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CLOSING ADVICE
Never go into the water when at all warm. The best way to enter is to plunge or dive in.
Never go in more than twice a day, even if a fresh lot of boys come down to "dare" you. Learn to laugh at dares.
Never stay in the water more than half an hour at a time, unless there is an absolute need for your so doing. You cannot learn too early that good health is easily lost and hard to regain.
CHAPTER X
HOW SIDES ARE CHOSEN IN GAMES
When teams from different clubs, or schools, or places meet to try their skill in some game requiring skill and endurance, there is no occasion to "choose sides" for that has been done in advance. But when boys of the same school or association meet for a game, it is necessary that the leaders should be decided on in advance, as also the means by which the respective sides must be chosen.
When two boys are contesting, one may pick up a pebble and ask, "Which hand is it?" If the guess is right, the boy making it is "It." "Drawing straws" is another method of choosing sides, and it is often used as a game in itself.
From a handful of grass, one of the boys selects as many pieces as there are to be players. One of the blades is cut off so that it will be much shorter than the other pieces.
"Straw holder" arranges the straws so that the top ends protrude from his closed fist, either perfectly even or irregular in their height above the hand, according to his fancy. It may happen that the first boy to choose a straw will select the short one. This in a measure spoils the fun, and to guard against it the lads are often made to stand up in a line and each one in turn pulls a straw from the fist of "Straw-holder." Each one is expected and required to put it behind his back immediately and keep it there until all the boys in the line have straws behind their backs.
Then "Straw-holder," holding up the straw left in his own hand, cries, "Who is short straw?" At that each boy produces his straw and compares it with the others.
Another method is to place a button, pebble or other small object that can be easily concealed in one hand. Then, with both fists closed, place one above the other and ask, "Which is it, Joe; high or low?" If the empty hand is chosen the boy goes free. So it goes on, the last holder of the stone being it, for the one making the unlucky guess has to hold the object.
"Odd or Even" is often the method by which the one having the first choice in choosing shall be selected.
The method is as follows: One boy selects at random a handful of pebbles, marbles or other small objects, and closing his hand, asks, as he holds it out: "Odd or even?"
If the other boy should say "odd," and on count the objects prove to be even in number, he has lost, and the other boy has first choice; or if it is a counting-out game, the one who guesses right goes free and the last is "It."
A very old way is to toss up two coins, sometimes boys carry such things, though never for long. "Heads or tails!" cries the tosser. If the other guesses he is free.
Sometimes a stone or a chip, moistened on one side is used, and the boy who tosses it up shouts, "Wet or dry?"
This is simply a variation of heads or tails, or odd or even. Each section and each crowd of boys has its own way of choosing or counting out, and in this case the best known is best.
CHAPTER XI
SOME INTERESTING FACTS ABOUT COUNTING-OUT GAMES AND THE RHYMES USED BY PLAYERS
When children indulge in counting-out games they are quite indifferent to the fact that since the infancy of history and in every land, civilized, barbarous and savage, other children have played the same game, in much the same way, and have used rhymes that are curiously alike. Some learned men use this fact to prove the unity of all races.
Mr. Beard, to whom I am indebted for much, has collected many of these rhymes. It will interest boys to compare some of them with those he already knows.
Sometimes it happens that there are more boys than words in the counting rhyme, or the counter foresees that he himself will be it. In both cases he adds to the verse something like this:
One, two, three, Out goes he!
Often he will add a whole verse and dialogue as follows:
One, two, three, Out goes he, Into the middle Of the deep blue sea! Are you willing to be IT?
Here is a rhyme that has in it a distinctly American twang:
Ena, mena, mina, mo, Catch a niga by the toe, When he hollers, let him go, Ena, mena, mina, mo.
Here is another familiar jingle:
Anna, mana, mona, Mike, Barcelona bona, strike; Care, ware, frow, frack, Hallico, ballico, we, wo, wack! Huddy, goody, goo, Out goes you! Eatum, peatum, penny pie, Babyloni, stickum stie, Stand you out there by!
This is Irish:
A lirripeg, a larrapeg, A bee, a nail, a stone, a stack, A bonny Billie Gelpie, A Belia-bug, a warum rock, Crib-i-stery, Hick!
The little Turks and Armenians use this count:
Allem, Bellem, chirozi, Chirmirozi, fotozi, Fotoz, gider magara, Magarada tilki bash, Pilki beni korkootdi, Aallede shooullede Edirnede, Divid bashi Ben Ilayen kehad bashi,
French youngsters use this rhyme:
Un, deux, trois, Tu ne l'est pas; Quatre, cinq, six, Va-t'en d'ici!
One, two, three, Thou art not "it"; Four, five, six, Go away from here!
Here is how Dutch boys do it:
Een, twee, sen kopje thee; Een, klotje er bij, Af ben jij!
Along the Rhine this is popular:
Ene, tene, mone, mei, Paster, lone, bone, strei, Ene, fune, herke, berke, Wer? Wie? Wo? Was?
CHAPTER XII
DO YOU KNOW ALL ABOUT THE GAME OF TAG?
The poet Pope says, "The proper study of mankind is man." If he did not mean this to include boys, then I don't quite agree with him, for I have found boys and girls, too, be it said, as a rule, far more interesting as objects of study than the average grown-up.
I have always liked these stanzas from Hood's fine poem, "The Dream of Eugene Aram": "'Twas in the prime of summer time, An ev'ning calm and cool, When four and twenty happy boys Came bounding out of school; There were some that ran, And some that leapt, Like troutlets in a pool.
"Like sportive deer, they cours'd about, And shouted as they ran, Turning to mirth all things of earth, As only boyhood can."
If the boys had not already decided on a game, it would be safe to wager that the first thing they started off with was the old and ever- popular game of tag.
I have seen boys, and girls, too, playing tag among the Indian tribes of Arizona. The young and ever lightly-clad Mexicans delight in it, and the Chinese and Japanese youngsters never grow weary of a game needing so little in the way of equipment, and which is so easily started, but not so easy to give up, when the spirit of the game has taken full possession of the players.
Although so simple, there is never monotony in tag. If you don't like one form you can try another, and there are certainly a lot to choose from. One can have brick, wood, iron, tree or any other kind of object tag, the principle being that so long as the pursued has his hand on the object decided on in advance, he cannot be touched.
In what is known as "Cross Tag," the boy who starts the game tags another, who at once starts in pursuit. Now, if another boy darts across "its" path this second boy becomes the object of pursuit, and so he continues until he has made a capture and is free to join the field.
PRISONER'S BASE
One of the oldest, and I think the most general and popular of tag games, is called now, as when I was a boy, "Prisoner's Base."
In this game the two leaders choose sides. This done, two objects— they may be walls, trees or posts that stand some distance opposite each other—are used as goals. Before these goals, the two armies are drawn up in opposing lines. Then the captains, or it may be others, lead off.
One of these defies the other to meet him. After this the armies charge, but the purpose of each is to avoid being tagged by the other side, while it tries to tag or touch as many of the opponents as it can.
Every boy touched is regarded as a prisoner and must go to the base provided for the purpose, which is usually the goal of the other side, where he must remain till the game ends or he is released.
The prisoner is guarded, but if he can escape and reach his own side, without being touched, he is free, or if one of his own side succeeds in touching him, he gains his liberty.
When all of one side are prisoners the game is over, and the winners deserve their success, for they have had to fight hard for it.
THE WOLF
Another variation of tag is called "The Wolf" in some places, and in others, "When do you eat?" But no matter the name, it is good sport.
This is how to do it. A good sized piece of paper—any paper that shows a pencil mark will do—is torn into as many bits as there are boys. Each bit is marked with a number, showing some hour of the day. After every player has his marked paper, there must be one piece left. The last piece is marked with a number the same as that on one of those already given out.
There are only twelve hour marks on the clock, but if there are more than twelve players, the extras can be given by half hours, like half- past one.
Now, under one of the hour or duplicate numbers, mark a cross like X. No one but the marker knows the numbers. Each boy, as he draws, looks at his own number, but he must keep it a secret. The numbers must be drawn from a hat, without looking. The undrawn paper belongs to the marker, and he is the boy who holds the hat.
The boy who has drawn the paper marked with the X is "it," and so is regarded as the wolf. He goes off some distance, while the huddled "sheep," as the other players are called, decide what time of day they shall each represent.
When all is ready the wolf calls out in chilling, hungry voice:
"I eat no meat but woolly sheep, My appetite is good; I thirst, I think, their blood to drink, If caught within my wood!"
On hearing this, the sheep set up cries of fear and run to form a circle about the wolf. If the ring is not complete before he gets through the rhyme, he is free to seize any boy who is not holding the hands, on either side, of two other boys.
If the ring is formed and no sheep captured, the sheep circle about the wolf, chanting this song:
"Wolf! Wolf! Wolf! with the brown ear, Tell us what hour you dine On one of the sheep assembled here!"
The wolf selects his own hour. If he answers "One o'clock," the sheep bearing that number darts out of the ring with the wolf after him. If this sheep circles the ring three times without being caught, he is safe and takes his old place. The same hour cannot be selected again until all the others have been called.
