|
CRISS-CROSS GOAL
10 to 60 players.
Schoolroom.
The class is divided into two teams. Each team is divided into two lines, which stand facing each other, as shown in the diagram.
A waste basket is placed on the teacher's desk or hung higher if possible in the front of the room. Each team has one bean bag.
Player No. 1 holds the bean bag in each team.
At a signal each No. 1 tosses his bag to No. 2, No. 2 to No. 3, and so it continues to pass in a zigzag line till it reaches No. 14. No. 14, on receiving the bag, tries to throw it into the basket. If he misses, he runs forward, picks up the bag, runs back to his place, and tries again; he continues trying until he or his opponent gets a bag in, which event finishes the inning.
The team in which No. 14 first receives the bag, scores three points; and the team making the goal first scores one; so one team may score four, or one three, and the other one, point. The team wins which has the highest score at the end of the playing time.
If the distance from the basket seems too long, No. 14 may come forward a given distance to a chalk line and throw from that.
In order to pass around the privilege of throwing goal, the goal thrower in one game passes down to the other end of the line, the line moves up one place, and the next player in order throws for the goal in the next game. When every one in one line has thrown for goal, the privilege passes to the other line.
Sometimes it is necessary to have umpires to watch for fouls, such as skipping a player in passing the bag.
This game was originated by Dr. J. Anna Norris and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.
DESK RELAY
20 to 60 players.
Schoolroom.
Bean bags.
The pupils sit on their desks facing the rear of the room and with the toes caught under the seats. The rear player on each line holds a bean bag. At a signal, the bag is passed over the head backward to the next player, who in turn passes it, and so on until it reaches the player at the front, who jumps down from the desk and hops on one foot to the rear of the room. As soon as this player has reached the rear seat, all the players in the line stand and move forward one desk. The rear player takes the desk thus vacated and starts the bean bag again.
The line wins whose bean bag first reaches the front of the room after the pupils have all changed seats until original places are resumed.
The teacher should indicate which foot is to be used in hopping, so that in successive playing of the game, each pupil will hop alternately on the right and left foot.
This game was originated by Mr. James J. Jardine of New York City, and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.
FETCH AND CARRY
10 to 60 players.
Schoolroom; playground.
Bean bags.
Each pupil is provided with a bean bag. A circle about fifteen inches in diameter is drawn with chalk on the floor directly in front of each aisle and close up to the front blackboard. At a signal from the teacher the first pupil in each row of seats runs forward, places his bean bag in the circle in front of his aisle, and runs back to his seat. As soon as he is in his seat, the pupil back of him runs forward, places his bean bag in the circle, and returns to his seat. This is continued until every pupil in the row has deposited his bean bag, the signal for each player to start being the seating of the player in front. The row which gets all of its bags first into the circle wins, and scores one.
The play is then reversed. The last player in each row runs forward, picks up a bean bag, and returns to his seat. As he sits, he touches the player in front on the shoulder, who then starts forward, but must wait for this signal. The row which first gets back to its seats, each player with a bean bag, wins and scores one.
As in all schoolroom games in which the players run through the aisles, those who are seated must be very careful to keep their feet under their desks, and never to start before the proper signal is given for their turn.
HAND OVER HEAD BEAN BAG
10 to 60 players.
Schoolroom.
This is a relay passing race, the different rows of pupils competing with each other in passing bean bags backward over the head.
The players should all be seated, there being the same number in each row of seats. On each front desk a bean bag should be laid. At a signal the first player in each row lifts the bean bag over his head and drops it (it should not be thrown) toward the desk behind him, immediately clasping his hands on his own desk. The next player catches or picks up the bean bag from his desk and passes it backward in the same manner. It is thus passed quickly to the rear of the line. When the last pupil receives it, he runs forward at once to the front of the line. As soon as he reaches the front desk, the entire row of players move backward one seat, and the player who ran forward takes the front seat, immediately passing the bag backward to the player next behind him.
The play thus continues until the original occupant of the front seat has again returned to it. Immediately that he is seated, he should hold the bean bag up with outstretched arm, as a signal that his row has finished. The row wins whose leader first does this.
JUMP THE BEAN BAG
10 to 60 players.
Schoolroom.
The class is divided into two equal divisions or teams. The teams stand in opposite outside aisles and face the center of the room. The game consists in a contest between the two divisions as to which shall finish first in the following relay, here described for one team.
The leader at the head or front of the line, having the bean bag in his hand, runs down the first aisle toward the rear, places the bean bag on the center seat of the row to his left (second row from standing line), vaults over the seat, and runs up the next aisle to the front of the room and so to the head of his division. He tags the player standing at the head of the line and passes behind the line to the rear, taking his place at the foot.
The player who has been tagged at the head of the line immediately runs down the first aisle, takes the bean bag from the seat, vaults over the seat, and passes down the next aisle to the rear of the room, and so to the foot of his line. He hands the bean bag to the player next to him, who passes it to his neighbor, and so it is passed up to the head of the line.
The player at the head of the line, immediately upon receiving the bean bag, runs down the first aisle, places it on the seat, vaults over the seat to the next aisle, and so to the head of his line, where he tags the player who has moved up to his place.
The game thus consists in an alternate placing and taking of the bag from the seat. The player who places the bag returns to the head of the line to tag the player standing there, and then passes behind the line to the foot; the player taking the bean bag returns to the rear of his line and passes the bean bag up the line.
The division whose original leader first gets back to his starting place wins the game.
This game was originated by Miss Alice R. Young of Brooklyn, N.Y., and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.
PASSING RELAYS
There are several forms of this game, some of which are suited only to young children; others may be full of sport and interest for adults. The games may be adapted to comparatively small numbers or very large numbers. Several passing races will be found among the ball games. For bean bags, see:—
Bag Pile. Passing Race. Pass and Toss Relay (single line). Pass and Toss Relay (double line).
PASSING RACE
10 to 100 players.
Playground; gymnasium; schoolroom.
Bean bags; dumb-bells.
The players stand in ranks, and bags are passed from one to another player down each line, starting on a signal for the first bag. Each rank should have about ten bags. The line wins which finishes first; that is, passes all of its bags to the end of the line.
The game may be varied by having each player pass the bags from one hand to the other before handing it to his neighbor, or by raising the bags overhead, or touching them to the floor, first with one hand, then with the other, before passing.
This makes an especially interesting game when dumb-bells are used instead of bean bags, as they are harder to pass.
PASS AND TOSS RELAY (SINGLE LINE)
16 to 60 players.
Gymnasium; playground; schoolroom.
Bean bags; oat sacks.
The players stand in two or more even ranks, facing sideways. The players at either end step one long pace forward of the ranks, to the points marked 1 and 10 respectively, as they are to catch the bag tossed from some other player. Player Number One has a bag and at the signal for starting runs toward the rear, and as he runs tosses the bag to Number Ten. The line immediately moves forward one place, Number Two stepping into the place vacated by Number One. As soon as Number Ten has caught the bag, he takes his place in line with the rank and passes the bag to his next neighbor, Number Nine. The bag is then passed rapidly up the line until it is received by Number Three, who tosses it to Number Two. Number Two, in his turn, as soon as he receives the bag, dashes for the rear, tossing the bag as he goes to the player standing at 10, who in this instance will be Number One. The line again moves up, Number Three now stepping out to the place marked 1.
This play is continued until Number One is back in his original position. The rank which first gets the bag around to Number One after he returns to his original position wins the game. Number One should hold the bag up at arm's length as soon as he gets it as a signal that his rank has completed its play. As this feature adds much to the facility with which an umpire may judge of the winning rank, it may well be a required part of the play, the rank winning whose Number One is first to raise aloft his bag.
It adds much to the interest of the game to have a general umpire and scorekeeper who shall decide which is the winning line, and post the score where the players may see it.
PASS AND TOSS RELAY (DOUBLE LINE)
16 to 60 players.
Playground; gymnasium; schoolroom.
Bean bags; oat sacks.
The players are divided into two equal groups which compete against each other. Each group is divided into two lines or ranks which stand facing each other. There should be from ten to twenty feet of space between the two ranks.
