Read BALLS AND BEAN BAGS of Games for the Playground‚ Home‚ School and Gymnasium , free online book, by Jessie H. Bancroft, on ReadCentral.com.

SPECIFICATIONS FOR BALLS, BEAN BAGS, MARKING GROUNDS, ETC.

BALLOONS. ;Gas balloons have been found very useful for quite a large class of games, and are specially suitable for use in the schoolroom or parlor, though they may also be used out of doors. The balloons are the regular toy balloons used by children, and are preferably ten or twelve inches in diameter when inflated, though smaller ones may be used. In games where two balloons are used it is desirable that they be of different colors, to distinguish which belongs to each team. When the gas in a balloon is exhausted, if it be not convenient to refill the rubber bag with gas, it may be filled with the breath, and will be found still to float sufficiently in the air for purposes of the game, though of course the gas-filled balloons with their tendency to rise are superior.

BASEBALL (See also Indoor Baseball). ;Baseballs are hard and preferably leather covered. The required ball for the National Association of Baseball Leagues is not less than 5 nor more than 5-1/4 ounces in weight, and measures not less than 9 nor more than 9-1/4 inches in circumference. A slightly smaller ball is used in junior play; that is, for boys under sixteen. The best construction of baseballs is that in which there is a rubber center wound with woolen yarn, the outside covering being of white horsehide. Good balls cost from fifty cents to $1.50 each, but baseballs may be had at five cents each.

BASKET BALL. ;Basket balls are comparatively large, round, “laced” balls; that is, they consist of a rubber bladder inserted in a leather case; the bladder is inflated by means of a hand or foot pump; after it is placed inside of the leather cover the opening in the cover is laced together. The official ball prescribed by the Amateur Athletic Union and the Young Men’s Christian Association Athletic League of North America calls for one that measures, when inflated, not less than 30 nor more than 32 inches in circumference; the limit of variableness to be not more than 1/4 inch in three diameters; the weight to be not less than 18 nor more than 20 ounces; the ball when ready for use to be tightly inflated and so laced that it cannot be held by the lacing. The best basket balls cost about $6 each.

BEAN BAGS (See also Oat Sacks). ;Bean bags are especially useful for tossing games with little children and for use in the schoolroom, where a ball is not easily recovered if dropped; but many bean-bag games are of great interest even to adult players and are suitable for almost any conditions, ;playground, parlor, or gymnasium. Bean bags should be made of heavy, closely woven material, such as ticking, awning, duck, or denim, and should be from 6 to 12 inches square when finished. They are stitched around the outer edge (except for a small length through which the beans are inserted). The bag should then be turned and stitched a second time. Hand sewing is preferable, as often better able to withstand the strain put upon it. The bag is filled with dried beans or peas. A bag 6 inches square should contain 1/2 pound of these. A larger bag may contain a few more, but the half-pound weight is good for any sized bag. For little children a 6 or 8 inch bag is very good. It is desirable to have an equipment of bags made of two different colors, half of the bags, for instance, being red and the other half blue; or some of striped material and others of plain. This aids in distinguishing the bags that belong to opposing teams or groups of players. It is easy to improvise a substitute for bean bags under almost any conditions. The writer has known some very good substitutes to be made by placing dried leaves in a square of cloth, gathering up the corners and tying them with a string. Bean bags 7 inches square may be purchased for about $2 per dozen.

For adults, especially for men, the oat sacks make a very interesting implement for play, the weight making them a good substitute for medicine balls. (See Oat Sacks.)

CRICKET BALL. ;This is the same as a hockey ball, but red instead of white. The official specifications (Marylebone Club) are identical with those of the American baseball, except for 1/2 ounce heavier weight. They call for a ball weighing not less than 5-1/2 ounces, nor more than 5-3/4, with circumference not less than 9 inches nor more than 9-1/4. The construction and appearance differ from baseballs, the cricket balls being of heavy rubber, usually, but not invariably, covered with leather, which is sometimes enameled. The leather is put on in even hemispheres instead of in shaped pieces, as for a baseball. Cost, $1.50 to $2 each.

FOOTBALL. ;Official footballs are “laced” balls; that is, they consist of a rubber bladder, which is inflated and inserted in a leather casing which is then laced firmly to close the opening. Two shapes of balls ;round, and so-called “oval” ;are official for different organizations. The round ball is prescribed for the “Association” games (American Football Association) and for Soccer, the circumference of the ball to be not less than 27 inches, nor more than 28. The prolate spheroid ("oval”) ball is prescribed by the Intercollegiate and Rugby Associations of America, diameters about 9-1/4 x 6-1/4 in. The cost of best quality balls of both shapes is $5, and from that down to $1. Cheaper balls may be had (to substitute for any laced leather balls) made of sealed rubber, or to be inflated like a water polo ball, some incased in duck, others without casing.

GAS BALL. ;A gas ball is a sealed rubber ball filled with gas and very light in weight, generally used by little children. These are extremely useful for the schoolroom, where it is desirable to avoid damage from the hitting of objects by a hard ball, and where it facilitates play to keep the ball in the air, as it is difficult to locate balls that roll on the floor. Gas balls measure from 4 to 6 inches in diameter, and cost from ten to forty cents each.

GOLF BALL. ;Golf balls are made of gutta percha, painted white. The interior construction varies. The surface is made uneven with lines, dots, or dimples, to give greater buoyancy to the strokes. Size, about 1-5/8 inches in diameter. Cost, from $2 to $9 per dozen.

HANDBALL. ;The term “handball” is generally used to designate any ball that can be caught easily in one hand, as distinguished from larger balls, such as basket, foot, and volley balls. Technically, the term “handball” applies to the balls used in the game of Handball.

In selecting a ball for general games, including Handball Drills as herein given, it is desirable to have one slightly larger than for the official game and to get one with considerable resiliency; that is, a ball that will rebound from a hard floor to a height of about 3 feet when dropped from a height of about 6 feet. A good ball for this purpose will measure about 2-1/4 inches in diameter and weigh 2-1/2 ounces. They are of hollow rubber, sealed. Such balls will cost about $5 per dozen. For children’s play of course cheaper balls can be had.

Official Handballs used for the game of Handball differ somewhat in America and Ireland, where this is the national game. The American balls are made both of rubber and leather. The specifications for the balls of the Amateur Athletic Union of America call for a ball measuring 1-7/8 inches in diameter, with a weight of 1-5/8 ounces.

The Irish official handball is smaller and heavier than that of America and is generally made of rubber. The official ball called for by the Gaelic Athletic Association of Ireland is hard, covered with sheepskin or any other leather, and is not less than 1-1/2 ounces nor more than 1-3/4 ounces in weight. Handballs suitable for the game of that name may be had of leather and rubber, ranging in price from twenty-five cents to $1 each.

HOCKEY BALL. ;Field Hockey is played with the same kind of ball as Cricket, but white instead of red. This is usually but not invariably covered with white leather, the latter sometimes enameled, put on in even hemispheres instead of in shaped pieces like the covering of a baseball. The dimensions are the same as for a baseball but the weight usually about 1/2 ounce greater. Field Hockey balls measure 9 inches in circumference and weigh 5-1/2 ounces. The official rules of the American Field Hockey Association specify merely “an ordinary cricket ball painted white.” Hockey balls cost from $1 to $2.75 each; practice balls of solid rubber, fifty cents.

Ice Hockey is played with a “puck,” solidly cylindrical in shape and smaller than the ring for Ring Hockey. The official specifications for the American Amateur Hockey League require a puck of vulcanized rubber one inch thick throughout, 3 inches in diameter, weight not less than 7-6/16 ounces nor more than 7-9/16 ounces. These cost fifty cents; practice pucks, twenty-five cents.

Ring Hockey or Indoor Hockey is played indoors with a ring of flexible rubber, 5 inches in diameter, with a 3-inch hole through the center. The official rules specify a weight of not less than 12 ounces nor more than 16 ounces. Rings cost from $1 to $1.25 each.

INDOOR BASEBALL. ;Indoor baseballs are specially constructed for indoor play, being much larger and more elastic than those for outdoor play. This ball is generally composed of a core of packed leather strips, around which is placed curled horsehair tied on with string. The cover is of leather, preferably horsehide, somewhat softer in quality than that used on the outdoor baseball. The dimensions of the ball vary from 15 to 17 inches in circumference, or about 5 inches in diameter. The weight is from 8 to 8-3/4 ounces. The official ball specified by the National Indoor Baseball Association of the United States is not less than 16-3/4 nor more than 17-1/4 inches in circumference; made of yielding substance; not less than 8 nor more than 8-3/4 ounces in weight; and is required to be covered with white skin. The color of the ball naturally assists in indoor play where lights vary. Most of these balls have red stitching on the seams, which makes them even plainer to be seen. Good balls cost from eighty cents to $1.25 each.

LA CROSSE BALL. ;The official ball for the game of La Crosse is made of sponge rubber, sometimes leather covered (white). It is very slightly smaller in size than a baseball, and about the same weight. The Intercollegiate La Crosse Association of the United States specifies a ball weighing about 5-3/4 ounces, with circumference of 8 inches. The National Amateur La Crosse Union of Canada specifies a weight of from 4-1/2 to 5 ounces, and circumference of not less than 7-3/4 nor more than 8 inches. The best balls cost sixty-five cents each.

MEDICINE BALL. ;Medicine balls are leather covered and of greater weight than any others used in the gymnasium. These balls were devised to give exercise of a vigorous character, particularly for the abdominal and other trunk muscles, and afford some of the most hygienic exercise to be had in the gymnasium. Medicine balls vary considerably in size and weight. The usual balls measure from 10 to 16 inches in diameter, and weigh from 4 to 12 pounds. They cost from $4.50 to $15, those with laced leather covers being more expensive than those with sewn covers.

OAT SACKS. ;Oat sacks as here described were devised by Dr. R. A. Clark and Mr. A. M. Chesley, to be used in place of medicine balls for adult players. In addition they may be used for many bean-bag games. Oat sacks are made of heavy (10 oz.) duck. They are circular in shape, 14 inches in diameter when finished. Two circles of this size are stitched around the edge, except for an opening where the oats are inserted. The bag is then turned and stitched a second time. They are then filled with four pounds of oats each.

PLAYGROUND BALL. ;For the game of Playground Ball there is used a ball that in size is between a baseball and indoor baseball. Usually balls of from 12 to 14 inches in circumference (of this type of construction) are called playground balls, and those from 15 to 17 inches, indoor baseballs. Because of their size, these balls cannot be batted as far as the usual baseball, and this and their softer texture make them especially useful for limited areas. This same type of soft ball may be had in the smaller size of the regulation baseball. The construction is the same as for indoor baseballs ;a wound ball covered with soft white leather, the whole being firm, but more elastic and yielding than a baseball.

The National Amateur Playground Ball Association of the United States specifies a ball not less than 12 inches nor more than 14 inches in circumference, not less than 8 ounces nor more than 8-3/4 ounces in weight, made of yielding substance covered with a white skin.

Good playground balls of any of the sizes here mentioned cost $1 each.

POLO BALLS. ;Polo or Roller Polo (on roller skates) is played with a very hard rubber-covered ball, painted bright red and about the size of a baseball ;9 inches in circumference. Cost, from ten cents to $1 each.

Equestrian Polo is played with a wooden ball, usually of willow, having no other covering than white paint. The Polo Association of America specifies such a ball 3-1/8 inches in diameter and not to exceed 5 ounces in weight. The English rules (Hurlingham) call for a slightly larger and heavier ball, 3-1/4 inches in diameter and 5-1/2 ounces in weight ;material not specified. Willow balls cost $2 per dozen; others, $1.25 per dozen.

Water Polo is played with a ball of white rubber, inflated through a key afterward used to screw shut the opening. The official American rules for Water Polo call for a white rubber ball of not less than 7 nor more than 8 inches in diameter. Cost, $2 each.

PUSHBALL. ;The game of Pushball is played with the largest ball ever constructed for any game. The ball measures 6 feet in diameter, and consists of an inflated rubber bladder inserted in a leather cover. Cost, $200 each.

RUGBY BALL. ;See Football.

SOCCER BALL. ;See Football.

SQUASH BALL. ;For the game of Squash, a hollow rubber ball is used similar to a tennis ball, and about the same size. It measures 8 inches in circumference, and is covered with felt, black, red, or white; some have an overspun cover knitted on the ball in green or white. Cost, $6 per dozen. Enameled rubber squash balls in black or gray may be had at twenty cents each.

TENNIS BALL. ;Tennis balls are of rubber, hollow, and are covered with white felt. The official specifications call for a ball measuring not less than 2-1/2 nor more than 2-9/16 inches in diameter, of weight not less than 1-15/16 nor more than 2 ounces. Tennis balls cost about $4 per dozen.

VOLLEY BALL. ;Volley balls are quite similar to basket balls, but slightly smaller and lighter. They are suitable for games in which the ball is batted with the open hand or fist and where it is to be kept continuously in the air, such as the game of Volley Ball. The ball consists of a rubber bladder inclosed in a laced leather cover of white. The official specifications call for a ball not less than 25 nor more than 27 inches in circumference, of weight not less than 9 ounces nor more than 12 ounces. Volley balls cost from $2.50 to $4 each.

MARKING GROUNDS

Where boundary lines are important in a game and need to be seen from a distance, as in many ball games, they should be plainly marked. On a gymnasium floor black paint for permanent diagrams is the best. For out of doors white linen tape may be had, with wooden staples and pins for fastening to the ground, costing from $3.50 to $6 per set for a court the size of a tennis diagram. A liquid mark may be made of whitewash, and a dry mark by mixing two parts of sand with one of whiting. Marble dust or slaked lime also make good dry marks. Roller markers for placing either wet or dry marks in lines of even width may be had at from $1 to $5 each.

BEAN BAG AND OAT SACK GAMES

BAG PILE

10 to 100 players.

Gymnasium; playground; schoolroom.

Bean bags; oat sacks.

The players are divided into two or more equal parties which line up in ranks. Near the front end of each rank is a pile of from ten to fifteen bean bags or oat sacks, which are to be passed down the line. At a signal the first player in each rank takes a bag and passes it down the line, sending the others in succession as rapidly as possible. The last player in the line when he receives the bean bag lays it on the floor in front of him; and as each bean bag reaches him, he piles it on the first one, making a stack. Only the first bag must touch the floor. The stack must be able to stand without assistance, and the player who stacks the bags must have no help in his task. Should the bags fall over at any time, the player who stacked them must pick them up and pile them over again. The line scores one which first succeeds in getting all of its bags stacked. The last player, the one who stacked the bags, then carries them up to the front of the line and becomes the first passer for the next round of the game.

The line wins which first scores five or ten, as may be decided beforehand. The play should be very rapid.

BEAN BAG AND BASKET RELAY

10 to 60 players.

Schoolroom.

Each player is provided with a bean bag. A waste-paper basket or a box is placed on the floor near the blackboard in front of each aisle. In line horizontally with the forward edge of each front desk, a chalk line is drawn on the floor at the end of each aisle, which serves as a throwing line, from which players throw their bean bags into the baskets.

The game is a competition of skill rather than of speed. At a signal from the teacher, the first pupil in each row stands, places his toe even with the throwing line, and tosses his bean bag toward the basket. If the bag goes into the basket, it scores five. Should it lodge on the edge of the basket, it scores three. Should it fall outside, there is no score.

As soon as these first players have thrown they return to their seats and the second row across the room steps forward and throws. This is continued until each player has thrown, and the line wins which has the highest score. There should be one score keeper for the entire game, who should draw a diagram on the board in which to write the score.

BEAN BAG BOARD

(Faba Gaba)

2 to 30 or more players.

Playground; gymnasium; schoolroom.

This game consists in throwing bean bags through holes in an inclined board. The board should be preferably eighteen inches wide by three feet long. Near the lower end of it should be cut a square hole about the size of the bean bags. Higher up in the board a second hole about three inches larger should be cut. The board should be slanted by resting it against a wall or fence, or bracing one end of it in some other way, so that it is at an angle of about forty-five degrees.

The players stand at a throwing line from ten to fifteen feet from the board. Each player has five bags ;or five may be used for the entire group of players, the bags being recovered for each thrower in turn. A bag thrown into the larger hole counts five; into the smaller hole ten. The player wins who first scores one hundred.

Where there are a large number of players, it is desirable to have more than one board, so that the players may be divided into several groups and make the game more rapid.

BEAN BAG BOX

2 to 20 or more players.

Playground; gymnasium; schoolroom.

A small box measuring not less than six inches square should be fastened inside of one about twice the size and that in a third, leaving at least six inches margin between the boxes. This is set up on a slight incline with a stone or other object under its further end, or tipped up against the wall. From ten to twenty feet away from this a throwing line is drawn. Each player is provided with five bean bags and takes his place in turn on the throwing line, throwing all five bags at each turn. A bag thrown into the smallest box scores five points, one into the middle box ten points, and into the outside box fifteen points. The player who first scores one hundred wins.

This is a very popular game, and the paraphernalia for it may be easily improvised.

