. Special Rules:
--------1. No rope may be tied around the neck or through the groin under any circumstances.
----f. Rules violations: Penalties for rules violations will be determined by a majority vote of the opposing team.
4. TIE UP THE RUSTLER (Home version)
----a. Players: Three or more
----b. Equipment: Rope, bandanas/neckerchiefs, kitchen timer or stopwatch.
----c. Time limit: 10 minutes per round
----d. How to play:
--------1. One player is selected as "sheriff." The rest are "rustlers."
--------2. The "sheriff" ties up all his "rustlers" in the same way (hands and feet; hands, feet, and arms, etc.)
--------3. After the last "rustler" is tied, the "sheriff" sets the timer/stopwatch for 10 minutes, and gives the start signal, and the "rustlers" try to escape.
--------4. "Rustlers" who get free get one point for each full minute remaining on the clock.
--------5. For each "rustler" that fails to get free, the "sheriff" gets 10 points.
--------6. Game is repeated until each player has been the "sheriff." Player with the most points wins.
----e. Special Rules: Special rules 1-3 for "hide and go seek" apply.
----f. Rules violations: Penalties for rules violations are determined by a majority vote of the players.
And yes, I know the dashes before the letters and numbers are somewhat disconcerting, but if I did not put them in, everything would line up flush left.
Drawscore

### Re: Games We Played as Kids

Post by Jay Candice » Sat Jun 16, 2012 6:46 pm

Whoa, that is quite a list.
In the end, it matters not how many breaths you took, but how many took your breath away.
-shing xiong
We are not retreating, we are advancing in another direction
-General Douglas MacArthur
Fall down seven times, stand up eight
-Japanese Proverb

### Re: Games We Played as Kids

Post by drawscore » Sat Jun 16, 2012 10:02 pm

Four games is "quite a list?" Wow.
We also did challenges and dares, and another game called "Beat the Clock," where someone was tied up, and had to escape before the countdown clock ran out. These were usually "one on one" challenges, and started with something like "I bet you can't get free in ten minutes if I tie your hands and feet." or "You can tie my hands, feet, arms, legs, and hog tie me, and I bet I'll be out in 20 minutes or less."
Our resident weasel, and wannabe Houdini, Doug, made up a board game. I had a copy of it somewhere, but, like many other momentos of a misspent youth, it vanished. It I find it around here, I'll scan it and put it up.
Drawscore

### Re: Games We Played as Kids

Post by SamanthaBoundx » Sun Jun 17, 2012 10:14 am

Jeez, this makes me want to be 10 years old again so that it would actually be acceptable for me to play these, haha xD

### Re: Games We Played as Kids

Post by drawscore » Sun Jun 17, 2012 3:01 pm

Found it! Spent a couple of hours trying to piece together the rules from an old and yellow sheet of paper, handwritten 40 some-odd years ago, and a fragile copy of the "game board" made on graph paper. So, here are the rules, with my notes and comments, and the best scan I can get of the game board. If you can, imagine that two boys are sleeping over with a couple of friends; that there is nothing exciting on TV, it's late, and all four are sitting in the hosts' bedroom in pajamas, playing this game.
Drawscore
THE RACE TO TOWN
Official Rules and How to Play
1. The object of the game, is to get from the starting point (off the board), to the town, which is the last space on the game board.
2. To start, each player rolls the dice. Highest roll goes first, second highest, second, and so on. Each player will roll, in turn, one die to start. For the second and subsequent rolls, two dice are rolled. Players are numbered by the order in which they start, and keep that number throughout the game
3. Players landing on a colored square must draw a card of the corresponding color, and follow the instructions on that card.
4. Players landing on a "Roll Again" space will roll the dice again, and move forward accordingly.
5. "Adopted by Indians" is a counter to a "Captured by Indians" card, and may be used to escape from the Indians without penalty. Players drawing an "Adopted by Indians" will be given a white card, indicating adoption. This card is surrendered if and when the player is "Captured by Indians." A player may decline to be “adopted” if he so desires, or may "sell" or "trade" the card to another player.
6. "Mountain Pass," "Short Cut," and "Hidden Tunnel" spaces are all short cuts. Players landing on these squares will follow the arrows to the exit, several squares ahead.
7. "Trade Places" cards enable the player to trade places with another player, unless the player is specifically named, as in "Trade places with player in first place." To determine which player to trade with, one die is rolled, and the player trades with the player of the corresponding number. If a player rolls his own number, or an inactive number, he rolls again, and continues to roll until he rolls an active number that is not his own.
8. There are 120 cards, 30 of each color of red, green, blue, and yellow. These cards are the same for all colors.
a. Captured by Indians. Lose one turn! (4)
b. Captured by Outlaws. Lose one turn! (4)
c. Trade places with player in first place. (If you are first, draw another card) (2)
d. Trade places with player in last place. (If you are last, draw another card) (2)
e. Roll die, and trade places with player number on top face. (If you roll your own number, roll again) (2)
e. Move to closest green square and draw card. (1)
f. Move to closest red square and draw card. (1)
g. Move to closest yellow square and draw card. (1)
h. Move to closest blue square and draw card. (1)
i. Capture the player of your choice. (2)
j. Get captured by the player of your choice. (2)
k. Get captured with the player of your choice (2)
l. Kidnap the player of your choice. (2)
m. Get kidnapped by the player of your choice. (2)
n. Get kidnapped with the player of your choice. (2)
It seemed pretty straightforward, and probably would have been fun anyway, playing the game "straight." But Doug made up some rules of his own, which we called "unwritten" rules, and if a situation directed, we made up our own rules.
Under the "official" rules, getting captured meant losing one turn. Under the "unwritten" rules, getting captured meant just that. You were tied up, and lost as many turns as it took for you to get free.
After several games, Doug decided that when anyone got "kidnapped," they'd be tied with the long bandages. We all agreed on it, and from that point on, whenever someone was tied with bandages, they were said to be "kidnapped." (It came from a TV show where a couple of crooks kidnapped a boy and forgot to bring any rope. They solved the problem by tearing strips from a bed sheet, and using them to tie and gag their captive.)
We could help each other escape when we were captured or kidnapped, but it had to be the same. If Ronnie and Charlie had both been "captured by Indians," they could help each other escape, but if one was "captured by Indians," and the other was "captured by outlaws," then they could not help each other, and were usually put on different sides of the room, or at least well apart from each other. The same applied to being "kidnapped." Anyone "kidnapped" could not help someone "captured by Indians," or "captured by outlaws," but could help another "kidnap" victim.
If just one player remained free, with the others all being kidnapped or captured, and he drew a card that required him to be kidnapped or captured, the player who had been tied the longest, was set free to do it. Essentially, it was like getting a "trade places" card or landing on a "trade places" square.
"Trade places" had an exact meaning. If you had to trade places, and rolled the number of someone who had been captured or kidnapped, that player was freed, and you took his place.
It was not required, but better than 95 percent of the time, anyone who was tied up, was also gagged.
There were some variations. Sometimes, the little kids, Mark, Kevin, and some of the others, would whine about getting tied up and not being able to get out, so Doug told them they could watch the older kids play, and take a role. Mark might be an Indian, and whenever anyone was "captured by Indians," Mark would get to tie them up. If Kevin was along, he'd be the outlaw (or vice versa). That was fine with us, since neither of them could tie worth a damn (until Kevin got schooled by his Indian cousins), and the most anybody would ever miss, was two or three turns. But Mark and Kevin and some of the others, were all happy as pigs in slop. They'd get to tie the older kids, and not have any risk of later retaliation, and Mark was on top of the world whenever he got to tie his brother, Ronnie.

