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The center player will aid his object by using considerable finesse, appearing to intend sending the ball in one direction, turning suddenly and sending it in another, etc.
When the ball has been sent out of the circle, the players turn, facing outward, and the odd man tries to send it back inside according to the same rules.
CIRCLE ZIGZAG
(See Zigzag Games.)
CLUB BOWLS
Four forms of this game are given in this volume in alphabetic order. Two are in line formation and two in circle formation, as follows:—
1. Line Club Bowls.—(Single) (Relay formation, one club bowled over.)
2. Line Club Bowls.—(Double) (Relay formation, ball or bag bowled between two clubs.)
3. Circle Club Bowls.—(Ring formation, clubs outside of ring.)
4. Center Club Bowls.—(Ring formation, three clubs in center.)
See also Battle Ball and Bombardment.
CORNER BALL
(See also Double Corner Ball.)
10 to 30 or more players.
Playground; gymnasium.
Basket ball; volley ball.
GROUND.—The ground is marked off into a space measuring at least twenty-five by thirty feet. This is divided across the center by a straight line. In the further corners of each half so made, a small square goal is marked out, there being two such goals in each court.
PLAYERS.—The players are divided into two even parties, each of which takes position on one side of the ground and stations a goal man in each of the goals at the rear of the opposite side.
OBJECT.—The object of the game is to throw the ball over the heads of the opposing party to one's own goal men, who are at the rear of the opponents' court.
RULES AND POINTS OF PLAY.—The players on each side are not bound to any special territory within their own court, but will naturally see that each of the goals at their rear is well protected, and will try to intercept the ball before it can reach these goals. They will also, of course, try to throw the ball over the opposing party to their own goal men in the opposite court. No player may cross the line which divides the two halves of the ground. The goal men may not step outside of their goals. Any ball caught in this way fails to score. No opponent may step inside of a goal. When a goal man catches a ball, he must at once throw it back, trying of course to get it to his own party over the heads of the opponents, who try to intercept it.
SCORE.—Every ball caught by a goal man scores one for the party throwing. The side first scoring twenty points wins the game.
CORNER SPRY
10 to 60 players.
Playground; gymnasium; schoolroom.
Balls; bean bags.
The players are divided into four groups, one group stationed in each corner called North, South, East, and West.
Four captains stand in the center, each with a bean bag, facing his corner of players, who stand in a row. The captain throws the bean bag to each player in turn in his group, who throws it back at once to the captain, and so on until the last player is reached. As the captain throws to his last player he calls "Corner Spry!" and runs to the head of the row, the last player becoming captain. The group that first succeeds in having all of its players in the captain's place wins the game.
This game was originated by Miss Amy A. Young of Cleveland, Ohio, 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.
CRACKABOUT
10 to 60 players.
Playground; gymnasium.
Soft hand ball.
The players scatter over the playground, trying to get as far away as possible from the one who has the ball. He throws it at one of the players, trying to hit him with it, at the same time calling "Crackabout!" All of the players make a rush for the ball, the one who succeeds in getting it being the next thrower. The other players scatter immediately that one has secured it, the ball man at once throwing at some other player, naturally trying to hit the nearest. As soon as the players hear his call of "Crackabout!" they rush together again in the direction of the ball to try and secure it, and so on indefinitely. The game is thus a rapid succession of running away from the ball man and scrimmages to secure the ball. It is one of the strenuous and popular games enjoyed by boys of almost any age, and affords some lively exercise and sport in a few minutes.
CURTAIN BALL
10 to 100 players.
Gymnasium; playground.
Basket ball; volley ball.
This is one of the most interesting ball games and is adaptable to many conditions. For instance, where a curtain cannot be conveniently hung, the game may be played over a high fence or hedge.
The game consists in throwing a ball backward and forward over a curtain which conceals the opposing players from each other. As the ball should not be allowed to touch the ground, scoring for the opponents whenever it does so, the players have to be very alert, and there is opportunity for much sport in the game. For a very large number of players, more than one ball may be used.
GROUND.—No outside boundaries are necessary for this game. The ground should be divided into two approximately equal parts by an opaque curtain eight feet in height, strung on a rope or wire carried across from side supports. This should touch the ground, so that there is no means of seeing the position of the opposing players on the other side. As stated above, the game may be played across a high fence or hedge instead of over a curtain.
PLAYERS.—The players are divided into two parties of equal number. There is no regular formation or disposition of the players over the ground. Each party should select an umpire, whose duty it is to stand at one end of the curtain on the opponents' side, where he can watch the opponents and keep score.
RULES.—The ball is thrown back and forth from one side to the other over the curtain, and should be caught before it can touch the floor. Players will try to deceive their opponents as to the point where the ball is to cross the curtain, and the more rapid the play is the more alert the players will have to be. The great sport of the game consists in the unexpectedness with which the ball may appear at any given point.
SCORE.—Opponents score one point whenever the ball touches the ground. The side wins which first scores twenty-one points.
This game was originated by Dr. Dudley A. Sargent.
DEAD BALL
10 to 60 players.
Schoolroom.
Gas ball; bean bags.
This game may be played with balls or bean bags. If with balls, a light gas ball is preferable, as for all schoolroom games. From one to three balls or bags will be needed for the game. If the class is a large one, only half the pupils should play at a time; if a small class, all may play at once. The players stand in the aisles or between the seats and desks, and should be scattered around the schoolroom.
The teacher puts the balls in play by tossing them one at a time upward, so they will land in different directions in the room. The players, as opportunity avails, without leaving their places on the floor, try to catch a ball and toss it in the same way to some other player. It is not permissible to throw the ball at another player; it must always be tossed in the air. Any player who does not catch the ball, but instead is touched by it, is "dead" (out of the game), and must sit down. Each player tosses the ball upward in some new direction as soon as he receives it. This play continues until only one player remains standing, who is considered the winner.
DODGEBALL
This is one of the most popular gymnasium or playground games. It is here described first for an informal game; then in three forms for an athletic contest, the latter as developed by Mr. William A. Stecher; and lastly, for use in the schoolroom. Forms II, III, and IV are for match games.
I. Dodgeball (informal; players not in teams).
II. Circle Dodgeball (one team forming a circle, the other team standing within).
III. Double Dodgeball (two teams in a three-court field).
IV. Progressive Dodgeball (three teams in a three-court field, changing courts at the end of each inning).
V. Schoolroom Dodgeball.
DODGEBALL
(Informal)
10 to 60 players.
Playground; gymnasium.
Basket ball.
This game is a very popular gymnasium or playground game. An informal mode of play is here described. For match games between competing teams more strict athletic procedure is necessary, and three such forms of the game follow.
The players are divided into two even groups. One group forms a circle (this need not be marked on the ground). The larger the circle the more sport in the game. The other group stands within the circle, scattered promiscuously. The object of the game is for the circle men to hit the center men with a basket ball, the center men dodging to evade this. They may jump, stoop, or resort to any means of dodging except leaving the ring. Any player hit on any part of his person at once joins the circle men. The last player to remain in the center is considered the winner. The groups as originally constituted then change places for the next game, the center men becoming circle players and the circle men going to the center.
There is no retaliatory play of the ball by the center players; they merely dodge it. The ball is returned to the circle either by a toss from a center man or by a circle man stepping in for it if it should not roll or bound within reach. When two center men are hit by one throw of the ball, only the first one hit leaves the center.
CIRCLE DODGEBALL
10 to 60 players.
Playground; gymnasium.
Basket ball.
GROUND.—A circle is drawn on the ground. For practice play, a temporary marking may most quickly be made by the players forming a circle, dropping hands, and each player then marking the arc of the circle in front of himself, joining it to those of the adjacent players. For match games the circle should be marked in advance and should be accurate, and measure thirty-five feet in diameter.
TEAMS.—Any number of players may take part. They are divided into two equal teams, one of which stands around and outside of the circle; the other team is grouped promiscuously within the circle. There are no officers of the teams, but for match games a referee is necessary, who should also act as score keeper.
OBJECT OF GAME.—The object of the game is for the outer or circle team to hit the players of the inner team with a basket ball, any player so hit being "out" and having to leave the game. With one slight exception, explained farther on, only the inner players score, and this on the basis of the number of players left in the circle when time limits are called. There is no retaliatory play from the inner team.
START.—The game starts on a signal from the referee with the ball in the hands of the outer circle. The referee blows his whistle for play to cease whenever an inner player is fairly touched with the ball, and again for play to resume. He also signals for time limits explained under "Score."
RULES AND POINTS OF PLAY.—The players in the outer team must not step within the circle when throwing. A center player hit by such a throw is not out.
A ball that does not hit a center player is usually recovered by the outer circle by rolling or otherwise making its own way to the opposite side of the circle. If a ball remains in the circle or rebounds into it, one of the outer team may run in to get it. He may throw it while within the circle to one of his teamsmen who is in place outside the circle; or he may return with it to his own place and throw from there; but he may not throw at one of the inner players while himself within the circle.