The game consists of passing a bean bag up one of these lines to the end, when the last player runs across to the opposite line, tossing the bag as he goes to the end man in that line, who catches it and passes it down the line. The same play is performed at the other end, the last player running across to the opposite line, tossing the bag as he goes to the last player there. The lines move up or down one place each time a player runs across to the opposite rank. The game in detail will be as follows:—
Number One has a bag, and at a signal passes it down the line to Number Eight, who runs across toward Number Nine, tossing the bag to Number Nine as he does so. It must be tossed before he has gone halfway across the space between. Number Nine immediately passes the bag to Number Ten, and so on up the line to the last player, Number Sixteen. The moment that he receives the bag, he runs across toward Number One in the opposite rank, making a running toss as he does so. At the same time the entire line from Nine to Fifteen moves up one place to make room for Number Eight, who should take his place at the foot of the line next to Number Nine. As soon as Number One receives the bag, he passes it down the line to his neighbor, Number Two, and so on till it reaches the end of the line, which at the same time should be moving down one place to make room for Number Sixteen, who should take his place at the head of the line next beyond Number One.
This play is repeated until Number One reaches his original position again, and the bag is passed to him there. Immediately on receiving it, he should lift it high, as a signal that the play is completed in his group. The group wins whose first player is first to do this.
The game may be made a little more definite by Number One having some distinguishing mark, as a handkerchief, tied on his arm.
When players have some proficiency in the game, as prescribed, they may play with two bags instead of one, keeping both in play at once. In this form of the game the diagonal opposites start each a bag at the same time, that is, Number One and Number Nine. The game becomes thus just twice as rapid. The team wins whose Numbers One and Nine first succeed in both returning to their original positions, where they should hold the bags aloft.
A score should be kept, each team scoring two points for winning a game and one point for every time that its opponents' bags touch the floor, either through poor throwing or bad catching.
The writer is indebted to Mr. Chesley's Indoor and Outdoor Gymnastic Games for several points of description or of play for this game. Mr. Chesley has found it a very interesting gymnasium game, with possibilities for much sport and skill.
TARGET TOSS
10 to 60 players.
Playground; seashore; gymnasium; schoolroom.
Bean bags; stones; shells.
Three concentric circles should be drawn on the ground or floor, after the idea of a target. Their size will depend somewhat on the skill of the players, but for the youngest players the inner circle should be not more than two feet in diameter and the outer circle six feet in diameter. For those more skilled, smaller circles may be used. From ten to thirty feet from the outer rim of the largest circle a straight line is drawn on the ground, to serve as a throwing line. Where there is a small number of players, all may use one target. Where there is a large number, several targets should be drawn and the players divided into as many groups. Each group has three bean bags, or if out of doors, small blocks of wood, stones, or shells may be used. Each player throws in turn, throwing each of the three bags or other objects at each turn. The thrower stands with his toe on the throwing line and tosses a bag toward the target. If the bag stops within the center circle, it scores fifteen points; if between the center circle and the next larger one, it scores ten points; and if between the middle circle and the largest or outer one, it scores five points. For very little children a bag that lands on a line may score for the larger circle which it touches. For more expert players, a bag landing on a line does not score at all. The player wins who has the highest score in five rounds of the game.
TEACHER AND CLASS
5 to 60 players.
Playground; gymnasium; class room.
Bean bags; balls.
This game may be played with either bean bags or balls, and is one of the simplest and earliest tossing games, being generally used when pupils are first acquiring skill in handling a ball. With very rapid play and greater distance between the "teacher" and the "class," it may become very interesting, however, for older players.
One player is chosen for the "teacher." The others stand in a line side by side, facing her, at an interval of from five to twenty feet. Where there are many players, there should be several groups of this kind, with a distinct interval between groups to avoid mistakes or confusion. It is desirable to have from six to ten players for each "teacher."
The teacher starts the game by tossing the ball to each pupil in turn, and it is immediately tossed back to her. Each pupil missing goes to the foot of the line. If the teacher misses, the player at the head of the line takes her place, the teacher going to the foot. The action should be as rapid as possible.
VAULTING RELAY
10 to 60 players.
Schoolroom.
Bean Bags.
The players stand in line in the aisles between the desks, all facing to the right or left (facing open windows preferred). The first player at the front of each line will hold a bean bag in his right hand, if facing left, or in his left hand, if facing right. At the command "Start!" the bean bag must be passed toward the rear to each player, in turn, until the player at the end of the line receives it. Each player, after passing the bean bag, must place one hand on his desk and the other on the back of his chair, jump over his chair, turn, jump back again, and take his position in the aisle by the next seat, moving back one seat toward the rear of the line each time the bean bag has been passed, and so on until he returns to his place in line. The player receiving the bean bag at the end of the line must run to the head of the line, as shown in the diagram, and pass the bag to the next player. This continues until each player returns to his place in line. The line wins whose original leader first gets back to his own place.
This game was originated by Mr. James J. Jardine, of New York City, and received honorable mention in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.
BALL GAMES SUITABLE FOR BEAN BAGS
All run Arch Ball Ball Chase Ball Puss Ball Tag Call Ball Center Catch Ball Circle Ball Club Bowls Center Club Bowls Circle Club Bowls Line Club Bowls (Single) Line Club Bowls (Double) Corner Spry Dead Ball Dodge Ball Home Run Line Ball Over and Under Relay Overtake Pig in a Hole Ring Call Ball Roley Poley Round Ball Russian Hole Ball Schoolroom Dodge Ball Spud Stride Ball Toss Ball Tree Ball Zigzag Games Circle Zigzag Line Zigzag I, II, III Zigzag Overhead Toss
BALL GAMES
BALL GAMES
ALL RUN
10 to 30 or more players.
Playground; gymnasium.
Hand ball; bean bag.
This game is played with a hand ball or basket ball and is a gymnasium adaptation of the wall ball game known as "Burley Whush" or "Ball Stand."
A square is drawn on the ground or floor. All of the players gather within this, including one who holds the ball. The ball man throws the ball in the air, whereupon all of the other players run in any direction as far as they can. The thrower remains on his place, catches the ball, and as he does so cries "Hold!" Upon hearing this, all of the others must instantly stop running. The thrower then aims his ball at one of these other players, and if he succeeds in hitting him, the player hit must change places with the thrower. Should he miss, all of the players return to the square and the same thrower takes another trial. Should he miss hitting a player a second time, he must be "court-martialed," i.e. stand twenty feet from the square with his back turned to the players congregated there, who pelt him with their balls, each one having one throw.
ARCH BALL
10 to 100 players.
Playground; gymnasium; schoolroom.
Basket ball; bean bag; oat sack; any substitute.
This game is very similar to Pass Ball, but is here described under another name, as it differs from Pass Ball in (1) not having the run to a goal line; (2) admitting of variations, as in the passing of several articles; (3) being comparatively informal without the scoring of fouls and other strict observance of rules that class Pass Ball with athletic events.
The players line up in two or more single files, which compete with each other, and must therefore contain an equal number of players. The captain or leader of each file toes a line drawn across the ground and holds a basket ball (a bean bag or other object may be used). At a given signal he passes the ball backward over his head to the player next behind, who in turn passes it backward as rapidly as possible, and so on until it reaches the last player in the line. He at once runs forward, carrying the ball to the front of the line, which moves backward one place to make room for him. He toes the line and passes the ball backward over his head. The play continues until the captain reaches the end of the line, and runs forward with the ball to his original place at the head of the file. As he takes his place there, he holds the ball aloft as a signal that he has finished. The file wins whose captain is the first to return to his place.
The game may be made very enlivening by passing several articles in rapid succession, each of a different and contrasting character, such as a basket ball, tennis ball, Indian club, heavy medicine ball, bean bag, light dumb-bell, three-or five-pound iron dumb-bell, etc. In this form of the game the last player must accumulate all of the articles before running forward with them, or the score may be made on the arrival of the last article at the rear of the line.
FOR THE SCHOOLROOM.—See also Hand over head bean bag, in which the entire class plays at once.
