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Materials needed to play:
1 Fairly unobservant person wearing a jacket or blazer
with large, full pockets.
2 or more players
A method of deciding who goes first (e.g. straws, flip
a coin, etc.)
A seating area, the “bench”.
How to play:
Having decided the order of play, all players should
sit on the “bench”. The first player should approach
the unobservant individual with the full pockets.
They should, using whichever hand they prefer, dip
into the pocket, clasp ONE item, and remove, as
efficiently and covertly as possible. When they
return to the “bench”, the next player should try, and
so it should continue, until all players have
completed their turn, when the order starts again.
Should the pocket be emptied, players should begin to
place items BACK into the pockets, and should they
fill them again, the entire process should restart.
When a person is noticed by the unobservant one, and
they accuse them of stealing from their pockets, all
items should be returned. In a two-player game all
items should then be returned (unless ‘playing for
keeps’ – see below), and the player who remained
unnoticed is the winner. In a multiplayer game, any
who are accused must return all items in their
possession, and all others must play a single round
of ‘sudden death’ where the first one noticed loses,
before all remaining items are returned.
However, should all players be noticed, the game is a
tie, and should be started again.
‘Playing for Keeps’ is the term given to when players
must attempt to empty the pocket of their target, and,
provided they remain unnoticed, to keep whatever they
take. The person to empty their respective pocket is
the winner. Should any player be noticed, all items
should be immediately returned, including those of the
winning player. (Unless – see “leg it!” – below)
‘Playing for Keeps’ should only be
attempted if all players agree by it, and the
unobservant individual is known to all of them.
Otherwise it would be considered ‘stealing’ which is
against the rules. Also, since a target will often only
have two pockets, the players should form themselves
into teams, and there is no need to take turns, it is the
fastest to empty the pockets.
‘Legging it’ involves, when the player has been detected,
all players standing and ‘legging it’ from the person
who will probably have become the pursuer. The object is
to escape with all the items stolen, but if caught all
must be returned. There is no ‘winner’ here, but
it can result in some nice new equipment being taken.
NB: PQG accepts no responsibility for any actual
bodily harm or loss of property resulting from this
game, due to removal from pockets, since it’s only a
game.
Materials needed to play:
1 Fairly unobservant person wearing a jacket or blazer
with large, full pockets.
2 or more players
A method of deciding who goes first (e.g. straws, flip
a coin, etc.)
A seating area, the “bench”.
How to play:
Having decided the order of play, all players should
sit on the “bench”. The first player should approach
the unobservant individual with the full pockets.
They should, using whichever hand they prefer, dip
into the pocket, clasp ONE item, and remove, as
efficiently and covertly as possible. When they
return to the “bench”, the next player should try, and
so it should continue, until all players have
completed their turn, when the order starts again.
Should the pocket be emptied, players should begin to
place items BACK into the pockets, and should they
fill them again, the entire process should restart.
When a person is noticed by the unobservant one, and
they accuse them of stealing from their pockets, all
items should be returned. In a two-player game all
items should then be returned (unless ‘playing for
keeps’ – see below), and the player who remained
unnoticed is the winner. In a multiplayer game, any
who are accused must return all items in their
possession, and all others must play a single round
of ‘sudden death’ where the first one noticed loses,
before all remaining items are returned.
However, should all players be noticed, the game is a
tie, and should be started again.
‘Playing for Keeps’ is the term given to when players
must attempt to empty the pocket of their target, and,
provided they remain unnoticed, to keep whatever they
take. The person to empty their respective pocket is
the winner. Should any player be noticed, all items
should be immediately returned, including those of the
winning player. (Unless – see “leg it!” – below)
‘Playing for Keeps’ should only be
attempted if all players agree by it, and the
unobservant individual is known to all of them.
Otherwise it would be considered ‘stealing’ which is
against the rules. Also, since a target will often only
have two pockets, the players should form themselves
into teams, and there is no need to take turns, it is the
fastest to empty the pockets.
‘Legging it’ involves, when the player has been detected,
all players standing and ‘legging it’ from the person
who will probably have become the pursuer. The object is
to escape with all the items stolen, but if caught all
must be returned. There is no ‘winner’ here, but
it can result in some nice new equipment being taken.
NB: PQG accepts no responsibility for any actual
bodily harm or loss of property resulting from this
game, due to removal from pockets, since it’s only a
game.