When the wolf guesses the number corresponding to his own, he does not have to pursue, for his double becomes the wolf, and he is changed into a sheep.
After the game has gone on so far that the number of each is pretty well known, the boys can change numbers without the knowledge of the wolf, and this adds greatly to the sport.
BULL IN THE RING
Another variation of tag is popularly known as "Bull in the Ring." The bull or "it" is a position to be sought after in this game. The bull can be selected in any one of the ways I have suggested, or in any other way that may be decided on.
When all is ready, the boys form a ring by joining hands, with the bull penned in the center.
This done, the bull seizes a pair of the grasped hands, and asks: "What is this lock made of?" One of the boys replies, "Steel." "Steel is strong. What is this lock made of?" asks the bull, as he grasps another pair of hands. "Bronze," may be the answer. "And this?" "Copper." The next reply, "I can break copper!" shouts the bull.
He then makes a feeble effort to break through, or it may be that he is doing his best, but he knows he cannot get out in that way. Suddenly he wheels and makes a dash for a part of the ring which he thinks is weakest. If he gets through he dashes away, with the others at his heels, and the first boy that tags him is "it" for the next game.
CHAPTER XIII
"I SPY" AND LEAP FROG, THE EVER-POPULAR GAMES
Like tag, "I Spy" needs no apparatus and no great study. Any boy with keen eyes and nimble legs can play the game better than a man four times his age. Of course, "I spy" is not a game of solitaire. It needs at least two boys, but it will be more exciting if there are five or six times that number; the more the better.
You know how to select who is to be "it." This done, and a goal or home selected, "it" remains at the goal and counts up to one hundred as fast as he can, and this is usually so fast as to eclipse the lightning calculator whom Barnum charged an admission to see and hear.
While "it" is counting, with his eyes closed and his head bent, his companions start off and conceal themselves in the neighborhood as best they can. When the count is up, and it is all too soon for the half hidden boys, "it" goes out to find them. Any hider who can run and touch the goal before "it" shouts: "In free," and he is free. But if "it" spies a boy, then shouts the boy's name and reaches home first, that boy is caught.
The game continues till all are free or caught. If "it" fails to catch any, then he must be "it" again for the next game. If he is successful, then the first boy caught is "it."
The best time to play "I spy" is in the evening, for the dusk is the best time to hide, and in the dim light it is harder to recognize the boys. If "it" calls a boy by another's name, then he is free for that game. To deceive "it" the other boys often change hats or turn their coats—an act usually frowned down on, but quite permissible in this game.
If the last hider gets in undetected and shouts "Freeings!" all go out for another hide, and "it" stays in his old position.
There are some varieties in this game, but they are not so different from the one given as to make them worth describing.
LEAP FROG
is distinctly an athletic game, but it nevertheless requires that quality of brains called "judgment." The boy who does not know leap frog has something good to learn, and it is for him I am writing this.
One boy turns his back to the player and, bending his head low, rests his hands on his knees. This is called "Giving a back." The other boy places his hands on the first boy's back and leaps over him, by straddling his legs wide apart on each side like a frog. The second boy then assumes the stooping posture, and the third boy leaps over the first and second, and the fourth over all three, one at a time, of course.
This goes on until there is no boy left who is not stooping. Then the first boy's back straightens up and he goes leaping over his fellows and again gives a back, while the second follows, and so on until they are all tired and the game ceases.
FOOT-AN'-HALF
The foot mentioned in this title is not the foot marked on a United States standard rule, but a boyish foot enclosed in a rusty shoe and owned by the leader in the game. The boy who is "it" is known as First Back. He stands in the proper position at a taw.
The leader tells the First Back how and where to stand, then lays his hands on the stooping shoulders and straddles over When the leader strikes, he makes a mark to show the place, and the First Back takes his place on this line. All the other boys must clear First Back from the taw line, not always an easy task if the leader is a good jumper.
When the leader's turn comes around again he marks a new taw line about a foot and a half—he uses his own foot for a measure—about eighteen inches or "foot-an'-half" in advance of the old one. On the second jump he marks where his heels strike, and the First Back moves to that place, and the others make the leap.
So the game goes on till a player fails to clear First Back, a failure that usually results in tumbling both over. The player who fails is "it" for the next game, which begins at once.
A variation of this game is known as "Foot-an'-half," with a Leader and a "Foot-an'-half."
In this game the First Back, who must always select the leader, picks out, instead of the best, as in the former case, the very poorest jumper. He chooses for Foot-an'-half a better player. His object in doing this is to have Foot-an'-half, who is his ally, set tasks that are beyond the ability of the boy chosen as leader.
When all is ready First Back takes a position, with one foot on either side of the taw line and his side toward the players. Foot-an'-half is the last to jump, and knowing what is expected of him, he leaps as far as he can. Where his heels come down another line is drawn. To this line First Back moves, placing a foot on either side. Now comes the test of the leader. He can now take a foot and a half, using his own foot for a rule, and jump from that point, but if any other boy can make the leap from the old taw line, the leader becomes "it" and a new game is started.
SPANISH FLY
I have been unable to learn where the boys got this name. It is started just like the preceding game. Some player, usually one who has confidence in himself, shouts as he makes the leap, and just before his feet touch the ground: "Spanish Fly!"
At once the fun begins in wild earnest. The boy who just shouts is regarded as leader. The second time he makes the leap he cries: "Torchlight" and makes the jump with only one hand on First Back's shoulders, while he waves his hat in the other.
The player that fails to follow the leader's example becomes "it." On the third turn the leader shouts: "Hats on deck," and he places his cap on First Back's shoulders and goes over without knocking it off. The next player places his cap on top of the leader's and goes over.
If there are many boys the hats pile up and the last jumper has a hard proposition to face, but if he succeeds he has a second try when he removes his own hat or cap without knocking the others off; and so it goes on till all the hats are removed.
If this trick is successfully completed, and it rarely ever is, the leader goes over again, this time shouting: "Hats full of water." As he leaps, he turns his hat so that it rests upside down on his head.
If all the players succeed in doing this without losing their hats, the next cry is "Hats in the water." As the leader goes over he shakes his hat off and all the others must follow his example.
When the hats are all in the water the leader must jump over First Back and alight on one foot without touching the hats. Then, without touching his raised foot to the ground, he must hop to his own hat, and kneeling down, pick it up with his teeth, turn his back to taw and, with a head toss, throw the hat over First Back.
If any error should be made, the one making it becomes "it." Each player must take his turn at every change made by the leader.
There is good sport in this game, if it is played in the right spirit. Sometimes boys with the rowdy element in them make it rough, boisterous and even dangerous.
Let me advise: Never play any game with any boy who tries to boss and bully weaker boys.
CHAPTER XIV
THE GAME OF CAT, WITH A GLANCE AT SOME OTHER GAMES ALL SHOULD KNOW
The game of tip-cat, although very old in Ireland, where it is said to have originated, and in all the British Islands, where it is very popular, is comparatively new in this country.
Up to twenty years ago "Cat," as it is generally called, was unknown to the boys of this country. Now it is played from the Atlantic to the Pacific and from the Lakes to the Gulf.
The cat is a piece of wood from four to six inches in length, and from one to two inches in diameter in the middle. From the middle to both ends it is whittled into blunt points. As it must stand a lot of pounding, it will be better if the wood is hard and tough.
The bat or driver should be from one to two feet in length, an inch to an inch and a half in diameter, and of uniform thickness. When the cat is placed flat on the ground, or in a slight depression made with the heel, it will, when smartly struck, fly into the air. As soon as it rises it is struck again and sent in the direction desired.
In the game of English Cat there are from four to eight bases, depending on the number of players. The bases may be small stones, or even holes in the ground.
The bases are marked on the circumference of a circle, at equal distances apart. After sides are chosen and it is decided which shall have first innings, the Outs take to the field and the Ins post themselves at the bases, one base for each.
One of the Outs throws the cat to the nearest man at base. If he makes a strike then all the boys on base change places, for safety's sake taking the nearest. If the cat has been sent far they keep on changing so long as they think it prudent.
Each base gained scores one point. If the cat is caught the striker is out, or if the cat is thrown in front of an In who is changing bases, he is out.
When the Ins are made Outs, the positions are reversed and the game goes on as before. When a striker fails to hit, he tosses the cat back to the fielder and tries again.
COUNTRY CAT
For this game a ring twenty or more feet in diameter must be made, in the center of which the striker stands. The fielder—any boy not a striker is now a fielder—tosses the cat, and if it is missed there is no count. If he hits and fails to send the cat outside the circle, he is out, or if the cat is caught, he is out.
If the cat is sent beyond the circle, the striker calls out "Twenty", "Thirty" or "Fifty", depending on the estimated distance the cat has gone. If his claim is allowed, the number called out is placed to the striker's credit. If it is disputed the bat is used for a measuring rod and the distance is measured from the striker's place to where the cat has fallen.
If the striker claimed too much he resigns his stick to the one who has the next turn. If it is found that the striker did not claim too much, the number is placed to his credit and the game proceeds.
The number of points that is to count for the game is decided on in advance, and when a player has served the full amount, he is declared victor, and another game is in order.
