Mom, Dad and Wesley drove to Oklahoma to visit with the Carters for the Thanksgiving break. We left at 4 pm Tuesday and stayed over night in Gallup, New Mexico. We arrived in Moore, Oklahoma at 7:30 pm Wednesday evening. We had a great time! Here are some pictures.
We played with the kids, went on a long walk with Jeremy in the stream behind their house, went to a park, visited downtown Oklahoma and rode on a boat, watched Jarvis put up Christmas lights, ate lots of food, went to Church with the Carters and had a great time.
The boys are growing and we really enjoyed each other a lot.
We left at 5:00 am Monday morning and drove straight through and arrived at home at 9:00 pm.
Wednesday, December 9, 2009
Thursday, October 8, 2009
Wednesday, September 16, 2009
I love the Book of Mormon
I love the Book of Mormon
I read it every day,
I love the things it teaches,
What does the Book of Mormon say?
I will go, I will do, He'll prepare the way,
Wickedness never was happiness,
And by small means, He can do great things,
If we hold to the rod of the scriptures.
Written by Wallace Haws --Sept 2009
I read it every day,
I love the things it teaches,
What does the Book of Mormon say?
I will go, I will do, He'll prepare the way,
Wickedness never was happiness,
And by small means, He can do great things,
If we hold to the rod of the scriptures.
Written by Wallace Haws --Sept 2009
Wednesday, September 2, 2009
JENGA
Sliding Jenga Blocks Across the Table
Items Needed: Jenga Blocks or any type of rectangular blocks
A long table
Object of the Game: Get your block to stop as close to the end of the table without falling off.
How to Play: Each person takes a turn sliding their block across the table. Get your block to stop as close to the edge and stay on and you win. Watch out for your opponents after you because they can knock your block off of the table.
Variations: Rules and more blocks per person have been added in the past. Make up rules as you feel necessary.
Items Needed: Jenga Blocks or any type of rectangular blocks
A long table
Object of the Game: Get your block to stop as close to the end of the table without falling off.
How to Play: Each person takes a turn sliding their block across the table. Get your block to stop as close to the edge and stay on and you win. Watch out for your opponents after you because they can knock your block off of the table.
Variations: Rules and more blocks per person have been added in the past. Make up rules as you feel necessary.
SCUM
Scum
Item needed: Rook Cards (depending on the players, you may need more than one deck.)
Object of the Game: Be President and have fun.
How to Play:
Figure out order – This can be done by letting everyone choose a card. The person with the highest card is president, the next highest is vice, etc. until the lowest card drawn is scum. You can also just play the first round without exchanging cards. Sit in the order of hierarchy. President, Vice to the Presidents left, etc. Play always going to the left or in order of hierarchy.
Order of cards – Rook takes all – Quadruplets, Triplets, Doubles, Anything. One is just under the rook. Then it is 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2 being the lowest.
Deal the cards out starting with the President, Vice, Secretary, in order down to scum. Deal until all the cards are gone. If there are 4 players, the President gives the scum any card from their stack (usually the lowest) and the scum gives the President his highest card in his stack (it must be the highest). If there are 6 or more players. The President and scum exchange 2 cards in the same way as with 4 players and the Vice and Pee-on exchange 1 card (the pee-on must give the vice his highest card.)
Cards can be played on at a time or in groups. The groups must be of the same number. If you have two 4’s, you can play them as a double. Everyone else then must play doubles on top of them to play. Quadruplets or Triplets are the same way. If someone doesn’t have double, or Quadruplets or Triplets and that is what is being played they must say pass.
The first round always starts with the President going first, vice second, scum goes last. The President plays any card or group of cards from his/her deck. The next player must play something of higher value or say pass. The round continues until it gets back to the first player with everyone playing or saying pass. The person that laid down the highest card gets to start the next round. The first person to get rid of all of their cards is President for the next game. The second person is vice, etc., until the last person out is scum.
Item needed: Rook Cards (depending on the players, you may need more than one deck.)
Object of the Game: Be President and have fun.