The players raise their seats where this is possible, and stand between the desk and the seat. Where the seats cannot be raised, the players may sit in the seats or on the desks. An even number of players should be in each line, and only alternate lines play simultaneously, so as to leave clear the necessary aisle space for running. Those at the front of the lines should hold a ball or any substitute for passing backward over the head, such as a bean bag, eraser, foot rule, or book. At a given signal the object is passed backward over the head to the next player in the rear, who in turn passes it backward, and so on down the line until the last player receives it. He runs forward on the right-hand side of his desk to the first seat. At the same time the other players in his row step into the aisle at the left of the desks and move backward one place. The line wins whose original leader first gets back to the front.
As in all games in the schoolroom in which part of the players are seated while others run, care should be taken that there are no feet in the aisle over which the runners might trip.
ARCH GOAL BALL
10 to 60 players.
Playground; gymnasium.
Basket ball.
The players are divided into groups, and line up in single file in two or more lines facing a basket ball goal or any substitute. Each line has a basket ball. At a signal each leader passes the ball backward overhead, the next player catches it and passes it in the same way, and so on to the end of the line. When the last player receives the ball, he runs forward and tries to throw it into the basket, standing on a line marked from five to ten feet from the goal. He is allowed but one throw, when he quickly takes his place at the front of his line (which moves backward one place to make room for him), and at once passes the ball backward overhead. The last player, in turn, runs forward, throws for goal, etc. This is repeated until each player in a line has thrown for the goal. Each goal made scores two points for the team. The team wins which has the highest score when all of the players have thrown.
This may also be played on time. Then each player throws until he succeeds in getting the ball into the basket. The team wins whose last man finishes first.
BALL CHASE
4 to 20 players.
Playground; gymnasium.
Hand ball or substitute.
A row of caps is set against a wall or fence, or a series of holes dug in the ground. At a point ten or twenty feet from these all of the players stand, and one selected as thrower throws a ball into one of the caps or holes. Any substitute may be used for a ball, such as a small block of wood or a stone. Should he miss, he repeats the throw until he succeeds. As soon as a ball lands in a cap, the owner of the cap runs away, and all of the others chase him until caught.
It will be seen that this game may best be played where there is opportunity for considerable dodging around and behind obstacles. The player being chased is exempt if he can get back to his own cap before being caught by the others. If caught, however, he becomes thrower for the next round; otherwise the first thrower continues in that position.
In a gymnasium a series of circles may be drawn on the floor in place of the holes or caps, and a bean bag tossed into them.
BALL DRILL
(See Hand Ball Drill and Wall Ball Drill.)
BALLOON BALL
10 to 60 players.
Schoolroom.
Inflated balloon.
There are two goals, each consisting of a string stretched on opposite sides of the room from front to rear, at a height of six feet. There may be any number of players, who are divided into two teams.
The teams are seated in alternate rows. The A's represent the players on one team, the B's the players on the opposing team. The balloon is thrown in the air in the center by the teacher, and the players of both teams strike it with open hand.
Object.—The players of team A try to bat the balloon over goal A; the players of team B try to send it over goal B.
Fouls.—Fouls are called for the following:—
Standing more than half erect. Leaving seat entirely. Raising desk (if movable). Striking ball with clinched hand.
Score.—Each goal made counts two points. One point is also awarded to the opposing team for each foul.
This game may be varied by having a goal keeper for each team whose duty shall be to prevent the balloon from crossing his or her goal line. This goal keeper should stand, and should have a free use of the aisle in front of the goal.
This game was originated by Mr. Henry J. Silverman of New York City, and submitted in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. This game was one that received honorable mention, and is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, who published the handbook in which the game first appeared.
BALLOON GOAL
10 to 100 players.
Schoolroom; parlor; gymnasium.
Inflated balloon.
The game is played with two toy balloons, preferably twelve inches in diameter, one red and one blue, which are struck with the open hand only. When the gas of the balloon is exhausted, the rubber bag may be refilled with the breath, when it will be found still to float sufficiently in the air for the purposes of the game.
The class is divided into two teams, preferably designated by colors corresponding to the balls, worn on the arm or otherwise. The teams are assigned by rows across the room from side to side, the first row of pupils belonging to the red team, the second to the blue, the third to the red, etc. Four goals are formed by stretching a tape diagonally across each of the four corners of the room about five feet from the floor, the goals in the diagonally opposite corners having the same colors, two of red and two of blue. The game consists in hitting the balloon with the open hand so that it will float down behind a goal tape, the red balloon scoring when it enters the red goals, and the blue balloon when it enters the blue goals. There are no goal guards, but it is the object of all players belonging to the red team to get the red balloon into the red goals, and of the blue team to keep it out. Similarly, the object of the blue team is to get the blue balloon into the blue goals and of the red team to keep it out.
The game starts by the teacher putting the balloons in play by tossing them up in the center of the room, when each side immediately begins to play for them. It has been found that with two balloons and four goals, and the interference offered by fixed seats and desks, it is unnecessary to limit the players to any given area. This, however, may be done should play become rough.
A score keeper scores one for each team making a goal with its balloon, but the game continues without interruption, the balloon being at once put in play again by the teacher.
A fifteen-minute game should be divided into at least three periods, the teacher signaling for a rest at the end of each five minutes.
This game is admirable for the parlor, and may also be played in the gymnasium or playground.
This game was originated by Mr. Max Liebgold of New York City, and received the prize offered by Mrs. Henry Siegel in the competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. The game is here published by the kind permission of the author, and of the Girls' Branch, and of Messrs. A. G. Spalding & Brothers, who publish the handbook in which the game first appeared.
BALL PUSS
3 to 30 or more players.
Playground; gymnasium; schoolroom.
Gas ball; basket ball; hand ball; bean bag.
This is a form of ball tag. In it each player chooses a home or corner, as in Puss in the Corner, or Home Tag. When played out of doors, trees may be used for this purpose; in a gymnasium, pillars or different pieces of apparatus; in the schoolroom, the corners of the room, the front and rear corner desks, the teacher's desk, the radiator, or any other objective points. The players who are so stationed beckon to each other to exchange places, and as they run from one place to another the one who is It tries to hit them with the ball. Any one so hit changes places with the one who is It.
As in all ball-tag games, either a ball or bean bag may be used. If played in the schoolroom, a light gas ball should be used; elsewhere, anything from a light-weight hand ball to a basket ball would be suitable. Hard balls should be avoided.
Where there are many playing, it is advisable to have two or three who take the part of thrower or Puss (It), in which case there will be two or three balls or bean bags in play at the same time, and the game is made more rapid.
BALL STAND
(Burley Whush)
5 to 20 players.
Out of doors; gymnasium.
Hand ball; tennis ball.
This game is started by tossing a ball against a wall or on the roof of a house from which it may roll back. The players all stand in a group or row, from ten to twenty feet from the wall. One of the number is chosen as thrower and tosses the ball as indicated, at the same moment calling the name of one of the other players. This player must dash forward and catch the ball before it strikes the ground, while at the same moment all of the other players run as far away as possible. Should the one called succeed in catching the ball, the players come back and the thrower throws again, calling the name of some other player. Should the one whose name is called fail, however, to catch the ball, he calls out "Stand!" upon which the others must stop in their flight. The ball man then picks up the ball, and from where he stands throws it in his turn at one of the players. Any player so hit calls out "Hit!" and becomes at once the ball man. The other players immediately run again without returning to the wall, but stop as soon as the one hit calls "Stand!" which he must do upon picking up the ball.
This is continued until the ball fails to hit one of the players, when all return to the original starting place, where the last thrower of the ball throws it against the wall and the game begins again.
The players in their flight, the object of which of course is to diminish the chances of being hit by the ball, may run behind any obstacle, such as a bush or around the corner of a house, but in any such case must extend a hand so it shall be visible beyond this obstacle, that the ball man may still have an opportunity to hit them.
BALL TAG
3 to 60 players.
Playground; gymnasium; schoolroom.
Gas ball; bean bag; basket ball; hand ball.
There are several forms of ball tag, each quite distinctive, and all interesting and making good games. A soft ball or bean bag should be used in all of these games, or with older players a basket ball or other large, comparatively light-weight ball.
The players scatter promiscuously. One player, who is It, tries to hit one of the other players with a ball or bean bag. Any player thus hit becomes It and must try to tag others in the same way. When a player fails to hit one for whom he aims, the thrower must pick up his own ball or bag, except in the schoolroom, where the seats and desks interfere with this. There any adjacent player may pick up the ball and throw it back to the one who is It. Players may dodge in any way, as by stooping, jumping, or the usual sideways movements.