AMERICAN CAT
The American cat is smaller than the Country or English cat, being over four or five inches long. If the game is played on the sidewalk, a small circle is drawn on the paving stones, where the striker stands; but if the game is played on the bare earth, a hole is made, where the striker stands. It is the duty of the batsman to defend the hole or ring with the stick he uses for a bat, and it is the object of the giver or pitcher to toss the cat in the circle or hole.
If he is successful, the striker is out. If, on the other hand, it falls outside the circle, the striker places the cat inside the ring, strikes it on one end, which causes the little piece of wood to fly up in the air, and before it reaches the ground the striker endeavors to hit it again and send the cat as far as possible.
If he misses he throws the cat back to the fielder, who again attempts to toss it into the circle, but if he succeeds in sending it a good distance he does not call his score, as described in Country Cat, but the pitcher offers him five points or ten, as the case may be. The striker, however, is not compelled to accept the offer, and may keep the pitcher bidding for some time, and if his last bid is refused the pitcher proceeds to measure the distance from the circle to the cat in jumps. If he can make the distance in fewer jumps than he has bid, the striker, or the striker's side, loses the number of points named in the last bid of the pitcher, and the striker is out.
DUCK ON A ROCK
does not require an "it" to start with. As soon as it is decided to try the game, each player hurries to secure a good sized stone, or where this cannot be had, a club or a half brick will do. As each grasps his weapon he shouts, "My Duck." The last boy to find a stone is "It" and must call out, "My drake."
The drake places his stone on a rock, stump, or other prominence and stands guard.
A taw line is drawn and from this the ducks are thrown at the drake, each trying to knock him off his perch.
When a player has failed, he must recover his own duck, and in doing so he runs the risk of being tagged by the boy guarding the drake. The drake guardian cannot touch the other until he has put his hand on his duck.
The best way is for the ducks to make a rush for their weapons at once when most of them are sure to escape, whereas one has but little chance. Whenever a boy is tagged he must assume the place of guardian.
If the drake is knocked off, all the boys make a rush for their ducks. The drake cannot tag till he has placed the stone in position.
STONE THROW
This game may be played with from six to twenty players. When the game is played outdoors, a large stone is placed on a boulder, and a player stands to guard it. A line is drawn twenty or thirty feet from the boulder. Here each of the other players stands in turn and throws a stone at the stone on the boulder, which he tries to knock off the rock. If he does not succeed he goes and stands by the place where some stone has fallen, and waits until some one does succeed. If he prefers, he may pick up his stone and try to run back to the goal before the guard of the stone can tag him. If he reaches it in safety he has a chance to throw again. When some one succeeds in knocking off the stone all who have thrown may pick up stones and run back to the goal line, while the guard replaces the stone on the rock and tries to tag any one who has his stone in his hand, and who has not crossed the goal line. Whoever is tagged becomes guard.
CHAPTER XV
AND NOW FOR BALL—SOME OF THE MANY GOOD GAMES THAT CAN BE PLAYED WITH A BALL, BAT, OR RACKET
Ball in some form is played all the world over. Before Columbus came across, the Indians of the St. Lawrence valley played a ball game with rackets, which the French adopted and named Lacrosse. No game requires more dexterity of foot, hand, and eye.
Certain games seem to be favored in certain lands; Cricket in England, hand ball in Ireland, and baseball in the United States. But, then, as we adopt and absorb peoples of all nationalities so we take all the good things they have to offer in the way of games and, modifying them to suit our own tastes, we make them American.
In addition to these imported games, we have, with characteristic originality, invented a lot of games of our own, and in these the boy takes endless delight, without bothering about their origin. On cricket, baseball, hand ball and other great games, many books have been written telling how to play "scientifically". Now, I am not trying to teach scientific games. My purpose is to add something to the knowledge of games which my readers already have, and so to increase their interests in those healthful sports that add to the joys of boy life.
TOWN BALL
This game, before being imported from England, long, long ago, was called "Rounders." In this game the bat and ball are both different from those used in baseball. There are corners instead of bases, and there is a "giver" instead of a pitcher. The fielders may be of any number, but they are not known by distinctive names.
The greatest freedom is permitted in the choice of ball. It may be of hollow rubber, or it may be of the good, old-fashioned, home-made sort. Did you ever make a ball, but of course you have, by unravelling a heelless worsted stocking and then winding the thread about a core of cork or rubber till the whole is quite round, the end being sewed to keep it from unravelling. This ball is finished by a cover of thin leather, cut in the form of a three-leaved clover and neatly sewed on with a waxed thread. The bat is like that used in baseball but lighter and shorter. The corners are usually three in number, with a home- base, making four, but this varies according to the whim of the players or the locality where the game is played. Ordinarily with three corners the distances are about the same as between the bases in baseball. In place of home-base there is a rectangle marked on the ground where the striker and catcher stand.
The giver stands in the same position that the pitcher occupies in a game of baseball; but in place of pitching or making the underhand throw, he throws overhand and "gives" the ball to the catcher over the right shoulder of the batter.
The batter stands at the front line of the home-base and holds his bat above his shoulder and strikes from that position, with both hands grasping the handle of the bat, if he is using a flat bat. But if he is using a "delill" he holds it with one hand and allows the swiftly thrown ball to strike his club and glance off at an angle to a part of the grounds where no fielders are on the outlook for it. Every time the ball touches the bat it is considered a fair hit, and the batter must run for his first corner and reach it, if possible, before some fielder, the catcher, or giver secures the ball and "burns" or "stings" him, as they call it when they hit a player with the ball. No one stands on guard at the bases to catch the batter out, and the ball, in place of being thrown to the base, is thrown at the man running the corners. When one batter makes a hit or is put out the next batter takes his place as in baseball.
The catcher stands behind the bat and without gloves, and with no protection for his face or body he catches the "hot" balls the giver sends to him. The balls are not heavy enough to be dangerous.
The fielders scatter themselves over the field, according to the directions of the captain, and try to catch or stop all balls from the bat, or those that are thrown at and miss the runners between corners.
When a man is out he is out until the next inning, and the game proceeds without him. If a striker sends a ball in the air and it is caught before it touches the ground by the giver, the catcher, or any one of the fielders, the batter is out. If the ball touches his bat it is counted a hit, and if it is caught by any one of the opposite side he is out.
If any one of the fielders, the catcher, or giver makes a successive throw at a man running the corners and strikes him with the ball when he is not touching his corner, he is out.
If the batter misses a ball that he strikes at, and the catcher catches the ball before it strikes the ground, the batter is out.
When a man is put out, he is out for that inning, and cannot strike again until the next inning for his side. When all are out but one, that one has a very difficult task to make a score, unless he can make a home-run strike. There are no other batters to help him by sending a "skyscraper" over the fielders' heads; but he must run his corners while the giver and catcher, standing in their regular position, pass the ball between them. This always produces a great deal of excitement and sport, as all the batter's side coach him, and if he succeeds in stealing a corner or successfully dodges the ball thrown at him, he is greeted by wild cheers from his side.
Should he at last succeed in reaching home-base untouched, he has the privilege of "putting in" the best batter on his side, and there are then two men in and a better chance to score.
ONE OR TWO OLD CAT
is a modification of town-ball, and was played by our great grandfathers while in camp during the Revolution. It is a good game for three or four boys, not less than three, as there must be a pitcher, a catcher, and a batter. Any goal can be decided on in advance, but usually the striker, after making a hit, runs and touches the pitcher's base. If he gets back without being it, or stung by the thrown ball, he can keep on, each run counting one. If the ball is struck at and caught, the striker is out, and the catcher goes to the bat. This is one old cat. With two strikers, there are sides and it is called two old cat.
HAND BALL
is another game that has grown into popularity in the United States. It is said to have originated in Ireland, where regular courts are built for it, but it can be played in any place where there is a high brick wall with a smooth open space in front.
This game can be played by two, or sides may be chosen with any number of players on each.
A medium ball, with good bounding qualities is the best for this game. The player throws the ball on the ground and in the bound he strikes it with the palm of his hand, sending it against the wall, above the three foot line. The force must be enough to cause the ball to drop outside the taw line. The next player uses his hand as a bat, and sends the ball back against the wall in the same manner. He must hit the ball on the first bound or before it has touched the earth. The next player is ready to take his turn and strikes the ball on the rebound, and so the game proceeds, until some one misses, or sends the ball below the three foot mark or outside the boundaries.
If it is the first striker who misses or sends the ball out of the boundaries on the ground or side of the wall, then he loses his inning, and the boy on the other side drops the ball and strikes it as already described.
If it is a player on "outs" that makes a miss, then the "inners" count one for each miss or foul. A foul is when the ball goes below the three foot line on the wall or rebounds outside the boundaries.
The Outs cannot count when the Ins miss, but they take the place of the Ins and the Ins are out. After the first hand up or play it is unnecessary that the ball should rebound beyond the taw line. Fifteen points make a game. In England the boys have the same game under the name of Fives.
ANTHONY OVER
or House Over. This game was very popular out West when I was a boy. We called the game Anthony Over; in the East I find it is called House Over. But no matter the name, it affords a lot of exciting sport. It is best played in the country for there can be found a house or a barn standing alone and with lots of space on either side for running.
