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Childhood is a relatively modern concept: until quite recently, children were expected to undertake responsible tasks within the limit of their abilities; the games and playthings now seen as belonging to the domain of youth, were enjoyed by people of all ages within the limit of their physical capabilities. Society was not stratified by age groups: older people were likely to be involved both in play and supervising the young. We recommend that by adopting this same pattern, children will play safely and adults have fun, too!

Please note that the manufactured wooden toys bear the CE label. They have been sanded and oiled. The knucklebones are extracted from cooked pig’s feet which have been cleaned, reboiled and oven-dried for hyqiene. They have been used as toys for many centuries. To re-sterilise place in a warm oven for ten minutes.
These toys are not considered suitable for children under the age of three. Please keep all small parts out of the reach of babies. Take care when playing with whip-and-top not to whip yourself or anyone else - play in a spacious area. Take care of traffic and respect pedestrians when playing with hoops and skittles. Whilst every care has been taken to ensure that these toys are safe, please remember that, if damaged, wooden toys may cause splinters and that almost any toy can be dangerous if misused.

Traditional toys need skill: they were devised before instant entertainment was available. Be patient and be prepared to spend time learning how to use them - you’ll be surprised how quickly your coordination and dexterity improves! When nearly everything was done by hand, such play was a useful training.

Knucklebones

Two basic ideas are used:
In the first the player throws the five knucklebones into the air with one hand and tries to catch as many as possible on the back of the same hand.  Any bones caught are then thrown up again from the back of the hand where they came to rest and as many as possible are caught in the palm of the same hand. How many bones can you catch? How many catch again at the next throw? How many tosses can you manage before all the bones fall on the ground? Play it against yourself or with friends.
The second idea calls for the bones to be spilled onto the ground. Throw up the odd bone or ”tosser” and snatch up as many knucklebones as you can before catching the tosser. Keeping the stones in your hand and, without using the other, select and throw up the tosser again and continue until you have picked up all the bones! How few throws can you manage to collect them up in?
When you are proficient at these two moves, see over for a competitive game to try...

To start a turn, the player throws the five knucklebones into the air with one hand and tries to catch as many as possible on the back of the same hand.  The bones that were caught are then thrown up again from the back of the hand where they came to rest and as many as possible are caught in the palm of the same hand.  If no bones are caught, the player's turn is over.
If at least one bone was caught, the player prepares for the next throw by keeping one bone in the same hand and throwing the remaining ones on the ground.  The player then tosses the single bone into the air, attempts to pick up one of the stones that was missed and then catches the stone that was tossed, all with the same hand!  The player repeats this until all the stones have been picked up. 
That done, the player throws down four of the bones again, throws the single bone in the air, attempts to pick up two bones with the same hand before catching the tossed bone. Another try should secure the remaining two bones. The process is then repeated for three stones followed by one bone and finally, all four bones are picked up before catching the single tossed bone.
For skillful players, the game can continue in an agreed way with further permutations and challenges according to the player's whims.  For instance, the other hand could be used to throw, the player may have have to clap hands before doing the pick up or perhaps slap both knees.

 

Medieval Games for Three Dice

Hazard (for two players)
Hazard numbers are the lowest and highest numbers it is possible to throw with three dice: 3, 4, 5, or 6 and 15. 16. 17 or 18. If the first player to roll the dice (this can be decided on the roll of a single die) rolls a hazard number then this player has won the game (and any stakes placed on winning). If the first player does not roll a hazard number the dice pass to the second player who rolls them and wins if he or she rolls a hazard number. If player two fails to roll a hazard number then player one rolls the dice again aiming to roll the number he or she rolled in the previous round, known as the re-hazard number, or a hazard number, both of which would win. Player two then rolls if player one fails to win and so on. If in any round both players roll the same number (known as evens) then this too becomes a winning number. If a player happens to roll his or her opponent's re-hazard number then he or she loses!

Half Hazard (for two players)
In this game numbers 7 or lower and numbers 14 or higher are hazard numbers and each player rolls the dice as many times as is needed at each turn. At the start of the game each player puts several coins into the pot Though a game for two it is conceivable that any number of players could play, each one playing against the others.
Each player on their first roll of the three dice rolls their “nick” -the number they win by. then the player rolls the dice again to find his or her “out” - the number they will lose by. The player continues rolling the three dice
If the player rolls a hazard he in an agreed amount from the pot.
If the player rolls two hazards in a row the amount won is more, three hazards in a row even more. four hazards increasingly more and so on (the game is best played with a pile of pennies).
If the player rolls his nick then his turn is over and he keep shis winnings
 If the player rolls his out then his turn Is over and his innings for that turn are returned to the pot
Player two rolls the dice.

Pair and Ace
In turn each player attempts to roll, with three dice. a pair and an ace.

As Many on One as on Two
In turn each player rolls one of the dice and then tries. with one roll of the other two dice, to match the number on the first die

Triga
In turn each player attempts to roll, with three dice, three of a kind, known as a 'par' or the numbers 15, 16, 17 or 18. or. .3, 4, .5 or 6, respectively the highest and lowest numbers it is possible to throw with three dice. The first to do so is the winner.
Passage
The concept of this 16th century three dice game is betting on the outcome of the roll of individual dice and is best played with a group of people. One of the players will be chosen to be first to roll the dice. Initially one dice is rolled. The players then wager on whether the roll of the second die when added to the roll of the first will equal, be greater. or less than, ten. Players, including the one rolling the dice, place wagers between themselves.
The second dice is rolled and if the sum of the to dice is ten or greater the wagers are settled. If the number is still less than ten then a third dice is rolled and players may increase their wagers (though they may not decrease them or change sides) on the result of the three dice being equal to, less than, or more than, ten.
It may seem that if in the first roll the number is below four then the second roll could not add up to ten and that the players may not wish to place wagers. However, if the roll of the first dice is , 2 or 3 it is a safe wager that rolling the second dice will be under ten, and therefore the third dice will be rolled. However, since wagers are held over if the sum of the first two dice is less than ten, placing wagers after the roll of the first dice in this instance is in reality wagering on the roll of the third dice not the second. The wager may be increased, for instance if roll one is 2 and roll two is 3. since there is a one in six chance that the third dice is 6 making eleven. If roll one is I and roll two is 2 then roll three cannot add up to ten or more so roll two has to he repeated.
Once the round is over and wagers are settled the dice are passed on to another player for another round.

 

 

Whipping Top

Use the whipping top in as spacious an area as possible. You need a smooth, hard surface. If you are right handed, wrap the whip clockwise around the top. Place it upright on the ground and steady it by placing a finger of the left hand in the centre of the flat surface. Now pull the whip away sharply to start the top spinning.
Use the whip to keep the top in motion: if you are gentle it will stay still; a quicker stroke will make it jump but continue to spin wherever it lands. A skillful player will be able to move the top around at will!

 

 

 

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