Where there are many playing, it is advisable to have two or three who take the part of thrower or It, in which case there will be two or three balls or bean bags in play at the same time, and the game is much more rapid.
If played in the schoolroom, a light gas ball or bean bag should be used. Elsewhere, anything from a light-weight hand ball to a basket ball would be suitable. Hard balls should be avoided.
BASKET BALL DISTANCE THROW
10 to 30 or more players.
Playground; gymnasium.
Basket ball.
This is an interesting and simple athletic event, as well as a good game. It is especially useful for players drilling on the handling of the basket ball or shotput, and is a good substitute for shotput for girls.
A full circle six feet in diameter is drawn on the ground. A heavy line is drawn across its center, which serves as a throwing line. The player stands in the circle and throws the basket ball from this throwing line toward other lines drawn in the throwing space as specified below, the ball scoring according to its landing in relation to these other lines.
The lines drawn across the throwing space must be parallel with the throwing line in the circle. For players below the seventh year of the elementary school course (below twelve years of age) these three lines should be respectively twelve, eighteen, and twenty-seven feet from the forward edge of the circle. For players from the seventh and eighth year of the school course (that is, thirteen and fourteen years of age) these three lines should be respectively fifteen, twenty-one, and thirty-one feet from the forward edge of the circle. These measurements are for girls. For boys the longer distance given between lines will be found generally advisable, and they may even be increased.
The players are divided into competing teams, the players of each team throwing in rapid succession. Each player has but one turn, unless the ball should strike some obstacle before touching the ground, when another trial is allowed. A thrower must at the start stand in the circle and toe the throwing line, drawn across the center of the circle; in completing the throw he must not fall or step forward over the outer line of the circle in front of him. If at any part of the throw, from its start to finish, the thrower be out of the circle, it is considered a foul and does not score, the number of players in the team being counted as one less when the total or average is figured. The best form for throwing is that described for Battle Ball.
For each throw to the first line (the twelve or fifteen foot line) or any point between it and the next line, a team scores one point. For each throw to the second line (the eighteen or twenty-one foot line), or between it and the next line, a team scores three points. For each throw to or beyond the third line (the twenty-seven or thirty-one foot line) a team scores five points. The team averaging or adding the largest score wins first place in the event. If the number of players be not even, the score is decided by an average instead of by adding. Where several groups or teams are competing, if there be a judge for each team and floor space for more than one diagram, two or more teams should throw at once.
BATTLE BALL
6 to 12 players.
Playground; gymnasium.
Basket ball; Indian clubs.
This is one of the best and most interesting of the simpler team games. Briefly stated, it consists in trying to dislodge Indian clubs or tenpins placed at the rear of the enemies' territory. Players should be trained to cooperate and to understand the importance of each doing well his particular part. Playing into the hands of each other when necessary, as in passing the ball to good throwers, is one of the most important features of team work.
GROUND.—A ground measuring about fifty feet long by twenty-five wide should be divided into two equal parts by a line across the center. The rear boundary of each half is the goal or club line on which the Indian clubs are placed. Above these club lines a cord or rope is stretched seven feet from the ground. This cord may be fastened to posts on either side of the ground, or jump standards may be used to support it. If desired, back stops may be placed across the ground at a distance of five feet beyond the club line and extending beyond the boundaries of the court on either side.
Indian clubs or tenpins weighing two or three pounds are placed on the club line, there being one pair for each club guard. One pair of these clubs should be placed in the center of the line and one at each end of it three feet from the posts that hold the cord. The clubs of each pair should be separated by a distance of eighteen inches.
TEAMS AND OFFICIALS.—The teams consist of from three to six players on each side, though five on a side is the most desirable number. The description of this game and the diagram assume five players to a team. Each team chooses a captain, who settles disputes (unless other officers be appointed for this purpose, as hereinafter stated), and who assigns places for the other players as he sees fit. He himself occupies any place he desires.
Each team is divided into club guards and forwards. For five players there should be three club guards, each standing before a pair of clubs, and two forwards or throwers, who stand near the dividing line. In the placing of players it is desirable to place the best catchers as club guards and the best throwers as forwards. In addition to the team players, it is desirable to have a referee, two judges, and one or two scorers, though all these offices may be filled by the same person.
The referee should keep time, should start the game, should announce scores and settle disputes. The judges, one for each side, should watch for fouls and report points made by their respective sides to their scorers.
OBJECTS.—The objects of the game are (1) to knock over the opponents' clubs with the ball; (2) to make a goal by passing the ball beyond the opponents' club line under the string but not hitting the clubs.
START.—The sides toss up for the ball or choose by drawing cuts (see chapter on "Counting out and Choosing Sides.")
Whenever a ball goes out of bounds it should be returned to the captain of the opposite (catching) side by a player designated for the purpose.
POINTS OF PLAY.—Successful play will come both from throwing and bowling the ball. The best way to throw or bowl the ball is from the extended right arm, the ball being held on the wrist by bending the wrist upward and turning the hand inward over the ball. The right foot should be in the rear and at the start the trunk twisted toward the right. As the ball is thrown, the weight of the body should be changed to the forward leg and the body swung forward nearly half around from the waist toward the left. The best way to stop the ball is usually by blocking it with both arms; but it may be blocked with the legs or the body. The ball may be tossed from player to player on the same side, either to get it into the hands of the best thrower or to mislead the opponents as to when it will be aimed at their clubs. Players may move about on their own side, but overstepping the boundary lines is a foul. Club guards should not get far away from their line of duty. The ball should be aimed at the clubs or at open spaces between players, not at the players themselves.
FOULS.—It is a foul for a ball to pass above the cord drawn over the opponents' club line. Such a foul scores one for the defensive side. It is a foul for a thrower to step over the center line. For this the opponents score two points. It is a foul for a club to be overturned by a player on his own side. Each club so overturned scores five points for the opponents.
SCORE.—Overturning an opponent's club with the ball scores five points. Passing the ball beyond the opponents' club line below the cord but without hitting the clubs scores three points.
A ball passing between a pair of clubs scores ten.
A ball passing between the legs of an opposing player scores ten.
No score is made on a ball caught by the opponents.
Fouls score as stated above.
The game is played in ten or fifteen minute halves, with five minutes' intermission, the team winning which has the highest score at the end of the second half.
It adds greatly to the interest of the game to post the score in sight of the players, on a blackboard, large paper, or other bulletin.
This game was originated by Dr. Dudley A. Sargent.
BOMBARDMENT
10 to 100 players.
Playground; gymnasium.
Basket ball; Indian clubs.
This game resembles Battle Ball in that it consists in trying to overturn Indian clubs or tenpins set up in the opponents' court. The game differs from Battle Ball, however, in being feasible for a much larger number of players, and in being very much simpler in its form, not having the closer team organization or such a variety in points of scoring as Battle Ball. It may be made one of the liveliest and most interesting games for large numbers of players.
GROUND.—The ground is divided into two equal fields by a line across the center. At the rear of each ground a row of Indian clubs or tenpins is set up, there being the same number of pins as players. Should the number of pins be so great as to require their being closer than two feet apart, a second row should be placed in front of the first, in such a way that each club stands opposite a space in the preceding row of clubs.
PLAYERS.—The players are divided into two teams numbering anywhere from five to fifty each. The players stand between their clubs and the dividing line in any scattered formation. With a large number of players several balls should be put in play.
OBJECT AND POINTS OF PLAY.—The object of the game is to knock down the opponents' clubs. Each player will therefore serve both as a guard to protect his clubs, and as a thrower. He may throw whenever he can secure a ball, there being no order in which players should throw. Balls may be made to displace the opponents' clubs by being thrown against the wall behind the clubs, so that they will rebound or carrom, knocking the clubs down from the rear. No player may step across the center line. The game is especially interesting when several balls are in play at once.
SCORE.—Each club overturned scores one point for the side which knocked it down. Every club overturned by a player on his own side scores one for the opponents. The game is played in time limits of from ten to twenty minutes, the side winning which has the highest score at the end of that time.
BOUNDARY BALL
10 to 100 players.