After sides are chosen and all are ready, divide into two groups, each out of sight on opposite sides of the building. The ball may be that used in Town Ball. The boy who has it throws it over the building at the same time shouting as a warning to the boys on the other side: "Anthony Over," or "House Over."
One of those on the opposite side must try to catch the ball before it reaches the ground and if he succeeds, he shouts, "Over! Over! Over!" at the same time rushing around one end of the building. Those on the side from which the ball was thrown at once make a rush for the opposite side, and all whom he reaches by touching or by striking with the ball are his captives and are counted "out".
If there is no catch, there is no count and the sides remain as they were, each throwing the ball alternately, and shouting as before to give warning. In some places the boy hit, instead of being a captive, joins the opposite ranks. It is always very hard, sometimes impossible, to capture the last boy, but it can be done through strategy.
CORNER BALL
In this game the corners depend on the number of players. With six boys there are three corners, which make the limits of a triangle. With eight boys there are four corners, the limits forming a square. You should have more than four players because with this number you would have only two bases and the boundaries would be a straight line.
The Ins take the bases and the Outs group themselves inside the triangle, square or whatever figure may be formed by the corners. The Ins pass the ball around the corners, throwing and catching until they see a good chance to hit one of the Outs grouped inside the boundaries. The ball is then thrown at the Outs, and if it hits one he is out of the game; and if it misses, the thrower is out of the game. But, if one of those in the center catch the ball, there is a laugh and the ball is thrown back to a corner man with no scorce either way.
When all of the one side are put out of the game the opposite side has won, and all are entitled to a throw with the ball at the boy on the losing side who was first put out. The victim stands with head down and back arched facing the wall, while the victors line themselves at thirty feet distant and take turns "burning" the captive—that is, hitting him with the ball—if they can. It must be remembered that the dangerous baseball is never used in these games, and the other ball does no injury to the lad struck.
CHAPTER XVI
BASEBALL, THE GREAT AMERICAN GAME. A FEW POINTERS THAT MAY HELP YOU
The best baseball field is level and smooth. It is best, if it can be had, to start with the right kind of a layout.
The catcher, or back stop, as he is called by professionals, is usually in front of the observation stand, or a board wall or other obstruction. This is usually ninety feet from the home plate.
If you fasten a cord one hundred and twenty-seven feet four inches long straight out in the field, the place for second base is found.
This done, take a rope or line one hundred and eighty feet long, fasten one end to the home plate and the other to second base; then draw the middle of the line at first to the right and then to the left, till it is tight. This will mark the places of first and third base.
The place of the pitcher's box is fixed by measuring a line of fifty feet from home to second base. The pitcher's box should be five feet six inches long by four feet wide. For batsman there are two positions, one for the left and the other for the right handed. The batsman's stand is two rectangular spaces, each six feet long and four feet wide. The nearest line should be six inches from the home plate, and should extend three feet in front and three feet behind the center of the home plate.
Having thus laid out the field, we proceed to further mark the various points. In doing this, if the field is to be a permanent one, it is best to make use of the most improved apparatus; but if the field is only a temporary one, there are various devices which save expense, and which answer the purpose quite satisfactorily. The home plate is, by the rules, a whitened piece of rubber a foot square, sunk flush with the ground, its outer edges being within the lines to first and third bases. An excellent substitute for rubber is a piece of board painted white, or a bit of marble such as can be readily obtained at any marble yard. The first, second and third bases are canvas bags, 15 inches square, stuffed with any soft material, and so fastened as to have their centers at the corners of the diamond which we have already marked out. They will thus extend several inches outside the diamond. The customary method of fastening the bag is by means of a leather strap passing through loops upon the bag and directly around the center. This strap is slipped through an iron staple in the top of a post driven firmly into the ground at the corner of the diamond, and the strap is then buckled on the under side of the bag.
The wooden post and the iron staples can easily be had. It is better to have them to keep the base fixed. A stone is apt to work injury.
The bags can be homemade, from old carpets, or old mattresses, or even from shavings or hay, stuffed into little calico or canvas pillows. A piece of stout clothes line will answer for more expensive straps.
The pitcher's box must be permanently marked. This is done by sinking into the ground an iron plate, stone or a wooden post, four or six inches square.
If there is thick grass in the infield it must be cut from the pitcher's box to the back-stop, nine feet in width, or better still remove the sod and fill in the space with hard-packed earth. The players will soon make the batting-crease and base lines marked on the field.
To make a fair division of labor in laying out a field, let three boys agree to furnish the iron staples, and posts for the bases and pitcher's position, seven in all. The four for the pitcher's box may be anywhere from three to six inches square at the top, and two feet long; those for the bases being three inches in diameter; and all of these sharpened to drive in like stakes. The staples, three in number, should be two inches wide. Let three others agree to furnish the bases; one boy to provide the six pieces of stuff—about sixteen inches square, another boy to furnish three two inch straps with buckles, or else sufficient rope. The straps must not be less than a yard long. The third boy can see that the bags are looped for the straps, stuffed and properly sewn. Three other boys can agree to furnish the home plate, and to bring to the ground implements for marking and laying out, viz.: a tape line two hundred feet long, a supply of cord, a sharp spade, a sledge hammer to drive stakes, a small hammer to drive in staples, some lime to mark out the lines, and a pail to wet it in. A tennis marker will save much work. The best ball to purchase is the regular "league" ball. These balls are the most uniform in manufacture and quality, and give the best satisfaction in the long run. It is worth while to purchase more than one, because it often happens that wet grass ruins the cover of the ball. When a base ball has been used in wet weather it should be put aside, and the next time the nine wish to practice on a wet day this ball, which will be very hard, should be used. As soon as it is wet it softens again, and it is just as useful as a new one would be after wetting. Constant wetting rots the covers, but a harness-maker will re-cover the balls, and they can be used for practice.
In bats there is more variety. A special bat is said to be made of wagon-tongue, but the more commonly favored is of ash, second growth, thoroughly seasoned. These can be bought for from twenty-five cents to one dollar each, according to quality. Lighter bats are made of willow; and the cheapest of basswood. These do not last so well as ash, however.
The rules specify that the bat shall not be over two and a half inches in diameter, nor more than forty-two inches in length. In selecting a bat, individual taste is the best guide as to matters of weight and balance, but the grain should be examined carefully. If a bat is varnished, the handle should be scraped, so that it will not turn easily in the hands.
The first baseman and catcher should each wear gloves to protect the hands from the pounding which playing these positions involves.
You can make a pair of baseball gloves out of a stout pair of buckskins. The fingers and thumbs should be cut off at the first joint for the baseman, and if any extra padding is needed, pieces of felt can be sewn on. The catcher's gloves can be made in a similar way, except that the left-hand glove is kept whole and the ends of the fingers reinforced by heavy leather tips. A shoemaker can put on these tips which should be about an inch and a half long. Both gloves should have padding in the palm and over the ball of the thumb. This padding can be made of as many layers of felt as are desired, sewn in when the glove is turned wrong side out. The pads should be so cut that they run up into the finger a little way, and thus form a protection for the base of the fingers. Every man who catches should wear a mask. A body protector will also save many a bruise.
Individual uniforms should be considered where clubs are formed, and let me say it is better to start with a club. Uniforms for boys need not be expensive; shirts of one color will do with the addition of a home cap. Pads on the knees and along the thighs, as well as rough mitts are of use in sliding.
Any number of players may belong to a club, but only nine can play on a side. Each side must have a captain, who must be a good leader as well as a good player.
The umpire is chosen by both sides to decide questions in dispute. There is no appeal from his decision, even where both sides think him in error.
It would take a whole book properly to go into the details of baseball, but no instructions can take the place of practice, and it will be better if this can be done under the direction of an expert.
RULES
Here are a few baseball rules that it will be well to remember:
1. The infield must be thirty yards square.
2. The bases must be four in number.
3. The ball must weigh not less than five nor more than five and a quarter ounces. It must be not less than nine nor more than nine and a quarter inches in circumference.
4. The bat must be wholly of wood, except that the handle may be wound with cord or wire. The length must not exceed forty-two inches nor the diameter, at the thickest, more than two and a half inches.
5. The players on each side shall be nine. The captain assigns them their places.
6. The pitcher must keep both feet on the ground, except when throwing the ball.
7. Players' benches, out of the way, must be furnished by the home club. 8. Each game must consist of nine innings. If the side first at bat scores less in nine innings than the other did in eight, the game is ended.
9. If after nine innings the score is a tie, the game shall continue unless called off by the umpire.
10. The game shall be forfeited if a player comes too late, or does not take the bat after five minutes when "game" is called.
11. Every club shall be required to have one or more substitutes, in the event of an accident to a regular player.
12. Men on the bases cannot have substitutes run for them.
13. The choice of innings shall be given to the captain of the home club.
14. A dead ball is one that strikes the bat without being struck at.
15. A score shall be counted every time a base run is made.
16. A ball that goes over the fence, outside the two hundred and thirty feet line, wins two bases.
17. A foul strike is when the batsman hits, when he is not in position.
18. The runner must touch each base in its order.
19. No umpire shall be changed during the game.
20. A coach is restricted to instructing the base runners only.
AUTUMN
CHAPTER XVII
SOME DETAILS ABOUT FOOTBALL
The mere act of kicking a football is a good exercise in itself, but very few who do so, particularly among boys, know anything about the game.