How to Play:
Figure out order – This can be done by letting everyone choose a card. The person with the highest card is president, the next highest is vice, etc. until the lowest card drawn is scum. You can also just play the first round without exchanging cards. Sit in the order of hierarchy. President, Vice to the Presidents left, etc. Play always going to the left or in order of hierarchy.
Order of cards – Rook takes all – Quadruplets, Triplets, Doubles, Anything. One is just under the rook. Then it is 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2 being the lowest.
Deal the cards out starting with the President, Vice, Secretary, in order down to scum. Deal until all the cards are gone. If there are 4 players, the President gives the scum any card from their stack (usually the lowest) and the scum gives the President his highest card in his stack (it must be the highest). If there are 6 or more players. The President and scum exchange 2 cards in the same way as with 4 players and the Vice and Pee-on exchange 1 card (the pee-on must give the vice his highest card.)
Cards can be played on at a time or in groups. The groups must be of the same number. If you have two 4’s, you can play them as a double. Everyone else then must play doubles on top of them to play. Quadruplets or Triplets are the same way. If someone doesn’t have double, or Quadruplets or Triplets and that is what is being played they must say pass.
The first round always starts with the President going first, vice second, scum goes last. The President plays any card or group of cards from his/her deck. The next player must play something of higher value or say pass. The round continues until it gets back to the first player with everyone playing or saying pass. The person that laid down the highest card gets to start the next round. The first person to get rid of all of their cards is President for the next game. The second person is vice, etc., until the last person out is scum.
SPAZ
Spaz
Item needed: Rook Cards, or Uno Cards, or Face Cards
Object of the Game: Get rid of your cards first.
How to Play: Deal all of the cards out face down to the players. No one looks at their cards, they keep them in a pile face down. To begin playing take turns going in a circle, flipping over one card in a pile in the middle of the circle. If two cards are laid down on top of each other that are the same color, you do an action for that certain color.
Black or Blue – reach for the sky
Yellow – Hand on your forehead
Red – Hand on your heart
Green – Hand on the table
Wild, rook, or jokers – do all four actions
The last person to do the right action for the color takes all of the cards in the middle pile and puts them in their own stack. Everyone is Everyone’s judge of who the last person was. Get rid of your cards first and you win. The first person out can then be the judge if you so choose.
Item needed: Rook Cards, or Uno Cards, or Face Cards
Object of the Game: Get rid of your cards first.
How to Play: Deal all of the cards out face down to the players. No one looks at their cards, they keep them in a pile face down. To begin playing take turns going in a circle, flipping over one card in a pile in the middle of the circle. If two cards are laid down on top of each other that are the same color, you do an action for that certain color.
Black or Blue – reach for the sky
Yellow – Hand on your forehead
Red – Hand on your heart
Green – Hand on the table
Wild, rook, or jokers – do all four actions
The last person to do the right action for the color takes all of the cards in the middle pile and puts them in their own stack. Everyone is Everyone’s judge of who the last person was. Get rid of your cards first and you win. The first person out can then be the judge if you so choose.
Monster in the Closet
Items needed: Dark Rooms – Usually down one hall in the house
Same number of cups as rooms
A treat (usually a cracker or something in the pantry)
Object of the Game: Have fun and maybe get scared.
How to Play: Place one cup in the center of every room. One person is the monster. This person takes the treat and hides it in the cup of the same room they hide in. Everyone else counts without looking while the monster does this. After counting, everyone tries to get the treat without getting caught by the monster. They do this by moving from room to room and placing their hand in the cup to see if there is a treat in it. The monster usually does not emerge until after someone has started to put their hand in the cup. If you get the treat, you eat it, and the monster hides again. If the monster gets you before you get the treat, you are the monster.
Same number of cups as rooms
A treat (usually a cracker or something in the pantry)
Object of the Game: Have fun and maybe get scared.
How to Play: Place one cup in the center of every room. One person is the monster. This person takes the treat and hides it in the cup of the same room they hide in. Everyone else counts without looking while the monster does this. After counting, everyone tries to get the treat without getting caught by the monster. They do this by moving from room to room and placing their hand in the cup to see if there is a treat in it. The monster usually does not emerge until after someone has started to put their hand in the cup. If you get the treat, you eat it, and the monster hides again. If the monster gets you before you get the treat, you are the monster.
