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The immediate goal for the person called is to run to the other line and break the chain (formed by the linking of hands). If the person called fails to break the chain, this player joins the team which called "Red rover." However, if the player successfully breaks the chain, this valiant warrior for truth, justice, and childhood amusement may take her pick of either of the two "links" broken by her successful jaunt. This unfortunate broken link then joins the team that had been called out. The other team then enjoys the opportunity and challenge of calling out "Red rover" for a player on the first team, and so on.
The ultimate goal for this mighty test of will and budding juvenile athleticism is for one long super-chain to be formed, thereby creating a symbiotic relationship amongst all the players. Ultimately, there are no losers in Red rover because a communal whole greater than the sum of its parts has been created, and some time has been spent in a collegial fashion amongst the diverse participants.
It should be noted that the east-west and north-south configurations are not hard and fast rules, so long as the participants are in agreement and form two lines appoximately parallel to one another. In fact, given the relative absence of compasses or similar tools among likely players (small children) or even the adults charged with supervising said play, the alignment of the teams could fall along any points of the compass without violating any known regulatory authority.
The distance between the two lines is also subject to variation, but tends to fall within about 30 feet.
"Red rover" was very popular into the 1970s, but with the advent of color television, the internet, ipods, and other forms of entertainment, this game has fallen out of favor.
Games