In England and her colonies there are innumerable football clubs in every town and village, but in this country the game is largely confined to colleges, and even in these not all the students play; indeed, so many are the physical requirements and so strenuous is the work that only those with extraordinary strength and activity are selected in the making up of teams. Yet, as it is, when properly played, one of our best out-door games, I think it well that my boy readers should know something about it.
At one time there were fifteen players on a side; now eleven is the legal number. The ground has much the same appearance of a gridiron, and the name "gridiron" is often applied to it, just as "diamond" is applied to the space marked off for that game.
Along the field the ball is urged, in ways presently to be explained, and which only the strong and active would care to carry out if pleasure in the strenuous sport were not its own great reward.
The ball used in this game is shaped somewhat like a lemon, or two cones joined at their bases. From the middle the angle of slope must be the same to the two ends.
The cover is of leather, and enclosed in this is an inflated bladder or an inflated rubber ball of the same shape. The work of inflating is done through a nozzle or opening as in a rubber tire and it is closed in much the same way. This is done before the cover is put on.
The football field is not hard to mark out; as in baseball, the flatter and smoother the better. The field is rectangular, one hundred and sixty feet wide by three hundred and thirty feet long. For convenience in telling the position of the ball, lines, indicated by whitewash as in tennis, are drawn across the field, fifteen feet apart.
In laying out, measure eighty feet from one corner along the line and mark the point. On the opposite end mark in the same way. The end lines being one hundred and sixty feet long, the points indicated will mark the center of the lines. Next measure nine feet three inches to the right, and the same to the left of the center points on the end lines, and place four goal posts, two at each end of the field. This will leave the proper space, eighteen feet, six inches between the posts. On these posts, and ten feet from the ground, the cross bars should be placed. The uprights should extend above the cross bar just ten feet.
THE TEAM
The teams in football consist of eleven men each, but where boys are out for practice, they need not be bound by the regular rules.
The eleven men are classified into "rushes" and "backs." There is a quarter back, two half backs and a full back. The first seven are line men, further known as center, right guard, right tackle, right end, left guard, left tackle and left end. Each player is given a number to designate him and this number is known to the captain only.
The kicks have special names.
Drop-kick, when the ball is dropped from the hand and kicked the instant it touches the ground; the
Place-kick, made by kicking the ball after it has been placed on the ground; the Punt, made by kicking the ball as it falls from the hands and before it reaches the ground; the
Kick-off is a place-kick made from the center of the field. The kick- off cannot score a goal. The
Kick-out, when one of the players on the side which has touched the ball down in its own goal makes a punt, drop-kick or place-kick. A
Free-kick, any kick where the rules forbid the opponents from advancing beyond a certain point.
In-touch is out of bounds.
A Touch-down is when the ball is kicked or carried across the goal line and held there.
A Touch-back is when the player touches the ball to the ground behind his own goal, the ball having been propelled over the line by an opponent.
A Safety Touch-down is when either by a kick, pass, or a snap-back, the player guarding his goal receives the ball from one of his own side and touches it down behind his goal line, or when he carries the ball across his own goal line and touches it down, or when he puts the ball in his own touch-in-goal, or if the ball, being kicked by one of his own side, bounds back from an enemy across the goal line and the player guarding the goal then touches it down.
SOME RULES
When a kicked ball is caught on the fly by one of the opposite side, the catcher marks with his heel on the ground the spot where the catch was made. The catcher then shouts, "Fair Catch," or he may hold up one hand.
Beyond the heel mark the opponents of the catcher cannot advance till the ball is again put in play. The catcher is entitled to the privilege of falling back towards his own goal, as far as he chooses; from the point selected he may take a place-kick, a drop-kick, or a punt. Instead of this, he may choose to give the ball to one of his own side for a "scrimmage." The scrimmage is governed by special rules.
If the catcher chooses to kick, he must drive the ball at least ten yards, unless stopped by one of the other side.
A player is said to be "on side" when he is not between the ball and the opponent's goal, or is where the ball touches an opponent. When a ball goes out of bounds, it is called going "into touch." In such case, a player is sent to bring it back to the place where it crossed the line. A member of the side that sent the ball out of bounds puts it again into play.
When a player carriers the ball across one of the end lines he obtains what is called a "touch-down."
Any player on this side may now take out the ball; he makes a mark as he walks by twisting his heel. When he has reached a point that suits, he places the ball for one of his own side to kick. The other side meanwhile retires to its own goal line.
When the ball has been carried to within kicking distance of the goal, the question of the kind of kick needed is often a question for deliberation.
At any time a player may carry the ball across his own goal line, and touch it down there for safety. This counts two points for the other side, or instead the side may take the ball out twenty-five yards for a kick-out.
The moment the ball touches the ground it is "in play," and the enemy lines up on their goal line will block the kick, if possible.
The formation is to a great extent governed by the plays to be made, but as a general rule the seven rushers stand in line of battle facing their opponents. Just behind the rushers stands the quarter-back, and a few yards in the rear of him the two half-backs are placed; while a dozen yards further back, alone in his glory, the full-back guards his precious goal.
If a strong wind is blowing, the winner of the toss-up takes the side favored by the wind, and the other team have the kick-off. If there is no wind to speak of, and no great advantage in either goal, the winner of the toss-up chooses the kick-off, and the other side have the choice of goals.
The two teams now line up in their respective positions, and the ball is placed upon the exact center of the field by the side having the kick-off.
THE FULL-BACK
As a rule the full-back is a good kicker and is selected to open the game.
To the right of the ball on the line stands right-guard, alongside of him is right-tackle, next to him is right-end, then comes right half- back and quarter-back, while stretched out on the line to the left of the ball are the center, left-guard, left-tackle, left-end and left half-back. All these sturdy men are ready to rush upon their opponents the moment full-back's toe touches the ball.
As the rules require the opposite side to stand at least ten yards back of the middle line, they form themselves in a sort of rough triangle so as to be able to guard the field and stop the ball with the least possible waste of time. At the required ten yards back of the center line, center of the opposing side is posted, back of center stand the two guards, back of them the two tackles with the quarter- back between them, behind them the two half-backs are stationed with full-back in front of his goal.
As there are no rules for placing the men on the field, this formation is altered to suit the captains.
The player selected to kick the ball must send it at least ten yards into the opponent's camp, and it is usually sent as much farther as the judgment of the kicker directs. When the ball comes sailing over into their ranks the enemy catch it and either return it by a kick or one of them runs with the ball.
When the player made the kick-off he calculated that the rushers on his side could reach the ball in time to prevent the enemy making much headway with it, and the enemy calculated to interfere in all lawful ways with the kick-off's rushers. If the enemy who holds the ball starts for a run, the men on the other side tackle him.
As soon as the player and ball are brought to a standstill the runner cries "down." Then some one on the runner's side places the ball on the ground at the spot where it stopped, and it is put in play by the snap-back kicking it or snapping it back, usually with his hand, but sometimes with his foot, to the quarter-back of his own side, who has taken a position just behind snap-back. Up to this time the men of each team have kept their positions upon their own side, but as soon as the ball is put in motion both sides may press forward and the scrimmage begins.
When a snap-back is to be made they arrange themselves in this way: Center holds the ball, behind him stands quarterback; more to the rear is full-back, with left half-back and right half-back a little to the front. Flanking these and slightly in advance are the two ends.
Each of these is ready to receive the ball, at a signal from quarter- back.
On either side of center are two guards, and two tackles, and the rival fives face each other.
When the ball is put in play there is a grand rush. The runner with the ball is surrounded by friends who try to force their way through the opposing line.
It is impossible in a general article to go into all the details of this popular game. Many authors have tried to make the rules and the methods plain, but they have not succeeded very well. The best way to learn is from an old player or to watch old players at the game. The points of the game are counted as follows:
Goal by touch-down 2 Touch-down without goal 4 Safety by opponent 2
CHAPTER XVIII
A HINT AT SOME WELL-KNOWN GAMES, INCLUDING HOP-SCOTCH
During a good deal of world-travelling I cannot recall ever having seen a game of Mumbly Peg played outside of the United States and Canada. I have placed it among the autumn games, but we all know that, except in winter when the conditions are unfavorable, it can be played at any time, where two boys and a jackknife can be assembled, with reasonably soft, smooth ground on which to play.
This game has so many variations locally and even among individual players that I shall not attempt a detailed description of the many ways in which the blade of the knife is made to enter the ground.
The feats, known to every boy, can be performed alone, and, when a boy, I know I did practice a lot by myself in order to avoid the consequences of defeat.
The rule is for the first boy to take the knife and go through as many feats as he can, but at the first failure the second boy takes the knife and does the same. And when all but one have succeeded, the penalty for failure is as follows:
A wooden peg two inches long is driven into the ground. A little must be left above the earth. The defeated boy has then to seize this with his teeth and draw it out. If he has difficulty in getting hold, the other boys are the more delighted and set up the cry, "Root! Root!" but this is not fair, and he should not be discouraged.