Wednesday, August 5, 2009
Ladderitus
23 April 2009 Peter Haws' 2yr old birthday marks the day I, Wallace fell off a ladder trying to escape a wasp while doing a project at Ben and Emily's house. 1 May I was operated on to put a metal plate in my wrist with about 8 screws. 1 June I was operated on again to repair my bicep tendon (which had snapped loose) and torn rotator cuff. The first day after this surgery was the worst day of my life. I continued with a lot of pain day and night until the 15 July. Now on the 5 August I can say I no longer have pain. I still have not gained all the motion in my arm, but am doing very well.
What did I learn from this experience?
1. Don't assume someone needs you to do a project just because you think it needs to be done.
2. Ignore wasps, there are worst things that can happen than a wasp sting!
3. Empathy for others that have broken bones. Patience with others who say they hurt.
4. Appreciation for the little things in life like being able to thread your belt, comb your hair, wash your underarm, hug someone, etc.
5. Appreciation to be able to work in the yard.
I am SO grateful to be past this experience in my life! Early on in my experience, and prayers, I had the distinct impression Heavenly Father gave this experience to me for my learning, but also to save me from a worst experience. I have no idea what the experience was that I missed, but I did keep this in mind as I was suffering pain. I wasn't always that cheerful to be around and I thank Edith for everything she did for me during this difficult period.
http://picasaweb.google.com/Wallace560/Ladderitis#
What did I learn from this experience?
1. Don't assume someone needs you to do a project just because you think it needs to be done.
2. Ignore wasps, there are worst things that can happen than a wasp sting!
3. Empathy for others that have broken bones. Patience with others who say they hurt.
4. Appreciation for the little things in life like being able to thread your belt, comb your hair, wash your underarm, hug someone, etc.
5. Appreciation to be able to work in the yard.
I am SO grateful to be past this experience in my life! Early on in my experience, and prayers, I had the distinct impression Heavenly Father gave this experience to me for my learning, but also to save me from a worst experience. I have no idea what the experience was that I missed, but I did keep this in mind as I was suffering pain. I wasn't always that cheerful to be around and I thank Edith for everything she did for me during this difficult period.
http://picasaweb.google.com/Wallace560/Ladderitis#
Sunday, July 26, 2009
Pig Tail
PIG TAIL
Invented by Wallace Haws 2007
Pig Tail: Stuff a sock with rags or something else soft. Tie a 1' foot length of soft rope or rag to the sock of one color and a 2' length of soft rope or rag of another color onto that(say color=red for this explanation).
Goal posts at each end of 100' play field: Place two poles like volley ball poles 10' foot apart. Tie two parallel ropes to the poles. The bottom rope to be 5' off the ground and the 2nd rope to be 8' off the ground.
Two teams of any number of players.
Object of the game: To throw the pig between the ropes to score a point. Each team is going toward a different goal. The game never stops even when a goal is scored. Just keep playing.
Throwing the pig: You must throw the pig underhand (not overhand!) with one hand holding only the "red" end of the pig. Throwing overhand or by holding the pig itself or the first part of the tail is illegal and the pig automatically goes to the other team.
Catching the pig: You must catch the pig by the "red" part of the tail. Catching the pig itself or by the part of the tail closest to the pig is illegal and the pig automatically becomes ownership of the other team.
Running with the pig after it is catch is illegal.
Dropping the pig after touching it in flight gives the pig to the other team.
Throwing the pig and then no-one touching it gives the pig to the opposite team.
Passing the pig: You stand, throw the pig by the "red" part of the tail, another team member catches it by the "red" tail.
Blocking: You must stay 3' away from the person to block. You can wave your arms, yell and distract, but too aggressive blocking gives the pig to the other team.
Play until you drop.
Invented by Wallace Haws 2007
Pig Tail: Stuff a sock with rags or something else soft. Tie a 1' foot length of soft rope or rag to the sock of one color and a 2' length of soft rope or rag of another color onto that(say color=red for this explanation).