BEAN BAG CIRCLE TOSS

10 to 30 or more players.

Gymnasium; playground; schoolroom.

Bean bags; balls.

There should be a bean bag for each of the players except one. All of the players form a circle, separated from each other by a small space. At a signal from a leader, each player turns toward his right-hand neighbor and tosses his bean bag to him, turning at once to receive the bag which is coming to him from the left. The game should move rapidly, but of course this is a matter of skill and may have to be acquired. With very little children it may be advisable to first play the game with a fewer number of bean bags, till they grow accustomed to tossing and turning quickly to catch. Balls may be used instead of bean bags if desired.

When the tossing has gone once or twice around the circle to the right, the direction should be changed to the left. It is well to have one of the bean bags of a different color from the others, so as to know when the circle has been completed. Any player failing to catch a bag must pick it up and toss it regularly to his neighbor.

BEAN BAG RING THROW

10 to 60 or more players.

Playground; seashore; gymnasium; schoolroom.

Bean bags; blocks of wood; stones; shells.

This game may be played with bean bags, or when out of doors, especially at the seashore, with small blocks of wood, stones or shells. The players should be divided into groups of equal numbers, which compete against each other. A small ring should be drawn on the ground or floor measuring from twelve to eighteen inches in diameter, one ring opposite each group of players, who should be lined up in single file. The leader of each row should toe a starting line drawn across the ground at from ten to fifteen feet from the row of circles. Each row should be provided with six bean bags or other objects for throwing, as indicated above.

At a signal, the leader of each row throws each of his bags in succession toward the circle, and scores one point for each bag that lands within the circle. Any bag that touches the line does not count. The player then takes up his bags and runs back to the rear of the line, giving the bags as he passes to the front player of his row, who should have moved up to the starting line. These second players, in turn, all begin throwing on a signal. The line wins which has the highest score when all have thrown.

It is advisable to have some one to act as scorer for all of the lines; though it is practicable for the first player in each line to act as scorer for his line.

IN THE SCHOOLROOM. ;When this game is played in the schoolroom a circle should be drawn on the floor near the front blackboard opposite each aisle; across the end of each aisle, and even with the front row of desks, should be drawn a throwing line. The game should start with the six bean bags on each front desk. At a signal the front pupil in each row steps forward to the throwing line and throws the six bags in succession for his circle. Each bag that lands fully within the circle scores one point for him. No score is made for a bag that touches a line. He then steps to the blackboard in front of his aisle, and writes down his score; then gathers up the bags, places them on the front desk, and takes his seat. When he is seated the player next behind him steps forward to the throwing line and repeats the play; or, if desired, the next row of players across the room may wait for the teacher’s signal for doing this, as the game is played for a score and not on time limits.

The row wins which has the highest score when each of its players has thrown.

CATCH BASKET

10 to 60 players.

Schoolroom.

Bean bags; gas ball.

The class stands in a circle around the room, each half constituting a team with a leader at one end. On a desk in the center of the room is placed a waste-paper basket. The game consists in throwing a bean bag or a ball (large, light gas ball preferable) into the basket, the teams alternating their turns. There is no interference, but an umpire stands in the center who returns the ball to the next player after each throw. The leaders throw first and each player in turn thereafter. Each time the ball lodges in the basket it scores one for the team throwing. A bean bag lodged on the edge of the basket scores as a goal. A player may throw but once at each turn. The game may be limited by time, the team winning which has the highest score at the end of ten or fifteen minutes; or it may end when each player has had a turn. The former method leads to quicker and more expert play, which should be encouraged.

CRISS-CROSS GOAL

10 to 60 players.

Schoolroom.

The class is divided into two teams. Each team is divided into two lines, which stand facing each other, as shown in the diagram.

A waste basket is placed on the teacher’s desk or hung higher if possible in the front of the room. Each team has one bean bag.

Player N holds the bean bag in each team.

At a signal each N tosses his bag to N, N to N, and so it continues to pass in a zigzag line till it reaches N. N, on receiving the bag, tries to throw it into the basket. If he misses, he runs forward, picks up the bag, runs back to his place, and tries again; he continues trying until he or his opponent gets a bag in, which event finishes the inning.

The team in which N first receives the bag, scores three points; and the team making the goal first scores one; so one team may score four, or one three, and the other one, point. The team wins which has the highest score at the end of the playing time.

If the distance from the basket seems too long, N may come forward a given distance to a chalk line and throw from that.

In order to pass around the privilege of throwing goal, the goal thrower in one game passes down to the other end of the line, the line moves up one place, and the next player in order throws for the goal in the next game. When every one in one line has thrown for goal, the privilege passes to the other line.

Sometimes it is necessary to have umpires to watch for fouls, such as skipping a player in passing the bag.

This game was originated by Dr. J. Anna Norris and received honorable mention in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. It is here published by kind permission of the author, and of the Girls’ Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.

DESK RELAY

20 to 60 players.

Schoolroom.

Bean bags.

The pupils sit on their desks facing the rear of the room and with the toes caught under the seats. The rear player on each line holds a bean bag. At a signal, the bag is passed over the head backward to the next player, who in turn passes it, and so on until it reaches the player at the front, who jumps down from the desk and hops on one foot to the rear of the room. As soon as this player has reached the rear seat, all the players in the line stand and move forward one desk. The rear player takes the desk thus vacated and starts the bean bag again.

The line wins whose bean bag first reaches the front of the room after the pupils have all changed seats until original places are resumed.

The teacher should indicate which foot is to be used in hopping, so that in successive playing of the game, each pupil will hop alternately on the right and left foot.

This game was originated by Mr. James J. Jardine of New York City, and received honorable mention in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. It is here published by kind permission of the author, and of the Girls’ Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.

FETCH AND CARRY

10 to 60 players.

Schoolroom; playground.

Bean bags.

Each pupil is provided with a bean bag. A circle about fifteen inches in diameter is drawn with chalk on the floor directly in front of each aisle and close up to the front blackboard. At a signal from the teacher the first pupil in each row of seats runs forward, places his bean bag in the circle in front of his aisle, and runs back to his seat. As soon as he is in his seat, the pupil back of him runs forward, places his bean bag in the circle, and returns to his seat. This is continued until every pupil in the row has deposited his bean bag, the signal for each player to start being the seating of the player in front. The row which gets all of its bags first into the circle wins, and scores one.

The play is then reversed. The last player in each row runs forward, picks up a bean bag, and returns to his seat. As he sits, he touches the player in front on the shoulder, who then starts forward, but must wait for this signal. The row which first gets back to its seats, each player with a bean bag, wins and scores one.

As in all schoolroom games in which the players run through the aisles, those who are seated must be very careful to keep their feet under their desks, and never to start before the proper signal is given for their turn.

HAND OVER HEAD BEAN BAG

10 to 60 players.

Schoolroom.

This is a relay passing race, the different rows of pupils competing with each other in passing bean bags backward over the head.

The players should all be seated, there being the same number in each row of seats. On each front desk a bean bag should be laid. At a signal the first player in each row lifts the bean bag over his head and drops it (it should not be thrown) toward the desk behind him, immediately clasping his hands on his own desk. The next player catches or picks up the bean bag from his desk and passes it backward in the same manner. It is thus passed quickly to the rear of the line. When the last pupil receives it, he runs forward at once to the front of the line. As soon as he reaches the front desk, the entire row of players move backward one seat, and the player who ran forward takes the front seat, immediately passing the bag backward to the player next behind him.

The play thus continues until the original occupant of the front seat has again returned to it. Immediately that he is seated, he should hold the bean bag up with outstretched arm, as a signal that his row has finished. The row wins whose leader first does this.

JUMP THE BEAN BAG

10 to 60 players.

Schoolroom.

The class is divided into two equal divisions or teams. The teams stand in opposite outside aisles and face the center of the room. The game consists in a contest between the two divisions as to which shall finish first in the following relay, here described for one team.

The leader at the head or front of the line, having the bean bag in his hand, runs down the first aisle toward the rear, places the bean bag on the center seat of the row to his left (second row from standing line), vaults over the seat, and runs up the next aisle to the front of the room and so to the head of his division. He tags the player standing at the head of the line and passes behind the line to the rear, taking his place at the foot.

The player who has been tagged at the head of the line immediately runs down the first aisle, takes the bean bag from the seat, vaults over the seat, and passes down the next aisle to the rear of the room, and so to the foot of his line. He hands the bean bag to the player next to him, who passes it to his neighbor, and so it is passed up to the head of the line.

The player at the head of the line, immediately upon receiving the bean bag, runs down the first aisle, places it on the seat, vaults over the seat to the next aisle, and so to the head of his line, where he tags the player who has moved up to his place.

The game thus consists in an alternate placing and taking of the bag from the seat. The player who places the bag returns to the head of the line to tag the player standing there, and then passes behind the line to the foot; the player taking the bean bag returns to the rear of his line and passes the bean bag up the line.

The division whose original leader first gets back to his starting place wins the game.

This game was originated by Miss Alice R. Young of Brooklyn, N.Y., and received honorable mention in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of the author, and of the Girls’ Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.

PASSING RELAYS

There are several forms of this game, some of which are suited only to young children; others may be full of sport and interest for adults. The games may be adapted to comparatively small numbers or very large numbers. Several passing races will be found among the ball games. For bean bags, see: ;

Bag Pile.
Passing Race.
Pass and Toss Relay (single line).
Pass and Toss Relay (double line).

PASSING RACE

10 to 100 players.

Playground; gymnasium; schoolroom.

Bean bags; dumb-bells.

The players stand in ranks, and bags are passed from one to another player down each line, starting on a signal for the first bag. Each rank should have about ten bags. The line wins which finishes first; that is, passes all of its bags to the end of the line.

The game may be varied by having each player pass the bags from one hand to the other before handing it to his neighbor, or by raising the bags overhead, or touching them to the floor, first with one hand, then with the other, before passing.

This makes an especially interesting game when dumb-bells are used instead of bean bags, as they are harder to pass.

PASS AND TOSS RELAY (SINGLE LINE)

16 to 60 players.

Gymnasium; playground; schoolroom.

Bean bags; oat sacks.

The players stand in two or more even ranks, facing sideways. The players at either end step one long pace forward of the ranks, to the points marked 1 and 10 respectively, as they are to catch the bag tossed from some other player. Player Number One has a bag and at the signal for starting runs toward the rear, and as he runs tosses the bag to Number Ten. The line immediately moves forward one place, Number Two stepping into the place vacated by Number One. As soon as Number Ten has caught the bag, he takes his place in line with the rank and passes the bag to his next neighbor, Number Nine. The bag is then passed rapidly up the line until it is received by Number Three, who tosses it to Number Two. Number Two, in his turn, as soon as he receives the bag, dashes for the rear, tossing the bag as he goes to the player standing at 10, who in this instance will be Number One. The line again moves up, Number Three now stepping out to the place marked 1.

This play is continued until Number One is back in his original position. The rank which first gets the bag around to Number One after he returns to his original position wins the game. Number One should hold the bag up at arm’s length as soon as he gets it as a signal that his rank has completed its play. As this feature adds much to the facility with which an umpire may judge of the winning rank, it may well be a required part of the play, the rank winning whose Number One is first to raise aloft his bag.

It adds much to the interest of the game to have a general
umpire and scorekeeper who shall decide which is the winning
line, and post the score where the players may see it.

PASS AND TOSS RELAY (DOUBLE LINE)

16 to 60 players.

Playground; gymnasium; schoolroom.

Bean bags; oat sacks.

The players are divided into two equal groups which compete against each other. Each group is divided into two lines or ranks which stand facing each other. There should be from ten to twenty feet of space between the two ranks.

The game consists of passing a bean bag up one of these lines to the end, when the last player runs across to the opposite line, tossing the bag as he goes to the end man in that line, who catches it and passes it down the line. The same play is performed at the other end, the last player running across to the opposite line, tossing the bag as he goes to the last player there. The lines move up or down one place each time a player runs across to the opposite rank. The game in detail will be as follows: ;

Number One has a bag, and at a signal passes it down the line to Number Eight, who runs across toward Number Nine, tossing the bag to Number Nine as he does so. It must be tossed before he has gone halfway across the space between. Number Nine immediately passes the bag to Number Ten, and so on up the line to the last player, Number Sixteen. The moment that he receives the bag, he runs across toward Number One in the opposite rank, making a running toss as he does so. At the same time the entire line from Nine to Fifteen moves up one place to make room for Number Eight, who should take his place at the foot of the line next to Number Nine. As soon as Number One receives the bag, he passes it down the line to his neighbor, Number Two, and so on till it reaches the end of the line, which at the same time should be moving down one place to make room for Number Sixteen, who should take his place at the head of the line next beyond Number One.

This play is repeated until Number One reaches his original position again, and the bag is passed to him there. Immediately on receiving it, he should lift it high, as a signal that the play is completed in his group. The group wins whose first player is first to do this.

The game may be made a little more definite by Number One having some distinguishing mark, as a handkerchief, tied on his arm.

When players have some proficiency in the game, as prescribed, they may play with two bags instead of one, keeping both in play at once. In this form of the game the diagonal opposites start each a bag at the same time, that is, Number One and Number Nine. The game becomes thus just twice as rapid. The team wins whose Numbers One and Nine first succeed in both returning to their original positions, where they should hold the bags aloft.

A score should be kept, each team scoring two points for winning a game and one point for every time that its opponents’ bags touch the floor, either through poor throwing or bad catching.

The writer is indebted to Mr. Chesley’s Indoor and Outdoor Gymnastic Games for several points of description or of play for this game. Mr. Chesley has found it a very interesting gymnasium game, with possibilities for much sport and skill.

TARGET TOSS

10 to 60 players.

Playground; seashore; gymnasium; schoolroom.

Bean bags; stones; shells.

Three concentric circles should be drawn on the ground or floor, after the idea of a target. Their size will depend somewhat on the skill of the players, but for the youngest players the inner circle should be not more than two feet in diameter and the outer circle six feet in diameter. For those more skilled, smaller circles may be used. From ten to thirty feet from the outer rim of the largest circle a straight line is drawn on the ground, to serve as a throwing line. Where there is a small number of players, all may use one target. Where there is a large number, several targets should be drawn and the players divided into as many groups. Each group has three bean bags, or if out of doors, small blocks of wood, stones, or shells may be used. Each player throws in turn, throwing each of the three bags or other objects at each turn. The thrower stands with his toe on the throwing line and tosses a bag toward the target. If the bag stops within the center circle, it scores fifteen points; if between the center circle and the next larger one, it scores ten points; and if between the middle circle and the largest or outer one, it scores five points. For very little children a bag that lands on a line may score for the larger circle which it touches. For more expert players, a bag landing on a line does not score at all. The player wins who has the highest score in five rounds of the game.

TEACHER AND CLASS

5 to 60 players.

Playground; gymnasium; class room.

Bean bags; balls.

This game may be played with either bean bags or balls, and is one of the simplest and earliest tossing games, being generally used when pupils are first acquiring skill in handling a ball. With very rapid play and greater distance between the “teacher” and the “class,” it may become very interesting, however, for older players.

One player is chosen for the “teacher.” The others stand in a line side by side, facing her, at an interval of from five to twenty feet. Where there are many players, there should be several groups of this kind, with a distinct interval between groups to avoid mistakes or confusion. It is desirable to have from six to ten players for each “teacher.”

The teacher starts the game by tossing the ball to each pupil in turn, and it is immediately tossed back to her. Each pupil missing goes to the foot of the line. If the teacher misses, the player at the head of the line takes her place, the teacher going to the foot. The action should be as rapid as possible.

VAULTING RELAY

10 to 60 players.

Schoolroom.

Bean Bags.

The players stand in line in the aisles between the desks, all facing to the right or left (facing open windows preferred). The first player at the front of each line will hold a bean bag in his right hand, if facing left, or in his left hand, if facing right. At the command “Start!” the bean bag must be passed toward the rear to each player, in turn, until the player at the end of the line receives it. Each player, after passing the bean bag, must place one hand on his desk and the other on the back of his chair, jump over his chair, turn, jump back again, and take his position in the aisle by the next seat, moving back one seat toward the rear of the line each time the bean bag has been passed, and so on until he returns to his place in line. The player receiving the bean bag at the end of the line must run to the head of the line, as shown in the diagram, and pass the bag to the next player. This continues until each player returns to his place in line. The line wins whose original leader first gets back to his own place.

This game was originated by Mr. James J. Jardine, of New York City, and received honorable mention in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of the author, and of the Girls’ Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.

BALL GAMES SUITABLE FOR BEAN BAGS

All run
Arch Ball
Ball Chase
Ball Puss
Ball Tag
Call Ball
Center Catch Ball
Circle Ball
Club Bowls
Center Club Bowls
Circle Club Bowls
Line Club Bowls (Single)
Line Club Bowls (Double)
Corner Spry
Dead Ball
Dodge Ball
Home Run
Line Ball
Over and Under Relay
Overtake
Pig in a Hole
Ring Call Ball
Roley Poley
Round Ball
Russian Hole Ball
Schoolroom Dodge Ball
Spud
Stride Ball
Toss Ball
Tree Ball
Zigzag Games
Circle Zigzag
Line Zigzag I, II, III
Zigzag Overhead Toss

BALL GAMES

BALL GAMES

ALL RUN

10 to 30 or more players.