The inner team does not play the ball: it only dodges the ball. Any tactics may be used for this except leaving the ring. The dodging may be done by stepping quickly in one direction or another, by twisting, stooping, jumping, or any other methods that suggest themselves.
A player of the inner team hit on any part of his person or clothing by a ball is out. This may be either from the ball on the fly or on a bounce, or rolling. Only one player may be put out for one throw of the ball. Should two players be hit by one throw of the ball, the first one touched by the ball is the one to go out. When a player is hit, the referee blows his whistle, the play ceases, and the player hit quickly leaves the circle. The referee blows his whistle again for the play to resume; but should the hit player not then have left the circle so that he may be hit a second time, such a second hit scores one point for the opponents.
SCORE.—The game is played in two halves of ten minutes each, the teams changing places at the end of the first half. The main scoring is done by the inner team, which scores one point for each player left within the circle at the end of its half. The only other scoring is by the outer team whenever a player is hit a second time before leaving the circle, each such hit scoring one point for the throwing party.
The team wins which at the end of the second half has the highest score from these two sources together.
The game as here given was developed by Mr. William A. Stecher.
DOUBLE DODGEBALL
20 to 60 players.
Playground; gymnasium.
Basket ball.
The game is played by two opposing teams in a three-court field, instead of by three teams in such a field as in Progressive Dodgeball. One team takes its place in the center court, and the opposing team is equally divided, one half going to each of the end courts. The teams must be of equal numbers, and for match games have sixteen players on each.
The game is played in two halves of ten minutes or less each. At the end of the first half the teams change courts.
The rules for play are exactly the same as for Progressive Dodgeball. The main difference in the games is in the smaller number of opponents in the end courts.
This game was devised by Mr. William A. Stecher
PROGRESSIVE DODGEBALL
15 to 100 players.
Playground; gymnasium.
Basket ball.
GROUND.—The ground is divided into three equal courts, each 30 x 30 feet. The end courts may be shorter if full space be not available.
TEAMS.—The players are divided into three equal teams, which for convenience may be designated by colors, Red, White, and Blue. There are no officers for the teams, but one referee for the game, who should also act as score keeper, is desirable, and for match games necessary. At the opening of the game the two outer teams line up, each on its inner boundary line, each player standing with one foot on the line. The center team is grouped promiscuously near the middle of the center court. The teams change courts at the end of each inning, and the formation or line-up just described is resumed at the opening of each inning.
OBJECT OF THE GAME.—The game consists in hitting players with a flying ball (not a bounce), any player so hit being out and leaving the field. For this purpose the two end teams play against the center team (but not against each other); and the center team also plays the ball in a retaliatory or aggressive game, trying to hit players on either of the end teams.
START.—The game is played in three innings, each of five or more minutes' duration. Each inning begins with the teams in the formation shown in the diagram and described under "Teams," except that the different teams will be in different courts for each inning.
The referee puts the ball in play by tossing it to the center team (say the Whites, as shown in the diagram), and at the same time blows his whistle as a signal for the game to open. The referee also blows his whistle whenever a player is hit so as to be out (i.e. hit by a ball "on the fly," not on a bounce). The hit player at once leaves the field, and play is resumed by the referee's whistle and tossing of the ball to the center team as at the beginning. The referee also calls time for the close of innings. After the ball has been put regularly in play, teams may only secure the ball when it is "dead," i.e. when it has not just been played by an opponent, but has stopped, rolled, or bounced into its own court.
RULES AND POINTS OF PLAY.—After the referee has put the ball in play by tossing it to the center team, the player catching it runs to either the left or right boundary line of his field and throws the ball at one of the opposing players (Red or Blue). These players, meanwhile, immediately upon hearing the whistle to start, should have run toward the rear of their respective courts to lessen the chances of being hit. Should the White player succeed in hitting a player on the Red or Blue team, the referee's whistle is blown, the hit player leaves the field, and the game starts over again as at the beginning. Should the White player fail to hit one of the opponents, the latter try, in turn, to secure the ball before it rebounds or rolls back into the center court. The player who gets it either runs up to the boundary line and throws at the Whites, or passes the ball to some other player of his own team who does this. The Whites naturally scatter to the farther boundary line of their court to avoid being hit. Should the ball fail to hit a White player, it is most likely to go entirely across to the Blue court, where one of the Blue team should catch it, and in turn try to hit the Whites.
The end teams (in this case Red and Blue) play against the center (White), but not against each other. The center team plays against both end teams. Thus, a player in either of the end teams may be hit by a player on the center team, but it is not a part of the game for these end teams to try to hit each other. A ball thrown by either end team across the center court may be caught, however, by a player on the opposite end.
A player is not out if hit by a ball that rebounds, whether from the floor, another player, a wall, or any other object.
A player is not out if the thrower of the ball overstepped the boundary lines while throwing.
The only kind of a hit that puts a player out is one from a ball "on the fly" thrown from behind a boundary line.
Players may dodge in any way they choose, but a hit from a flying ball on any part of the person or clothing puts a player out.
At the close of each inning (of five or more minutes) the teams progress or change courts in regular order, from right to left. That is, the Blue team moves to the center, the White team to the left court, and the Red team to the right court. For the third inning another change is made in the same direction, the Reds going to the center, the Blues to the left court, and the Whites to the right court. Thus, in the three innings each team will have played in each court.
When a new inning is started and the teams change courts, all players who have been hit and are out return to their teams. Each inning begins, therefore, with full teams.
SCORE.—A score is made for each team for each of the three innings, and consists of a count of the players who have been hit (put "out") during the inning. The team wins which at the close of the three innings has the smallest score; that is, has had the smallest number of players hit.
It adds much to the interest of a game to have the score posted on a bulletin in sight of the players. But whether on a bulletin or card, the accompanying form is desirable.
This game was devised and developed by Mr. William A. Stecher.
SCHOOLROOM DODGEBALL
10 to 60 players.
Gas Ball.
The players are evenly divided into two teams. One team takes its place around the outer edge of the room; the players of the other team scatter through the aisles or seats, which latter should be turned up if possible. The outer team tries to hit the inner team with the ball, any player so hit taking his place in the outer team and joining in its play. The player who remains longest in the center is considered to have won.
Only a hit from a ball on the fly counts. A hit from a bounce does not put a player out. If a ball touches any part of the clothing or person, it is considered a hit. If two players are hit by the same throw, only the first one hit is considered out. Players may dodge the ball in any way. The ball is returned to the circle players by a toss from one of the inner team, should it be out of reach of any player of the circle team.
If desired, the hit players may leave the game instead of joining the outer circle. This leaves the teams intact, and each then keeps a separate score.
If successive games be played, the teams change places, the inner players going to the circle, and vice versa. The game may then be played in innings if desired, each team to be given three minutes in the circle. One point is then scored against a team while in the center for every player hit, and the team wins which has the smallest score at the end.
DOUBLE CORNER BALL
14 to 100 players.
Gymnasium; playground.
2 basket balls.
This game is one of the comparatively few in which a large number of players may be kept actively engaged at the same time. The game was developed by Miss Caroline M. Wollaston of New York City, through whose kindness it is here given. There are practically two games going on at once, in which each player participates in rotation.
GROUND.—The ground for this game should be outlined in a square measuring about forty by forty feet. In each corner is marked a small goal, the two goals at one end belonging to one team, say the Blues, and the two goals at the other end belonging to the opposing, or Red, team. Near the center are marked two small circular goals for the throwers of the different teams. The thrower for the Red team stands in the center goal farthest removed from the red corners; the thrower for the Blue team in the goal farthest removed from the Blue corners.
Two basket balls are needed for the game.
TEAMS.—Any number of players, from fourteen to one hundred, may play. These are divided into two teams. While it is advisable to have the two teams even in numbers, an odd player may be assigned to either team.
Each team chooses its own captain. Each captain selects two goal keepers, players who can jump and catch well being best for this position. These two goal keepers are assigned to goals at the same end of the ground, each being guarded by guards from the opposite team. If desired, a halt may be called during the game, and the goal keepers changed for others designated by the captain. This is sometimes desirable to rest players filling this arduous position, and sometimes for the purpose of distributing among the players opportunities for this kind of play.
The remaining players are guards, and are divided by the captain into two parties, one for each of the opponents' corner goals. The following method has been found to work quickly and well for this purpose: The captain lines up his players and numbers them, taking any number that he chooses for himself. Those having odd numbers are sent to guard one goal, and those having even numbers to guard the other goal. Each guard should remember well his number, as there is a constant rotation of players according to number.
OBJECTS OF GAME.—The first object of the game is for a thrower on the center base to throw a ball to one of the corner goal men of his own team; each ball so caught by the goal keeper scores. One very distinctive feature of this game is the fact that each guard becomes, in turn, thrower for his team.