Goal posts at each end of 100' play field: Place two poles like volley ball poles 10' foot apart. Tie two parallel ropes to the poles. The bottom rope to be 5' off the ground and the 2nd rope to be 8' off the ground.
Two teams of any number of players.
Object of the game: To throw the pig between the ropes to score a point. Each team is going toward a different goal. The game never stops even when a goal is scored. Just keep playing.
Throwing the pig: You must throw the pig underhand (not overhand!) with one hand holding only the "red" end of the pig. Throwing overhand or by holding the pig itself or the first part of the tail is illegal and the pig automatically goes to the other team.
Catching the pig: You must catch the pig by the "red" part of the tail. Catching the pig itself or by the part of the tail closest to the pig is illegal and the pig automatically becomes ownership of the other team.
Running with the pig after it is catch is illegal.
Dropping the pig after touching it in flight gives the pig to the other team.
Throwing the pig and then no-one touching it gives the pig to the opposite team.
Passing the pig: You stand, throw the pig by the "red" part of the tail, another team member catches it by the "red" tail.
Blocking: You must stay 3' away from the person to block. You can wave your arms, yell and distract, but too aggressive blocking gives the pig to the other team.
Play until you drop.
Saturday, July 25, 2009
In-N-Out boogger
Invented by Wallace Haws
Number of Players: As many people as can fit in a circle sitting on chairs around the “Hole”
Materials: 6 washers about 3 inches in diameter. Large ones work better.
paint one set red.
Terms:
Bank== Number of wins a participant has. He gets one in the bank each time he
wins a round.
Buger== washers
Set up: Dig a hole 6 inches diameter, 6 inches deep.
Draw a line (throw line) 8 feet from the hole.
Line chairs up in a line beginning from the throw line toward the hole. Set up so
that those sitting in the chairs are looking across the line of throw.
Start: Select two players to start the game. The rest sit in the chairs. If you want to play you have to have a chair and sit in it. New players can enter the game at any time. They just get a chair and put it last in line. If the line gets very long, just wrap the line around the hole and come back toward the throw line.
Draw straws to see who will start in the “winner position”
The throwers each get 3 washers
The Winner throws his washers one at a time until he is done. Then the other thrower throws. If one of the thrower gets more washers in the hole than the other player, then he wins that round and adds one to the “bank”. He can keep adding to his “bank” as long as he wins. If he ties, he can deduct one from the bank and the opponent sits in the last chair. If on a tie he happens to have none in the bank at the moment, then he looses and has to sit done in the last chair. He does not accumulate “bank” scores. He looses them all. With one exception. At the end of the day, the player that had the most in the bank at any given time, is the Camp Champ of In-N-Out Buger---a great privilege.
Any time a buger falls into the hole and pops out of the hole, everyone is to shout at the top of their lungs “In-N-Out-Buger”. It’s just one of the rules.
Number of Players: As many people as can fit in a circle sitting on chairs around the “Hole”
Materials: 6 washers about 3 inches in diameter. Large ones work better.
paint one set red.
Terms:
Bank== Number of wins a participant has. He gets one in the bank each time he
wins a round.
Buger== washers
Set up: Dig a hole 6 inches diameter, 6 inches deep.
Draw a line (throw line) 8 feet from the hole.
Line chairs up in a line beginning from the throw line toward the hole. Set up so
that those sitting in the chairs are looking across the line of throw.
Start: Select two players to start the game. The rest sit in the chairs. If you want to play you have to have a chair and sit in it. New players can enter the game at any time. They just get a chair and put it last in line. If the line gets very long, just wrap the line around the hole and come back toward the throw line.
Draw straws to see who will start in the “winner position”
The throwers each get 3 washers
The Winner throws his washers one at a time until he is done. Then the other thrower throws. If one of the thrower gets more washers in the hole than the other player, then he wins that round and adds one to the “bank”. He can keep adding to his “bank” as long as he wins. If he ties, he can deduct one from the bank and the opponent sits in the last chair. If on a tie he happens to have none in the bank at the moment, then he looses and has to sit done in the last chair. He does not accumulate “bank” scores. He looses them all. With one exception. At the end of the day, the player that had the most in the bank at any given time, is the Camp Champ of In-N-Out Buger---a great privilege.