JACK STONES
is a much older and a more widespread game than mumbly peg. The knuckle bones of sheep and pigs, marbles, pebbles or any other small, heavy objects that can be thrown and grasped, are used. The best are made of iron and are sold cheaply.
Five stones or jacks are necessary for the game, a description of which I shall not attempt, for the feats vary, and the ingenious boy can add to them.
There may be a penalty decided on in the game of jack stones, but it is not usual, and so may be placed among those contests of skill in which success is its own reward.
HOP SCOTCH
is a far more strenuous game than the two just mentioned, nor, when properly played, is it behind them in the skill required. Of course, the best place for all games is out in the open country, but the children in towns and cities do not cease from the play for want of space.
Except when covered with snow and ice, Hop Scotch courts can be seen chalked out on the sidewalks of all our city blocks. A bit of brick, a flat stone, a shell, the lid of a blacking box, indeed any small object that can be moved by the foot can be used as what is known as the "Potsherd."
After choosing who shall be first, second, etc., the player stands at taw and tosses the potsherd into division number one. Hopping on one foot over the line into number one, and still keeping one foot raised, he makes a hop-kick with the other and sends the potsherd out of the number to that in the right or left section, as may be decided on in advance. There are many local variations of the rules, just as there are variations of the plan of the ground, and perhaps the one you know best is the best.
Hop Scotch may seem simple to those who have never tried it. In truth it is a game which, even in its simplest form, requires much skill and activity. But it is excellent for the muscles of the leg and it cultivates patience and persistency.
RULES
When a player touches his hand or foot to the ground it is called "grounds," and he is out.
When a player pitches the potsherd into the wrong division or on a line, he is out.
When a player kicks into the wrong division or on a line, he is out. In the next turn he must play from taw. When the turns of the others come they must begin at the division in which they failed.
CHAPTER XIX
HOW TO CAMP OUT—THINGS EVERY CAMPER SHOULD KNOW
Camping out is not in itself a game, but it would be hard to imagine a more delightful way for the boy or the man who has still something of the boy in him to spend a vacation.
Of course, boys in the country have more opportunities to learn about camping than boys living in the city. One thing is that they are more familiar with tools, but city boys are perhaps more eager for the life, as it is so primitive and in such striking contrast to their usual way of living.
Before going into camp there are many things for the camper to learn if he does not know how, and one of these things is how to make a fire. If one has matches, kindling and wood there is no trick in making a camp fire, but there is a good trick in making a fire where there are no matches and the wood is green or wet. Of course, you know that men built fires in houses and camps many, many hundreds of years ago, but you may not know that up to one hundred years ago matches, which are now so cheap and so abundant, were practically unknown. How, then, did they start fires?
Our own Indians get fire—I have seen them do it—by rotating a hard upright stick in a cup-shaped hollow of lighter wood, in which dry charcoal or the fungus-like shavings of punk were placed. Cotton or any other substance that ignites easily would answer as well. This is getting fire by friction.
Every hunter in the West and among the Indians and Mexicans of two continents now carries a flint and steel, and a dry substance to catch and retain the spark. This substance with a full outfit can now be had in most stores that supply sporting goods, and every camper should have a supply.
The back of a jackknife, a bit of flint-like rock, such as quartz, and some very dry cotton lint—kept for protection in a close box—will do just as well as the manufactured outfit, and it can nearly always be had. If you carry half-charred cotton rags in a box or bottle you will find them of use in making fire.
SHELTER
Camps are either temporary, that is changed from day to day, or they are permanent and may be visited year after year, or they may be used for a few weeks at a time. Temporary camps are the ones we are considering, and these can be elaborate or very, very simple. I prefer the latter, and I am sure the boys will agree with me.
During the autumn and when the weather is dry and the nights not too cool, the best way to camp is in the open, sleeping on beds of boughs, about a roaring fire, and with one blanket under and another over.
Small dog tents, such as our soldiers carried in the Civil War, are cheap and very convenient. Each man carried a section, and two made a tent, into which two men crawled when it rained, but in dry weather they preferred to sleep in the open, even when it was freezing.
Shelters of boughs, arranged A fashion from a ridge pole make good temporary shelters and are first rate as wind brakes at night.
If you have to sleep on the ground, you should have a poncho, that is a blanket faced with rubber on one side, to keep the body from too close a contact with the wet earth. The ideal camping place is near a good spring or beside a stream of pure water, in a natural grove with plenty of dry dead wood in the vicinity. The dry wood should be protected from rain if you are camping in the same place for some time.
The camp fire should be made of two thick green sticks or legs to be used as andirons. These should be placed about eighteen inches apart, so as to keep the lighter, dryer fuel off the ground. They will also serve to support the cooking pots. Where stones can be had, they serve well for andirons.
A shack built of crossed logs requires some time to build and some skill to make, but it is not beyond the reach of any boy who has seen —and who has not—an old-fashioned log shanty.
Be sure to select a dry place for your camp, and if you are to stay for any time take care to keep it scrupulously clean, burning every scrap that might attract flies or the smaller wild animals, or might make a stench.
Mr. Beard, an authority in such matters, writes:
"Never pitch your tent in a hollow or depression, or you may find yourself in the middle of a pond. Soldiers always dig a ditch around their tents. The floor, which is often your bed, can be covered with straw, if straw is obtainable; if not, fir boughs; these lie flatter than spruce. It is best to lay the foundation of good-sized branches, cover them with smaller ones, and over all place a deep layer of fir twigs broken off the length of your hand and laid shingle-fashion, commencing at the foot of your bed, or the doorway of your shack or tent, each succeeding row of boughs covering the thick ends of the previous row. A properly made bough bed is as comfortable as a mattress, but one in which the ends of the sticks prod your ribs all night is not a couch that tends to make a comfortable night's rest.
"Candles, lamps and lanterns add to the luggage of a camper and may be dispensed with, yet it often happens that you will need a light at night. If you do, remember that almost any sort of fat or grease will burn with a wick."
Boys from our cities have even a greater desire to get back to the heart of Mother Nature than have country boys, perhaps because they find a greater novelty in the forests, the streams and the untrammelled conditions of our primitive ancestors. But even the boy brought up on the farm heartily enjoys the freedom of the camp, and he takes naturally to all its requirements.
IF LOST
But all boys, even trained foresters, are apt to get lost in strange woods; but no matter the person, it is well to know what to do under such circumstances. As a rule the denser growth of moss on trees is on the north side. This knowledge may help find the direction; but it is better to carry a small pocket compass.
When the sky is clear, the sun and the stars help to guide the course, and if followed one is saved from travelling in a circle, as the lost are pretty sure to do in a dense forest.
If twigs are broken from bushes they will serve to show the course to those out searching. A good plan is to follow down the course of a stream, which always flows into a larger body of water and will lead to some abode. If a hill is accessible, the lay of the land may be had from its summit.
In any event, should you be lost, do not get rattled. You will be missed in camp and a search will be made by your friends. If you have to stay in the woods all night, make the best of it. Others have made the best of it by sleeping near the foot of a tree or beside a log. It will be more cheery if you can make a fire without danger to the woods.
THE OUTFIT
Now the camping outfit, including enough provisions for the proposed stay, must be carried, and unless the stay is to be short, a wagon or pack animals should be provided for this purpose. In the army and out West mules are used for this purpose, but any quiet horse will do just as well.
The old sawbuck saddle, shaped like the letter X, answers very well, but the Mexican pack, known as the aparcho, is much better. It is made of a plated straw matting, on which is fastened a strong wicker-work saddle, and a properly folded blanket, for you must be careful that the animal's back does not get sore. The saddle is fastened by pliant ropes, or broad belts of leather, called in the West "cinches," to fasten which securely requires some skill, as they pass through a circular ring and are secured by a hitch or peculiar knot that holds well and can be unfastened with a quick jerk.
For a journey of ten miles or more I would not advise you to make the pack load more than two hundred pounds, though I have known mules to carry three hundred pounds at a pace of twenty miles a day over rough trails.
If the pack is heavy, it may be lightened by having each camper carry his own blankets, in a roll, the case resting on the right shoulder. I would advise each to carry a canteen if there is danger of your being long away from good water.
You should have the following articles: A long-handled frying pan, a bunch of a half dozen pieces of telegraph wire, each two feet long, with which to make a spider or broiler; by simply laying them across the fire or over the hot coals you have a gridiron; you may bundle it up when its work is done; three or four assorted tin buckets for cooking purposes and for water; a tin coffee pot; a long iron fork; a long iron spoon; some cheap tin cups, plates and spoons, and some forks and knives.
Do not depend upon the fish and game for food supply, but take along some boneless bacon and fat pork. With the latter, you can cook your fish, and the former is good for a relish with whatever fresh meat you may secure. Then you should have some good ground coffee in a tightly closed box. Some tea in a screw-top glass preserve jar, sugar, salt, prepared flour, corn meal, rice, beans, oatmeal, condensed milk, evaporated cream, crackers, and as much canned or dried fruits as you can transport without overloading—these are not necessaries, but all of them will come handy.
Worth Remembering. It is not well for a lot of boys, no matter how strong and intelligent, to go off camping unless one of their number has had practical experience in that kind of life. It would be better to have a man in the party and to follow his instructions, as a soldier obeys his superior.