Playground; gymnasium.

Hand ball; bean bag.

This game is played with a hand ball or basket ball and is a gymnasium adaptation of the wall ball game known as “Burley Whush” or “Ball Stand.”

A square is drawn on the ground or floor. All of the players gather within this, including one who holds the ball. The ball man throws the ball in the air, whereupon all of the other players run in any direction as far as they can. The thrower remains on his place, catches the ball, and as he does so cries “Hold!” Upon hearing this, all of the others must instantly stop running. The thrower then aims his ball at one of these other players, and if he succeeds in hitting him, the player hit must change places with the thrower. Should he miss, all of the players return to the square and the same thrower takes another trial. Should he miss hitting a player a second time, he must be “court-martialed,” i.e. stand twenty feet from the square with his back turned to the players congregated there, who pelt him with their balls, each one having one throw.

ARCH BALL

10 to 100 players.

Playground; gymnasium; schoolroom.

Basket ball; bean bag; oat sack; any substitute.

This game is very similar to Pass Ball, but is here described under another name, as it differs from Pass Ball in (1) not having the run to a goal line; (2) admitting of variations, as in the passing of several articles; (3) being comparatively informal without the scoring of fouls and other strict observance of rules that class Pass Ball with athletic events.

The players line up in two or more single files, which compete with each other, and must therefore contain an equal number of players. The captain or leader of each file toes a line drawn across the ground and holds a basket ball (a bean bag or other object may be used). At a given signal he passes the ball backward over his head to the player next behind, who in turn passes it backward as rapidly as possible, and so on until it reaches the last player in the line. He at once runs forward, carrying the ball to the front of the line, which moves backward one place to make room for him. He toes the line and passes the ball backward over his head. The play continues until the captain reaches the end of the line, and runs forward with the ball to his original place at the head of the file. As he takes his place there, he holds the ball aloft as a signal that he has finished. The file wins whose captain is the first to return to his place.

The game may be made very enlivening by passing several articles in rapid succession, each of a different and contrasting character, such as a basket ball, tennis ball, Indian club, heavy medicine ball, bean bag, light dumb-bell, three-or five-pound iron dumb-bell, etc. In this form of the game the last player must accumulate all of the articles before running forward with them, or the score may be made on the arrival of the last article at the rear of the line.

FOR THE SCHOOLROOM. ;See also Hand over head bean bag, in which the entire class plays at once.

The players raise their seats where this is possible, and stand between the desk and the seat. Where the seats cannot be raised, the players may sit in the seats or on the desks. An even number of players should be in each line, and only alternate lines play simultaneously, so as to leave clear the necessary aisle space for running. Those at the front of the lines should hold a ball or any substitute for passing backward over the head, such as a bean bag, eraser, foot rule, or book. At a given signal the object is passed backward over the head to the next player in the rear, who in turn passes it backward, and so on down the line until the last player receives it. He runs forward on the right-hand side of his desk to the first seat. At the same time the other players in his row step into the aisle at the left of the desks and move backward one place. The line wins whose original leader first gets back to the front.

As in all games in the schoolroom in which part of the players are seated while others run, care should be taken that there are no feet in the aisle over which the runners might trip.

ARCH GOAL BALL

10 to 60 players.

Playground; gymnasium.

Basket ball.

The players are divided into groups, and line up in single file in two or more lines facing a basket ball goal or any substitute. Each line has a basket ball. At a signal each leader passes the ball backward overhead, the next player catches it and passes it in the same way, and so on to the end of the line. When the last player receives the ball, he runs forward and tries to throw it into the basket, standing on a line marked from five to ten feet from the goal. He is allowed but one throw, when he quickly takes his place at the front of his line (which moves backward one place to make room for him), and at once passes the ball backward overhead. The last player, in turn, runs forward, throws for goal, etc. This is repeated until each player in a line has thrown for the goal. Each goal made scores two points for the team. The team wins which has the highest score when all of the players have thrown.

This may also be played on time. Then each player throws until he succeeds in getting the ball into the basket. The team wins whose last man finishes first.

BALL CHASE

4 to 20 players.

Playground; gymnasium.

Hand ball or substitute.

A row of caps is set against a wall or fence, or a series of holes dug in the ground. At a point ten or twenty feet from these all of the players stand, and one selected as thrower throws a ball into one of the caps or holes. Any substitute may be used for a ball, such as a small block of wood or a stone. Should he miss, he repeats the throw until he succeeds. As soon as a ball lands in a cap, the owner of the cap runs away, and all of the others chase him until caught.

It will be seen that this game may best be played where there is opportunity for considerable dodging around and behind obstacles. The player being chased is exempt if he can get back to his own cap before being caught by the others. If caught, however, he becomes thrower for the next round; otherwise the first thrower continues in that position.

In a gymnasium a series of circles may be drawn on the floor in place of the holes or caps, and a bean bag tossed into them.

BALL DRILL

(See Hand Ball Drill and Wall Ball Drill.)

BALLOON BALL

10 to 60 players.

Schoolroom.

Inflated balloon.

There are two goals, each consisting of a string stretched on opposite sides of the room from front to rear, at a height of six feet. There may be any number of players, who are divided into two teams.

The teams are seated in alternate rows. The A’s represent the players on one team, the B’s the players on the opposing team. The balloon is thrown in the air in the center by the teacher, and the players of both teams strike it with open hand.

Object. ;The players of team A try to bat the balloon over goal A; the players of team B try to send it over goal B.

Fouls. ;Fouls are called for the following: ;

Standing more than half erect.
Leaving seat entirely.
Raising desk (if movable).
Striking ball with clinched hand.

Score. ;Each goal made counts two points. One point is also awarded to the opposing team for each foul.

This game may be varied by having a goal keeper for each team whose duty shall be to prevent the balloon from crossing his or her goal line. This goal keeper should stand, and should have a free use of the aisle in front of the goal.

This game was originated by Mr. Henry J. Silverman of New York City, and submitted in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. This game was one that received honorable mention, and is here published by the kind permission of the author, and of the Girls’ Branch, and of Messrs. A. G. Spalding & Brothers, who published the handbook in which the game first appeared.

BALLOON GOAL

10 to 100 players.

Schoolroom; parlor; gymnasium.

Inflated balloon.

The game is played with two toy balloons, preferably twelve inches in diameter, one red and one blue, which are struck with the open hand only. When the gas of the balloon is exhausted, the rubber bag may be refilled with the breath, when it will be found still to float sufficiently in the air for the purposes of the game.

The class is divided into two teams, preferably designated by colors corresponding to the balls, worn on the arm or otherwise. The teams are assigned by rows across the room from side to side, the first row of pupils belonging to the red team, the second to the blue, the third to the red, etc. Four goals are formed by stretching a tape diagonally across each of the four corners of the room about five feet from the floor, the goals in the diagonally opposite corners having the same colors, two of red and two of blue. The game consists in hitting the balloon with the open hand so that it will float down behind a goal tape, the red balloon scoring when it enters the red goals, and the blue balloon when it enters the blue goals. There are no goal guards, but it is the object of all players belonging to the red team to get the red balloon into the red goals, and of the blue team to keep it out. Similarly, the object of the blue team is to get the blue balloon into the blue goals and of the red team to keep it out.

The game starts by the teacher putting the balloons in play by tossing them up in the center of the room, when each side immediately begins to play for them. It has been found that with two balloons and four goals, and the interference offered by fixed seats and desks, it is unnecessary to limit the players to any given area. This, however, may be done should play become rough.

A score keeper scores one for each team making a goal with its balloon, but the game continues without interruption, the balloon being at once put in play again by the teacher.

A fifteen-minute game should be divided into at least three periods, the teacher signaling for a rest at the end of each five minutes.

This game is admirable for the parlor, and may also be played in the gymnasium or playground.

This game was originated by Mr. Max Liebgold of New York City, and received the prize offered by Mrs. Henry Siegel in the competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. The game is here published by the kind permission of the author, and of the Girls’ Branch, and of Messrs. A. G. Spalding & Brothers, who publish the handbook in which the game first appeared.

BALL PUSS

3 to 30 or more players.

Playground; gymnasium; schoolroom.

Gas ball; basket ball; hand ball; bean bag.

This is a form of ball tag. In it each player chooses a home or corner, as in Puss in the Corner, or Home Tag. When played out of doors, trees may be used for this purpose; in a gymnasium, pillars or different pieces of apparatus; in the schoolroom, the corners of the room, the front and rear corner desks, the teacher’s desk, the radiator, or any other objective points. The players who are so stationed beckon to each other to exchange places, and as they run from one place to another the one who is It tries to hit them with the ball. Any one so hit changes places with the one who is It.

As in all ball-tag games, either a ball or bean bag may be used. If played in the schoolroom, a light gas ball should be used; elsewhere, anything from a light-weight hand ball to a basket ball would be suitable. Hard balls should be avoided.

Where there are many playing, it is advisable to have two or three who take the part of thrower or Puss (It), in which case there will be two or three balls or bean bags in play at the same time, and the game is made more rapid.

BALL STAND

(Burley Whush)

5 to 20 players.

Out of doors; gymnasium.

Hand ball; tennis ball.

This game is started by tossing a ball against a wall or on the roof of a house from which it may roll back. The players all stand in a group or row, from ten to twenty feet from the wall. One of the number is chosen as thrower and tosses the ball as indicated, at the same moment calling the name of one of the other players. This player must dash forward and catch the ball before it strikes the ground, while at the same moment all of the other players run as far away as possible. Should the one called succeed in catching the ball, the players come back and the thrower throws again, calling the name of some other player. Should the one whose name is called fail, however, to catch the ball, he calls out “Stand!” upon which the others must stop in their flight. The ball man then picks up the ball, and from where he stands throws it in his turn at one of the players. Any player so hit calls out “Hit!” and becomes at once the ball man. The other players immediately run again without returning to the wall, but stop as soon as the one hit calls “Stand!” which he must do upon picking up the ball.

This is continued until the ball fails to hit one of the players, when all return to the original starting place, where the last thrower of the ball throws it against the wall and the game begins again.

The players in their flight, the object of which of course is to diminish the chances of being hit by the ball, may run behind any obstacle, such as a bush or around the corner of a house, but in any such case must extend a hand so it shall be visible beyond this obstacle, that the ball man may still have an opportunity to hit them.

BALL TAG

3 to 60 players.

Playground; gymnasium; schoolroom.

Gas ball; bean bag; basket ball; hand ball.

There are several forms of ball tag, each quite distinctive, and all interesting and making good games. A soft ball or bean bag should be used in all of these games, or with older players a basket ball or other large, comparatively light-weight ball.

The players scatter promiscuously. One player, who is It, tries to hit one of the other players with a ball or bean bag. Any player thus hit becomes It and must try to tag others in the same way. When a player fails to hit one for whom he aims, the thrower must pick up his own ball or bag, except in the schoolroom, where the seats and desks interfere with this. There any adjacent player may pick up the ball and throw it back to the one who is It. Players may dodge in any way, as by stooping, jumping, or the usual sideways movements.

Where there are many playing, it is advisable to have two or three who take the part of thrower or It, in which case there will be two or three balls or bean bags in play at the same time, and the game is much more rapid.

If played in the schoolroom, a light gas ball or bean bag should be used. Elsewhere, anything from a light-weight hand ball to a basket ball would be suitable. Hard balls should be avoided.

BASKET BALL DISTANCE THROW

10 to 30 or more players.

Playground; gymnasium.

Basket ball.

This is an interesting and simple athletic event, as well as a good game. It is especially useful for players drilling on the handling of the basket ball or shotput, and is a good substitute for shotput for girls.

A full circle six feet in diameter is drawn on the ground. A heavy line is drawn across its center, which serves as a throwing line. The player stands in the circle and throws the basket ball from this throwing line toward other lines drawn in the throwing space as specified below, the ball scoring according to its landing in relation to these other lines.

The lines drawn across the throwing space must be parallel with the throwing line in the circle. For players below the seventh year of the elementary school course (below twelve years of age) these three lines should be respectively twelve, eighteen, and twenty-seven feet from the forward edge of the circle. For players from the seventh and eighth year of the school course (that is, thirteen and fourteen years of age) these three lines should be respectively fifteen, twenty-one, and thirty-one feet from the forward edge of the circle. These measurements are for girls. For boys the longer distance given between lines will be found generally advisable, and they may even be increased.

The players are divided into competing teams, the players of each team throwing in rapid succession. Each player has but one turn, unless the ball should strike some obstacle before touching the ground, when another trial is allowed. A thrower must at the start stand in the circle and toe the throwing line, drawn across the center of the circle; in completing the throw he must not fall or step forward over the outer line of the circle in front of him. If at any part of the throw, from its start to finish, the thrower be out of the circle, it is considered a foul and does not score, the number of players in the team being counted as one less when the total or average is figured. The best form for throwing is that described for Battle Ball.

For each throw to the first line (the twelve or fifteen foot line) or any point between it and the next line, a team scores one point. For each throw to the second line (the eighteen or twenty-one foot line), or between it and the next line, a team scores three points. For each throw to or beyond the third line (the twenty-seven or thirty-one foot line) a team scores five points. The team averaging or adding the largest score wins first place in the event. If the number of players be not even, the score is decided by an average instead of by adding. Where several groups or teams are competing, if there be a judge for each team and floor space for more than one diagram, two or more teams should throw at once.

BATTLE BALL

6 to 12 players.

Playground; gymnasium.

Basket ball; Indian clubs.

This is one of the best and most interesting of the simpler team games. Briefly stated, it consists in trying to dislodge Indian clubs or tenpins placed at the rear of the enemies’ territory. Players should be trained to cooperate and to understand the importance of each doing well his particular part. Playing into the hands of each other when necessary, as in passing the ball to good throwers, is one of the most important features of team work.

GROUND. ;A ground measuring about fifty feet long by twenty-five wide should be divided into two equal parts by a line across the center. The rear boundary of each half is the goal or club line on which the Indian clubs are placed. Above these club lines a cord or rope is stretched seven feet from the ground. This cord may be fastened to posts on either side of the ground, or jump standards may be used to support it. If desired, back stops may be placed across the ground at a distance of five feet beyond the club line and extending beyond the boundaries of the court on either side.

Indian clubs or tenpins weighing two or three pounds are placed on the club line, there being one pair for each club guard. One pair of these clubs should be placed in the center of the line and one at each end of it three feet from the posts that hold the cord. The clubs of each pair should be separated by a distance of eighteen inches.

TEAMS AND OFFICIALS. ;The teams consist of from three to six players on each side, though five on a side is the most desirable number. The description of this game and the diagram assume five players to a team. Each team chooses a captain, who settles disputes (unless other officers be appointed for this purpose, as hereinafter stated), and who assigns places for the other players as he sees fit. He himself occupies any place he desires.

Each team is divided into club guards and forwards. For five players there should be three club guards, each standing before a pair of clubs, and two forwards or throwers, who stand near the dividing line. In the placing of players it is desirable to place the best catchers as club guards and the best throwers as forwards. In addition to the team players, it is desirable to have a referee, two judges, and one or two scorers, though all these offices may be filled by the same person.

The referee should keep time, should start the game, should announce scores and settle disputes. The judges, one for each side, should watch for fouls and report points made by their respective sides to their scorers.

OBJECTS. ;The objects of the game are (1) to knock over the opponents’ clubs with the ball; (2) to make a goal by passing the ball beyond the opponents’ club line under the string but not hitting the clubs.

START. ;The sides toss up for the ball or choose by drawing cuts (see chapter on “Counting out and Choosing Sides.”)

Whenever a ball goes out of bounds it should be returned to the captain of the opposite (catching) side by a player designated for the purpose.

POINTS OF PLAY. ;Successful play will come both from throwing and bowling the ball. The best way to throw or bowl the ball is from the extended right arm, the ball being held on the wrist by bending the wrist upward and turning the hand inward over the ball. The right foot should be in the rear and at the start the trunk twisted toward the right. As the ball is thrown, the weight of the body should be changed to the forward leg and the body swung forward nearly half around from the waist toward the left. The best way to stop the ball is usually by blocking it with both arms; but it may be blocked with the legs or the body. The ball may be tossed from player to player on the same side, either to get it into the hands of the best thrower or to mislead the opponents as to when it will be aimed at their clubs. Players may move about on their own side, but overstepping the boundary lines is a foul. Club guards should not get far away from their line of duty. The ball should be aimed at the clubs or at open spaces between players, not at the players themselves.

FOULS. ;It is a foul for a ball to pass above the cord drawn over the opponents’ club line. Such a foul scores one for the defensive side. It is a foul for a thrower to step over the center line. For this the opponents score two points. It is a foul for a club to be overturned by a player on his own side. Each club so overturned scores five points for the opponents.