Playground; gymnasium.
Basket ball.
GROUND.—The ground should measure about twenty feet in width by forty in length, and should be divided in half by a line, marked across it.
PLAYERS.—The players, numbering anywhere from ten to one hundred, are divided into two equal parties. Each party lines up on one side of the dividing line and about ten feet from it.
OBJECT OF THE GAME.—The object of the game is to throw the ball over the opponents' rear boundary line, a party succeeding in doing this scoring a point. As each party lines up at the start ten feet from the center dividing line, it is possible for each to intercept the ball at the point of its line-up. Any players from the line, however, may run back of this line-up to prevent the ball from going over the rear boundary, and the point at which the ball is stopped by any such player indicates the point at which the party must line up for the next play. It therefore becomes a secondary object of the game to force one's adversaries back until they have reached their rear boundary line, where their chances for intercepting the ball are less than in a forward position, as their movements are more restricted.
For instance, party A throws the ball at party B's boundary. The latter, by running backward several paces, succeeds in intercepting the ball at a distance of say five feet beyond its first line-up. The entire party then takes its stand on this new line and throws the ball at its opponents' boundary, trying to force them back in similar manner as far as possible to catch the ball.
START.—The parties toss up for which side shall first have the ball. The ball is then given to the center player in the line, who makes the first throw. After this first throw the ball may be put in play by any player in a line.
RULES AND POINTS OF PLAY.—Players may run forward of their first or succeeding line-up to catch the ball, but the line-up never comes forward of its first position. After a line has been forced backward, however, if the ball be caught anywhere between the last line-up and the first, the line moves forward to the new point. Should a ball roll on the ground, the point at which it stops rolling, or is stopped by the players trying to catch it, indicates the line at which they must take their stand. No ball scores a point, however, which rolls beyond the rear boundary line. When a party has been forced back to its rear boundary line, it must stand on that line thereafter, unless it should succeed in stopping the ball forward of that line, when it may move forward to the new position. No player may step over the boundary line.
SCORE.—One point is scored by the throwing party every time a ball is thrown beyond the opponents' rear boundary line. Five points constitute a game.
BOUND BALL
10 to 30 players.
Playground; gymnasium.
Tennis ball; hand ball.
This game somewhat resembles tennis, but is played over a lower dividing line, and the ball is batted with the hand instead of with a racket; it is always played from a bound, never "on the fly."
GROUND.—Boundary lines for the entire court should be outlined, measuring about fifty feet in length by twenty-five in width, though these dimensions are not invariable. The ground is then divided by a line into two equal parts. In a gymnasium balance beams may be set up for this purpose. Out of doors a board or log may be used, or the mere drawing of a line on the ground will suffice.
PLAYERS.—The players are divided into two equal parties which take their places on either side of the dividing line, scattered over their respective courts without regular formation.
OBJECT.—The game consists in batting a tennis or hand ball with the hand from one side to the other of the dividing line, after it has first bounded in one's own territory.
START.—The leader of the game, or any player on either side, puts the ball in play by throwing it among the players of the opposite side. Whoever catches the ball acts as the first server. The server serves by bounding the ball once and then hitting or batting it with the open palm on the rebound, so that it will go over into the opponents' court. Should a served ball fail to rebound in the antagonists' court, it is returned to the party from which it came, that they may have a second trial. One player continues to serve until his side scores five, when the ball is thrown to the opponents. The players on a side serve in rotation.
RULES AND POINTS OF PLAY.—In returning a serve or keeping the ball in play at any time, it may be bounced any number of times before being sent into the opponents' court. The one essential point is that it should be kept bounding, a ball that is dead being thrown back to the server. In bounding the ball it must always be hit or batted from the upper side with the palm of the hand. Should the ball bound very low so as to give slight opportunity for batting into the opponents' court, a player may coax it to a higher point before batting. A ball may also be worked forward or to any advantageous point of the ground by bounding or "dribbling" in this way before batting it. Whenever a ball enters a court, any member of the party on that side may play upon it. The players in each court will naturally scatter to be ready to receive the ball. Players will use in this game many points of tennis, such as sending the ball into the opponents' territory with a long glancing stroke, which may make it bound unexpectedly toward the rear of the opponents' court; or on the contrary, with a small bound that shall just barely cross the line. A ball going out of bounds is out of play, and must be returned to the server unless it should rebound in the court for which it was intended, when it should still be considered in play.
SCORE.—The score is entirely for a defensive game, being wholly on the opponents' failures. If desired, the score may be the same as in tennis, but is generally as follows:—
One point is scored for (a) failure to strike the ball as directed (from above with the open palm); (b) failure to bound the ball before sending it into the opponents' ground; (c) failure to return a good serve or play.
BOWL BALL
(See Center Club Bowls, Circle Club Bowls, and Line Club Bowls.)
CALL BALL
(See also Ring Call Ball, Ball Stand, and Spud.)
10 to 30 or more players.
Playground; gymnasium.
Hand ball.
The players are numbered and scatter promiscuously over the playground or gymnasium. One tosses a ball, at the same time calling the number of some other player. This player must run forward and catch the ball before it has bounded more than once. Any player who is successful in this takes the place of the first tosser. Any player who fails rejoins the others, but three failures put him out of the game. For large numbers it is well to have two balls, tossed by two different players.
The one who is tossing the ball will add much to the interest of the game by calling the names of players who are at a considerable distance from the ball, or for any other reason may have a particularly difficult task in reaching the ball in time; or he may take them unaware, as by calling the same name twice in succession, etc. There is no limit to the number of times a player may be called.
CAPTAIN BALL
Captain Ball is one of the best and most popular games for both children and adults, boys and girls. It is one of the most useful forms of games for the period when pupils are beginning to enjoy organization, as it calls for comparatively simple, though pronounced, team work.
There are many variations in Captain Ball, the differences being in (1) the plan of laying out the ground, and consequently the relative position of players; (2) the points of play that score; and (3) the rules restricting the players. While almost any rules of play or points of scoring may be used on almost any plan of ground, certain methods of play seem to have grown out of, and naturally to belong to, certain diagrams. An umpire, referee, and scorer are desirable in any form of the game, but not absolutely necessary except for match games.
Six distinct forms of Captain Ball are here presented, Captain Ball I, II, III; Emperor Ball (IV); Progressive Captain Ball (V) (a new form of the game originated by Miss Cora B. Clark of New York); also a schoolroom adaptation, Schoolroom Captain Ball (VI). Some forms which offer minor variations have been omitted in favor of these, which form distinct types. The games are grouped in this place to facilitate comparison.
For NEW YORK CAPTAIN BALL (rules of Girls' Branch, Public Schools Athletic League), see Appendix.
CAPTAIN BALL—I
14 players.
Basket ball; volley ball.
This is in some respects a simpler form of Captain Ball than those that follow, as there are but three bases or homes on each side of the field, and the captain is on one of these instead of in the center. His position at the farthest point from the dividing line tends to distribute the play equally among all of the players. The number of players is smaller than in other forms of the game. The ball does not score for completing the circle (or triangle) of players, as in other forms of the game. Although very rapid, this form may be less confusing for beginners than in larger formations where there are more players.
GROUND.—On each side of the ground at corresponding distances from the center three small circles are drawn for bases at the points of a triangle. The circles should be from two to five feet each in diameter, the more skillful the players the smaller the circle. The distance between each two circles forming a triangle should be at least fifteen feet, and the distance across the center of the field between the two inner circles, from fifteen to twenty-five feet.
TEAMS.—The players are divided into two teams, each consisting of three basemen, three base guards, and one fielder. One of the basemen is captain and stands in the base at the end of the ground farthest from the center. Each team has a guard stationed near each of its opponents' bases, and a fielder whose general place should be near the center of the ground but who is free to run to any part of the ground, and who should pick up the ball whenever it goes afield. The ball should then be put in play again from the center as at the start.
OBJECT OF THE GAME.—The object of the game is to have a captain catch a ball from one of his basemen. A ball caught by the captain from the guards or fielder of his team, does not count. Of course the guards will try to prevent the ball being caught by a captain from one of his basemen, or by one of the basemen from his fielder, and on the other hand will try to secure the ball and send it back to their own basemen or fielder.
