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By Jaques of London
Est. 1795
Games RulesPlayground Games › In and Out the Dusty Bluebells

How to Play In and Out the Dusty Bluebells

The quick answer: One child weaves in and out through a standing ring of players while the group sings. When the song ends, the weaver taps the nearest child on the shoulder, who joins the growing chain. The last child standing in the ring wins.

In and Out the Dusty Bluebells is a traditional singing circle game for groups of eight or more children. One player weaves in and out between raised, arched arms while everyone sings; at the song's end, a new player is recruited into a lengthening chain until the ring is nearly empty.

It is loved for its simplicity: no equipment, no complicated rules, and instant involvement for every child. It works equally well in a school playground, a village hall, or a garden party, and the repetitive song makes it easy for even the youngest players to join in after a single round.

Players8+
Ages5+
Time10-20 minutes
EquipmentNone required; a large open space with room for a circle of 8 or more players

A little history

The song and game are traditionally associated with British playground culture and have been documented in collections of children's folk games from the nineteenth century onward, including the extensive surveys of Alice Bertha Gomme in the 1890s. Its origins are unclear beyond a broad attribution to English-speaking folk tradition; the bluebells in the lyric are widely interpreted as a floral rather than a literal reference, though no definitive explanation of the imagery exists.

Setting up

  1. Choose one player to be the first weaver. Any fair method works: a volunteer, a counting rhyme, or the youngest player goes first.
  2. All remaining players form a large circle, standing an arm's length apart from their neighbours.
  3. Every player in the circle raises their hands and joins them with the neighbours on each side, forming a series of arches around the ring.
  4. The weaver stands outside the circle at any gap, ready to begin on the first note of the song.

How to play

  1. The whole group begins singing 'In and Out the Dusty Bluebells' together from the start.
  2. As the verse plays ('In and out the dusty bluebells, in and out the dusty bluebells, in and out the dusty bluebells, who shall be my master?'), the weaver moves continuously in and out through the arches around the ring, passing under each raised pair of arms in turn.
  3. The weaver must keep moving for the entire verse and may not skip an arch.
  4. On the chorus ('Tipper ipper apper on the shoulder, tipper ipper apper on the shoulder, tipper ipper apper on the shoulder, who shall be my master?'), the weaver stops behind the nearest player in the circle and taps that player rhythmically on the shoulder in time with the beat.
  5. The tapped player drops their hands, turns around, places both hands on the weaver's shoulders or waist, and follows directly behind to form a chain of two.
  6. The two-player chain now weaves together through the remaining arches during the next verse, moving as one unit with the leader steering.
  7. At the end of each subsequent chorus, the front of the chain taps the nearest available circle player, who joins the back of the chain.
  8. The song repeats continuously. Each round the chain grows by one and the circle shrinks by one.
  9. The game ends when there are too few circle players to form meaningful arches, or when only one circle player remains. That remaining player is declared the winner and becomes the first weaver for the next game.

Winning and scoring

The last child left standing in the circle, who has avoided being tapped and recruited into the chain, wins the round. In practice, many groups play without emphasis on winning and simply continue until the circle is fully absorbed into the chain, then reset with a new first weaver. If a winner is declared, they take the role of lead weaver in the next game.

The fine points

The most common dispute is whether the weaver is allowed to choose which player to tap or must tap whoever is physically nearest when the chorus ends. The standard ruling is nearest player only: the weaver must tap the person they are standing behind or directly beside at the moment the chorus line concludes. Allowing free choice gives the weaver too much strategic power over who gets eliminated and slows the game down.

A second frequent question is what happens when the chain accidentally separates mid-weave. The standard ruling is that the break must be rejoined before continuing; the chain does not split into two independent weavers. If the circle is very small (four or fewer arches remaining), it is acceptable to allow the chain to weave through the same arch more than once per verse rather than forcing an impossible path.

How to win more often

Variations

Reverse Bluebells

The weaver moves in the opposite direction to the previous round each time a new leader takes over. This catches children who have learned to lean away from the usual approach angle and keeps the game unpredictable over multiple rounds.

Silent Tap

During the chorus the group hums rather than sings the words. The weaver must count the beats internally and tap at the correct moment without the lyric as a cue. This suits older or more confident groups and adds a concentration element.

Double Chain

Two weavers start simultaneously on opposite sides of the circle. Each builds their own chain. The game ends when the chains meet or when one chain has recruited more than half the circle. The chain with the most players at that point is the winning team.

Indoor Still Arch

For hall or classroom play where space is limited, the circle players sit on chairs in a ring with arms raised rather than standing. The weaver ducks or steps carefully through the lower arches. The game is slower and calmer, making it suitable for younger or mixed-ability groups indoors.

In and Out the Dusty Bluebells: frequently asked questions

How many players do you need to play In and Out the Dusty Bluebells?

You need a minimum of eight players: one weaver and at least seven in the circle to form meaningful arches. The game works best with ten to twenty players; very large groups can split into two circles running simultaneously.

Does the weaver have to go through every arch on each pass?

Yes. The weaver must pass under every arch in sequence around the circle and cannot skip one. Skipping an arch means the weaver must go back and pass through the missed arch before continuing.

What are the correct words to the song?

The widely used version is: 'In and out the dusty bluebells, in and out the dusty bluebells, in and out the dusty bluebells, who shall be my master? Tipper ipper apper on the shoulder' repeated three times, then 'who shall be my master?' Regional versions exist with minor word differences but the structure is the same.

Can a very young child (age 3 or 4) join in?

They can join the circle and help form arches with an adult beside them, but weaving independently is usually too complex for under-fives. Most groups seat very young children as observers or pair them with an adult in the circle.

What happens if the weaver taps the wrong person by mistake?

The standard ruling is that whoever is physically tapped joins the chain, regardless of intent. This encourages the weaver to pay attention to position during the verse rather than rushing the tap.

Can you play In and Out the Dusty Bluebells indoors?

Yes, provided there is enough clear floor space for a circle with adequate gaps between players. A sports hall or large classroom works well. The Indoor Still Arch variation, where players sit on chairs, is specifically designed for tighter indoor spaces.

Is there a time limit or does the game go on indefinitely?

There is no built-in time limit. A standard round with ten to twelve players takes roughly five to eight minutes. Groups with limited time can agree a maximum number of verses before the game starts and declare whoever is still in the circle at that point the winner.

What if two children are equally close to the weaver at the end of the chorus?

The weaver chooses one of the two. To avoid argument, some groups rule that the weaver's lead hand determines direction: the player on the weaver's right is always tapped in a tie. Agree the tiebreak rule before the game starts.

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