SCORE. ;Overturning an opponent’s club with the ball scores five points. Passing the ball beyond the opponents’ club line below the cord but without hitting the clubs scores three points.

A ball passing between a pair of clubs scores ten.

A ball passing between the legs of an opposing player scores ten.

No score is made on a ball caught by the opponents.

Fouls score as stated above.

The game is played in ten or fifteen minute halves, with five minutes’ intermission, the team winning which has the highest score at the end of the second half.

It adds greatly to the interest of the game to post the score in sight of the players, on a blackboard, large paper, or other bulletin.

This game was originated by Dr. Dudley A. Sargent.

BOMBARDMENT

10 to 100 players.

Playground; gymnasium.

Basket ball; Indian clubs.

This game resembles Battle Ball in that it consists in trying to overturn Indian clubs or tenpins set up in the opponents’ court. The game differs from Battle Ball, however, in being feasible for a much larger number of players, and in being very much simpler in its form, not having the closer team organization or such a variety in points of scoring as Battle Ball. It may be made one of the liveliest and most interesting games for large numbers of players.

GROUND. ;The ground is divided into two equal fields by a line across the center. At the rear of each ground a row of Indian clubs or tenpins is set up, there being the same number of pins as players. Should the number of pins be so great as to require their being closer than two feet apart, a second row should be placed in front of the first, in such a way that each club stands opposite a space in the preceding row of clubs.

PLAYERS. ;The players are divided into two teams numbering anywhere from five to fifty each. The players stand between their clubs and the dividing line in any scattered formation. With a large number of players several balls should be put in play.

OBJECT AND POINTS OF PLAY. ;The object of the game is to knock down the opponents’ clubs. Each player will therefore serve both as a guard to protect his clubs, and as a thrower. He may throw whenever he can secure a ball, there being no order in which players should throw. Balls may be made to displace the opponents’ clubs by being thrown against the wall behind the clubs, so that they will rebound or carrom, knocking the clubs down from the rear. No player may step across the center line. The game is especially interesting when several balls are in play at once.

SCORE. ;Each club overturned scores one point for the side which knocked it down. Every club overturned by a player on his own side scores one for the opponents. The game is played in time limits of from ten to twenty minutes, the side winning which has the highest score at the end of that time.

BOUNDARY BALL

10 to 100 players.

Playground; gymnasium.

Basket ball.

GROUND. ;The ground should measure about twenty feet in width by forty in length, and should be divided in half by a line, marked across it.

PLAYERS. ;The players, numbering anywhere from ten to one hundred, are divided into two equal parties. Each party lines up on one side of the dividing line and about ten feet from it.

OBJECT OF THE GAME. ;The object of the game is to throw the ball over the opponents’ rear boundary line, a party succeeding in doing this scoring a point. As each party lines up at the start ten feet from the center dividing line, it is possible for each to intercept the ball at the point of its line-up. Any players from the line, however, may run back of this line-up to prevent the ball from going over the rear boundary, and the point at which the ball is stopped by any such player indicates the point at which the party must line up for the next play. It therefore becomes a secondary object of the game to force one’s adversaries back until they have reached their rear boundary line, where their chances for intercepting the ball are less than in a forward position, as their movements are more restricted.

For instance, party A throws the ball at party B’s boundary. The latter, by running backward several paces, succeeds in intercepting the ball at a distance of say five feet beyond its first line-up. The entire party then takes its stand on this new line and throws the ball at its opponents’ boundary, trying to force them back in similar manner as far as possible to catch the ball.

START. ;The parties toss up for which side shall first have the ball. The ball is then given to the center player in the line, who makes the first throw. After this first throw the ball may be put in play by any player in a line.

RULES AND POINTS OF PLAY. ;Players may run forward of their first or succeeding line-up to catch the ball, but the line-up never comes forward of its first position. After a line has been forced backward, however, if the ball be caught anywhere between the last line-up and the first, the line moves forward to the new point. Should a ball roll on the ground, the point at which it stops rolling, or is stopped by the players trying to catch it, indicates the line at which they must take their stand. No ball scores a point, however, which rolls beyond the rear boundary line. When a party has been forced back to its rear boundary line, it must stand on that line thereafter, unless it should succeed in stopping the ball forward of that line, when it may move forward to the new position. No player may step over the boundary line.

SCORE. ;One point is scored by the throwing party every time a ball is thrown beyond the opponents’ rear boundary line. Five points constitute a game.

BOUND BALL

10 to 30 players.

Playground; gymnasium.

Tennis ball; hand ball.

This game somewhat resembles tennis, but is played over a lower dividing line, and the ball is batted with the hand instead of with a racket; it is always played from a bound, never “on the fly.”

GROUND. ;Boundary lines for the entire court should be outlined, measuring about fifty feet in length by twenty-five in width, though these dimensions are not invariable. The ground is then divided by a line into two equal parts. In a gymnasium balance beams may be set up for this purpose. Out of doors a board or log may be used, or the mere drawing of a line on the ground will suffice.

PLAYERS. ;The players are divided into two equal parties which take their places on either side of the dividing line, scattered over their respective courts without regular formation.

OBJECT. ;The game consists in batting a tennis or hand ball with the hand from one side to the other of the dividing line, after it has first bounded in one’s own territory.

START. ;The leader of the game, or any player on either side, puts the ball in play by throwing it among the players of the opposite side. Whoever catches the ball acts as the first server. The server serves by bounding the ball once and then hitting or batting it with the open palm on the rebound, so that it will go over into the opponents’ court. Should a served ball fail to rebound in the antagonists’ court, it is returned to the party from which it came, that they may have a second trial. One player continues to serve until his side scores five, when the ball is thrown to the opponents. The players on a side serve in rotation.

RULES AND POINTS OF PLAY. ;In returning a serve or keeping the ball in play at any time, it may be bounced any number of times before being sent into the opponents’ court. The one essential point is that it should be kept bounding, a ball that is dead being thrown back to the server. In bounding the ball it must always be hit or batted from the upper side with the palm of the hand. Should the ball bound very low so as to give slight opportunity for batting into the opponents’ court, a player may coax it to a higher point before batting. A ball may also be worked forward or to any advantageous point of the ground by bounding or “dribbling” in this way before batting it. Whenever a ball enters a court, any member of the party on that side may play upon it. The players in each court will naturally scatter to be ready to receive the ball. Players will use in this game many points of tennis, such as sending the ball into the opponents’ territory with a long glancing stroke, which may make it bound unexpectedly toward the rear of the opponents’ court; or on the contrary, with a small bound that shall just barely cross the line. A ball going out of bounds is out of play, and must be returned to the server unless it should rebound in the court for which it was intended, when it should still be considered in play.

SCORE. ;The score is entirely for a defensive game, being wholly on the opponents’ failures. If desired, the score may be the same as in tennis, but is generally as follows: ;

One point is scored for (a) failure to strike the ball as directed (from above with the open palm); (b) failure to bound the ball before sending it into the opponents’ ground; (c) failure to return a good serve or play.

BOWL BALL

(See Center Club Bowls, Circle Club Bowls, and Line Club Bowls.)

CALL BALL

(See also Ring Call Ball, Ball Stand, and Spud.)

10 to 30 or more players.

Playground; gymnasium.

Hand ball.

The players are numbered and scatter promiscuously over the playground or gymnasium. One tosses a ball, at the same time calling the number of some other player. This player must run forward and catch the ball before it has bounded more than once. Any player who is successful in this takes the place of the first tosser. Any player who fails rejoins the others, but three failures put him out of the game. For large numbers it is well to have two balls, tossed by two different players.

The one who is tossing the ball will add much to the interest of the game by calling the names of players who are at a considerable distance from the ball, or for any other reason may have a particularly difficult task in reaching the ball in time; or he may take them unaware, as by calling the same name twice in succession, etc. There is no limit to the number of times a player may be called.

CAPTAIN BALL

Captain Ball is one of the best and most popular games for both children and adults, boys and girls. It is one of the most useful forms of games for the period when pupils are beginning to enjoy organization, as it calls for comparatively simple, though pronounced, team work.

There are many variations in Captain Ball, the differences being in (1) the plan of laying out the ground, and consequently the relative position of players; (2) the points of play that score; and (3) the rules restricting the players. While almost any rules of play or points of scoring may be used on almost any plan of ground, certain methods of play seem to have grown out of, and naturally to belong to, certain diagrams. An umpire, referee, and scorer are desirable in any form of the game, but not absolutely necessary except for match games.

Six distinct forms of Captain Ball are here presented, Captain Ball I, II, III; Emperor Ball (IV); Progressive Captain Ball (V) (a new form of the game originated by Miss Cora B. Clark of New York); also a schoolroom adaptation, Schoolroom Captain Ball (VI). Some forms which offer minor variations have been omitted in favor of these, which form distinct types. The games are grouped in this place to facilitate comparison.

For NEW YORK CAPTAIN BALL (rules of Girls’ Branch, Public Schools Athletic League), see Appendix.

CAPTAIN BALL ;I

14 players.

Basket ball; volley ball.

This is in some respects a simpler form of Captain Ball than those that follow, as there are but three bases or homes on each side of the field, and the captain is on one of these instead of in the center. His position at the farthest point from the dividing line tends to distribute the play equally among all of the players. The number of players is smaller than in other forms of the game. The ball does not score for completing the circle (or triangle) of players, as in other forms of the game. Although very rapid, this form may be less confusing for beginners than in larger formations where there are more players.

GROUND. ;On each side of the ground at corresponding distances from the center three small circles are drawn for bases at the points of a triangle. The circles should be from two to five feet each in diameter, the more skillful the players the smaller the circle. The distance between each two circles forming a triangle should be at least fifteen feet, and the distance across the center of the field between the two inner circles, from fifteen to twenty-five feet.

TEAMS. ;The players are divided into two teams, each consisting of three basemen, three base guards, and one fielder. One of the basemen is captain and stands in the base at the end of the ground farthest from the center. Each team has a guard stationed near each of its opponents’ bases, and a fielder whose general place should be near the center of the ground but who is free to run to any part of the ground, and who should pick up the ball whenever it goes afield. The ball should then be put in play again from the center as at the start.

OBJECT OF THE GAME. ;The object of the game is to have a captain catch a ball from one of his basemen. A ball caught by the captain from the guards or fielder of his team, does not count. Of course the guards will try to prevent the ball being caught by a captain from one of his basemen, or by one of the basemen from his fielder, and on the other hand will try to secure the ball and send it back to their own basemen or fielder.

START. ;The ball is put in play by being tossed up in the center of the ground by a third party between the two fielders, both of whom try to catch it. The one who succeeds has first throw. Touching the ball is not enough for this first catch: it must be caught in both hands. In case of dispute, the ball should be tossed again. The ball is again put in play in this way after each point scored; also after going afield and being picked up by one of the fielders.

RULES. ;The basemen may put one foot outside of their bases or circles, but at no time both feet. Each guard must remain near the base he guards but may not step within it even with one foot. Should either side transgress these rules or make any other foul, the ball is thrown to one of the basemen on the opposite side, who is given free play to throw to his captain without interference of his own guard, though the captain’s guard may try to prevent its being caught. A ball that goes afield is put in play again at the center, as at the opening of the game.

FOULS. ;It is a foul (1) to transgress any of the rules given above; (2) to snatch or bat the ball from an opponent’s hands; (3) to bounce the ball more than three times in succession; (4) to run with the ball; (5) to kick it; (6) to hand instead of throwing it; or (7) to hold it longer than time enough to turn once around quickly, or three seconds. Penalty for fouls consists in allowing opponents a free throw from one of their basemen to their captain, as described under Rules.

SCORE. ;The ball scores one point whenever a catch is made by a captain from one of his basemen. It does not score when the captain catches it from a guard or fielder.

The game is played by time limits, ranging from ten to thirty minutes. The time is divided in halves, and at the end of the first half the teams have an interval of rest, and the basemen and guards change places. The team wins which has the highest score at the end of the second half. The ball is put newly in play after every point scored.

CAPTAIN BALL ;II

18 to 60 players.

Playground; gymnasium.

Basket ball; volley ball.

The distinctive features of this form of Captain Ball are: (1) the captain occupies a place in the circumference of the circle as in I, instead of in the center as in succeeding forms of the game; (2) the captain’s place is near the dividing line, instead of at the farthest point from it as in I; this gives the guards of his team, on the opposite side of the ground, a greater opportunity to reach him than in I, while any increased tendency to concentrate play near the dividing line is offset by the scoring of the ball through completing a round of the circle, and by the greater freedom allowed the guards; (3) the guards may run at large, not being confined to guarding any one baseman; (4) there are no fielders, the free action of the guards making these unnecessary; (5) the ball scores for completing a circle and also for any catch by the captain from one of his team, whether it be baseman or guard; also for a catch by any one baseman from another baseman of his team; or for a catch by the captain after it has passed through the hands of two or three basemen successively; (6) fouls differ from those in some other forms of the game, and are penalized by scoring for the opponents instead of by a toss of the ball.

GROUND. ;The ground is divided into two equal parts by a line across the center. In each part a series of small rings or bases is arranged in a circle, at equal distances apart, the number and distance depending on the space at disposal and the number of players; the small base rings should not be closer to each other than four or five feet, and should measure from two to four feet in diameter. The captain’s place is in one of these bases nearest the center of the ground or dividing line.

TEAMS. ;There should be from eight to thirty players on each side, exclusive of the captain. Half of these players stand in the bases on their own side, the captain’s base completing the circle and being nearest the dividing line. The other players of the team, called guards, are stationed at the opening of the game each near one of the opponents’ bases on the opposite side of the ground from his own basemen. Each guard is chiefly responsible throughout for guarding his particular base; but all guards may move about freely in the opponents’ territory without stepping within the rings (bases).

OBJECTS OF GAME. ;The objects of the game are, (1) to pass the ball from baseman to baseman in one circle; or (2) entirely around one of the circles without its being caught by the opponents’ guards, who seek to gain possession of it; and (3) for any baseman or guard to throw the ball as many times as possible to his own captain. The guards try not only to prevent the passage of the ball around the circle or its reaching their opponents’ captain, but also to gain possession of the ball and throw it over to the opposite side to their own basemen and captain.

START. ;The ball is put in play at the opening of the game, and after each catch by a captain, and after each foul, by being tossed by a neutral person in the center of the ground, the guards on both sides trying to get possession of it. The ball is not considered caught unless it be held in both hands. Any guard so catching it has an opportunity to throw it to his own captain or one of his basemen. The guards on the opposite side of course try to prevent such a catch.

RULES. ;It is considered a fair catch for any baseman, including the captain, if the ball be caught on a bound either from the floor, ceiling, or any other object, or from hitting another player.

A ball that goes afield is secured by the guard standing nearest the point where it left the circle. He puts it in play from the point in the circle where it went out.

Other rules are indicated under “Fouls.”

FOULS. ;It is a foul (1) to kick the ball; (2) to run with the ball; (3) for a guard to step over the dividing line or inside one of the bases; (4) for a baseman to step outside of his own base, even with one foot; (5) to hand the ball instead of tossing; (6) to snatch or bat the ball from an opponent’s hands; (7) to hold the ball longer than time enough to turn around quickly, or three seconds.

One point is scored by the opponents whenever a foul is made, and the ball is then put in play again from the center.

SCORE. ;One point is scored for a team every time a baseman catches the ball from another baseman of the same team.

Two points are scored for a team every time its captain makes a fair catch, whether the ball has gone around his circle or not, and whether the ball was thrown by one of his basemen or one of his guards on the opposite side of the field. Three points are scored if the ball reaches two different basemen and the captain successively, whether in regular rotation around the circle or not.

Four points are scored if the ball reaches three different basemen and the captain successively, whether in regular rotation around the circle or not. Five points are scored whenever the ball passes entirely around the circle on one side, in regular rotation of basemen, whether the start and finish of that circle be with the captain or some other baseman. Each foul scores one for the opposing team, as described under “Fouls.” After the captain catches the ball, no further points may be scored on it in that play and it then goes back to the center to be put again in play.

CAPTAIN BALL ;III

20 to 40 players.

Playground; gymnasium.

Basket ball; volley ball.

This form of Captain Ball is the most strenuous of any, as freer mass play is encouraged among the guards, and there are fewer restrictions in the form of play, batting and hitting the ball being allowed, which are fouls in other forms of the game. The method of punishing fouls is optional and should be determined before the game begins. The ground is divided somewhat differently than in other forms of the game, by a neutral space between the two fields, where the ball is tossed for sides. The ball scores both for completing a circle and being caught by a captain, but not for catching from one baseman to another, as in II. The captain is stationed in the center instead of in the circumference of the circle, as in I and II.

GROUND. ;The ground is divided into two equal parts by a neutral strip about three feet wide through the center. In each half are marked five or more bases in the form of small circles from two to five feet in diameter (or rectangles), outlining part of a large circle or square open toward the center. In the center of each half is marked a small circle or base for the captain. The interest of the game may be enhanced by placing a springboard in the captain’s base, on which he should stand.