START.—The ball is put in play by being tossed up in the center of the ground by a third party between the two fielders, both of whom try to catch it. The one who succeeds has first throw. Touching the ball is not enough for this first catch: it must be caught in both hands. In case of dispute, the ball should be tossed again. The ball is again put in play in this way after each point scored; also after going afield and being picked up by one of the fielders.
RULES.—The basemen may put one foot outside of their bases or circles, but at no time both feet. Each guard must remain near the base he guards but may not step within it even with one foot. Should either side transgress these rules or make any other foul, the ball is thrown to one of the basemen on the opposite side, who is given free play to throw to his captain without interference of his own guard, though the captain's guard may try to prevent its being caught. A ball that goes afield is put in play again at the center, as at the opening of the game.
FOULS.—It is a foul (1) to transgress any of the rules given above; (2) to snatch or bat the ball from an opponent's hands; (3) to bounce the ball more than three times in succession; (4) to run with the ball; (5) to kick it; (6) to hand instead of throwing it; or (7) to hold it longer than time enough to turn once around quickly, or three seconds. Penalty for fouls consists in allowing opponents a free throw from one of their basemen to their captain, as described under Rules.
SCORE.—The ball scores one point whenever a catch is made by a captain from one of his basemen. It does not score when the captain catches it from a guard or fielder.
The game is played by time limits, ranging from ten to thirty minutes. The time is divided in halves, and at the end of the first half the teams have an interval of rest, and the basemen and guards change places. The team wins which has the highest score at the end of the second half. The ball is put newly in play after every point scored.
CAPTAIN BALL—II
18 to 60 players.
Playground; gymnasium.
Basket ball; volley ball.
The distinctive features of this form of Captain Ball are: (1) the captain occupies a place in the circumference of the circle as in I, instead of in the center as in succeeding forms of the game; (2) the captain's place is near the dividing line, instead of at the farthest point from it as in I; this gives the guards of his team, on the opposite side of the ground, a greater opportunity to reach him than in I, while any increased tendency to concentrate play near the dividing line is offset by the scoring of the ball through completing a round of the circle, and by the greater freedom allowed the guards; (3) the guards may run at large, not being confined to guarding any one baseman; (4) there are no fielders, the free action of the guards making these unnecessary; (5) the ball scores for completing a circle and also for any catch by the captain from one of his team, whether it be baseman or guard; also for a catch by any one baseman from another baseman of his team; or for a catch by the captain after it has passed through the hands of two or three basemen successively; (6) fouls differ from those in some other forms of the game, and are penalized by scoring for the opponents instead of by a toss of the ball.
GROUND.—The ground is divided into two equal parts by a line across the center. In each part a series of small rings or bases is arranged in a circle, at equal distances apart, the number and distance depending on the space at disposal and the number of players; the small base rings should not be closer to each other than four or five feet, and should measure from two to four feet in diameter. The captain's place is in one of these bases nearest the center of the ground or dividing line.
TEAMS.—There should be from eight to thirty players on each side, exclusive of the captain. Half of these players stand in the bases on their own side, the captain's base completing the circle and being nearest the dividing line. The other players of the team, called guards, are stationed at the opening of the game each near one of the opponents' bases on the opposite side of the ground from his own basemen. Each guard is chiefly responsible throughout for guarding his particular base; but all guards may move about freely in the opponents' territory without stepping within the rings (bases).
OBJECTS OF GAME.—The objects of the game are, (1) to pass the ball from baseman to baseman in one circle; or (2) entirely around one of the circles without its being caught by the opponents' guards, who seek to gain possession of it; and (3) for any baseman or guard to throw the ball as many times as possible to his own captain. The guards try not only to prevent the passage of the ball around the circle or its reaching their opponents' captain, but also to gain possession of the ball and throw it over to the opposite side to their own basemen and captain.
START.—The ball is put in play at the opening of the game, and after each catch by a captain, and after each foul, by being tossed by a neutral person in the center of the ground, the guards on both sides trying to get possession of it. The ball is not considered caught unless it be held in both hands. Any guard so catching it has an opportunity to throw it to his own captain or one of his basemen. The guards on the opposite side of course try to prevent such a catch.
RULES.—It is considered a fair catch for any baseman, including the captain, if the ball be caught on a bound either from the floor, ceiling, or any other object, or from hitting another player.
A ball that goes afield is secured by the guard standing nearest the point where it left the circle. He puts it in play from the point in the circle where it went out.
Other rules are indicated under "Fouls."
FOULS.—It is a foul (1) to kick the ball; (2) to run with the ball; (3) for a guard to step over the dividing line or inside one of the bases; (4) for a baseman to step outside of his own base, even with one foot; (5) to hand the ball instead of tossing; (6) to snatch or bat the ball from an opponent's hands; (7) to hold the ball longer than time enough to turn around quickly, or three seconds.
One point is scored by the opponents whenever a foul is made, and the ball is then put in play again from the center.
SCORE.—One point is scored for a team every time a baseman catches the ball from another baseman of the same team.
Two points are scored for a team every time its captain makes a fair catch, whether the ball has gone around his circle or not, and whether the ball was thrown by one of his basemen or one of his guards on the opposite side of the field. Three points are scored if the ball reaches two different basemen and the captain successively, whether in regular rotation around the circle or not.
Four points are scored if the ball reaches three different basemen and the captain successively, whether in regular rotation around the circle or not. Five points are scored whenever the ball passes entirely around the circle on one side, in regular rotation of basemen, whether the start and finish of that circle be with the captain or some other baseman. Each foul scores one for the opposing team, as described under "Fouls." After the captain catches the ball, no further points may be scored on it in that play and it then goes back to the center to be put again in play.
CAPTAIN BALL—III
20 to 40 players.
Playground; gymnasium.
Basket ball; volley ball.
This form of Captain Ball is the most strenuous of any, as freer mass play is encouraged among the guards, and there are fewer restrictions in the form of play, batting and hitting the ball being allowed, which are fouls in other forms of the game. The method of punishing fouls is optional and should be determined before the game begins. The ground is divided somewhat differently than in other forms of the game, by a neutral space between the two fields, where the ball is tossed for sides. The ball scores both for completing a circle and being caught by a captain, but not for catching from one baseman to another, as in II. The captain is stationed in the center instead of in the circumference of the circle, as in I and II.
GROUND.—The ground is divided into two equal parts by a neutral strip about three feet wide through the center. In each half are marked five or more bases in the form of small circles from two to five feet in diameter (or rectangles), outlining part of a large circle or square open toward the center. In the center of each half is marked a small circle or base for the captain. The interest of the game may be enhanced by placing a springboard in the captain's base, on which he should stand.
TEAMS.—The players are divided into two equal teams, consisting each of (1) a captain, (2) a baseman for each base in the outer circle, (3) guards. There should be one less guard on each team than the number of players in its outer circle. For instance, for five basemen, as in the diagram, there should be four guards. The guards belonging to a team are stationed in the opponents' field, and generally begin the game lined up near the neutral territory that runs through the center of the ground. As the game progresses, the guards may scatter in any way that they choose. There are no center runners or fielders in this form of the game, as in some others An umpire is desirable, and a scorer and referee are needed for skillful teams.
OBJECTS OF GAME.—The objects of the game are (1) for the ball to be thrown and caught around the complete circle of basemen; (2) for the outer basemen to throw the ball to their captain in the center; the guards trying (1) to intercept the ball before it can complete a circle; (2) to prevent it being caught by the captain; and (3) to secure possession of the ball and send it to the basemen in their own (the opposite) field.
START.—The ball is put in play in the center of the neutral strip by an umpire or referee. He tosses the ball, and the guards from both sides try to gain possession of it. For this purpose the guards may run anywhere they choose, being permitted on the neutral territory; but as soon as possession of the ball is decided, the guards must return to their respective fields, and may not again leave them until the ball is again put in play. To touch the ball does not give a guard possession of it; he must hold it in both hands. In case of dispute the referee should again toss the ball. When a guard has secured possession of the ball, he and the other guards return to their home fields, and the one having the ball throws it to one of his basemen in the opposite field. The ball is put in play from the center after every point scored, and after it goes afield.