Another object of the game is for the guards to prevent the corner goal men from catching the ball. This is not only for defensive play, to prevent the opponents from scoring, but has a positive value, there being a separate guard score, each ball that a guard catches and holds scoring for his team. This scoring for catches by the guards has the advantage of calling for especially active work from the guards, with much jumping in it, and leads to skillful play for catching the ball so as to hold it instead of merely touching it.
START.—The game starts with Number One of each team in his respective throwing base in the center, the guards being disposed in one or two ranks around the goals they are to guard. Each center baseman holds a ball, which he puts in play at the referee's whistle, or other signal, by throwing to one of the corner goal keepers of his team.
Each guard, as he becomes thrower, throws only to the corner on his side of the field. For instance, the guards bearing odd numbers being on the right side of the field, when player Number One throws from the center base, he will throw to the corner man on the right. Similarly, when player Number Two takes his turn at the throwing base, he will throw to the corner goal on the left-hand side of the field, as his party of guards are stationed at the left-hand side.
RULES AND POINTS OF PLAY.—The game opens with guard Number One in the center base, ready to throw the ball to the corner. Each thrower has but one throw at a turn, whether it be successful or not. Immediately that a thrower has tossed the ball, he steps back to his place among the guards, and the guard bearing the next number steps into the throwing base. The players must keep their own watch for turns to do this, and each should therefore observe at the opening of the game which guard bears the number next before his. This will be a player in the opposite division of guards of his team, as the odd numbers are guarding one corner and the even numbers another.
When each player of a team has thrown from a center base, the numbers begin over again in regular rotation. Thus, if Number Sixteen be the last thrower, Number One follows him.
Whoever catches a ball thrown to a corner, whether it be the corner goal keeper or one of the guards surrounding him, throws the ball immediately back to the center base, supposedly to the next player, who should have stepped at once to the base when the previous thrower left it. Should this next player not have reached the center base in time to catch the ball, he picks up the ball and throws it to the proper goal keeper; but it behooves a player to be at the center base in time to catch a ball returned from a corner, because every such catch scores.
A ball caught on the center base is, of course, a return ball from the corner to which a predecessor threw it, and must be a fair throw, whether sent by one of the opponents' guards or his own goal keeper.
It may make clearer the rotation of the play to illustrate as follows: The game opens with Number One ready on the center base belonging to his team. His group of guards, that is, those bearing the odd numbers, are guarding the corner behind him on the right-hand side of the field. He therefore throws the ball on the referee's signal to the corner goal keeper for his team at the opposite end of the ground on the right-hand side. Immediately that he has thrown the ball, he steps back among his group of guards bearing the odd numbers, and Number Two of his team, who belongs to the group of guards on the left-hand side of the field, steps forward at once to the center base. Meanwhile, the ball may have been caught by the goal keeper to whom it was thrown, or by one of the guards surrounding him. It is at once tossed back to the center base from which it came, and Number Two guard should be there to catch it.
Number Two then throws the ball to the goal keeper for his team on the left-hand side of the ground. Whoever catches it at once throws it back to the same throwing base, and Number Three should be there to receive it, Number Two having returned to the ranks of his guards. So the game goes on, the guards each taking a turn at the throwing base, and each throwing the ball to the corner goal keeper on his side of the field.
Meanwhile, the same sort of game is being played by the opposite team, two balls being in play at once, and each guard taking part in each game for each team, according as he is guard around an opponent's corner goal or a thrower from the center base to his own goal men.
Each goal keeper and thrower must keep one foot in his goal or base. It is thus permissible for a goal keeper to step out of his goal with one foot, or lean far out of the goal to catch the ball. Of course the best kind of a throw to a goal keeper is a high curved ball that will go over the heads of the guards and fall within his goal. No guard may step within the goal he guards.
Violation of the rules about overstepping territory constitutes a foul, and scores for the opposing team.
Very alert and rapid play is needed to make this game a success. As one team (Blues) may play faster than the other (Reds), it is not necessary that Number Six of the Red team and Number Six of the Blue team, for example, should be on the center throwing bases at the same time. The two games go on independently of each other.
FOULS.—The overstepping of boundaries in ways not allowed by the rules score one for the opponents.
SCORE.—A goal keeper scores one point for his team every time that he catches a ball which has not been touched by one of the guards around his goal. A ball caught by a goal keeper after being touched by a guard does not score.
In addition to the score made by goal keepers, a guards' score is kept, each player counting the number of balls he catches and holds, no matter where he be standing, whether in his position as guard or in the center base from which he is to be thrower. Such a catch by a guard scores one point, the guards reporting their points at the end of the game. Touching the ball does not score under any circumstances. It must be caught and held.
Fouls score for opponents, as stated under "Fouls."
The score for the game for either side is the sum of all of the balls caught, according to the above rules, by the goal keepers and guards on that side. The game is usually played on time limits of from twenty to forty minutes.
For experienced players, scoring by guards may be omitted if desired. The particular object of this feature is to encourage guards to expert work in catching the ball, instead of merely interfering.
DOUBLE DODGEBALL
(See Dodgeball)
DRIVE BALL
10 to 30 players.
Playground; gymnasium.
Basket ball; volley ball.
This is one of the most interesting games for players beginning to care for team work. The writer has known some boys to play the game persistently for several seasons in succession.
GROUND.—A court measuring from thirty to fifty feet in length by twenty to thirty in width is divided into two equal parts, forming two courts, each of which should be a little wider than it is long. A goal about two by four feet is marked in the center rear of each court, within the boundary lines. It facilitates the game if the end of each court may be a wall or fence, and thus make sort of a backstop behind the goal.
Each court has bases marked at even distances over its surface, wherein the different players stand. These may be marked simply as a cross for a footmark, or a small circle or square. There is no particular arrangement for these, the only object being to scatter the players, no mass play being allowed in the game.
PLAYERS.—The players, of no stipulated number, are divided into two equal teams. Each team appoints a captain, who stands at the middle of the dividing line and is responsible for the discipline of his team; a goal guard, whose duty it is to keep the ball from the goal and who stands in the goal; and from six to twelve players, each assigned a certain spot marked as his territory and from which he may not move more than two feet.
OBJECT OF GAME.—The object of the game is to throw the ball into the opponents' goal.
START.—The ball is put in play by being placed on the ground at the center of the dividing line between the two captains. At a signal from an umpire, each captain hits the ball with his fist. The ball is thereafter kept moving rapidly back and forth from one court to the other, hit always with the fist. After being caught or otherwise stopped, it should be bounced or thrown from one hand and hit with the fist.
RULES.—No player may move more than two feet from the base assigned him. At no time may players do mass work. Whenever a goal is made, the ball is again started from the center by the two captains. The goal guard may not step out of the goal, even with one foot. The ball must always be hit with the closed fist.
FOULS.—It is a foul to kick the ball; to hold it; to throw it with both hands or in any way except by batting with the closed fist; it is a foul to cross the dividing line. Each foul scores one point for the opposing team.
SCORE.—Whenever a ball touches the ground inside of a goal, it scores two for the batting side. Fouls count for the opposing side, as above stated. The game is played in three rounds of fifteen minutes each, with a rest of five minutes between. The teams change courts for successive rounds. The team wins which has the highest score at the end of the third round.
EMPEROR BALL (See Captain Ball—IV)
END BALL (See Appendix)
FIST BALL
6 to 30 or more players.
Playground; gymnasium; parlor.
Volley ball; basket ball; gas ball.
This game is very similar to Volley Ball, but differs from that game in the fact that the ball is hit with the fist instead of the open hand; that the ball may bound on the ground; and that the general rules are simpler. For large numbers two balls may be used, as described at the end.
GROUND.—The ground should be, if possible, one hundred feet long and sixty feet wide, with clearly defined boundaries. Across the center of the ground a rope or cord is stretched, head high, which divides the ground into two equal courts. If desired, each court may be divided into small squares, one for each player, to prevent mass play.
PLAYERS.—The players are divided into two equal teams, each of which scatters promiscuously over the court unless assigned to squares as described above. The players in each team should be numbered consecutively to facilitate rotation in serving. One officer will be needed to act as umpire and scorer.
OBJECT OF GAME.—The object of the game is to send the ball back and forth across the stretched cord, striking it only with the fist. The game is defensive; that is, the scoring is done by one party when the opponents fail to return the ball or to keep it properly in play.
START.—The ball is put in play by a regular serve at the opening of the game, after each point scored, and after going out of play. The players take turns in serving for their team, being numbered before the game opens. The sides alternate in serving after a score.