Before starting off it will be well to learn just what each member of the party can do best, and assign him to that work for the time. Afterwards it might be advisable to take turns at the work thought to be least agreeable.
Cooking, washing dishes, gathering fuel and keeping the camp in order are just as essential as hunting or fishing, more so, indeed; for cooking, etc., are necessary, while fishing and hunting are pleasures.
Keep your own person clean and carry along needles and thread so that you may be able to repair the rents in your own clothes.
Before going into camp every boy should know how to wash, dry and fold his own flannel shirt, stockings and handkerchiefs.
The captain of the camp should write out his orders and post them so that they can be read by all; nothing should be left to chance.
Under all circumstances keep your temper and remember your companions are entitled to a good time as well as yourself.
Don't be selfish, and don't go camping with boys who have that vulgar characteristic.
CHAPTER XX
CAN YOU RIDE A "BIKE?" SOME THINGS WORTH KNOWING ABOUT THE WHEEL, AND SOMETHING ABOUT OTHER THINGS
To begin with, I am not going to tell you how to ride a bicycle. The only way to learn that is to get a wheel, and if it bucks you off, mount again and keep on trying until you master the machine.
I have heard folks say that the bicycle is going out of fashion. That is sheer nonsense! What have boys, or sturdy young men, or sturdy old ones for that matter, to do with fashion? The bike is here, and it has come to stay, and to go on revolving as long as folks live on a revolving world.
Bike parties that make explorations lasting for days, or even for weeks, are now not unusual, and if they travel prepared to make camp wherever night overtakes them, the more healthful the sport and the more novel and independent the tour. You should know how to carry the necessary baggage on your wheel. It is customary in ordinary wheeling to strip a machine of every ounce of weight not necessary. Many riders travel without even a tool bag, pump or wrench. The additional weight of a few tools cannot be sufficient to make much difference to a rider.
If you are a "scorcher" and are out to pass everything you meet, the less weight you carry the better time you can make. But the wheel is used by most boys for other purposes.
The pathway of the biker is not always straight and smooth, as every boy who has ridden a wheel knows. The collision can always be avoided by good eyes and reasonable speed, but no eyes are keen enough to note, and no skill alert enough to avoid the broken glass, or the bits of scrap iron that beset the path and puncture the tire.
REPAIRS
A friend assures me that he has mended a punctured tire with chewing gum. Now I do not think well of the chewing gum habit, but if the stuff can be found to have better uses, I am not the one to discourage it. So it might be well to carry a supply to fill punctured tires. This is said to be the way to use it. Let all the air out of the tire, then with a flat piece of wood force the gum into the hole—of course the gum must be "chewed" first to make it soft. Plaster some over the hole, then bind the place with a strip of rag on your handkerchief. This done, pump in the air and ride with care.
A broken handle bar is bad, but a substitute that will work can be made if you have some strong string and a stout pocket knife. Cut two sections of a springy sapling, and bind them securely to the front fork, one on either side, and sufficiently long to reach just above the broken bar. Next tie securely a stout stick of proper length to the broken bar, and tie to this the end of the uprights. If properly done, this will enable you to finish your journey, which for a long distance is much pleasanter than walking and leading your wheel.
A rope tire will often enable the rider to reach home. A few yards of clothesline, borrowed, begged, or bought from some wayside house, will enable you to make a solid tire. Remove the rubber tire, tie it to your handle-bar, and take the rope and bend one end diagonally across the hollow in the rim of the wheel. Wind the rope carefully around, over the bent end of the rope, around again alongside of the first length until the rim is covered. Keep the line tight, and wind it until it fills up the hollow and is considerably higher in the middle than at the sides. The neater this work is done, the more comfortable will be your ride home. When the rope tire is complete, pry up the side lap and force the free end of the rope diagonally under it until it comes out on the other side. Draw it taut and cut off the end flush with the outer wrapping. Now pour water all over the rope until it is thoroughly wet; this will cause it to shrink and become firm and hard.
Have a stand for your bicycle when not in use, and keep the wheel clean and well oiled. No boy is worthy to own a tool or a toy, or anything else that is perishable, if he is too lazy or too careless to have a pride in it, and to keep it in the highest state of efficiency.
The very best time to make needed repairs is when the need is discovered. Never wait until the time comes to use the thing again. The boy who gets into that habit is disqualifying himself for the battle of life, in which promptness, accuracy and energy are the prime requisites to success.
If you cannot take care of your things, or prefer to resign that duty to others, then resign your ownership too, and let some more deserving comrades own them.
I have often wondered why "the rope"—as our western cowboys call the lariat, and the Mexican lariata—has not become a national sport, for its proper use requires great skill, and it is distinctly an American institution.
Children of the Mexican herders begin practicing with the lariat as soon as they can coil a rope. I have seen them catching cats and chickens with their little lariats, and their dexterity surprised me.
The lariat may be of any length from twenty to eighty feet. It consists of a long, strong, flexible rope, with a running noose at the end thrown. I have seen them made of hemp, horse hair and raw hide— the latter are by far the best, provided they are flexible and soft enough. The raw hide is cut and specially tanned, but for practice an ordinary thin rope will do.
The noose is made by fastening a small iron eyelet to an end of the rope, and through this the other end is drawn.
The greater part of the rope is held coiled in the left hand, while the noose is circled above the head with the right, and thrown when the proper swing has been reached.
A post makes a good target. It should be, to start with, not more than ten feet away. After a time the distance can be increased, and the nature of the target changed.
You will be surprised, if you try this, at the skill you will gain, and the pleasure the lariat will afford to yourself and companions.
CHAPTER XXI
THE OLD SCOTCH GAME OF GOLF-SOMETHING ABOUT HOCKEY AND SHINNY
In Scotland, where the game comes from, golf has been pronounced "goff" for more than five hundred years.
Now that our President and other great men have taken to golf, everybody reads about the popular game, but very few know anything about it but the name. To such, the following facts may be of use. The game is interesting, and its rules can be soon learned, but like everything else we do for pleasure or profit, it takes a good deal of practice before one can pose as an expert. Boys take to golf and soon excel their seniors.
The equipment for golf consists of a large field, called "the links," to play in, a set of sticks or clubs with which to make the strokes, and a ball to be hit at.
The start is made from a point called "the tee." The player's purpose is to send the ball, which may be rubber or gutta percha, and is about one and three-quarter inches in diameter, into a small hole. This hole may be from twenty to a hundred or more yards away, and the skill consists in doing the trick with the fewest possible number of strokes. The player who makes the most holes with the fewest strokes wins the game. This sounds very simple, and it is simple to understand, but not so easy to do.
THE LINKS
Many of the best links are laid out where the soil is sandy and the grass sparse and stiff. Such links dry quickly after a rain, and the ball is easily played and seen. The course in this country for the regulation game is sometimes three miles long; shorter courses can be laid out for informal work and practice. The links do not extend in a straight line. It is much better to have them wind about and end near the start. By carefully planning the curves, a golf course may be made to occupy limited grounds.
It has become a rule to make eighteen holes constitute a full course. In the United States, however, comparatively few courses have more than nine holes, and good practice can be had upon a course with even a fewer number. The starting-point is called "the teeing-ground," and is marked by two whitewash lines at right angles to the course, forming a parallelogram with the side lines of the course five or six yards in length by two or three in breadth. Within the parallelogram the player places his ball upon a tee or small hill of sand or earth from a half to three-quarters of an inch high.
The holes are about four inches in diameter, and are lined with iron— condensed milk cans or similar vessels may be used—and the ground for seven or eight feet on all sides is more level than the rest of the course and is known as the "putting green." The holes are placed at distances varying from three hundred to twelve hundred feet apart, and are marked by little red flags, which are removed when the player approaches.
As a match game consists of thirty-six holes, eighteen holes gone twice over give the required number; so will nine holes gone over four times, or six holes six times, or four holes nine times, or three holes twelve times. So you see that if your ground is limited you need have but three, four, six or nine holes, and the fewer the holes the fairer becomes the game for strangers, because in going over them so often they learn the ground, and that puts them on an even footing with the home players.
THE CLUBS
The golf clubs are something like shinny sticks in shape, but modified and better made, as the ball must be driven more accurately and much farther. The heads are made of wood or iron. There are a great variety of them, but the beginner does not need more than four or five.
The driver, a large club with a long shaft; the head is wood. It is used to start and when the ball is on the tee.
Let me add here that when the luxury can be afforded, it is usual to employ a boy, known as a "caddy" to carry the bag or receptacle in which the different clubs are kept.
The brassie is much like the driver, except that it has a brass head or plate on the hitting part. It is used for a good send when the ball is in a favorable place.
The cleek and lofter are iron-headed clubs, and are used to drive the ball far and low. A hundred and twenty yard stroke is good, but not unusual.
The golf ball, as I have said, is made of hard rubber, but in learning the game any hard ball of medium size will do, and one club will be enough with which to practice.
Hazards are obstructions in the way of the ball. A bunker is a hazard, such as a fence, wall, hedge, depression, or trees.
The ground between the holes should be cleared as far as possible of all obstructions. Hazards are not objected to by good players, as they add to the sport.
The game called "singles" is where two players, each with his own ball, play against each other.