RULES.—The guards are not allowed to step within the bases; they may not cross the boundary lines into the neutral territory, except when the ball is being put in play. Basemen may not step outside of their bases, even with one foot. Should the captain, in catching a ball, step over his base, the catch does not score, but if this be with only one foot, he has the privilege of throwing the ball to one of his basemen without interference from the guards. A throw from a guard in the opposite field to his own captain does not score. Kicking or striking a ball out of a player's hands is allowable. In trying to block a throw, guards may not touch basemen nor step within the bases. Guards will naturally be very watchful of the center, as successful catches by the captain score.
FOULS.—Transgression of any of the previous rules constitutes a foul, penalized by giving the ball to the opposite side or by allowing them to score one point. Which of these two methods is to prevail during a game should be decided before the game starts.
SCORE.—One point is scored for a team every time that the captain catches a ball thrown by one of his basemen. One point is scored for a team whenever the ball is thrown from base to base successively until it completes an uninterrupted circle. Fouls may score or not, as explained under "Fouls." After every point scored, the ball is returned to the umpire and put again in play.
The game is played in two halves of fifteen or twenty minutes each, with a rest of five or ten minutes between the halves. Teams change sides at the beginning of the second half, but they do not change players; that is, guards do not become basemen, and vice versa, as in some other forms of this game.
EMPEROR BALL
(Captain Ball—IV)
30 to 40 players.
Playground; gymnasium.
Basket ball.
This game is really a form of Captain Ball, but differs from any of the previous forms in the following points:—
A neutral officer, called the Emperor, is stationed in the center of the field between the two teams, and the ball scores its highest when it has been thrown entirely around one of the circles, from there to the captain in the centre, and from him to the Emperor. There are two fielders, or players at large, who try to intercept the ball before it reaches the Emperor, or to block it in any other part of the play.
GROUND.—In the center of the ground is placed a springboard, box, stool, or other platform for the impartial ruler of the game called the Emperor. The ground on each side of this point is marked out as follows: A series of bases or small circles (the number to vary with the number of players) is drawn so as to form together a large circle with from four to ten feet between each two small ones. The small circles should be from two to five feet in diameter. In the center of this large ring another small circle or base is marked for the captain of the team.
TEAMS.—The players appoint one impartial officer who is the Emperor and stands in the center on a raised base (box, jumping board, or other improvised platform). The balance of the players are divided into two equal teams, consisting each of a captain, two center players, or fielders, and a number of basemen and base guards. The two fielders may go anywhere on the field, but their main duty is to prevent the ball reaching the Emperor from an opponent. They also pick up the ball when it goes afield and hand it to the Emperor for starting again.
Each captain takes his place in a center base; the basemen stand each in a base in the circle surrounding his captain; the guards, of equal number with the basemen, take their places in the opposite field, each being assigned to guard one of the basemen, including the captain of the opposing team, and may not go from the immediate vicinity of the circle he guards.
OBJECTS OF THE GAME.—The objects of the game for each team consist (1) in throwing the ball from baseman to baseman completely around its circle; (2) around the circle as in (1) and in addition, to throw from the last baseman to the center player or captain; and (3) having completed the previous two points, to throw from the captain to the Emperor, who stands between the two halves of the field. The object of the guards, of course, is (1) to intercept the ball so as to prevent the completion of this play in any of its points; and (2) to gain possession of the ball so as to throw it across the field to their own basemen on the opposite side.
START.—The ball is put in play at the beginning of the game, and always thereafter, when necessary, by the Emperor. He must naturally be perfectly impartial, and may toss the ball to either side, in turn, or use his judgment in choosing which side shall have it. He will, of course, do his best to catch the ball for either side that throws it to him. The ball is put newly in play after every point scored, after every foul, and after going afield.
RULES.—No baseman may step outside of his base even with one foot. A ball caught by the captain with one foot out of his base does not score, nor if so caught by a baseman does it count in completing the round of the circle; but this does not count as a foul, and a captain so catching a ball may toss it to one of his team. No mass play is permissible among the guards, each one being obliged to guard only the baseman to whom he is assigned. This does not apply to the two fielders, who may move anywhere on the field, and who pick up balls that go out of the large circles.
FOULS.—It is a foul (1) to hit, bat, or snatch a ball from an opponent; (2) to hand a ball instead of throwing it; (3) to hold a ball longer than time enough to turn around quickly, or three seconds; (4) for a guard to step inside a base. Each foul scores one point for the opponents, and the ball is then put newly in play by the Emperor.
SCORE.—A team scores one point when a ball has successfully completed the round of its circle of basemen, but is intercepted in a throw from that to the captain; a team scores two points when its ball has completed the round of the circle of basemen and been caught by its captain in the center, but fails to reach the Emperor; a team scores five points when its ball has completed the full play of the circle, its captain, and the Emperor. A team scores one point for every foul made by the opponents. The ball is put newly in play by the Emperor after every point scored.
The game is played in time limits of fifteen-minute halves, with a rest of five or ten minutes between the halves. The team wins which has the highest score.
The teams change sides and places for the second half, guards becoming basemen, and vice versa.
PROGRESSIVE CAPTAIN BALL
(Captain Ball—V)
20 to 60 players.
Playground; gymnasium.
Basket ball.
This game differs from any other form of Captain Ball in the fact that the players progress after each score from base to base. Each player thus completes the round of outer bases in his own field, then becomes captain for his team, then a fielder, and then starts on the round as guard for each base, in turn, in the opposite field. The use of progression in this game was originated by Miss Cora B. Clark of New York. It is obviously best adapted to older players,—of high school age,—but once understood, the progression is simple and well within the ability of younger players.
This form of the game as to grounds and rules may be played without the progression if desired.
GROUND.—The ground is divided into two equal parts, with a line through the center. In the center of each of the two fields a circle is drawn for the captain's base, four feet in diameter. At equal distances around this a series of small circles for bases is drawn, the series outlining the arc of a large circle open to the center or dividing line. The small bases (circles) should be each three feet in diameter. Their number will depend upon the number of players, but they should not be closer than six feet to each other and ten feet from the center base.
Each base in the accompanying diagram is lettered to make clearer the order of progression, but when this order is once understood, it is not necessary to number the bases on the ground.
TEAMS.—The players are divided into two even teams, each consisting of a captain, two fielders, and a number of basemen, one for each of the small outer circles or bases. In addition, there should be a guard for each baseman and one for the captain.
The players are disposed as follows: The captain stands in the center base, with a guard outside the base. Each of the basemen stands in one of the smaller outer bases, with a guard outside his base. The fielders, at the opening of the game, face each other at the center of the dividing line.
OBJECTS OF THE GAME.—The objects of the game are (1) to send the ball in a complete circuit of the outer bases; and (2) to throw the ball from a baseman to the captain on his side of the field.
START.—The game is started by the referee throwing the ball up between the fielders, who jump for it and try to bat it toward their own captain and basemen. Whenever a score is made, the ball is put in play again as at first.
RULES.—The captain may not step outside his base. A ball caught in this way does not score, but the misstep is not a foul unless with both feet. The outer basemen may put one foot outside their bases when trying to catch the ball. A guard must stay within three feet of the base he guards, and may not step within it. Guards, of course, try to prevent the basemen from getting the ball or to prevent its being thrown to the captain, and to intercept it as it makes the round of the circle. They also try to get the ball to throw to the basemen on their own side. The fielders, aside from jumping for the ball when it is put into play, may move anywhere in the field. Their chief office is to get the balls which go out of bounds, no one else being allowed to do this. Fielders may play the ball if it comes their way, but they must not interfere with guards. A ball thrown from a guard or fielder does not score.