The player who serves the ball should stand at a central point ten feet from the dividing line, and may serve the ball in two ways. He may bound it and bat it with the fist over into the opponents' court, or he may hold it above his head, let go of it, and as it falls serve it with his fist. The ball must go over the line to be in play. Should a server fail in this, the ball must be handed to the opposite side, which then has a trial. After a ball has otherwise gone out of play, it is served anew by the side responsible for the failure.
RULES AND POINTS OF PLAY.—The ball must cross into the opponents' court above the cord to score or be properly in play.
A ball to score its highest (two points) must be returned after a serve without bounding, although any number of players may hit it or keep it in the air before sending it back over the line. A ball may bound once before being returned and score less (one point). It is out of play if it bounds twice without being hit between the bounds.
Several methods of play are permissible, but the rule is invariable that the ball must always be hit with the closed fist, and always from underneath, except for sending it across the line. It must reach the opponents' court from a blow and not from a bound. Either fist may be used in striking a ball, but never both at once. A player may "dribble" the ball in the air before batting it over the line to the opponents; that is, he may keep it in the air by hitting it from underneath with his closed fist ("nursing" it) until he is prepared to bat it with his fist. A ball hit with the forearm is considered properly in play except for a service. Several players on one side may play on the ball before sending it into the opponents' court. In doing this the ball may bounce once after every time it is hit with the fist.
A ball is out of play (1) when it passes under the line or touches the line; (2) when it touches the ground twice in succession without being hit between the bounds; (3) when it touches the ground outside the boundaries from a blow; (4) when it bounds out of boundaries. Whenever a ball is put out of play in these ways, it is sent back to the side responsible for the failure, and they must put it in play again.
Whenever a side scores a point, the ball must again be put into play with a regular serve, the sides taking turns in this, and each player on a side serving in turn.
SCORE.—The score is made by both sides and is for returning the ball. If returned to the opponents without touching the ground, it counts two points for those returning it. A ball which touches the ground once before being hit back over the line scores one point. The game consists of twenty-five points.
After each game the two sides exchange courts.
FOR LARGE NUMBERS it is very desirable to have two or more balls in play at once. They are served simultaneously from opposite sides of the ground, at the opening of the game. There should be one score keeper for each ball.
FOR THE PARLOR.—This game may be played in the parlor with a light gas ball measuring four or five inches in diameter, or with a child's gas balloon. The same rules apply as in other forms of the game.
FOOTBALL TAG
5 to 30 or more players.
Playground; gymnasium.
Football.
Each of the players has three points at the beginning of the game. The players are scattered promiscuously over the ground or gymnasium. One player, who is It, has a football which he kicks lightly toward any other player, the idea being to tag some other by mere touch of the ball. Any one so touched or tagged by the ball loses one of the three points with which he started, and also becomes It, trying in turn to kick the ball so it will tag one of his fellows. There are no restrictions as to the moving about of players to evade the ball. The latter must not be touched with the hands, nor may it be kicked higher than the chests of the players. Any one infringing these rules loses one point for each offense, and remains It until he successfully tags some one according to rules. Any player who loses his three points is out of the game, and the player wins who remains longest in the field.
HAND BALL DRILL
(Preliminary Ball)
1 to 100 players.
Playground; gymnasium.
Hand ball; bean bags.
When little children first begin to handle a ball the size of an ordinary hand ball, the acquirement of skill in tossing and catching is not altogether easy. Experience with such children has shown that some preliminary drill is very desirable as a preparation for the ball games. This drill may itself be done in the play spirit and made very interesting.
The various movements described may be general (by the class in unison) in time to music or counting; or they may be done individually or with partners as indicated, irrespective of the time in which other individuals or partners are working.
In the latter method the play may be competitive, the pupils counting the number of times in which they bound or toss or catch without missing, the one reaching the highest number winning.
It will be noted that the drill seeks to cultivate equal skill of both hands. This is very desirable in many games and should be done aside from any theories as to the value of ambidexterity.
I. HAND BALL DRILL (ELEMENTARY)
A. BOUNDING
INDIVIDUAL PLAY
1. Bound, and catch with both hands, palms upward.
2. Bound, and catch with one hand (right, then left), palm upward.
3. Bound, hit to rebound once, and catch with one hand (right, then left), palm upward.
4. Bound, and catch with one hand (right, then left), the palm downward in catching ("dog snack").
5. Bound, hit to rebound twice, or more times, and catch with one hand (right, then left).
WITH PARTNERS
(If there be many players they may stand in long ranks facing each other for these drills, or in separate couples scattered promiscuously over the ground. In either case they should begin with a comparatively short distance, say of three feet, between partners, and gradually increase the distance.)
1. Bound to partner, who will catch with both hands.
2. Bound to partner, who will catch with one hand (right, then left), palm upward.
3. Bound to partner, who will catch with one hand (right, then left), palm downward.
4. Bound to partner, who will return ball by hitting it for a rebound without catching it. This may be kept up between the two indefinitely.
B. TOSSING
INDIVIDUAL PLAY
1. Toss, and catch ball with both hands.
2. Toss, and catch with one hand (right, then left), palm upward.
3. Toss, and hit it to retoss in the air without catching (right hand, then left), palm upward.
WITH PARTNERS
1. Toss ball to partner, who will catch with both hands.
2. Toss ball to partner, who will catch with one hand (right, then left), palm upward.
3. Toss ball to partner, who will catch with one hand (right, then left), palm outward ("dog snack").
C. BOUNDING AGAINST WALL
INDIVIDUAL PLAY
1. Throw ball upward against a wall, allow it to bound once, and catch with both hands.
2. Throw ball against wall, bound once, and catch with one hand (right, then left), palm upward.
3. Throw against wall, bound once, and catch with one hand (right, then left), palm downward.
4. Throw against wall and catch without bounding on the ground with one hand (right, then left), palm upward.
5. Throw, and catch without bounding on ground, with one hand (right, then left), palm outward.
WITH PARTNERS
1. Repeat the above throws against the wall, the partner catching in each case as designated in the list.
II. HAND BALL DRILL (ADVANCED)
A. TOSSING
INDIVIDUAL PLAY
1. Toss or throw the ball straight upward as high as possible; catch it in one hand (right, then left), with palm upward.
2. Toss or throw the ball straight upward as high as possible; catch it in one hand (right, then left), palm outward ("dog snack").
3. Hold out one arm, say the left, straight in front at shoulder level; holding the ball in the right hand, swing the right arm outward in a full circle; toss the ball upward from under the outstretched arm, and catch with the hand that threw, palm outward.
4. Repeat this throwing with the left hand, holding out the right.
5. Toss the ball sideways over one's own head, and catch on the opposite side. This is done as follows: Holding the ball in the right hand, swing the right arm out sideways, and from about shoulder level toss the ball over the head toward the left side. Catch it on the left side near shoulder level with the left hand, palm upward or outward.
6. Reverse, tossing from the left hand and catching with the right.
7. Toss the ball under the upraised knee as follows: Holding the ball in the right hand, raise the right knee upward, bent at an angle, swing the right arm in circle outward, and toss the ball upward from under the knee; that is, from the inner side of the leg; catch with the hand that threw, palm outward. Repeat with the left hand and knee.
8. Throw the ball upward behind the back, so that it comes forward over the opposite shoulder, as follows: Holding the ball in the right hand, circle the right arm outward, bend the arm behind the back, toss the ball upward over the left shoulder, and catch it over the head or in front with the hand that threw, palm outward. Reverse, using the left arm and throwing over the right shoulder. When this is first tried the ball may not be thrown very high or very well as to direction; but it is a fascinating throw to practice and may soon be done with a high toss and very accurately.
HAND FOOTBALL
10 to 30 or more players.
Playground; gymnasium.
Basket ball.
GROUND.—The ground should be marked off with boundary lines, which should inclose a space at least fifty feet long by twenty or twenty-five wide. For expert players a much larger ground is desirable. Ten feet from the rear boundary line at either end of the field, another line is drawn, on which the players line up.
PLAYERS.—The players are divided into two equal teams, each of which selects a kicker for the ball. There should also be one leader who serves for the two teams. The kicker for each team stands five feet within his half of the ground measuring from the center, and should be halfway between the two side boundary lines. The rest of the players for each team line up on the line previously designated for that purpose. The leader stands at one side of the field near a boundary line.
OBJECT.—The object of the game is to kick the ball over the heads of the opposing team.
START.—The leader puts the ball in play by throwing it so it will touch the ground between the two kickers. Both kickers at once run for the ball and try to kick it over the heads of their opponents.
RULES AND POINTS OF PLAY.—The players on the line-up may intercept the ball only with their hands. They may not grasp or kick the ball, but merely bat it with the hands. At no time may they leave their places on the line.
SCORE.—A point is scored whenever a kicker succeeds in sending the ball beyond his opponents' line-up. Players then exchange fields for the next round. Ten points win the game.
HOME RUN
10 to 60 players.
Schoolroom.
Gas balls or bean bags.