TEAMS. ;The players are divided into two equal teams, consisting each of (1) a captain, (2) a baseman for each base in the outer circle, (3) guards. There should be one less guard on each team than the number of players in its outer circle. For instance, for five basemen, as in the diagram, there should be four guards. The guards belonging to a team are stationed in the opponents’ field, and generally begin the game lined up near the neutral territory that runs through the center of the ground. As the game progresses, the guards may scatter in any way that they choose. There are no center runners or fielders in this form of the game, as in some others An umpire is desirable, and a scorer and referee are needed for skillful teams.

OBJECTS OF GAME. ;The objects of the game are (1) for the ball to be thrown and caught around the complete circle of basemen; (2) for the outer basemen to throw the ball to their captain in the center; the guards trying (1) to intercept the ball before it can complete a circle; (2) to prevent it being caught by the captain; and (3) to secure possession of the ball and send it to the basemen in their own (the opposite) field.

START. ;The ball is put in play in the center of the neutral strip by an umpire or referee. He tosses the ball, and the guards from both sides try to gain possession of it. For this purpose the guards may run anywhere they choose, being permitted on the neutral territory; but as soon as possession of the ball is decided, the guards must return to their respective fields, and may not again leave them until the ball is again put in play. To touch the ball does not give a guard possession of it; he must hold it in both hands. In case of dispute the referee should again toss the ball. When a guard has secured possession of the ball, he and the other guards return to their home fields, and the one having the ball throws it to one of his basemen in the opposite field. The ball is put in play from the center after every point scored, and after it goes afield.

RULES. ;The guards are not allowed to step within the bases; they may not cross the boundary lines into the neutral territory, except when the ball is being put in play. Basemen may not step outside of their bases, even with one foot. Should the captain, in catching a ball, step over his base, the catch does not score, but if this be with only one foot, he has the privilege of throwing the ball to one of his basemen without interference from the guards. A throw from a guard in the opposite field to his own captain does not score. Kicking or striking a ball out of a player’s hands is allowable. In trying to block a throw, guards may not touch basemen nor step within the bases. Guards will naturally be very watchful of the center, as successful catches by the captain score.

FOULS. ;Transgression of any of the previous rules constitutes a foul, penalized by giving the ball to the opposite side or by allowing them to score one point. Which of these two methods is to prevail during a game should be decided before the game starts.

SCORE. ;One point is scored for a team every time that the captain catches a ball thrown by one of his basemen. One point is scored for a team whenever the ball is thrown from base to base successively until it completes an uninterrupted circle. Fouls may score or not, as explained under “Fouls.” After every point scored, the ball is returned to the umpire and put again in play.

The game is played in two halves of fifteen or twenty minutes each, with a rest of five or ten minutes between the halves. Teams change sides at the beginning of the second half, but they do not change players; that is, guards do not become basemen, and vice versa, as in some other forms of this game.

EMPEROR BALL

(Captain Ball ;IV)

30 to 40 players.

Playground; gymnasium.

Basket ball.

This game is really a form of Captain Ball, but differs from
any of the previous forms in the following points: ;

A neutral officer, called the Emperor, is stationed in the center of the field between the two teams, and the ball scores its highest when it has been thrown entirely around one of the circles, from there to the captain in the centre, and from him to the Emperor. There are two fielders, or players at large, who try to intercept the ball before it reaches the Emperor, or to block it in any other part of the play.

GROUND. ;In the center of the ground is placed a springboard, box, stool, or other platform for the impartial ruler of the game called the Emperor. The ground on each side of this point is marked out as follows: A series of bases or small circles (the number to vary with the number of players) is drawn so as to form together a large circle with from four to ten feet between each two small ones. The small circles should be from two to five feet in diameter. In the center of this large ring another small circle or base is marked for the captain of the team.

TEAMS. ;The players appoint one impartial officer who is the Emperor and stands in the center on a raised base (box, jumping board, or other improvised platform). The balance of the players are divided into two equal teams, consisting each of a captain, two center players, or fielders, and a number of basemen and base guards. The two fielders may go anywhere on the field, but their main duty is to prevent the ball reaching the Emperor from an opponent. They also pick up the ball when it goes afield and hand it to the Emperor for starting again.

Each captain takes his place in a center base; the basemen stand each in a base in the circle surrounding his captain; the guards, of equal number with the basemen, take their places in the opposite field, each being assigned to guard one of the basemen, including the captain of the opposing team, and may not go from the immediate vicinity of the circle he guards.

OBJECTS OF THE GAME. ;The objects of the game for each team consist (1) in throwing the ball from baseman to baseman completely around its circle; (2) around the circle as in (1) and in addition, to throw from the last baseman to the center player or captain; and (3) having completed the previous two points, to throw from the captain to the Emperor, who stands between the two halves of the field. The object of the guards, of course, is (1) to intercept the ball so as to prevent the completion of this play in any of its points; and (2) to gain possession of the ball so as to throw it across the field to their own basemen on the opposite side.

START. ;The ball is put in play at the beginning of the game, and always thereafter, when necessary, by the Emperor. He must naturally be perfectly impartial, and may toss the ball to either side, in turn, or use his judgment in choosing which side shall have it. He will, of course, do his best to catch the ball for either side that throws it to him. The ball is put newly in play after every point scored, after every foul, and after going afield.

RULES. ;No baseman may step outside of his base even with one foot. A ball caught by the captain with one foot out of his base does not score, nor if so caught by a baseman does it count in completing the round of the circle; but this does not count as a foul, and a captain so catching a ball may toss it to one of his team. No mass play is permissible among the guards, each one being obliged to guard only the baseman to whom he is assigned. This does not apply to the two fielders, who may move anywhere on the field, and who pick up balls that go out of the large circles.

FOULS. ;It is a foul (1) to hit, bat, or snatch a ball from an opponent; (2) to hand a ball instead of throwing it; (3) to hold a ball longer than time enough to turn around quickly, or three seconds; (4) for a guard to step inside a base. Each foul scores one point for the opponents, and the ball is then put newly in play by the Emperor.

SCORE. ;A team scores one point when a ball has successfully completed the round of its circle of basemen, but is intercepted in a throw from that to the captain; a team scores two points when its ball has completed the round of the circle of basemen and been caught by its captain in the center, but fails to reach the Emperor; a team scores five points when its ball has completed the full play of the circle, its captain, and the Emperor. A team scores one point for every foul made by the opponents. The ball is put newly in play by the Emperor after every point scored.

The game is played in time limits of fifteen-minute halves, with a rest of five or ten minutes between the halves. The team wins which has the highest score.

The teams change sides and places for the second half, guards becoming basemen, and vice versa.

PROGRESSIVE CAPTAIN BALL

(Captain Ball ;V)

20 to 60 players.

Playground; gymnasium.

Basket ball.

This game differs from any other form of Captain Ball in the fact that the players progress after each score from base to base. Each player thus completes the round of outer bases in his own field, then becomes captain for his team, then a fielder, and then starts on the round as guard for each base, in turn, in the opposite field. The use of progression in this game was originated by Miss Cora B. Clark of New York. It is obviously best adapted to older players, ;of high school age, ;but once understood, the progression is simple and well within the ability of younger players.

This form of the game as to grounds and rules may be played
without the progression if desired.

GROUND. ;The ground is divided into two equal parts, with a line through the center. In the center of each of the two fields a circle is drawn for the captain’s base, four feet in diameter. At equal distances around this a series of small circles for bases is drawn, the series outlining the arc of a large circle open to the center or dividing line. The small bases (circles) should be each three feet in diameter. Their number will depend upon the number of players, but they should not be closer than six feet to each other and ten feet from the center base.

Each base in the accompanying diagram is lettered to make clearer the order of progression, but when this order is once understood, it is not necessary to number the bases on the ground.

TEAMS. ;The players are divided into two even teams, each consisting of a captain, two fielders, and a number of basemen, one for each of the small outer circles or bases. In addition, there should be a guard for each baseman and one for the captain.

The players are disposed as follows: The captain stands in the center base, with a guard outside the base. Each of the basemen stands in one of the smaller outer bases, with a guard outside his base. The fielders, at the opening of the game, face each other at the center of the dividing line.

OBJECTS OF THE GAME. ;The objects of the game are (1) to send the ball in a complete circuit of the outer bases; and (2) to throw the ball from a baseman to the captain on his side of the field.

START. ;The game is started by the referee throwing the ball up between the fielders, who jump for it and try to bat it toward their own captain and basemen. Whenever a score is made, the ball is put in play again as at first.

RULES. ;The captain may not step outside his base. A ball caught in this way does not score, but the misstep is not a foul unless with both feet. The outer basemen may put one foot outside their bases when trying to catch the ball. A guard must stay within three feet of the base he guards, and may not step within it. Guards, of course, try to prevent the basemen from getting the ball or to prevent its being thrown to the captain, and to intercept it as it makes the round of the circle. They also try to get the ball to throw to the basemen on their own side. The fielders, aside from jumping for the ball when it is put into play, may move anywhere in the field. Their chief office is to get the balls which go out of bounds, no one else being allowed to do this. Fielders may play the ball if it comes their way, but they must not interfere with guards. A ball thrown from a guard or fielder does not score.

PROGRESSION. ;The distinctive feature of this game is the method of progression. To make this plainer, the players in the diagram are designated by numbers as well as by teams. Thus, “X” indicates all players on one team, and “O” all players on the other team, each player carrying a number, X-1, X-2, X-3, etc. The method of progression is as follows: ;

After the ball has scored a point, the two fielders, X-13 and O-13, move to base A. O-13, as he is now crossing to his home side of the field, goes inside of base A as baseman, and X-13 becomes his guard; the other two fielders, X-14 and O-14, go to base F, the home man, X-14, going inside the base, and O-14 becoming his guard. It will thus be seen that the two fielders bearing the lower number (13) go to the first base, A, and those bearing the higher number (14) go to the base bearing the highest letter, F. At the same time that the fielders make this change, each baseman and his attendant guard move one base farther up; that is, baseman O-1 and guard X-7 move from base A to base B; baseman O-2 and his guard X-8 move from base B to base C; and so on. The last baseman on this side, O-5, and his guard, X-11, move to the center or captain’s base, the previous captain and his guard taking the place of the fielders who stood nearest base E. On the other side of the field the progression is made in the same way, so that the order of progression is always from bases A, B, C, D, and E to the captain’s base, and from the captain’s base to fielders. When a player has made the complete circuit of one side, he progresses from fielder’s position to the opposite side; that is, after the players who started in base A (basemen O-1 and guard X-7) become fielders, they progress by going to base F, instead of back to base A. This change comes easily if the captain from the base occupied at first by X-6 always takes his place as fielder nearest base A; the fielders nearest A always going to A, and the other fielders to F.

FOULS. ;(1) Touching the ball when it is in another player’s hands; (2) walking or running with the ball; (3) stepping out of his base by the captain to catch the ball; (4) stepping out of the bases with both feet by the basemen; (5) moving by a guard more than three feet from the base he guards; (6) stepping over the center line into the opponents’ territory; (7) two fielders from the same side going after the ball at once when it goes out of bounds.

PENALTY FOR FOULS. ;No score is made on fouls, the penalty being the loss of the ball to the opposite side. The ball under these circumstances goes to the player on the other side, who stands in a corresponding position to the one who made the foul.

SCORE. ;A ball thrown from a baseman to his captain scores one point. A ball completing a circuit of the outer basemen scores two points. The side wins which has the highest score when time is called. The game may be played in from thirty to sixty minutes’ time.

SCHOOLROOM CAPTAIN BALL

10 to 60 players.

Gas ball.

The class is divided into two teams, with a center captain and five bases on each side. The remaining players of each company serve as guards, and are placed on the opposite side from their captains and bases to prevent opponents from catching the ball.

The teacher or umpire tosses the ball alternately to the guards, the first time to team one, the second time to team two.

The guards, in turn, toss it to their bases, who try to get it to their captains, the opposite guards opposing by guarding with the arms and jumping to catch the ball. The game continues until one captain catches the ball from a straight throw (not a bound) from a base (not a guard). The side catching the ball scores a point, and the umpire then tosses the ball to the guards of the opposite team, etc.

The game is played in time limits, the side having the highest score at the end of ten or fifteen minutes winning the game.

Fouls are ;Holding the ball longer than five seconds.
Snatching the ball.
Knocking the ball out of an opponent’s hand.

In case of a foul the ball is given to the opposite team.

Any number may play the game, provided the sides are even.

This schoolroom adaptation of Captain Ball was made by Miss Mabel L. Pray of Toledo, Ohio, and was submitted in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. This game was one that received honorable mention, and is here published by the kind permission of the author, and of the Girls’ Branch and of Messrs. A. G. Spalding & Brothers, who publish the handbook in which the game first appeared.

CENTER BASE

10 to 30 or more players.

Playground; gymnasium.

Hand ball; basket ball.

All of the players but one form a circle, with considerable space between each two. The odd player stands in the center, holding the ball. He tosses it to any player in the circle, and immediately runs away outside the circle. The player to whom the ball is thrown must catch it, place it on the ground in the center of the circle, and at once chase the one who threw it. The one who threw the ball tries to get back to the center of the circle and touch the ball before he can be tagged. Should he succeed in this, he joins the circle, and the other player throws the ball. If the first center player is tagged before returning to the ball, he throws again, and the one who chased him returns to the circle.

This game is very popular with children.

CENTER CATCH BALL

10 to 30 or more players.

Playground; gymnasium.

Hand ball; basket ball; bean bag.

I. Simple form for little children.

All of the players but one stand in a circle, with two or three feet distance between players. The odd player stands in the center of the circle and tries to catch the ball, which is tossed rapidly from one circle player to another. Should he be successful, the one who last touched the ball changes places with him.

II. Advanced form for skillful players.

This differs from the preceding in the greater distance between players and also in the much greater range and resourcefulness of play.

The players stand in a circle with from six to eight feet between each two, and with one player in the center. The circle players throw a ball from one to another, the object of the game being for the center player to catch the ball or knock it to the floor. The circle players may throw the ball over the heads of one another or across the circle, or make sudden feints of throwing it in one direction, turn suddenly and throw it in another, etc., to deceive the center player.

Any player in the circle who last touched the ball, changes places with the center player whenever the latter touches or catches the ball.

CENTER CLUB BOWLS

(See also Line Club Bowls (Single); Line Club Bowls (Double); Circle Club Bowls.)

10 to 30 or more players.

Playground; gymnasium.

Hand ball; bean bag.

The players join in a large circle and number by twos or consecutively. The odd numbers form one team and the even numbers (alternate players) another. Three Indian clubs are placed at the points of a small triangle, measuring about twelve inches in the center of the circle. Each player, in turn, bowls at the clubs with a hand ball or bean bag. Each club bowled over scores one for the bowler’s team. The team wins which has the highest score when each player has bowled twice, or more times, as may be agreed on at the opening of the game. Each player must secure his ball or bag after bowling and replace the overturned clubs. One ball or bag may be used and passed around the circle, but the play is quicker if each player has his own.

CIRCLE BALL

10 to 60 or more players.

Playground; gymnasium; schoolroom.

Hand ball; basket ball; bean bag.

The players stand in a circle with from three to five feet between each two. The game consists of merely tossing the ball rapidly from one player to another, but not in regular order. The sport comes from the unexpectedness with which the ball may be thrown across the ring, or reverse the direction in which it is circling the ring, or in any other way taking the players unaware. A leader or teacher should see that this element of sport is put into the game, or else it may be very dull and useless.

Any player failing to catch the ball should sit down, the player winning who remains standing the longest.

When all are seated, the same game may be played in a sitting position.

For a more advanced form of this game, see Round Ball.

For very little children, the spaces between players should be less and the tossing done in regular order from one player to the next, working up gradually to the more varied modes of play suggested above. Several balls or bags may be used, following each other in quick succession. The number of these may be increased until there is but one (or two) balls or bean bags less than the number of players.

CIRCLE CLUB BOWLS

(See also Line Club Bowls (Single); Line Club Bowls (Double); Center Club Bowls.)

6 to 60 or more players.

Playground; gymnasium.

Basket ball; football; Indian clubs.

The players divide into two parties and take their places in one large circle, the players of one party alternating with those of the other. There should be five or six feet of space between each two players. Each player is provided with an Indian club.

The players of one party distinguish themselves and their clubs in some way, as by tying a handkerchief around the arm and club.

The players, having taken their places in the circle, place each his own club on the floor behind him at a distance of two or three feet. The object of the game is to knock over the opponents’ clubs by rolling the ball on the floor, and naturally to protect one’s own clubs. Any player may start the game.

While the main form of play for the ball is to roll it, it is permissible to bound the ball from one player to another, and also permissible to knock over a club with a ball that bounds instead of rolling. It is not permissible to toss a ball from one player to another, or to dislodge a club by a toss unless the ball should hit the floor and bound before it hits the club.

Whenever a club is dislodged, the owner of the club must set it up again at once; if he also has the ball, he must set up the club before putting the ball again into play.