Any time a buger falls into the hole and pops out of the hole, everyone is to shout at the top of their lungs “In-N-Out-Buger”. It’s just one of the rules.
Bola
Invented by Wallace Haws in 1996 while on a scout outing. The most fun if no more than 6 players play and is guaranteed to be a big success.
Description: Game for 4 or 5 players using bowling balls. Similar to croquette
Materials: 4 bowling balls discarded and bought from a second hand store
The bowling balls are called “bolas”
shovel to dig holes large enough that a bowling ball will drop out of sight.
Set up: Dig 4 holes positioned roughly like the corners of a box where the sides of the square are roughly the distance you can throw a bola. Take into account the terrain you are playing on. It works best on nearly level ground with a few natural obstacles for interest.
Choosing who will go first.
Draw a line in the dirt about 30’ away from a start line. Everyone takes turns throwing. The closes to the line is first, etc. This is the order of play throughout the game.
Throws: The players throw by picking up their bola and throwing in any manner they choose toward their goal. They each take turns unless someone makes it into their next hole of sequence at which time he gets another throw.
Order of play. Following the determined order of play, each player on turn throws to hole 1 then hole 2 then hole 3 and then hole 4. The holes must be entered in the correct order.
Hits: When a player succeeds in throwing his bola into a hole he is entitled to one hit. You cannot save hits from hole to hole. You can choose use a “hit” between holes if you want but you cannot accumulate hits past one hole. ie you cannot add up hits. If you use a hit, you no longer have a hit until you successful enter your next hole in sequence. If you have a “hit” you can choose to throw the bola in such a manner as to hit another players bola. When that happens you no longer have another hit until you enter the next hole. But since you hit another bola, you can pick up that persons bola and toss it in any direction and as far as you want. You should strategize where you should throw the bola to cause the most advantage for you later. When you throw it, the person who owns the bola can run as fast as he can to stop the bola before it goes too far. After you have thrown the other bola that you hit, you pick up your bola and get one more throw. In this manner you can actually get more than one throw in a turn. If in a single throw you had hit more than one bola you can one at a time pick up their bolas and toss them all before you continue your turn, but you only get one throw of your bola after this regardless of how many bolas you hit. When you get into the next hole, you are entitle to a hit again. So be careful how you use your “hits”.
Poison: Hole 4 is the poison hole. After you get through 1,2,3 and 4 you are poison. This means if you hit other bolas, they are out of the game. If you succeed in poisoning all of the players except one, there are now two players---you and one other bola. Now there are two ways to win at this point. Either you hit the other bola and win; or you are the other bola player is the first one to roll into the hole 4 and the game is over and that bola wins. This occurs on regular turns as usual. In this manner the person that has not even made it into one hole can still win if he can avoid being poisoned and is the first to roll into hole 4 when there are just the two players. Therefore, the poison bola needs to take care when he chooses to poison other players and whose turn is who.
There is one except to the manner of turns. When a bola is poison, if he hits someone and poisons them, he takes another turn regardless of how many hits he has made on a turn. For example. Suppose bola 1 makes it into poison. Naturally he is entitled to throw again because he made it into the hole. Now if he rolls toward bola 2 and hits it, bola 2 is out of the game and bola one takes another roll. If bola one hits bola 3, 3 is out of the game and he takes another roll. If he hits bola 4 the game is over and bola 1 wins.
Description: Game for 4 or 5 players using bowling balls. Similar to croquette
Materials: 4 bowling balls discarded and bought from a second hand store
The bowling balls are called “bolas”
shovel to dig holes large enough that a bowling ball will drop out of sight.
Set up: Dig 4 holes positioned roughly like the corners of a box where the sides of the square are roughly the distance you can throw a bola. Take into account the terrain you are playing on. It works best on nearly level ground with a few natural obstacles for interest.
Choosing who will go first.