Arrange the players so that all the rows are filled and the same number in each row. No. 1 in each row has a bean bag or ball, and at the word "Start!" stands and throws the bag or ball to No. 2, who also stands at the word "Start." No. 2 throws it back to No. 1 and sits down while No. 1 throws the ball to No. 3, who stands up as soon as No. 2 is seated. No. 3 throws it back to No. 1 and the game continues until No. 1 has thrown the ball to the last player in the row. When No. 1 receives the ball from the last player, he lays it down on the desk and runs to the seat of the last player, while all players move up toward the front one seat. No. 2 in the row then becomes No. 1, and tosses the ball as his predecessor did. The game continues until the original No. 1 reaches his original place and calls "Home run!" thus scoring a point for his row and starts again. The row scoring the most points during fifteen minutes becomes the winner.
This game was originated by Miss Amy A. Young of Cleveland, 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.
LINE BALL
10 to 60 or more players.
Schoolroom.
Gas balls; bean bags.
For this game a line should be drawn on the floor across the front of the schoolroom, a short distance in front of the blackboard. One player from each row of seats takes his place toeing this line. Another line is drawn at the front of each aisle even with the edge of the front desks. The game consists in a tossing of the ball from the leader on the forward line to different players, who take their places in turn on the line at the head of the aisle. Each row of seats should contain an even number of players, as the different lines compete with each other.
The first players in the rows rise from their seats on a given signal, toe the line at the head of their aisle, and catch the ball, which should be tossed to them immediately by the leader who stands opposite. This player quickly returns the ball to the leader by means of another toss, and sits down at once. His sitting is a signal for the player next behind him to run forward to the line, catch the ball from the leader, toss it back to the leader, and reseat himself. This continues until every player in the line has caught and returned the ball, when the leader should return to his seat and hold the ball up at arm's length, as a signal that his line has finished. The line wins whose leader is the first to do this.
For a more advanced form of this game, see Home Run.
LINE CLUB BOWLS (DOUBLE)
(See also Line Club Bowls (Single); Center Club Bowls; Circle Club Bowls.)
2 to 60 or more players.
Playground; gymnasium; schoolroom.
Hand ball; bean bag; Indian clubs.
This game is like Single Club Bowls, except that the object of the play is to pass the ball or bean bag between a pair of upright Indian clubs, instead of trying to knock one over.
If there be a few players, one pair of clubs is set up for each player, with an interval between them two inches wider than the diameter of the ball that is used. At from ten to twenty feet from the clubs a line is drawn on which the players stand to throw. The players slide the bag over the floor or roll the ball; all play at once, each player scoring one if his ball or bag goes between the clubs without knocking them over. The clubs are then put in order if displaced, the balls or bags gathered up, and the players return to the starting line and bowl again.
The player wins who first scores twenty-five or fifty, as may be determined before the game opens.
Where there is a large number of players, the same form of play is used with the players in relay formation; that is, they should be divided into groups of equal numbers, each group lining up in single file before the starting line, and each member of the group bowling in turn.
The group or team with the highest score when all have bowled wins.
LINE CLUB BOWLS (SINGLE)
(See also Line Club Bowls (Double); Center Club Bowls; Circle Club Bowls.)
2 to 60 or more players.
Playground; gymnasium; schoolroom.
Basket ball; hand ball; bean bag; Indian club.
This game differs from Double Club Bowls only in the object of the play. In Single Club Bowls the object is to knock over one Indian club which stands alone. In Double Club Bowls the object is to bowl the ball or bean bag between two upright Indian clubs without knocking them over.
Any kind of ball or bean bag may be used for this game. If there be few players, one Indian club is set up for each player, all clubs being widely separated and on a given line. At from ten to thirty feet from this club line a second line is drawn, on which the players must stand to play. The players all slide the bag over the floor or roll the ball, at once, each player scoring one when he knocks over his Indian club. The clubs are then replaced, the balls or bags gathered up, and the players return to the starting line and bowl again.
The player wins who first scores twenty-five or fifty, as may be determined before the game opens.
Where there is a large number of players, the same form of play is used with the players in relay formation; that is, they should be divided into groups of equal numbers, each group lining up in single file before the starting line, and each member of a group bowling in turn for the club. After each player has bowled, he should replace the club and bring back the ball or bean bag to the next player. In this form of the play it is not necessary for the different rows to throw simultaneously, unless that be desired as a question of order or to facilitate the scoring. The row or team which makes the highest score wins.
LINE ZIGZAG
(See Zigzag Games.)
MOUNT BALL
10 to 100 players.
Playground; gymnasium.
Basket ball; hand ball.
This is a game of ball played by half of the players while mounted on the backs of the other players. It is therefore desirable that the players be paired off so that the two in each pair should be of nearly equal weight and size.
The players form a circle in pairs. To do this they line up two abreast, each with his selected partner. This double line then marches in circle, halts, and faces inward. This will form two concentric circles. There should be considerable space between couples; in other words, the circle should be rather large in comparison with the number of players. It is then decided by a toss-up or otherwise which of the two circles shall first be "ponies" and which shall be riders. The ponies bend forward from the hips, pressing their hands against the knees, or thighs just above the knees. The knees should be stiff, not bent. The backs are thus bent forward and the riders mount, straddling the shoulders of the players who are ponies.
The ball is put in play by being tossed from any player to another, and the game consists on the part of the riders in trying to keep the ball in as active play as possible in a simple game of toss and catch, and on the part of the ponies in trying to prevent the catching of the ball. To do this the ponies must grow restive and turn around in any way they see fit, but must not lose their general places in the circle.
When a rider fails to catch a ball, all of the riders must at once dismount and run in any direction; the pony belonging to the rider who missed the ball picks up the ball immediately, and as soon as he has it calls "Halt!" All of the riders must then stand still, and the player who holds the ball tries to hit his recent rider. The rider aimed at may try to evade the ball by stooping or jumping, but must not otherwise leave his place on the floor. During this part of the play the other ponies remain in their position in the circle, so that the one who is throwing the ball will not confuse them with the riders. If the player (pony) who throws the ball at his dismounted rider succeeds in hitting him, all of the ponies and riders exchange places, the riders becoming ponies and the former ponies mounting them. If the player aiming the ball at his dismounted rider does not succeed in hitting him, the riders remount and the game goes on as before.
It is not permissible for a rider to hold a ball at any time, no matter how difficult his position at the moment may be; he must toss it at once. It is well to have a leader, whether one of the players or not, who watches for mistakes, gives the commands to mount and dismount, and announces misses and hits.
This game was played by the ancient Greeks, and is found in various forms in many countries. It is needless to say that it is one of the more strenuous games. When properly played it contains great sport.
NINE-COURT BASKET BALL
18 to 60 players.
Playground; gymnasium.
Basket ball.
This is one of the comparatively few games that gives a large amount of activity to a large number of players playing at the same time. The game as here given is the invention of Miss Cora B. Clark and Miss Caroline M. Wollaston of New York City, by whose kind permission the game is here printed. It has proven to be a most popular and interesting game.
GROUND.—The playground or court should measure about forty by forty feet in outside dimensions, the basket ball goals being placed at the usual height (ten feet) on opposite sides of the court. One basket belongs to each team. For instance, the teams are designated as Red and Blue; one basket belongs to the Red team and the other to the Blue team. The ground is then further divided into nine even squares. This may be done in any of the usual lining methods as described on page 301. The small squares are numbered in consecutive order around the outside, starting in one corner; the ninth one is in the center. When players are learning the game it may be advisable to mark these numbers on the ground, but for players familiar with the game this may be dispensed with.
TEAMS.—While from eighteen to sixty players may play this game at once, eighteen makes the best playing number. Where there is a larger number it may be found best to divide them into two sets, each set to play for ten minutes and then give place to the other, and so on alternately.
The players are divided into two teams, each with a captain. The teams are chosen by the following method:
The players are lined up according to height and either by marching (one to the right and one to the left) or by numbering off (the even numbers stepping out of the line) are divided into two files standing side by side. Each file constitutes a team, and each member of a team is paired off with the opponent standing in the file beside him. By this method the two opponents forming a couple are of practically equal height.
The couples are numbered as they pair off, the number indicating to which court they shall go for the opening of the game. Thus, couple Number One will go to the small court marked 1, couple Number Two to the court marked 2, etc. Should there be more than nine couples, the tenth couple will go to court number 1, the next couple to court number 2, etc. Usually only one or two couples go to each small court, but sometimes three or four couples must be so assigned, to accommodate a large number of players. Where there are so many, however, it will be found best to divide the number into halves, one half playing at a time, as previously mentioned. Should there be an odd player (without a partner), he is placed in the center court (number nine), and remains there throughout the game. A good leader, however, will see that some player changes off with this odd individual during the game.