A point is scored by one party whenever one of the opponents’ clubs is dislodged, whether it be knocked over by a ball or by its owner. The side wins which first makes a score of forty-nine points.

The game may also be played with two balls at once, and this is always desirable for as many as twenty players.

CIRCLE DODGE BALL

(See Dodge Ball.)

CIRCLE STRIDE BALL

10 to 30 or more players.

Playground; gymnasium.

Foot ball; basket ball.

All but one of the players form a circle, standing in stride position with feet touching those of the next players to make a barricade for the ball.

The odd player stands in the center and tries to throw the ball outside of the circle between the feet of the players. Those in the circle try to prevent the passage of the ball, using only their hands for this. This play is continued until the center player succeeds in sending the ball through the circle, when he changes places with the player between whose feet or on whose right side it passed out. If a circle player moves his feet in any way, he must change places with the center.

The center player will aid his object by using considerable finesse, appearing to intend sending the ball in one direction, turning suddenly and sending it in another, etc.

When the ball has been sent out of the circle, the players turn, facing outward, and the odd man tries to send it back inside according to the same rules.

CIRCLE ZIGZAG

(See Zigzag Games.)

CLUB BOWLS

Four forms of this game are given in this volume in alphabetic
order. Two are in line formation and two in circle formation,
as follows: ;

1. Line Club Bowls. ;(Single) (Relay formation, one club bowled
over.)

2. Line Club Bowls. ;(Double) (Relay formation, ball or bag
bowled between two clubs.)

3. Circle Club Bowls. ;(Ring formation, clubs outside of ring.)

4. Center Club Bowls. ;(Ring formation, three clubs in center.)

See also Battle Ball and Bombardment.

CORNER BALL

(See also Double Corner Ball.)

10 to 30 or more players.

Playground; gymnasium.

Basket ball; volley ball.

GROUND. ;The ground is marked off into a space measuring at least twenty-five by thirty feet. This is divided across the center by a straight line. In the further corners of each half so made, a small square goal is marked out, there being two such goals in each court.

PLAYERS. ;The players are divided into two even parties, each of which takes position on one side of the ground and stations a goal man in each of the goals at the rear of the opposite side.

OBJECT. ;The object of the game is to throw the ball over the heads of the opposing party to one’s own goal men, who are at the rear of the opponents’ court.

RULES AND POINTS OF PLAY. ;The players on each side are not bound to any special territory within their own court, but will naturally see that each of the goals at their rear is well protected, and will try to intercept the ball before it can reach these goals. They will also, of course, try to throw the ball over the opposing party to their own goal men in the opposite court. No player may cross the line which divides the two halves of the ground. The goal men may not step outside of their goals. Any ball caught in this way fails to score. No opponent may step inside of a goal. When a goal man catches a ball, he must at once throw it back, trying of course to get it to his own party over the heads of the opponents, who try to intercept it.

SCORE. ;Every ball caught by a goal man scores one for the party throwing. The side first scoring twenty points wins the game.

CORNER SPRY

10 to 60 players.

Playground; gymnasium; schoolroom.

Balls; bean bags.

The players are divided into four groups, one group stationed in each corner called North, South, East, and West.

Four captains stand in the center, each with a bean bag, facing his corner of players, who stand in a row. The captain throws the bean bag to each player in turn in his group, who throws it back at once to the captain, and so on until the last player is reached. As the captain throws to his last player he calls “Corner Spry!” and runs to the head of the row, the last player becoming captain. The group that first succeeds in having all of its players in the captain’s place wins the game.

This game was originated by Miss Amy A. Young of Cleveland, Ohio, and received honorable mention in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of the author, and of the Girls’ Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.

CRACKABOUT

10 to 60 players.

Playground; gymnasium.

Soft hand ball.

The players scatter over the playground, trying to get as far away as possible from the one who has the ball. He throws it at one of the players, trying to hit him with it, at the same time calling “Crackabout!” All of the players make a rush for the ball, the one who succeeds in getting it being the next thrower. The other players scatter immediately that one has secured it, the ball man at once throwing at some other player, naturally trying to hit the nearest. As soon as the players hear his call of “Crackabout!” they rush together again in the direction of the ball to try and secure it, and so on indefinitely. The game is thus a rapid succession of running away from the ball man and scrimmages to secure the ball. It is one of the strenuous and popular games enjoyed by boys of almost any age, and affords some lively exercise and sport in a few minutes.

CURTAIN BALL

10 to 100 players.

Gymnasium; playground.

Basket ball; volley ball.

This is one of the most interesting ball games and is adaptable to many conditions. For instance, where a curtain cannot be conveniently hung, the game may be played over a high fence or hedge.

The game consists in throwing a ball backward and forward over a curtain which conceals the opposing players from each other. As the ball should not be allowed to touch the ground, scoring for the opponents whenever it does so, the players have to be very alert, and there is opportunity for much sport in the game. For a very large number of players, more than one ball may be used.

GROUND. ;No outside boundaries are necessary for this game. The ground should be divided into two approximately equal parts by an opaque curtain eight feet in height, strung on a rope or wire carried across from side supports. This should touch the ground, so that there is no means of seeing the position of the opposing players on the other side. As stated above, the game may be played across a high fence or hedge instead of over a curtain.

PLAYERS. ;The players are divided into two parties of equal number. There is no regular formation or disposition of the players over the ground. Each party should select an umpire, whose duty it is to stand at one end of the curtain on the opponents’ side, where he can watch the opponents and keep score.

RULES. ;The ball is thrown back and forth from one side to the other over the curtain, and should be caught before it can touch the floor. Players will try to deceive their opponents as to the point where the ball is to cross the curtain, and the more rapid the play is the more alert the players will have to be. The great sport of the game consists in the unexpectedness with which the ball may appear at any given point.

SCORE. ;Opponents score one point whenever the ball touches the ground. The side wins which first scores twenty-one points.

This game was originated by Dr. Dudley A. Sargent.

DEAD BALL

10 to 60 players.

Schoolroom.

Gas ball; bean bags.

This game may be played with balls or bean bags. If with balls, a light gas ball is preferable, as for all schoolroom games. From one to three balls or bags will be needed for the game. If the class is a large one, only half the pupils should play at a time; if a small class, all may play at once. The players stand in the aisles or between the seats and desks, and should be scattered around the schoolroom.

The teacher puts the balls in play by tossing them one at a time upward, so they will land in different directions in the room. The players, as opportunity avails, without leaving their places on the floor, try to catch a ball and toss it in the same way to some other player. It is not permissible to throw the ball at another player; it must always be tossed in the air. Any player who does not catch the ball, but instead is touched by it, is “dead” (out of the game), and must sit down. Each player tosses the ball upward in some new direction as soon as he receives it. This play continues until only one player remains standing, who is considered the winner.

DODGEBALL

This is one of the most popular gymnasium or playground games. It is here described first for an informal game; then in three forms for an athletic contest, the latter as developed by Mr. William A. Stecher; and lastly, for use in the schoolroom. Forms II, III, and IV are for match games.

I. Dodgeball (informal; players not in teams).

II. Circle Dodgeball (one team forming a circle, the other team
standing within).

III. Double Dodgeball (two teams in a three-court field).

IV. Progressive Dodgeball (three teams in a three-court field,
changing courts at the end of each inning).

V. Schoolroom Dodgeball.

DODGEBALL

(Informal)

10 to 60 players.

Playground; gymnasium.

Basket ball.

This game is a very popular gymnasium or playground game. An informal mode of play is here described. For match games between competing teams more strict athletic procedure is necessary, and three such forms of the game follow.

The players are divided into two even groups. One group forms a circle (this need not be marked on the ground). The larger the circle the more sport in the game. The other group stands within the circle, scattered promiscuously. The object of the game is for the circle men to hit the center men with a basket ball, the center men dodging to evade this. They may jump, stoop, or resort to any means of dodging except leaving the ring. Any player hit on any part of his person at once joins the circle men. The last player to remain in the center is considered the winner. The groups as originally constituted then change places for the next game, the center men becoming circle players and the circle men going to the center.

There is no retaliatory play of the ball by the center players; they merely dodge it. The ball is returned to the circle either by a toss from a center man or by a circle man stepping in for it if it should not roll or bound within reach. When two center men are hit by one throw of the ball, only the first one hit leaves the center.

CIRCLE DODGEBALL

10 to 60 players.

Playground; gymnasium.

Basket ball.

GROUND. ;A circle is drawn on the ground. For practice play, a temporary marking may most quickly be made by the players forming a circle, dropping hands, and each player then marking the arc of the circle in front of himself, joining it to those of the adjacent players. For match games the circle should be marked in advance and should be accurate, and measure thirty-five feet in diameter.

TEAMS. ;Any number of players may take part. They are divided into two equal teams, one of which stands around and outside of the circle; the other team is grouped promiscuously within the circle. There are no officers of the teams, but for match games a referee is necessary, who should also act as score keeper.

OBJECT OF GAME. ;The object of the game is for the outer or circle team to hit the players of the inner team with a basket ball, any player so hit being “out” and having to leave the game. With one slight exception, explained farther on, only the inner players score, and this on the basis of the number of players left in the circle when time limits are called. There is no retaliatory play from the inner team.

START. ;The game starts on a signal from the referee with the ball in the hands of the outer circle. The referee blows his whistle for play to cease whenever an inner player is fairly touched with the ball, and again for play to resume. He also signals for time limits explained under “Score.”

RULES AND POINTS OF PLAY. ;The players in the outer team must not step within the circle when throwing. A center player hit by such a throw is not out.

A ball that does not hit a center player is usually recovered by the outer circle by rolling or otherwise making its own way to the opposite side of the circle. If a ball remains in the circle or rebounds into it, one of the outer team may run in to get it. He may throw it while within the circle to one of his teamsmen who is in place outside the circle; or he may return with it to his own place and throw from there; but he may not throw at one of the inner players while himself within the circle.

The inner team does not play the ball: it only dodges the ball. Any tactics may be used for this except leaving the ring. The dodging may be done by stepping quickly in one direction or another, by twisting, stooping, jumping, or any other methods that suggest themselves.

A player of the inner team hit on any part of his person or clothing by a ball is out. This may be either from the ball on the fly or on a bounce, or rolling. Only one player may be put out for one throw of the ball. Should two players be hit by one throw of the ball, the first one touched by the ball is the one to go out. When a player is hit, the referee blows his whistle, the play ceases, and the player hit quickly leaves the circle. The referee blows his whistle again for the play to resume; but should the hit player not then have left the circle so that he may be hit a second time, such a second hit scores one point for the opponents.

SCORE. ;The game is played in two halves of ten minutes each, the teams changing places at the end of the first half. The main scoring is done by the inner team, which scores one point for each player left within the circle at the end of its half. The only other scoring is by the outer team whenever a player is hit a second time before leaving the circle, each such hit scoring one point for the throwing party.

The team wins which at the end of the second half has the highest score from these two sources together.

The game as here given was developed by Mr. William A. Stecher.

DOUBLE DODGEBALL

20 to 60 players.

Playground; gymnasium.

Basket ball.

The game is played by two opposing teams in a three-court field, instead of by three teams in such a field as in Progressive Dodgeball. One team takes its place in the center court, and the opposing team is equally divided, one half going to each of the end courts. The teams must be of equal numbers, and for match games have sixteen players on each.

The game is played in two halves of ten minutes or less each. At the end of the first half the teams change courts.

The rules for play are exactly the same as for Progressive Dodgeball. The main difference in the games is in the smaller number of opponents in the end courts.

This game was devised by Mr. William A. Stecher

PROGRESSIVE DODGEBALL

15 to 100 players.

Playground; gymnasium.

Basket ball.

GROUND. ;The ground is divided into three equal courts, each 30 x 30 feet. The end courts may be shorter if full space be not available.

TEAMS. ;The players are divided into three equal teams, which for convenience may be designated by colors, Red, White, and Blue. There are no officers for the teams, but one referee for the game, who should also act as score keeper, is desirable, and for match games necessary. At the opening of the game the two outer teams line up, each on its inner boundary line, each player standing with one foot on the line. The center team is grouped promiscuously near the middle of the center court. The teams change courts at the end of each inning, and the formation or line-up just described is resumed at the opening of each inning.

OBJECT OF THE GAME. ;The game consists in hitting players with a flying ball (not a bounce), any player so hit being out and leaving the field. For this purpose the two end teams play against the center team (but not against each other); and the center team also plays the ball in a retaliatory or aggressive game, trying to hit players on either of the end teams.

START. ;The game is played in three innings, each of five or more minutes’ duration. Each inning begins with the teams in the formation shown in the diagram and described under “Teams,” except that the different teams will be in different courts for each inning.

The referee puts the ball in play by tossing it to the center team (say the Whites, as shown in the diagram), and at the same time blows his whistle as a signal for the game to open. The referee also blows his whistle whenever a player is hit so as to be out (i.e. hit by a ball “on the fly,” not on a bounce). The hit player at once leaves the field, and play is resumed by the referee’s whistle and tossing of the ball to the center team as at the beginning. The referee also calls time for the close of innings. After the ball has been put regularly in play, teams may only secure the ball when it is “dead,” i.e. when it has not just been played by an opponent, but has stopped, rolled, or bounced into its own court.

RULES AND POINTS OF PLAY. ;After the referee has put the ball in play by tossing it to the center team, the player catching it runs to either the left or right boundary line of his field and throws the ball at one of the opposing players (Red or Blue). These players, meanwhile, immediately upon hearing the whistle to start, should have run toward the rear of their respective courts to lessen the chances of being hit. Should the White player succeed in hitting a player on the Red or Blue team, the referee’s whistle is blown, the hit player leaves the field, and the game starts over again as at the beginning. Should the White player fail to hit one of the opponents, the latter try, in turn, to secure the ball before it rebounds or rolls back into the center court. The player who gets it either runs up to the boundary line and throws at the Whites, or passes the ball to some other player of his own team who does this. The Whites naturally scatter to the farther boundary line of their court to avoid being hit. Should the ball fail to hit a White player, it is most likely to go entirely across to the Blue court, where one of the Blue team should catch it, and in turn try to hit the Whites.

The end teams (in this case Red and Blue) play against the center (White), but not against each other. The center team plays against both end teams. Thus, a player in either of the end teams may be hit by a player on the center team, but it is not a part of the game for these end teams to try to hit each other. A ball thrown by either end team across the center court may be caught, however, by a player on the opposite end.

A player is not out if hit by a ball that rebounds, whether from the floor, another player, a wall, or any other object.

A player is not out if the thrower of the ball overstepped the boundary lines while throwing.

The only kind of a hit that puts a player out is one from a ball “on the fly” thrown from behind a boundary line.

Players may dodge in any way they choose, but a hit from a flying ball on any part of the person or clothing puts a player out.

At the close of each inning (of five or more minutes) the teams progress or change courts in regular order, from right to left. That is, the Blue team moves to the center, the White team to the left court, and the Red team to the right court. For the third inning another change is made in the same direction, the Reds going to the center, the Blues to the left court, and the Whites to the right court. Thus, in the three innings each team will have played in each court.

When a new inning is started and the teams change courts, all players who have been hit and are out return to their teams. Each inning begins, therefore, with full teams.

SCORE. ;A score is made for each team for each of the three innings, and consists of a count of the players who have been hit (put “out”) during the inning. The team wins which at the close of the three innings has the smallest score; that is, has had the smallest number of players hit.

It adds much to the interest of a game to have the score posted on a bulletin in sight of the players. But whether on a bulletin or card, the accompanying form is desirable.

This game was devised and developed by Mr. William A. Stecher.

SCHOOLROOM DODGEBALL

10 to 60 players.

Gas Ball.

The players are evenly divided into two teams. One team takes its place around the outer edge of the room; the players of the other team scatter through the aisles or seats, which latter should be turned up if possible. The outer team tries to hit the inner team with the ball, any player so hit taking his place in the outer team and joining in its play. The player who remains longest in the center is considered to have won.

Only a hit from a ball on the fly counts. A hit from a bounce does not put a player out. If a ball touches any part of the clothing or person, it is considered a hit. If two players are hit by the same throw, only the first one hit is considered out. Players may dodge the ball in any way. The ball is returned to the circle players by a toss from one of the inner team, should it be out of reach of any player of the circle team.

If desired, the hit players may leave the game instead of joining the outer circle. This leaves the teams intact, and each then keeps a separate score.

If successive games be played, the teams change places, the inner players going to the circle, and vice versa. The game may then be played in innings if desired, each team to be given three minutes in the circle. One point is then scored against a team while in the center for every player hit, and the team wins which has the smallest score at the end.

DOUBLE CORNER BALL

14 to 100 players.

Gymnasium; playground.

2 basket balls.

This game is one of the comparatively few in which a large number of players may be kept actively engaged at the same time. The game was developed by Miss Caroline M. Wollaston of New York City, through whose kindness it is here given. There are practically two games going on at once, in which each player participates in rotation.