PROGRESSION.—The distinctive feature of this game is the method of progression. To make this plainer, the players in the diagram are designated by numbers as well as by teams. Thus, "X" indicates all players on one team, and "O" all players on the other team, each player carrying a number, X-1, X-2, X-3, etc. The method of progression is as follows:—
After the ball has scored a point, the two fielders, X-13 and O-13, move to base A. O-13, as he is now crossing to his home side of the field, goes inside of base A as baseman, and X-13 becomes his guard; the other two fielders, X-14 and O-14, go to base F, the home man, X-14, going inside the base, and O-14 becoming his guard. It will thus be seen that the two fielders bearing the lower number (13) go to the first base, A, and those bearing the higher number (14) go to the base bearing the highest letter, F. At the same time that the fielders make this change, each baseman and his attendant guard move one base farther up; that is, baseman O-1 and guard X-7 move from base A to base B; baseman O-2 and his guard X-8 move from base B to base C; and so on. The last baseman on this side, O-5, and his guard, X-11, move to the center or captain's base, the previous captain and his guard taking the place of the fielders who stood nearest base E. On the other side of the field the progression is made in the same way, so that the order of progression is always from bases A, B, C, D, and E to the captain's base, and from the captain's base to fielders. When a player has made the complete circuit of one side, he progresses from fielder's position to the opposite side; that is, after the players who started in base A (basemen O-1 and guard X-7) become fielders, they progress by going to base F, instead of back to base A. This change comes easily if the captain from the base occupied at first by X-6 always takes his place as fielder nearest base A; the fielders nearest A always going to A, and the other fielders to F.
FOULS.—(1) Touching the ball when it is in another player's hands; (2) walking or running with the ball; (3) stepping out of his base by the captain to catch the ball; (4) stepping out of the bases with both feet by the basemen; (5) moving by a guard more than three feet from the base he guards; (6) stepping over the center line into the opponents' territory; (7) two fielders from the same side going after the ball at once when it goes out of bounds.
PENALTY FOR FOULS.—No score is made on fouls, the penalty being the loss of the ball to the opposite side. The ball under these circumstances goes to the player on the other side, who stands in a corresponding position to the one who made the foul.
SCORE.—A ball thrown from a baseman to his captain scores one point. A ball completing a circuit of the outer basemen scores two points. The side wins which has the highest score when time is called. The game may be played in from thirty to sixty minutes' time.
SCHOOLROOM CAPTAIN BALL
10 to 60 players.
Gas ball.
The class is divided into two teams, with a center captain and five bases on each side. The remaining players of each company serve as guards, and are placed on the opposite side from their captains and bases to prevent opponents from catching the ball.
The teacher or umpire tosses the ball alternately to the guards, the first time to team one, the second time to team two.
The guards, in turn, toss it to their bases, who try to get it to their captains, the opposite guards opposing by guarding with the arms and jumping to catch the ball. The game continues until one captain catches the ball from a straight throw (not a bound) from a base (not a guard). The side catching the ball scores a point, and the umpire then tosses the ball to the guards of the opposite team, etc.
The game is played in time limits, the side having the highest score at the end of ten or fifteen minutes winning the game.
Fouls are—Holding the ball longer than five seconds. Snatching the ball. Knocking the ball out of an opponent's hand.
In case of a foul the ball is given to the opposite team.
Any number may play the game, provided the sides are even.
This schoolroom adaptation of Captain Ball was made by Miss Mabel L. Pray of Toledo, Ohio, and was submitted in a competition for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906. This game was one that received honorable mention, and is here published by the kind permission of the author, and of the Girls' Branch and of Messrs. A. G. Spalding & Brothers, who publish the handbook in which the game first appeared.
CENTER BASE
10 to 30 or more players.
Playground; gymnasium.
Hand ball; basket ball.
All of the players but one form a circle, with considerable space between each two. The odd player stands in the center, holding the ball. He tosses it to any player in the circle, and immediately runs away outside the circle. The player to whom the ball is thrown must catch it, place it on the ground in the center of the circle, and at once chase the one who threw it. The one who threw the ball tries to get back to the center of the circle and touch the ball before he can be tagged. Should he succeed in this, he joins the circle, and the other player throws the ball. If the first center player is tagged before returning to the ball, he throws again, and the one who chased him returns to the circle.
This game is very popular with children.
CENTER CATCH BALL
10 to 30 or more players.
Playground; gymnasium.
Hand ball; basket ball; bean bag.
I. Simple form for little children.
All of the players but one stand in a circle, with two or three feet distance between players. The odd player stands in the center of the circle and tries to catch the ball, which is tossed rapidly from one circle player to another. Should he be successful, the one who last touched the ball changes places with him.
II. Advanced form for skillful players.
This differs from the preceding in the greater distance between players and also in the much greater range and resourcefulness of play.
The players stand in a circle with from six to eight feet between each two, and with one player in the center. The circle players throw a ball from one to another, the object of the game being for the center player to catch the ball or knock it to the floor. The circle players may throw the ball over the heads of one another or across the circle, or make sudden feints of throwing it in one direction, turn suddenly and throw it in another, etc., to deceive the center player.
Any player in the circle who last touched the ball, changes places with the center player whenever the latter touches or catches the ball.
CENTER CLUB BOWLS
(See also Line Club Bowls (Single); Line Club Bowls (Double); Circle Club Bowls.)
10 to 30 or more players.
Playground; gymnasium.
Hand ball; bean bag.
The players join in a large circle and number by twos or consecutively. The odd numbers form one team and the even numbers (alternate players) another. Three Indian clubs are placed at the points of a small triangle, measuring about twelve inches in the center of the circle. Each player, in turn, bowls at the clubs with a hand ball or bean bag. Each club bowled over scores one for the bowler's team. The team wins which has the highest score when each player has bowled twice, or more times, as may be agreed on at the opening of the game. Each player must secure his ball or bag after bowling and replace the overturned clubs. One ball or bag may be used and passed around the circle, but the play is quicker if each player has his own.
CIRCLE BALL
10 to 60 or more players.
Playground; gymnasium; schoolroom.
Hand ball; basket ball; bean bag.
The players stand in a circle with from three to five feet between each two. The game consists of merely tossing the ball rapidly from one player to another, but not in regular order. The sport comes from the unexpectedness with which the ball may be thrown across the ring, or reverse the direction in which it is circling the ring, or in any other way taking the players unaware. A leader or teacher should see that this element of sport is put into the game, or else it may be very dull and useless.
Any player failing to catch the ball should sit down, the player winning who remains standing the longest.
When all are seated, the same game may be played in a sitting position.
For a more advanced form of this game, see Round Ball.
For very little children, the spaces between players should be less and the tossing done in regular order from one player to the next, working up gradually to the more varied modes of play suggested above. Several balls or bags may be used, following each other in quick succession. The number of these may be increased until there is but one (or two) balls or bean bags less than the number of players.
CIRCLE CLUB BOWLS
(See also Line Club Bowls (Single); Line Club Bowls (Double); Center Club Bowls.)
6 to 60 or more players.
Playground; gymnasium.
Basket ball; football; Indian clubs.
The players divide into two parties and take their places in one large circle, the players of one party alternating with those of the other. There should be five or six feet of space between each two players. Each player is provided with an Indian club.
The players of one party distinguish themselves and their clubs in some way, as by tying a handkerchief around the arm and club.
The players, having taken their places in the circle, place each his own club on the floor behind him at a distance of two or three feet. The object of the game is to knock over the opponents' clubs by rolling the ball on the floor, and naturally to protect one's own clubs. Any player may start the game.
While the main form of play for the ball is to roll it, it is permissible to bound the ball from one player to another, and also permissible to knock over a club with a ball that bounds instead of rolling. It is not permissible to toss a ball from one player to another, or to dislodge a club by a toss unless the ball should hit the floor and bound before it hits the club.
Whenever a club is dislodged, the owner of the club must set it up again at once; if he also has the ball, he must set up the club before putting the ball again into play.
A point is scored by one party whenever one of the opponents' clubs is dislodged, whether it be knocked over by a ball or by its owner. The side wins which first makes a score of forty-nine points.
The game may also be played with two balls at once, and this is always desirable for as many as twenty players.
CIRCLE DODGE BALL
(See Dodge Ball.)
CIRCLE STRIDE BALL
10 to 30 or more players.
Playground; gymnasium.
Foot ball; basket ball.
All but one of the players form a circle, standing in stride position with feet touching those of the next players to make a barricade for the ball.
The odd player stands in the center and tries to throw the ball outside of the circle between the feet of the players. Those in the circle try to prevent the passage of the ball, using only their hands for this. This play is continued until the center player succeeds in sending the ball through the circle, when he changes places with the player between whose feet or on whose right side it passed out. If a circle player moves his feet in any way, he must change places with the center. |
|