It will thus be seen that each court contains an equal number of players of each team. For instance, if there be but two players in a court, one of them belongs to the Red team and the other to the Blue team. If there be four players in the court, two of these belong to the Red team and two to the Blue team, etc.
OBJECTS OF THE GAME.—The objects of the game for each team are, (1) to throw the ball into its own basket; this may be done from any court in the diagram; and (2) to prevent the opponents from putting the ball into their basket.
One of the marked characteristics of this game is the constant change or progression in the position of players, as every time that a goal is made with the ball the players all move to the next square or small court. This is done in order to give each player an opportunity to play from all positions on the field. This makes all-round players, and gives the retiring, less aggressive ones a fair share of the play. It also prevents certain players having the most desirable positions throughout the game.
START.—The game is started by the teacher or referee tossing the ball in the air between two opposing players in court nine, each facing his own basket. Each player tries to send the ball toward his own basket, others playing upon the ball immediately.
RULES AND POINTS OF PLAY.—The ball may be thrown for a basket from any of the courts. In other words, it is not necessary for the ball to be passed to a player in court two to be thrown for the red basket, or to court six in order to be thrown to the blue basket, though that may be a desirable play. Experience has shown, however, that when a player on the Blue team is standing in one of the courts farthest away, even in court two, it is not usually wise to throw to court six by way of the center (court nine), as too much massing of players results. The Blue team player in court two will often find it better to throw the ball to a player of this team in court one or three, and so on around the outer edge to court six; although there is no rule to prevent throwing the ball wherever a player pleases. As a general rule, the more zigzag the path of the ball, the more open the game. Short passes make a better game than long ones.
Players must remain in their own small courts except when progressing. It is optional, however, whether any penalty shall be attached to momentary stepping over the lines between small courts in the excitement of rapid catching and passing. This point should be decided before the game opens, and would probably be used only with experienced players. No player may step over the outer boundary lines, except to get the ball when it goes afield. A throw for a basket made with even one foot outside of the outer boundary lines is a foul.
Guarding is done by holding the hands or arms over the opponent's ball to hinder the aim, but neither the ball nor the holder of it may be touched. Only one player is allowed to guard a thrower, no matter how many players may be in the small court where the thrower stands. The two opponents who first pair off at the opening of the game when places are assigned, act thereafter as guards one to the other, no other players being allowed to fill that office.
When two players have possession of a ball, the one who touched it first has the right to it. If this cannot be decided instantly, the ball is thrown up between them as at the start of the game, the nearest player tossing it. For a good game this rule should be strictly enforced, no discussion over the possession of a ball being allowed.
When the ball goes outside of the outer boundaries of the court, only one player may go after it. All of the players in the small court through which it left this boundary may start for it, but the first one over the line continues and secures the ball. Players from other courts may not try to get a ball that thus goes afield. When a ball has gone afield, the player picking it up must throw it from the point where it is picked up to any court player. No running or walking with the ball is allowed in thus returning the ball to the courts.
In playing on the ball, no player is allowed to hold the ball or to run or walk with it. A player may turn around quickly with the ball, but must throw it at once. A player transgressing these rules must give the ball to his opponents—that is, to the opponent who has been paired off with him.
FOULS.—No scoring is made on the fouls. Transgression of any of the rules given above is punished by giving the ball to the opponents, the transgressor in each case giving it to the opponent paired off with him.
SCORE.—A team scores one point each time that it makes a goal. The game is played on time limits, the team winning which has the highest score at the end. Where a large number of players is divided into two parties to take turns at playing, the time limits for each are generally ten minutes; with such rest intervals the two parties may play indefinitely. Where all of the players are engaged in one game the period may be anywhere from thirty to sixty minutes.
OVER AND UNDER RELAY
10 to 100 players.
Playground; gymnasium; schoolroom.
Balls; bean bags; substitutes.
This game is a combination of Arch Ball and Stride Ball.
The players stand in two or more files, the files containing an equal number of players. The game is a passing relay, the files competing against each other. The leaders of each file have two balls, bean bags, or blackboard erasers. At a signal, a ball (or whatever is used) is passed back over the heads of the players until it reaches the last one in the line, who keeps it. The leader counts ten after the ball leaves his hands and at once passes back the second ball between his feet, the players bending over to pass it along. When this reaches the last player, he runs forward with a ball in each hand and takes his place at the head of the line, which moves back one place to give him room. At once he passes one ball backward overhead, counts ten, and passes the other between his feet. This continues until the original leader, who has been gradually backing to the rear of the line, reaches the front again, carrying both balls. The line wins whose leader first accomplishes this.
This game has some admirable exercise in it, keeping the players bending and stretching alternately. Quick play should be encouraged. When played in a schoolroom alternate aisles should be kept clear that the runners may use them in running to the front of the room.
OVERTAKE
20 to 60 players.
2 balls or bean bags.
Playground; gymnasium; schoolroom.
OBJECTS OF GAME.—This is a toss and catch game between a captain and the players of his team who are lined up around a square alternating with the players of an opposing team. The objects of the game are (1) to complete the round of tossing and catching quicker than the opponents; (2) to "overtake" or outdistance the bag or ball which the opponents are tossing.
FORMATION.—When played in a gymnasium, a well-defined square should be marked, around which the players take their places. The size may vary with the number of players and their skill in throwing to and catching from the captain who stands in the center. In the schoolroom the players stand around the room next the wall, outside a line marked on the floor, within which they may not go.
TEAMS.—Any number from twenty to sixty may play. Forty is an especially good number.
The players are evenly divided into two teams, preferably designated by colors; or the players of one team may each tie a handkerchief on one arm to distinguish them. Polo caps of a colored cheese cloth are a serviceable device. If it be used in the schoolroom, each player may easily keep such a cap in his or her desk. Corresponding colors for the two bean bags or balls are also desirable.
One player from each team is chosen for captain and stands in the center, the two captains being side by side and moving around each other within a small circle drawn on the floor, as becomes necessary for the shifting direction of the play. The other players of each team are numbered consecutively, and take their places alternately around the square, the two Numbers One standing opposite each other. A referee is also desirable who should start the game, announce score, and award points to the opposing team when fouls are made. The referee may act as scorer, or, if there be a separate scorer, announce the points for scoring. The referee should also pick up any dead (dropped) ball and toss it to the captain of the team.
START.—The game starts, on a signal from the referee, with the captains standing back to back in the center, each facing the Number One player of his team. At the signal each captain tosses his ball to his Number One, who at once tosses it back to him; the captain then tosses it to the next player of his team standing on Number One's right, and he tosses it back. The play is thus continued around the entire square until the captain tosses it again to his Number One, which is called getting the ball "home." The two balls are thus being played around in the same direction, following each other; and one of the main features of the game is to have a ball "overtake" that of its opponents. In the next inning or round the balls may follow in the opposite direction (to the left).
RULES AND POINTS OF PLAY.—Players may lunge or "fall out" when tossing or catching, if one foot be left without the boundary.
Players may stoop or jump to catch a low or high ball, but may not advance beyond the boundary.
One or both hands may be used in tossing or catching.
A dropped ball is returned to play by the referee, who tosses it to the captain.
If a captain drops a ball or bag three times, he changes places with Number One player of his team; this captain, failing three times, changes with Number Two, and so on.
Every ball dropped scores for the opponents, as stated under "Score."
An opponent may interfere, but with one hand only.
FOULS.—It is a foul—
a. To use the arms in any way to interfere with a player who does not hold the ball.
b. To grasp the clothing or person of an opponent.
c. To use both hands for interfering.
d. To drop the ball.
e. To send the ball afield.
All fouls are penalized by the opponents' scoring one point, except for a ball that goes afield (outside the boundaries): that scores two points for the opponents. A ball dropped inside the boundaries scores one point for opponents.
SCORE.—A ball which "overtakes" (passes) the opponents' ball scores five points.
The ball that first makes the circuit and gets back to Number One player of its team, or "home," scores two points.
Fouls score one point for the opponent, except when a ball goes afield, which scores two points for the opponents.
The game is won on a score of ten points.
This game was originated and copyrighted by Mrs. Elizabeth R. Walton, of Washington, D.C. It 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 its author.
PASS BALL RELAY
_10 to 100 players.
Playground; gymnasium.
Basket ball._
Any number of teams may compete, but should contain an equal number of players. The teams line up in single file, and the game consists in a competition between them in passing a basket ball backward overhead, followed by a short run for each player in turn.