GROUND. ;The ground for this game should be outlined in a square measuring about forty by forty feet. In each corner is marked a small goal, the two goals at one end belonging to one team, say the Blues, and the two goals at the other end belonging to the opposing, or Red, team. Near the center are marked two small circular goals for the throwers of the different teams. The thrower for the Red team stands in the center goal farthest removed from the red corners; the thrower for the Blue team in the goal farthest removed from the Blue corners.

Two basket balls are needed for the game.

TEAMS. ;Any number of players, from fourteen to one hundred, may play. These are divided into two teams. While it is advisable to have the two teams even in numbers, an odd player may be assigned to either team.

Each team chooses its own captain. Each captain selects two goal keepers, players who can jump and catch well being best for this position. These two goal keepers are assigned to goals at the same end of the ground, each being guarded by guards from the opposite team. If desired, a halt may be called during the game, and the goal keepers changed for others designated by the captain. This is sometimes desirable to rest players filling this arduous position, and sometimes for the purpose of distributing among the players opportunities for this kind of play.

The remaining players are guards, and are divided by the captain into two parties, one for each of the opponents’ corner goals. The following method has been found to work quickly and well for this purpose: The captain lines up his players and numbers them, taking any number that he chooses for himself. Those having odd numbers are sent to guard one goal, and those having even numbers to guard the other goal. Each guard should remember well his number, as there is a constant rotation of players according to number.

OBJECTS OF GAME. ;The first object of the game is for a thrower on the center base to throw a ball to one of the corner goal men of his own team; each ball so caught by the goal keeper scores. One very distinctive feature of this game is the fact that each guard becomes, in turn, thrower for his team.

Another object of the game is for the guards to prevent the corner goal men from catching the ball. This is not only for defensive play, to prevent the opponents from scoring, but has a positive value, there being a separate guard score, each ball that a guard catches and holds scoring for his team. This scoring for catches by the guards has the advantage of calling for especially active work from the guards, with much jumping in it, and leads to skillful play for catching the ball so as to hold it instead of merely touching it.

START. ;The game starts with Number One of each team in his respective throwing base in the center, the guards being disposed in one or two ranks around the goals they are to guard. Each center baseman holds a ball, which he puts in play at the referee’s whistle, or other signal, by throwing to one of the corner goal keepers of his team.

Each guard, as he becomes thrower, throws only to the corner on his side of the field. For instance, the guards bearing odd numbers being on the right side of the field, when player Number One throws from the center base, he will throw to the corner man on the right. Similarly, when player Number Two takes his turn at the throwing base, he will throw to the corner goal on the left-hand side of the field, as his party of guards are stationed at the left-hand side.

RULES AND POINTS OF PLAY. ;The game opens with guard Number One in the center base, ready to throw the ball to the corner. Each thrower has but one throw at a turn, whether it be successful or not. Immediately that a thrower has tossed the ball, he steps back to his place among the guards, and the guard bearing the next number steps into the throwing base. The players must keep their own watch for turns to do this, and each should therefore observe at the opening of the game which guard bears the number next before his. This will be a player in the opposite division of guards of his team, as the odd numbers are guarding one corner and the even numbers another.

When each player of a team has thrown from a center base, the numbers begin over again in regular rotation. Thus, if Number Sixteen be the last thrower, Number One follows him.

Whoever catches a ball thrown to a corner, whether it be the corner goal keeper or one of the guards surrounding him, throws the ball immediately back to the center base, supposedly to the next player, who should have stepped at once to the base when the previous thrower left it. Should this next player not have reached the center base in time to catch the ball, he picks up the ball and throws it to the proper goal keeper; but it behooves a player to be at the center base in time to catch a ball returned from a corner, because every such catch scores.

A ball caught on the center base is, of course, a return ball from the corner to which a predecessor threw it, and must be a fair throw, whether sent by one of the opponents’ guards or his own goal keeper.

It may make clearer the rotation of the play to illustrate as follows: The game opens with Number One ready on the center base belonging to his team. His group of guards, that is, those bearing the odd numbers, are guarding the corner behind him on the right-hand side of the field. He therefore throws the ball on the referee’s signal to the corner goal keeper for his team at the opposite end of the ground on the right-hand side. Immediately that he has thrown the ball, he steps back among his group of guards bearing the odd numbers, and Number Two of his team, who belongs to the group of guards on the left-hand side of the field, steps forward at once to the center base. Meanwhile, the ball may have been caught by the goal keeper to whom it was thrown, or by one of the guards surrounding him. It is at once tossed back to the center base from which it came, and Number Two guard should be there to catch it.

Number Two then throws the ball to the goal keeper for his team on the left-hand side of the ground. Whoever catches it at once throws it back to the same throwing base, and Number Three should be there to receive it, Number Two having returned to the ranks of his guards. So the game goes on, the guards each taking a turn at the throwing base, and each throwing the ball to the corner goal keeper on his side of the field.

Meanwhile, the same sort of game is being played by the opposite team, two balls being in play at once, and each guard taking part in each game for each team, according as he is guard around an opponent’s corner goal or a thrower from the center base to his own goal men.

Each goal keeper and thrower must keep one foot in his goal or base. It is thus permissible for a goal keeper to step out of his goal with one foot, or lean far out of the goal to catch the ball. Of course the best kind of a throw to a goal keeper is a high curved ball that will go over the heads of the guards and fall within his goal. No guard may step within the goal he guards.

Violation of the rules about overstepping territory constitutes a foul, and scores for the opposing team.

Very alert and rapid play is needed to make this game a success. As one team (Blues) may play faster than the other (Reds), it is not necessary that Number Six of the Red team and Number Six of the Blue team, for example, should be on the center throwing bases at the same time. The two games go on independently of each other.

FOULS. ;The overstepping of boundaries in ways not allowed by the rules score one for the opponents.

SCORE. ;A goal keeper scores one point for his team every time that he catches a ball which has not been touched by one of the guards around his goal. A ball caught by a goal keeper after being touched by a guard does not score.

In addition to the score made by goal keepers, a guards’ score is kept, each player counting the number of balls he catches and holds, no matter where he be standing, whether in his position as guard or in the center base from which he is to be thrower. Such a catch by a guard scores one point, the guards reporting their points at the end of the game. Touching the ball does not score under any circumstances. It must be caught and held.

Fouls score for opponents, as stated under “Fouls.”

The score for the game for either side is the sum of all of the balls caught, according to the above rules, by the goal keepers and guards on that side. The game is usually played on time limits of from twenty to forty minutes.

For experienced players, scoring by guards may be omitted if desired. The particular object of this feature is to encourage guards to expert work in catching the ball, instead of merely interfering.

DOUBLE DODGEBALL

(See Dodgeball)

DRIVE BALL

10 to 30 players.

Playground; gymnasium.

Basket ball; volley ball.

This is one of the most interesting games for players beginning to care for team work. The writer has known some boys to play the game persistently for several seasons in succession.

GROUND. ;A court measuring from thirty to fifty feet in length by twenty to thirty in width is divided into two equal parts, forming two courts, each of which should be a little wider than it is long. A goal about two by four feet is marked in the center rear of each court, within the boundary lines. It facilitates the game if the end of each court may be a wall or fence, and thus make sort of a backstop behind the goal.

Each court has bases marked at even distances over its surface, wherein the different players stand. These may be marked simply as a cross for a footmark, or a small circle or square. There is no particular arrangement for these, the only object being to scatter the players, no mass play being allowed in the game.

PLAYERS. ;The players, of no stipulated number, are divided into two equal teams. Each team appoints a captain, who stands at the middle of the dividing line and is responsible for the discipline of his team; a goal guard, whose duty it is to keep the ball from the goal and who stands in the goal; and from six to twelve players, each assigned a certain spot marked as his territory and from which he may not move more than two feet.

OBJECT OF GAME. ;The object of the game is to throw the ball into the opponents’ goal.

START. ;The ball is put in play by being placed on the ground at the center of the dividing line between the two captains. At a signal from an umpire, each captain hits the ball with his fist. The ball is thereafter kept moving rapidly back and forth from one court to the other, hit always with the fist. After being caught or otherwise stopped, it should be bounced or thrown from one hand and hit with the fist.

RULES. ;No player may move more than two feet from the base assigned him. At no time may players do mass work. Whenever a goal is made, the ball is again started from the center by the two captains. The goal guard may not step out of the goal, even with one foot. The ball must always be hit with the closed fist.

FOULS. ;It is a foul to kick the ball; to hold it; to throw it with both hands or in any way except by batting with the closed fist; it is a foul to cross the dividing line. Each foul scores one point for the opposing team.

SCORE. ;Whenever a ball touches the ground inside of a goal, it scores two for the batting side. Fouls count for the opposing side, as above stated. The game is played in three rounds of fifteen minutes each, with a rest of five minutes between. The teams change courts for successive rounds. The team wins which has the highest score at the end of the third round.

EMPEROR BALL (See Captain Ball ;IV)

END BALL (See Appendix)

FIST BALL

6 to 30 or more players.

Playground; gymnasium; parlor.

Volley ball; basket ball; gas ball.

This game is very similar to Volley Ball, but differs from that game in the fact that the ball is hit with the fist instead of the open hand; that the ball may bound on the ground; and that the general rules are simpler. For large numbers two balls may be used, as described at the end.

GROUND. ;The ground should be, if possible, one hundred feet long and sixty feet wide, with clearly defined boundaries. Across the center of the ground a rope or cord is stretched, head high, which divides the ground into two equal courts. If desired, each court may be divided into small squares, one for each player, to prevent mass play.

PLAYERS. ;The players are divided into two equal teams, each of which scatters promiscuously over the court unless assigned to squares as described above. The players in each team should be numbered consecutively to facilitate rotation in serving. One officer will be needed to act as umpire and scorer.

OBJECT OF GAME. ;The object of the game is to send the ball back and forth across the stretched cord, striking it only with the fist. The game is defensive; that is, the scoring is done by one party when the opponents fail to return the ball or to keep it properly in play.

START. ;The ball is put in play by a regular serve at the opening of the game, after each point scored, and after going out of play. The players take turns in serving for their team, being numbered before the game opens. The sides alternate in serving after a score.

The player who serves the ball should stand at a central point ten feet from the dividing line, and may serve the ball in two ways. He may bound it and bat it with the fist over into the opponents’ court, or he may hold it above his head, let go of it, and as it falls serve it with his fist. The ball must go over the line to be in play. Should a server fail in this, the ball must be handed to the opposite side, which then has a trial. After a ball has otherwise gone out of play, it is served anew by the side responsible for the failure.

RULES AND POINTS OF PLAY. ;The ball must cross into the opponents’ court above the cord to score or be properly in play.

A ball to score its highest (two points) must be returned after a serve without bounding, although any number of players may hit it or keep it in the air before sending it back over the line. A ball may bound once before being returned and score less (one point). It is out of play if it bounds twice without being hit between the bounds.

Several methods of play are permissible, but the rule is invariable that the ball must always be hit with the closed fist, and always from underneath, except for sending it across the line. It must reach the opponents’ court from a blow and not from a bound. Either fist may be used in striking a ball, but never both at once. A player may “dribble” the ball in the air before batting it over the line to the opponents; that is, he may keep it in the air by hitting it from underneath with his closed fist ("nursing” it) until he is prepared to bat it with his fist. A ball hit with the forearm is considered properly in play except for a service. Several players on one side may play on the ball before sending it into the opponents’ court. In doing this the ball may bounce once after every time it is hit with the fist.

A ball is out of play (1) when it passes under the line or touches the line; (2) when it touches the ground twice in succession without being hit between the bounds; (3) when it touches the ground outside the boundaries from a blow; (4) when it bounds out of boundaries. Whenever a ball is put out of play in these ways, it is sent back to the side responsible for the failure, and they must put it in play again.

Whenever a side scores a point, the ball must again be put into play with a regular serve, the sides taking turns in this, and each player on a side serving in turn.

SCORE. ;The score is made by both sides and is for returning the ball. If returned to the opponents without touching the ground, it counts two points for those returning it. A ball which touches the ground once before being hit back over the line scores one point. The game consists of twenty-five points.

After each game the two sides exchange courts.

FOR LARGE NUMBERS it is very desirable to have two or more balls in play at once. They are served simultaneously from opposite sides of the ground, at the opening of the game. There should be one score keeper for each ball.

FOR THE PARLOR. ;This game may be played in the parlor with a light gas ball measuring four or five inches in diameter, or with a child’s gas balloon. The same rules apply as in other forms of the game.

FOOTBALL TAG

5 to 30 or more players.

Playground; gymnasium.

Football.

Each of the players has three points at the beginning of the game. The players are scattered promiscuously over the ground or gymnasium. One player, who is It, has a football which he kicks lightly toward any other player, the idea being to tag some other by mere touch of the ball. Any one so touched or tagged by the ball loses one of the three points with which he started, and also becomes It, trying in turn to kick the ball so it will tag one of his fellows. There are no restrictions as to the moving about of players to evade the ball. The latter must not be touched with the hands, nor may it be kicked higher than the chests of the players. Any one infringing these rules loses one point for each offense, and remains It until he successfully tags some one according to rules. Any player who loses his three points is out of the game, and the player wins who remains longest in the field.

HAND BALL DRILL

(Preliminary Ball)

1 to 100 players.

Playground; gymnasium.

Hand ball; bean bags.

When little children first begin to handle a ball the size of an ordinary hand ball, the acquirement of skill in tossing and catching is not altogether easy. Experience with such children has shown that some preliminary drill is very desirable as a preparation for the ball games. This drill may itself be done in the play spirit and made very interesting.

The various movements described may be general (by the class in unison) in time to music or counting; or they may be done individually or with partners as indicated, irrespective of the time in which other individuals or partners are working.

In the latter method the play may be competitive, the pupils counting the number of times in which they bound or toss or catch without missing, the one reaching the highest number winning.

It will be noted that the drill seeks to cultivate equal skill of both hands. This is very desirable in many games and should be done aside from any theories as to the value of ambidexterity.

I. HAND BALL DRILL (ELEMENTARY)

A. BOUNDING

INDIVIDUAL PLAY

1. Bound, and catch with both hands, palms upward.

2. Bound, and catch with one hand (right, then left), palm upward.

3. Bound, hit to rebound once, and catch with one hand (right, then left), palm upward.

4. Bound, and catch with one hand (right, then left), the palm downward in catching ("dog snack").

5. Bound, hit to rebound twice, or more times, and catch with one hand (right, then left).

WITH PARTNERS

(If there be many players they may stand in long ranks facing each other for these drills, or in separate couples scattered promiscuously over the ground. In either case they should begin with a comparatively short distance, say of three feet, between partners, and gradually increase the distance.)

1. Bound to partner, who will catch with both hands.

2. Bound to partner, who will catch with one hand (right, then left), palm upward.

3. Bound to partner, who will catch with one hand (right, then left), palm downward.

4. Bound to partner, who will return ball by hitting it for a rebound without catching it. This may be kept up between the two indefinitely.

B. TOSSING

INDIVIDUAL PLAY

1. Toss, and catch ball with both hands.

2. Toss, and catch with one hand (right, then left), palm upward.

3. Toss, and hit it to retoss in the air without catching (right hand, then left), palm upward.

WITH PARTNERS

1. Toss ball to partner, who will catch with both hands.

2. Toss ball to partner, who will catch with one hand (right, then left), palm upward.

3. Toss ball to partner, who will catch with one hand (right, then left), palm outward ("dog snack").

C. BOUNDING AGAINST WALL

INDIVIDUAL PLAY

1. Throw ball upward against a wall, allow it to bound once, and catch with both hands.

2. Throw ball against wall, bound once, and catch with one hand (right, then left), palm upward.

3. Throw against wall, bound once, and catch with one hand (right, then left), palm downward.

4. Throw against wall and catch without bounding on the ground with one hand (right, then left), palm upward.

5. Throw, and catch without bounding on ground, with one hand (right, then left), palm outward.

WITH PARTNERS

1. Repeat the above throws against the wall, the partner catching in each case as designated in the list.

II. HAND BALL DRILL (ADVANCED)

A. TOSSING

INDIVIDUAL PLAY

1. Toss or throw the ball straight upward as high as possible; catch it in one hand (right, then left), with palm upward.

2. Toss or throw the ball straight upward as high as possible; catch it in one hand (right, then left), palm outward ("dog snack").

3. Hold out one arm, say the left, straight in front at shoulder level; holding the ball in the right hand, swing the right arm outward in a full circle; toss the ball upward from under the outstretched arm, and catch with the hand that threw, palm outward.

4. Repeat this throwing with the left hand, holding out the right.

5. Toss the ball sideways over one’s own head, and catch on the opposite side. This is done as follows: Holding the ball in the right hand, swing the right arm out sideways, and from about shoulder level toss the ball over the head toward the left side. Catch it on the left side near shoulder level with the left hand, palm upward or outward.

6. Reverse, tossing from the left hand and catching with the right.

7. Toss the ball under the upraised knee as follows: Holding the ball in the right hand, raise the right knee upward, bent at an angle, swing the right arm in circle outward, and toss the ball upward from under the knee; that is, from the inner side of the leg; catch with the hand that threw, palm outward. Repeat with the left hand and knee.