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Last edited by drawscore on Wed Jul 25, 2012 11:08 am, edited 1 time in total.

### Re: Games We Played as Kids

Post by bookl0ver » Mon Jun 18, 2012 6:31 am

how come i've never played anything like this bewfore?
DIRECTIONER FOR LIFE!
NIALL HORAN'S FUTURE WIFE
Also addicted to slash. ^,^

### Re: Games We Played as Kids

Post by Jason Toddman » Tue Jun 19, 2012 8:49 am

> bookl0ver wrote:how come i've never played anything like this bewfore?

Wrong choice of friends?
Actually *I've* never played any of these either and I used to get tied up all the time from the time I was 5; we just didn't make games out of it quite like this. My cousins and their neighbors may have when they were younger and before I came along, but usually the tie-ups I got involved in were a lot simpler and more straight-forward... the game element being in what was done to the victims once they were tied up!
Sounds like something I might have enjoyed playing though as a younger boy though. Mostly because then hopefully I wouldn't have been the only one tied up.
Made up a board game once a bit similar to this but it focused more on tortures the player 'endured' while running the gauntlet of the game, and the tortures would actually be enacted! Well, that was the intention when I invented it anyway; unfortunately I never got to use it with anyone!
Dare to be different... and make a difference.
To boldly go where no one in their right mind has gone before...

### Re: Games We Played as Kids

Post by bookl0ver » Tue Jun 19, 2012 11:04 am

i don't think it was wrong choice in friends. I had a friend and me and she used to play kidnappers all the time but we never got to use rope and stuff for years. We used it once. When i tied her to a slide as a joke.
DIRECTIONER FOR LIFE!
NIALL HORAN'S FUTURE WIFE
Also addicted to slash. ^,^

### Re: Games We Played as Kids

Post by drawscore » Tue Jun 19, 2012 7:08 pm

Not so much a "wrong choice of friends," as a lack of imagination on the part of your friends. My friends were imaginative screwballs, weasels, and dipsticks, but gawd, we had fun.
Drawscore

### Re: Games We Played as Kids

Post by Jason Toddman » Tue Jun 19, 2012 8:59 pm

I was only teasing in any case.
And my own friends - at least, the ones I had in my high school years - were also imaginative screwballs!!! But were it not for the fact that I was related to a couple of them and had had to go live with them for a while, I'd have missed out on all that Tugs fun with them completely. It was only pure dumb luck; the likes of which I've never quite had since.
Dare to be different... and make a difference.
To boldly go where no one in their right mind has gone before...

### Re: Games We Played as Kids

Post by DMC13 » Mon Jul 23, 2012 5:29 pm

can't say i've got any good tug buddies, either...
I don't care.

### Re: Games We Played as Kids

Post by tieupmaster » Sat Dec 15, 2012 5:02 am

Me and my brother and sister used to play bound in sleeping bag escape game where the escapee gets tied (hands feet then rope tied round the sleeping bag) the person who escapes the fastest wins time limit is 10minutes