A starting line is drawn across the playing space, behind which the teams line up. The players in a team must not stand close enough together to touch. An objective point or goal, such as a basket, is placed in front of each team at a good running distance,—at least fifty or seventy-five feet if the space admits of it. On an athletic field a player not on the team may be stationed to serve as this objective point. Good form at the opening of the game calls for the teams to be lined up with the balls resting on the ground in front of the first players. On the starter's signal, "On your mark!" the first players toe the starting line with both feet; on the next signal, "Get ready!" they raise the balls overhead, but not to be touched by the next players until put in play on the final signal. When the starter says "Go!" the first player hands the ball backward overhead to the next player, and each one in turn passes it in a similar way down the line. When the last player receives the ball, he runs forward with it around the goal, returns, and passes it to the player at the head of the line, when it again travels backward to the rear as before. A returning player may hand the ball to the front player, either facing him or turning with his back to him and passing the ball overhead; but he may not toss it to him. A returning player takes his place at the head of the line, toeing the line, the file moving backward one step to make room for him. The original leader of the line will thus move gradually backward until he is at the rear of the file; he will be the last runner forward, and should be plainly marked with a sash diagonally across the breast to aid the judges in distinguishing him. When he receives the ball, he runs forward with it around the goal like his predecessors, but on his return, instead of lining up and passing the ball backward, dashes with it over the finish line. The finish line should be a tape (strand of worsted) stretched parallel with the starting line, but three feet to the rear of the files. Should the playing space not admit of this, the starting line may be used as a finish line.
Should the ball be dropped as it is passed down the line, the player next behind the one who last touched it must leave his place in the line, pick up the ball, return, and put it in play from where it left the line. If so rectified, this dropping of the ball does not score as a foul.
There should be a judge of fouls for each team and two judges at the finish. One foul is scored against a team for—
1. Every player who does not touch the ball as it is passed backward.
2. Every player (except a returning player) who turns to face the next one and hand the ball instead of passing it backward overhead.
3. A returning player tossing the ball to the head of the file.
4. The head player standing forward of the starting line.
5. A runner touching the goal as he encircles it.
The teams win in the order of finishing if there be no fouls. One foul disqualifies a team unless the competing teams have made an equal or greater number of fouls. In such a case the teams win in the order of finishing, plus consideration of the smallest record on fouls. A team finishing second, for example, with no fouls, would win over a team finishing first with one or more fouls.
Teams Order of Finishing Number of Fouls Order of Winning
A 1 3 B 4 2 Third place C 2 2 Second place D 3 0 First place
These rules are used by the Girls' Branch of the Public Schools Athletic League of New York.
PIG IN A HOLE
10 to 60 players.
Playground; seashore; gymnasium.
Basket ball.
Each player should be provided with a stick about three feet long. This may be made by whittling branches, or a gymnasium wand or piece of broomstick may be used. A hole is dug in the ground measuring twelve or fifteen inches in diameter. All of the players but one stand in a circle around this, with several feet between each two players so that they may move freely. Each player digs a small hole in the ground in front of his place in the circle, the hole to measure about four inches in diameter. The game is played with a basket ball, although a smaller ball may be used, in which case the center hole need not be quite so large, though it should be somewhat larger than the ball used.
The game consists in the odd player trying (1) to get the ball (the "pig") into the center hole with his stick, which all of the other players will try to prevent; and (2) the odd player trying to be released from his position by placing the end of his stick in one of the small holes belonging to one of the circle players, which he can only do when the player in question has his own stick out of it.
The game starts by all of the players putting their sticks in the center hole under the ball. They count, "One, two, three!" and on the last word all lift the ball with the sticks and then rush for the small holes, each player placing the end of his stick in a hole. As there is one less hole than the number of players, one odd player will be left out. It thereupon becomes his duty to drive the pig into the hole from whatever point it may have landed through the combined effort and toss with which the game opened. The circle players try to prevent the pig getting into the hole by blocking its passage with their sticks. They may not kick it or play upon it in any other way. The odd player will try to ward off the interference of the sticks by clearing a way in front of the ball with his own. The other players may leave their places at any time to block the passage of the ball; but this is a dangerous thing to do, for the odd player may at any moment leave his work with the ball and place his stick in one of the vacant holes. It therefore behooves the circle players to leave their holes unguarded only when there is imminent danger of the ball entering the center hole from that side of the ring, or when a good opportunity comes for aggressive play to drive the ball out of the ring, which should also be one of their objects.
It is not necessary for a player to return to his own hole after having removed his stick from it. Any hole may be taken by any player, and much of the interest of the game lies in the freedom with which players will move about and take chances in this way.
If the driver succeeds in getting his pig in the center hole, he is considered to have won, and the game begins again. Should the driver succeed in placing his stick in an unoccupied hole in the circle, the odd player thus left out must become driver.
FOR THE GYMNASIUM.—This game may be adapted to the gymnasium by drawing chalk circles in place of those that would be dug in the ground out of doors. The same rules apply for the game, which may be played either with a basket ball or a bean bag.
This game is found in many countries. Several of the forms of play here given are from the Chinese. It is an old traditional game in England and popular there to-day.
PROGRESSIVE CAPTAIN BALL
(See Captain Ball V.)
PROGRESSIVE DODGEBALL
(See Dodgeball.)
RING CALL BALL
(See also Call Ball.)
10 to 30 or more players.
Playground; gymnasium.
Hand ball; bean bag.
This game is similar in some respects to Call Ball, but being played in a circle formation, is much simpler and less difficult and exciting, being suited particularly to younger players.
The players form a circle, with one in the center, who throws a ball in the air, at the same time calling the name of one of the circle players. The one called must run forward and catch the ball before it bounds more than once. If he catches it, he returns to the circle. If he does not catch it, he changes places with the thrower.
ROLEY POLEY
(Hat Ball)
5 to 20 players.
Playground; gymnasium.
Hand ball; bean bag.
A row of holes three or four inches in diameter is made in the ground, with about one foot space between. There should be one hole less than the number of players. Boys' caps may be placed in a similar row instead of digging holes. Parallel with the row of holes, and about twenty feet away from it, a base line is drawn. A pile of pebbles (called "babies") should be collected before the game begins.
The game consists primarily of rolling a ball into one of the holes or caps, followed by ball tag, and a scoring with the pebbles. The players stand each a little distance behind a hole except one, who is chosen to be the first roller. He rolls the ball from the base line into one of the holes or caps. Immediately he and all of the players except the one into whose hole the ball has fallen, run, scattering in any direction. The one to whose lot the ball has fallen lifts the ball as quickly as possible, calling "Stand!" as soon as he has it in his hand. The running players must halt when they hear this order, and the one who holds the ball tries to hit one of them with it from where he stands. If he succeeds in doing so, one of the pebbles is put in the cap of the player who is hit. Should he miss hitting any one, a pebble is put in his own cap. Should the player who tries to roll the ball into one of the holes or caps miss getting it in, a pebble is put in his own cap, and he makes other trials until he succeeds. When a player is hit by the ball, he becomes roller, and all of the others return to their places. The game continues until one player gets six (or ten) stones ("babies") in his hole or cap. When this happens, he must be "court-martialed," that is, stand with his face against a wall or fence and let each player take three shots at him with the rubber ball, the first time with the thrower's eyes closed and then with them open. The distance of the throwers from the fence is determined by the victim's throwing the ball at the fence three times so it will rebound; the farthest point to which the ball rebounds becomes the throwing line for the court-martialing. If no fence or wall be available, the throwing is done from an agreed distance at the back of the victim.
This game may be played by drawing a series of circles on the ground or floor in place of the holes or cap, and sliding a bean bag into them. This form is serviceable for a gymnasium.
ROUND BALL
20 to 60 players.
Playground; gymnasium; schoolroom.
Hand ball; basket ball.
This is an advanced form of Circle Ball, there being two competing teams in a circle, with wide spaces between.
The players form in a circle, drop hands, and step backward two paces to make an interval between players. They number off in twos. The first Number One is captain for the Ones, and the first Number Two is captain for the Twos. Each captain has a ball. The game consists in throwing the ball around the circle, the ball started by captain Number One going only to the players of that number, and the ball started by captain Number Two to the players who bear his number.
The party wins whose ball first completes the circle five times. Each time that the captain receives the ball he calls out a number corresponding to the number of times the ball has circulated, "One" for the first time, "Two" for the second, etc. The play should be rapid. Any player dropping the ball must pick it up and throw in regular form.
The game may be varied by requiring different methods of throwing and catching, such as catching with the right hand, left hand, both hands, etc., if a hand ball be used; or throw from below, above, or pushing straight from the chest if a basket ball be used.
RUSSIAN HOLE BALL
3 to 10 players.
Out of doors; seashore; snow.
Ball; bean bag; stone.
This game is played with one small ball, in size anywhere from that of a golf to a tennis ball. If played in the snow, a hard frozen snowball may be used, or a stone will do.