Draw a line in the dirt about 30’ away from a start line. Everyone takes turns throwing. The closes to the line is first, etc. This is the order of play throughout the game.
Throws: The players throw by picking up their bola and throwing in any manner they choose toward their goal. They each take turns unless someone makes it into their next hole of sequence at which time he gets another throw.
Order of play. Following the determined order of play, each player on turn throws to hole 1 then hole 2 then hole 3 and then hole 4. The holes must be entered in the correct order.
Hits: When a player succeeds in throwing his bola into a hole he is entitled to one hit. You cannot save hits from hole to hole. You can choose use a “hit” between holes if you want but you cannot accumulate hits past one hole. ie you cannot add up hits. If you use a hit, you no longer have a hit until you successful enter your next hole in sequence. If you have a “hit” you can choose to throw the bola in such a manner as to hit another players bola. When that happens you no longer have another hit until you enter the next hole. But since you hit another bola, you can pick up that persons bola and toss it in any direction and as far as you want. You should strategize where you should throw the bola to cause the most advantage for you later. When you throw it, the person who owns the bola can run as fast as he can to stop the bola before it goes too far. After you have thrown the other bola that you hit, you pick up your bola and get one more throw. In this manner you can actually get more than one throw in a turn. If in a single throw you had hit more than one bola you can one at a time pick up their bolas and toss them all before you continue your turn, but you only get one throw of your bola after this regardless of how many bolas you hit. When you get into the next hole, you are entitle to a hit again. So be careful how you use your “hits”.
Poison: Hole 4 is the poison hole. After you get through 1,2,3 and 4 you are poison. This means if you hit other bolas, they are out of the game. If you succeed in poisoning all of the players except one, there are now two players---you and one other bola. Now there are two ways to win at this point. Either you hit the other bola and win; or you are the other bola player is the first one to roll into the hole 4 and the game is over and that bola wins. This occurs on regular turns as usual. In this manner the person that has not even made it into one hole can still win if he can avoid being poisoned and is the first to roll into hole 4 when there are just the two players. Therefore, the poison bola needs to take care when he chooses to poison other players and whose turn is who.
There is one except to the manner of turns. When a bola is poison, if he hits someone and poisons them, he takes another turn regardless of how many hits he has made on a turn. For example. Suppose bola 1 makes it into poison. Naturally he is entitled to throw again because he made it into the hole. Now if he rolls toward bola 2 and hits it, bola 2 is out of the game and bola one takes another roll. If bola one hits bola 3, 3 is out of the game and he takes another roll. If he hits bola 4 the game is over and bola 1 wins.
Gyro Swing
Invented by Wallace and his little brother Milton as they played in the hay barn as boys.
Throw a long rope over a branch a couple of times. (If you loop the rope over itself you don’t have to climb the tree—the rope holds itself) Make a loop large enough to sit in at the two ends of the rope hanging down. Use your bowline scout knot tying skills. A person sits in the loop—you have a person suspended on each end of the rope.
A third person starts both sitting persons to swing in wide circles. As they go, the rope will be twisting up until they are tight next to the sitters. Then just go the other way. The momentum of the swing will alternately propel first one sitter then the other with high wide exciting swings especially if one person is a little heavier than the other and if you have a third person assist in providing a little extra push once in a while that knows the system.
Kids love this type of swing because it is unigue. Adults don’t like it because it makes you want to throw up.
Throw a long rope over a branch a couple of times. (If you loop the rope over itself you don’t have to climb the tree—the rope holds itself) Make a loop large enough to sit in at the two ends of the rope hanging down. Use your bowline scout knot tying skills. A person sits in the loop—you have a person suspended on each end of the rope.
A third person starts both sitting persons to swing in wide circles. As they go, the rope will be twisting up until they are tight next to the sitters. Then just go the other way. The momentum of the swing will alternately propel first one sitter then the other with high wide exciting swings especially if one person is a little heavier than the other and if you have a third person assist in providing a little extra push once in a while that knows the system.
Kids love this type of swing because it is unigue. Adults don’t like it because it makes you want to throw up.