A "foursomes" is when two players play against another two, each side having a ball and the partners playing alternately.
Often a skilled player will match himself against a number of inferiors; this is called a three or four ball match.
SHINNY
Of course every boy who can wield a stick has played at this fine, simple old game. One does not need many tools for this sport. A stout shinny stick, curved at the business end, like the best walking sticks, and a ball, or even a chunk of wood, if not too heavy, and large, will do.
The game is played between chosen sides under the lead of properly selected captains. Two goals, from ten to a hundred yards apart, are marked out, and between these the ball is placed.
This done, the captains display their skill by stationing their men in such a way that they may guard their respective goals if their opponents are driving that way.
The captains start the ball a-rolling; all are free to dash in and strike, taking care to guard their own heads and not to hurt the heads of the enemy, for this is a contest, not a battle.
Each party must keep on its own side, and each goal gained is a game.
HOCKEY
does not differ much from shinny. In this game the ball is called a hockey, and it does not matter what you call the curved sticks.
The goals are selected, and the sides chosen as in shinny, but in this game the captains toss up for first strike. When the ball is struck, the opposite side tries to stop it, and the contest is on.
When the ball is sent over the opponent's goal line, the game is won.
WINTER
CHAPTER XXII
ON THE ICE AND SNOW—THE ROYAL SPORT OF SKATING, WITH SOME HINTS ON SKIING, AND SNOWSHOES
Outdoor sports in winter are necessarily restricted to the thing that can be done in the snow or on the ice. But what glorious, health- giving, strength-making things they are! It is from the land of the stern winter that the world's greatest men have come.
Usually the frost comes before the snow, and with what joy the boys and the girls hear the news, brought by a rosy, eager comrade: "The ice is strong enough to bear."
Of course, our first experience on the ice was when we tried our first slide guided by the hand of a stronger and more expert companion. How soon we learned to do the trick, and what fun there was in "keep the pot a-boiling," while strings of youngsters took the slide. What if some did topple over? No bones were broken, and the incident always caused a lot of good-natured laughter.
Roller skating indoors or on smooth roads is certainly a good preparation for ice skating, but it is not at all necessary to begin that way, any more than it is to practice swimming with a support about the body.
It is said the children in Holland learn to skate as soon as they leave the cradle. Certainly the young South Sea Islanders learn to swim at an equally early age.
My advice is: Begin skating as soon as Santa Claus, or some other good fairy gives you skates of the right size. Some more advice: Never, from first to last, skate with your hands in your pockets. Leaves, sticks, bits of paper, or similar obstructions may check and stop, perhaps throw you, and at such times the hands should be free to ease the fall.
In the old days, with the help of the blacksmith, the harness maker, and the carpenter, boys had to put their own skates together. Those were certainly clumsy affairs, but there was no end of good sport in them.
To-day, the patent, clamp skate, fitting snug and securely and without any tight straps or tiresome screws, can be bought cheaply and fastened on in a jiffy. But can you use them when on? That is the question. If you can't, be assured you will soon learn, with patience, practice and the advice of a more experienced companion.
WRONG HELP
I note that some books on skating advise the beginner to take a chair to the ice and learn on this till confidence is gained. Now confidence is never gained by leaning on anything or depending on any person. Start in to win by having confidence in yourself. This applies to your life work as well as to skating.
When you have mastered your legs somewhat, and can move fairly well forward, it will be quite time for you to learn some other way of getting experience and fun from the sport.
Begin the variation by trying to cut a forward circle. To begin, you strike out on the left foot, with the body leaning toward the left, the center of the proposed circle. When the weight of the body is on the outside edge, the line described by the skate runner will be a curve directed outward. As soon as you find that you can continue on that stroke no longer bring the right foot quickly forward and down. This last must be a short stroke of only sufficient duration to give you time for another outer-edge stroke with your left foot. At first you will make a very large circle, but gradually you will be able to contract the dimensions. When you have mastered the left-foot circle, try it on the right foot, and practice until you are able to go either way with equal speed.
The backward circle, when learned, is easier than the forward ring, for the push stroke is made with the toe. When going backward great force can be given to the toe-push stroke by slightly lifting the heel.
To cut the circle backward, you must simply reverse your forward movement.
To skate backward, work or scull yourself along any way, until you are able to detect the proper movement and proper manner of giving the strokes. This accomplished, you may call yourself a good plain skater.
The spread eagle is one of the first steps in the advance from plain to fancy skating. Even when well done, it lacks the elements of grace, but it is most excellent practice to render the limbs supple, and make other more graceful tricks possible; and it is a favorite performance of boy skaters.
You must skate straightaway until you have gained sufficient headway, then at the end of the last stroke turn the toes out so that the runners of your skates make a straight line, heel to heel, one skate following the other. In this position you will glide over the ice until the momentum first gained is exhausted. At first the beginner will be only partially successful, but gradually he will be able to describe a wide circle forward, and in a little while gain sufficient control of his feet to slide across the skating pond in a straight line.
The spread eagle backward will be found more difficult, for it necessitates turning the toes out until they point backward. In performing this last feat, it is no easy matter to keep your balance, but perfection comes with practice, and soon the boy who devotes time to practice will excite the admiration of his comrades by the ease with which he turns either forward or backward. During his practice the beginner will undoubtedly bend his knees, but after he has reached that point of excellence where his whole mind need not be centered on his feet, he may learn gradually to straighten his legs until at last he can do the spread eagle forward and backward without looking like a straddle bug.
A ring can be made without lifting your skates from the ice. This is called a spread-eagle circle, and it is cut by spreading the feet. The skater must learn to keep his feet moving, first the right foot forward and the left foot back, then the left foot forward and right foot back, always with toes turned out spread-eagle fashion. When properly done, this motion will cause the skater to glide around in a circle, his feet moving in a most bewildering manner, while they weave a pretty grape-vine pattern on the ice.
It would take a volume properly to tell all the possibilities of skating, and the ice games, like shinny, and curling. But the boy who can manage the movements already indicated will be sure to learn by himself the more advanced art of this fine sport.
SNOW SHOES
are not so well known in the United States as in Canada and throughout the St. Lawrence valley.
Snow shoes are shaped very much like tennis rackets, and are made in much the same way and of much the same material. They are from thirty to thirty-six inches in length, and about one-third that in width. The broad point is to the front, and some eight inches back of this the foot is fastened by means of straps to the front and sides. The framework can be of light willow or strong rattan. The meshes should be closer than in a racket, and the best are made of water-proofed rawhide.
It requires much practice to become expert in the use of the snow shoe; but once the skill is acquired, twice the distance, over soft snow, can be made in the day, as compared with the average foot man on ordinary ground.
Without snow shoes, winter travel would be well nigh impossible over large areas of British North America. We are indebted to the Indians for this valuable aid to locomotion.
SKIING
pronounced in Norwegian "sheeting"—is the great winter sport of the Norwegians and Swedes. The sport is fast being introduced into this country and is gaining in popularity in every place where the two requisites—snow and a long, steep hill—can be had.
The ski is a strip of ash or spruce wood, turned up in front like a sled runner, and smooth and straight grained. The length varies from six to ten feet, the width from three to four inches, and the thickness from. a third to three-fourths of an inch.
The strap, attached by screws to the middle of the ski, is fastened over the toe part of the foot, leaving the heel free to rise and fall.
Skies are hard to manage going up hill, but on a level of soft snow a great pace can be kept up. But it is in going down hill, and leaping from a "jounce" that the skier is at his best. It is not unusual for experts to jump one hundred and twenty feet from rise to fall.
CHAPTER XXIII
COASTING; SLEDS OF MANY KINDS—THE TOBOGGAN
Long before the strong, light, machine-made sled was put on the market or even thought of, the American boy was his own sled-maker, and if this sled was not so sightly, it certainly got there as effectively as does its modern rival.
The best of the old-time sleds were made by cutting down a small oak, beech, or maple tree that had a promising curve at the root. This was dressed, then sawed down the middle, so as to make the two runners. Through each runner six holes were bored from the top, each pair of holes about two inches apart. Into the holes were driven wooden pegs to hold the three benches. The pegs were long enough to go through the two stringers that ran in line with the runners. Over this the frame was laid. The bottoms of the runners, when the material could be had, were shod with thick hoop iron, the nails being counter-sunk. In the center curve of the runners, holes were bored for the drawing rope, and all was ready for the snow.
A quicker way was to saw out the proper length for runners from an inch, hardwood board, curve the fronts by means of a draw-knife, then connect the runners by braces, and cover with a frame of lighter material. These sleds, when shod at the blacksmith shop with half- curved iron shoes, were things to delight in, and two of them, properly hitched, made a fine "bob."
The bob sled is superior in every way to the old long sled which delighted the grandfathers of the present boys. The old-fashioned sleds were steered by the boy in front kicking with his heels on the frozen snow, or the boy at the stern by dragging one foot behind as a rudder. This answers very well for the common sled, but when the sled is seven, eight, or ten feet long, and loaded underneath with pig iron to give it weight, the boy in front who steers has a difficult and exceedingly dangerous task, especially if the hill is steep and icy; and it is next to impossible to steer such a craft from the stern by dragging one foot behind. |
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