A series of holes is made in the ground, sand, or snow, large enough to contain the ball. These holes are placed in a straight line, one beyond the other, about three feet apart, there being as many holes as there are players. All holes are numbered, corresponding to the numbers of the players, from one to ten, or whatever the maximum may be. About ten feet from the first hole, and at right angles to the row, a straight line is drawn on the ground, behind which the players stand to throw. The first player stands directly in line with the row of holes and throws for one of them. This is a toss of the ball. The ball scores for the player according to the number of the hole in which it falls, and this number also designates the next player. For instance, if the ball falls in the third hole, it scores three for the first player, who at once gives place to Number Three, who in turn has one throw. Should this ball fall in hole number five, it scores five for this player, and the fifth player will have the next turn. The game may be played according to score, the one first scoring twenty-five or fifty winning; or it may be played according to time, the one having the highest score at the end of fifteen or twenty minutes being the winner.
This is one of the few games that may be adapted to the snow or to the damp sand of the seashore, though it may be played anywhere out of doors where holes can be dug.
This game comes from the Russian province of Bessarabia, which formerly belonged to Turkey.
SCHOOLROOM DODGEBALL
(See Dodgeball.)
SCHOOLROOM VOLLEY BALL
10 to 60 players.
Gas ball.
The players are divided into two teams, and the players in each team number consecutively. A net or string is placed across the schoolroom, dividing it into two equal parts. The top should be six feet from the floor. The game consists in batting the ball with the hand back and forth over the string, a point being scored by either team whenever its opponents allow the ball to touch the floor. The ball may be batted (not thrown) in any way, but by only one hand at a time.
The players stand in the aisles, each having a required place in which to stand.
The game starts by No. 1 on either side serving the ball, that is, tossing it up with the left hand, and batting it with the right, trying to get the ball over the net or string to the opposing side.
Two fouls in succession (failing to bat the ball over the net) changes the serve to the other side; otherwise, the server continues until the ball is returned by the opposite side and not returned by the server's side. When this happens, the serve changes to No. 1 of team 2, then to No. 2 of team 1, then to No. 2 of 2, etc.
The game continues until all players have served; or the game may be played with time limits; that is, the team wins which has the highest score at the end of a ten-or fifteen-minute period.
Every time that the ball touches the floor (not a desk) it scores against that side on which it falls, counting one point for the opposing team, irrespective of which team served the ball.
This schoolroom adaptation of Volley Ball was made by Miss Mabel L. Pray of Toledo, Ohio, 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. The game 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.
SPUD
10 to 100 players.
Playground; gymnasium.
Any soft ball or bean bag.
This is a combination of Call Ball and Ball Tag, with scoring and penalties added. It is very popular with boys of almost any age.
The players stand in a group, with one in the center holding the ball. The center player drops the ball, at the same time calling the name of one of the other players. All but the one called immediately scatter, as they are liable to be tagged with the ball. The player called secures the ball as quickly as possible, and tries to hit one of the other players with it. He may not run to do this, but must stand where he secured the ball. If he misses, he secures the ball, stands where he gets it, and tries again, the other players fleeing from him as before. If he hits a player, that one immediately secures the ball, tries to hit some one else with it, the second one hit tries to hit a third, and so on.
Whenever a player misses hitting another with the ball, it is called a "spud," and counts one against him. When any player has three spuds against him, he must stand twenty feet from the other players, with his back to them, and they each have one shot at him with the ball. The victim then starts the play again from the center of the ground.
SQUARE BALL
8 to 32 players.
Playground; gymnasium.
Basket ball.
GROUND.—The ground is marked out in one large square with a base at each corner, and, should there be enough players, with bases at intervening points along the line of the square.
PLAYERS.—The players are divided into two equal parties, one of which takes places on the bases at the corners or other points outlining the square; the other party assembles in the center of the square and is on the defensive.
OBJECT.—The ball is thrown from one to another of the party on the bases, always, however, following the lines of the square and not its diagonals. The chief object of the game, however, is for this outer party to interrupt this circuit of the ball by suddenly throwing it so as to hit one of the center players. The object of any center player who is hit is, in his turn, to hit with the ball any member of the outer party, who all turn and flee as soon as a center man is hit.
POINTS OF PLAY.—The ball is started at any point among the outer party or basemen. This party will use considerable finesse in throwing, such as apparent attempts to throw the ball around the square, thus misleading the center players as to their intention and taking them unaware when aiming for the center. The more rapidly the ball is kept in motion the better. The center party, in their turn, will find it advisable to scatter considerably, which will diminish the chances of being hit. They will also avoid proximity to any player in the outer party who happens to have the ball. The center party will thus have to be very alert and keep moving considerably, even when the ball is not directed at them. The ball may be avoided by dodging, jumping, stooping, or any other maneuver except by leaving the square.
Whenever a center player is hit by the ball, the outer party are in danger of being hit in turn, and must all run immediately in any direction to avoid this. A center player who is hit picks up the ball as quickly as he can and calls "Halt!" When this call is heard the fleeing runners must stand still, and the center player, who now holds the ball, tries to hit one of them with it.
SCORE.—The scoring of the game is done entirely according to whether the center player hits or misses his opponent in this throw of the ball after he has called a halt. Every player thus hit scores one for the center party. Every throw made and missed under these circumstances scores one for the opponents or outside party. The party wins which first scores twenty-five.
This game is also played without score, any member of the outer party hit by a center man being obliged to join the center party. In this form the game ends when all of the outer players have been so recruited.
STOOL BALL
5 to 20 players.
Playground; gymnasium.
Hand ball.
A stool, box, or inverted pail is set in an open place, and from ten to twenty feet away from this a throwing line is drawn. One player is appointed stool defender, and stands beside the stool. It is well also to appoint a scorer and linesman, to disqualify any players who cross the throwing line, and one player to stand behind the stool defender and return the balls that may go afield. The players, in turn, throw the ball from the throwing line in an effort to hit the stool. The stool defender tries to prevent this by batting the ball away with his hand. If the ball hits the stool, the one who threw it changes places with the stool defender; if the ball be batted by the defender and caught by another of the players, the one catching it changes places with the stool defender. The object of the stool defender should therefore be not only to hold his place by preventing the ball from hitting the stool, but to bat it in such a way that the other players may not catch it.
This game has been very successfully adapted by adding scoring as a feature of it; in which case any player hitting the stool with the ball, or catching it when it is returned by the stool defender, scores one point, while the stool defender scores one for each time he successfully prevents the ball's hitting the stool. The player wins who has the highest score at the end of the playing time.
This is one of the old games that has come down through centuries. Chronicles of Queen Elizabeth's reign tell of the Earl of Leicester and his train setting forth to play the game, though it is supposed to have originated with the milkmaids and their milking stools. In Sussex the game is played with upright boards instead of a stool, forming a wicket as in Cricket. It was formerly for women and girls as popular as the game of Cricket for boys and men, and the rules of play are quite similar.
STRIDE BALL
(Straddle Club)
10 to 100 players.
Playground or gymnasium.
Any ball; indian club; bean bag.
The players are divided into two or more groups which compete against each other, each having a ball. Each group stands in single file in leapfrog position, feet wide apart to form a tunnel through which the ball is passed. The first players (captains) of each file toe a line drawn across the ground, and at a signal put the ball in play by passing it backward between the feet. When players become expert, one long shot will send the ball to the end of the line. The other players may strike it to help it along as it passes them if it goes slowly. Should the ball stop, or go out of bounds at any place, the player before whom this occurs must put it in play again, starting it between his feet. When the ball reaches the rear of the file, the last player runs with it to the front, the line moving backward quickly one place to make room for him, and immediately rolls the ball back again between the feet. This is repeated until the "captain" is the last player. He runs forward with the ball, places it on a marked spot twenty feet in front of his line, and returns to his place at the head of the file. The file wins whose captain is first to return to his original position.
Should there not be space for a point at which to leave the ball, the game may be finished by the last player holding up the ball when it reaches the end of the line, or by his running forward with it to the head of the line.
An Indian club instead of a ball makes a much more skillful game, the club being shoved over the ground, neck first. It is much more difficult to guide than a ball, requires greater deliberation for a long shot, and more easily stops or goes out of bounds. A basket ball or smaller ball may be used.
This is one of the best games for training self-control under excitement, as the precision needed for a long shot, especially with the Indian club, is very difficult under the circumstances.
TEN TRIPS
6 to 21 players.
Playground.
Baseball; tennis ball.
This game is a competition between two or more teams, and consists in rapid pitching and catching of a base or tennis ball by each team.
A team consists of three players, two of whom stand a long throwing distance apart (thirty yards or more), with the third player (Number One) halfway between and on a line with them. Number One (the pitcher) starts the game on a signal by throwing the ball to one of the end players (Number Two); he throws it over the head of the pitcher to the opposite end player (Number Three), who throws it back again to Number Two, and he makes the last throw, sending it to the center player, or pitcher, Number One, from whom it started. This is called one trip, and the pitcher, as he catches it, calls out "One!" or "One trip!" and immediately begins the next round. The players standing in the following order, 2, 1, 3, the order of the throwing is thus, 1, 2, 3, 2, 1. Ten trips complete a game. |
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