Stick in the hole
I have no idea when this was invented or by whom. We have been playing it in our family as long as I can remember.
(Fun game for any number of players. There really isn’t any object to the game except to have fun)
Materials: Shovel to dig holes
Plastic bottle or other object that be batted around
Wooden stick of about 5 ‘ or 6’ length for every player; stick can be of any length
Set up: Draw a circle on the ground large enough to space the players on the circumference
with about 5’ between them at least.
Dig a hole evenly spaced around the circumference for every player except one person.
Dig one hole in the center of the circle large enough the plastic jug will fit into it.
The holes are to be 6 inches deep.
Start: Every player (except one) stands with his stick in a hole.
The “skunk” (person without a hole) starts outside the circle with the plastic jug. The
skunk starts the game by knocking the plastic jug with his stick toward the large circle.
Play: The players standing around the large circle can take their stick out of their holes and attempt to hit the plastic jug out into the boonies to keep the skunk away. However, whenever he takes his stick out of his hole, anyone (any other player including the skunk) can steal his hole by putting their stick in his hole before he does. If he is last getting a hole, he becomes the new skunk. If by chance the skunk (or any other player) gets the jug into the center hole, everyone on the big circle has to change holes. The last player to get a hole becomes the new skunk.
There is no keeping score and no winners and no loosers, just a lot of laughing and fun.
Here is the Lazona Ward playing stick in the hole.
(Fun game for any number of players. There really isn’t any object to the game except to have fun)
Materials: Shovel to dig holes
Plastic bottle or other object that be batted around
Wooden stick of about 5 ‘ or 6’ length for every player; stick can be of any length
Set up: Draw a circle on the ground large enough to space the players on the circumference
with about 5’ between them at least.
Dig a hole evenly spaced around the circumference for every player except one person.
Dig one hole in the center of the circle large enough the plastic jug will fit into it.
The holes are to be 6 inches deep.
Start: Every player (except one) stands with his stick in a hole.
The “skunk” (person without a hole) starts outside the circle with the plastic jug. The
skunk starts the game by knocking the plastic jug with his stick toward the large circle.
Play: The players standing around the large circle can take their stick out of their holes and attempt to hit the plastic jug out into the boonies to keep the skunk away. However, whenever he takes his stick out of his hole, anyone (any other player including the skunk) can steal his hole by putting their stick in his hole before he does. If he is last getting a hole, he becomes the new skunk. If by chance the skunk (or any other player) gets the jug into the center hole, everyone on the big circle has to change holes. The last player to get a hole becomes the new skunk.
There is no keeping score and no winners and no loosers, just a lot of laughing and fun.
Here is the Lazona Ward playing stick in the hole.
Thursday, July 23, 2009
Elder Wesley Haws Returns
This is a few pictures of Wesley's getting off the plane. It was also the first time we had seen Sheredith for a while and she was standing right in front of us before we knew what was happening.
Pictures
Pictures
Grand Canyon Trip
Dad, Mom, Sheredith and Wesley made a trip to the Grand Canyon July 21,22 & 23, 2009.
Tuesday: We drove to Tusayan village Tuesday and got a motel, saw the IMAX presentation of the Grand Canyon and got our park passes. We made a quick trip into the canyon park and looked around.
Wednesday: We left our car at the hotel and took the free shuttle bus everywhere we went. We visited a lot of lookout points and hiked part of the Kaiabab Trail and part of the Bright Angle Trail.
See Pictures!
Thursday: We drove home and arrived at 1 pm
It was a great trip! It took Mom and Dad 60 years to get to the Grand Canyon.
Tuesday: We drove to Tusayan village Tuesday and got a motel, saw the IMAX presentation of the Grand Canyon and got our park passes. We made a quick trip into the canyon park and looked around.
Wednesday: We left our car at the hotel and took the free shuttle bus everywhere we went. We visited a lot of lookout points and hiked part of the Kaiabab Trail and part of the Bright Angle Trail.
See Pictures!
Thursday: We drove home and arrived at 1 pm
It was a great trip! It took Mom and Dad 60 years to get to the Grand Canyon.
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