8. Throw the ball upward behind the back, so that it comes forward over the opposite shoulder, as follows: Holding the ball in the right hand, circle the right arm outward, bend the arm behind the back, toss the ball upward over the left shoulder, and catch it over the head or in front with the hand that threw, palm outward. Reverse, using the left arm and throwing over the right shoulder. When this is first tried the ball may not be thrown very high or very well as to direction; but it is a fascinating throw to practice and may soon be done with a high toss and very accurately.

HAND FOOTBALL

10 to 30 or more players.

Playground; gymnasium.

Basket ball.

GROUND. ;The ground should be marked off with boundary lines, which should inclose a space at least fifty feet long by twenty or twenty-five wide. For expert players a much larger ground is desirable. Ten feet from the rear boundary line at either end of the field, another line is drawn, on which the players line up.

PLAYERS. ;The players are divided into two equal teams, each of which selects a kicker for the ball. There should also be one leader who serves for the two teams. The kicker for each team stands five feet within his half of the ground measuring from the center, and should be halfway between the two side boundary lines. The rest of the players for each team line up on the line previously designated for that purpose. The leader stands at one side of the field near a boundary line.

OBJECT. ;The object of the game is to kick the ball over the heads of the opposing team.

START. ;The leader puts the ball in play by throwing it so it will touch the ground between the two kickers. Both kickers at once run for the ball and try to kick it over the heads of their opponents.

RULES AND POINTS OF PLAY. ;The players on the line-up may intercept the ball only with their hands. They may not grasp or kick the ball, but merely bat it with the hands. At no time may they leave their places on the line.

SCORE. ;A point is scored whenever a kicker succeeds in sending the ball beyond his opponents’ line-up. Players then exchange fields for the next round. Ten points win the game.

HOME RUN

10 to 60 players.

Schoolroom.

Gas balls or bean bags.

Arrange the players so that all the rows are filled and the same number in each row. N in each row has a bean bag or ball, and at the word “Start!” stands and throws the bag or ball to N, who also stands at the word “Start.” N throws it back to N and sits down while N throws the ball to N, who stands up as soon as N is seated. N throws it back to N and the game continues until N has thrown the ball to the last player in the row. When N receives the ball from the last player, he lays it down on the desk and runs to the seat of the last player, while all players move up toward the front one seat. N in the row then becomes N, and tosses the ball as his predecessor did. The game continues until the original N reaches his original place and calls “Home run!” thus scoring a point for his row and starts again. The row scoring the most points during fifteen minutes becomes the winner.

This game was originated by Miss Amy A. Young of Cleveland, Ohio, and was submitted in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. This game was one that received honorable mention, and is here published by the kind permission of the author, and of the Girls’ Branch, and of Messrs. A. G. Spalding & Brothers, who publish the handbook in which the game first appeared.

LINE BALL

10 to 60 or more players.

Schoolroom.

Gas balls; bean bags.

For this game a line should be drawn on the floor across the front of the schoolroom, a short distance in front of the blackboard. One player from each row of seats takes his place toeing this line. Another line is drawn at the front of each aisle even with the edge of the front desks. The game consists in a tossing of the ball from the leader on the forward line to different players, who take their places in turn on the line at the head of the aisle. Each row of seats should contain an even number of players, as the different lines compete with each other.

The first players in the rows rise from their seats on a given signal, toe the line at the head of their aisle, and catch the ball, which should be tossed to them immediately by the leader who stands opposite. This player quickly returns the ball to the leader by means of another toss, and sits down at once. His sitting is a signal for the player next behind him to run forward to the line, catch the ball from the leader, toss it back to the leader, and reseat himself. This continues until every player in the line has caught and returned the ball, when the leader should return to his seat and hold the ball up at arm’s length, as a signal that his line has finished. The line wins whose leader is the first to do this.

For a more advanced form of this game, see Home Run.

LINE CLUB BOWLS (DOUBLE)

(See also Line Club Bowls (Single); Center Club Bowls; Circle Club Bowls.)

2 to 60 or more players.

Playground; gymnasium; schoolroom.

Hand ball; bean bag; Indian clubs.

This game is like Single Club Bowls, except that the object of
the play is to pass the ball or bean bag between a pair of
upright Indian clubs, instead of trying to knock one over.

If there be a few players, one pair of clubs is set up for each player, with an interval between them two inches wider than the diameter of the ball that is used. At from ten to twenty feet from the clubs a line is drawn on which the players stand to throw. The players slide the bag over the floor or roll the ball; all play at once, each player scoring one if his ball or bag goes between the clubs without knocking them over. The clubs are then put in order if displaced, the balls or bags gathered up, and the players return to the starting line and bowl again.

The player wins who first scores twenty-five or fifty, as may be determined before the game opens.

Where there is a large number of players, the same form of play is used with the players in relay formation; that is, they should be divided into groups of equal numbers, each group lining up in single file before the starting line, and each member of the group bowling in turn.

The group or team with the highest score when all have bowled wins.

LINE CLUB BOWLS (SINGLE)

(See also Line Club Bowls (Double); Center Club Bowls; Circle Club Bowls.)

2 to 60 or more players.

Playground; gymnasium; schoolroom.

Basket ball; hand ball; bean bag; Indian club.

This game differs from Double Club Bowls only in the object of the play. In Single Club Bowls the object is to knock over one Indian club which stands alone. In Double Club Bowls the object is to bowl the ball or bean bag between two upright Indian clubs without knocking them over.

Any kind of ball or bean bag may be used for this game. If there be few players, one Indian club is set up for each player, all clubs being widely separated and on a given line. At from ten to thirty feet from this club line a second line is drawn, on which the players must stand to play. The players all slide the bag over the floor or roll the ball, at once, each player scoring one when he knocks over his Indian club. The clubs are then replaced, the balls or bags gathered up, and the players return to the starting line and bowl again.

The player wins who first scores twenty-five or fifty, as may be determined before the game opens.

Where there is a large number of players, the same form of play is used with the players in relay formation; that is, they should be divided into groups of equal numbers, each group lining up in single file before the starting line, and each member of a group bowling in turn for the club. After each player has bowled, he should replace the club and bring back the ball or bean bag to the next player. In this form of the play it is not necessary for the different rows to throw simultaneously, unless that be desired as a question of order or to facilitate the scoring. The row or team which makes the highest score wins.

LINE ZIGZAG

(See Zigzag Games.)

MOUNT BALL

10 to 100 players.

Playground; gymnasium.

Basket ball; hand ball.

This is a game of ball played by half of the players while mounted on the backs of the other players. It is therefore desirable that the players be paired off so that the two in each pair should be of nearly equal weight and size.

The players form a circle in pairs. To do this they line up two abreast, each with his selected partner. This double line then marches in circle, halts, and faces inward. This will form two concentric circles. There should be considerable space between couples; in other words, the circle should be rather large in comparison with the number of players. It is then decided by a toss-up or otherwise which of the two circles shall first be “ponies” and which shall be riders. The ponies bend forward from the hips, pressing their hands against the knees, or thighs just above the knees. The knees should be stiff, not bent. The backs are thus bent forward and the riders mount, straddling the shoulders of the players who are ponies.

The ball is put in play by being tossed from any player to another, and the game consists on the part of the riders in trying to keep the ball in as active play as possible in a simple game of toss and catch, and on the part of the ponies in trying to prevent the catching of the ball. To do this the ponies must grow restive and turn around in any way they see fit, but must not lose their general places in the circle.

When a rider fails to catch a ball, all of the riders must at once dismount and run in any direction; the pony belonging to the rider who missed the ball picks up the ball immediately, and as soon as he has it calls “Halt!” All of the riders must then stand still, and the player who holds the ball tries to hit his recent rider. The rider aimed at may try to evade the ball by stooping or jumping, but must not otherwise leave his place on the floor. During this part of the play the other ponies remain in their position in the circle, so that the one who is throwing the ball will not confuse them with the riders. If the player (pony) who throws the ball at his dismounted rider succeeds in hitting him, all of the ponies and riders exchange places, the riders becoming ponies and the former ponies mounting them. If the player aiming the ball at his dismounted rider does not succeed in hitting him, the riders remount and the game goes on as before.

It is not permissible for a rider to hold a ball at any time, no matter how difficult his position at the moment may be; he must toss it at once. It is well to have a leader, whether one of the players or not, who watches for mistakes, gives the commands to mount and dismount, and announces misses and hits.

This game was played by the ancient Greeks, and is found in various forms in many countries. It is needless to say that it is one of the more strenuous games. When properly played it contains great sport.

NINE-COURT BASKET BALL

18 to 60 players.

Playground; gymnasium.

Basket ball.

This is one of the comparatively few games that gives a large amount of activity to a large number of players playing at the same time. The game as here given is the invention of Miss Cora B. Clark and Miss Caroline M. Wollaston of New York City, by whose kind permission the game is here printed. It has proven to be a most popular and interesting game.

GROUND. ;The playground or court should measure about forty by forty feet in outside dimensions, the basket ball goals being placed at the usual height (ten feet) on opposite sides of the court. One basket belongs to each team. For instance, the teams are designated as Red and Blue; one basket belongs to the Red team and the other to the Blue team. The ground is then further divided into nine even squares. This may be done in any of the usual lining methods as described on page 301. The small squares are numbered in consecutive order around the outside, starting in one corner; the ninth one is in the center. When players are learning the game it may be advisable to mark these numbers on the ground, but for players familiar with the game this may be dispensed with.

TEAMS. ;While from eighteen to sixty players may play this game at once, eighteen makes the best playing number. Where there is a larger number it may be found best to divide them into two sets, each set to play for ten minutes and then give place to the other, and so on alternately.

The players are divided into two teams, each with a captain. The teams are chosen by the following method:

The players are lined up according to height and either by marching (one to the right and one to the left) or by numbering off (the even numbers stepping out of the line) are divided into two files standing side by side. Each file constitutes a team, and each member of a team is paired off with the opponent standing in the file beside him. By this method the two opponents forming a couple are of practically equal height.

The couples are numbered as they pair off, the number indicating to which court they shall go for the opening of the game. Thus, couple Number One will go to the small court marked 1, couple Number Two to the court marked 2, etc. Should there be more than nine couples, the tenth couple will go to court number 1, the next couple to court number 2, etc. Usually only one or two couples go to each small court, but sometimes three or four couples must be so assigned, to accommodate a large number of players. Where there are so many, however, it will be found best to divide the number into halves, one half playing at a time, as previously mentioned. Should there be an odd player (without a partner), he is placed in the center court (number nine), and remains there throughout the game. A good leader, however, will see that some player changes off with this odd individual during the game.

It will thus be seen that each court contains an equal number of players of each team. For instance, if there be but two players in a court, one of them belongs to the Red team and the other to the Blue team. If there be four players in the court, two of these belong to the Red team and two to the Blue team, etc.

OBJECTS OF THE GAME. ;The objects of the game for each team are, (1) to throw the ball into its own basket; this may be done from any court in the diagram; and (2) to prevent the opponents from putting the ball into their basket.

One of the marked characteristics of this game is the constant change or progression in the position of players, as every time that a goal is made with the ball the players all move to the next square or small court. This is done in order to give each player an opportunity to play from all positions on the field. This makes all-round players, and gives the retiring, less aggressive ones a fair share of the play. It also prevents certain players having the most desirable positions throughout the game.

START. ;The game is started by the teacher or referee tossing the ball in the air between two opposing players in court nine, each facing his own basket. Each player tries to send the ball toward his own basket, others playing upon the ball immediately.

RULES AND POINTS OF PLAY. ;The ball may be thrown for a basket from any of the courts. In other words, it is not necessary for the ball to be passed to a player in court two to be thrown for the red basket, or to court six in order to be thrown to the blue basket, though that may be a desirable play. Experience has shown, however, that when a player on the Blue team is standing in one of the courts farthest away, even in court two, it is not usually wise to throw to court six by way of the center (court nine), as too much massing of players results. The Blue team player in court two will often find it better to throw the ball to a player of this team in court one or three, and so on around the outer edge to court six; although there is no rule to prevent throwing the ball wherever a player pleases. As a general rule, the more zigzag the path of the ball, the more open the game. Short passes make a better game than long ones.

Players must remain in their own small courts except when progressing. It is optional, however, whether any penalty shall be attached to momentary stepping over the lines between small courts in the excitement of rapid catching and passing. This point should be decided before the game opens, and would probably be used only with experienced players. No player may step over the outer boundary lines, except to get the ball when it goes afield. A throw for a basket made with even one foot outside of the outer boundary lines is a foul.

Guarding is done by holding the hands or arms over the opponent’s ball to hinder the aim, but neither the ball nor the holder of it may be touched. Only one player is allowed to guard a thrower, no matter how many players may be in the small court where the thrower stands. The two opponents who first pair off at the opening of the game when places are assigned, act thereafter as guards one to the other, no other players being allowed to fill that office.

When two players have possession of a ball, the one who touched it first has the right to it. If this cannot be decided instantly, the ball is thrown up between them as at the start of the game, the nearest player tossing it. For a good game this rule should be strictly enforced, no discussion over the possession of a ball being allowed.

When the ball goes outside of the outer boundaries of the court, only one player may go after it. All of the players in the small court through which it left this boundary may start for it, but the first one over the line continues and secures the ball. Players from other courts may not try to get a ball that thus goes afield. When a ball has gone afield, the player picking it up must throw it from the point where it is picked up to any court player. No running or walking with the ball is allowed in thus returning the ball to the courts.

In playing on the ball, no player is allowed to hold the ball or to run or walk with it. A player may turn around quickly with the ball, but must throw it at once. A player transgressing these rules must give the ball to his opponents ;that is, to the opponent who has been paired off with him.

FOULS. ;No scoring is made on the fouls. Transgression of any of the rules given above is punished by giving the ball to the opponents, the transgressor in each case giving it to the opponent paired off with him.

SCORE. ;A team scores one point each time that it makes a goal. The game is played on time limits, the team winning which has the highest score at the end. Where a large number of players is divided into two parties to take turns at playing, the time limits for each are generally ten minutes; with such rest intervals the two parties may play indefinitely. Where all of the players are engaged in one game the period may be anywhere from thirty to sixty minutes.

OVER AND UNDER RELAY

10 to 100 players.

Playground; gymnasium; schoolroom.

Balls; bean bags; substitutes.

This game is a combination of Arch Ball and Stride Ball.

The players stand in two or more files, the files containing an equal number of players. The game is a passing relay, the files competing against each other. The leaders of each file have two balls, bean bags, or blackboard erasers. At a signal, a ball (or whatever is used) is passed back over the heads of the players until it reaches the last one in the line, who keeps it. The leader counts ten after the ball leaves his hands and at once passes back the second ball between his feet, the players bending over to pass it along. When this reaches the last player, he runs forward with a ball in each hand and takes his place at the head of the line, which moves back one place to give him room. At once he passes one ball backward overhead, counts ten, and passes the other between his feet. This continues until the original leader, who has been gradually backing to the rear of the line, reaches the front again, carrying both balls. The line wins whose leader first accomplishes this.

This game has some admirable exercise in it, keeping the players bending and stretching alternately. Quick play should be encouraged. When played in a schoolroom alternate aisles should be kept clear that the runners may use them in running to the front of the room.

OVERTAKE

20 to 60 players.

2 balls or bean bags.

Playground; gymnasium; schoolroom.

OBJECTS OF GAME. ;This is a toss and catch game between a captain and the players of his team who are lined up around a square alternating with the players of an opposing team. The objects of the game are (1) to complete the round of tossing and catching quicker than the opponents; (2) to “overtake” or outdistance the bag or ball which the opponents are tossing.

FORMATION. ;When played in a gymnasium, a well-defined square should be marked, around which the players take their places. The size may vary with the number of players and their skill in throwing to and catching from the captain who stands in the center. In the schoolroom the players stand around the room next the wall, outside a line marked on the floor, within which they may not go.

TEAMS. ;Any number from twenty to sixty may play. Forty is an especially good number.

The players are evenly divided into two teams, preferably designated by colors; or the players of one team may each tie a handkerchief on one arm to distinguish them. Polo caps of a colored cheese cloth are a serviceable device. If it be used in the schoolroom, each player may easily keep such a cap in his or her desk. Corresponding colors for the two bean bags or balls are also desirable.

One player from each team is chosen for captain and stands in the center, the two captains being side by side and moving around each other within a small circle drawn on the floor, as becomes necessary for the shifting direction of the play. The other players of each team are numbered consecutively, and take their places alternately around the square, the two Numbers One standing opposite each other. A referee is also desirable who should start the game, announce score, and award points to the opposing team when fouls are made. The referee may act as scorer, or, if there be a separate scorer, announce the points for scoring. The referee should also pick up any dead (dropped) ball and toss it to the captain of the team.

START. ;The game starts, on a signal from the referee, with the captains standing back to back in the center, each facing the Number One player of his team. At the signal each captain tosses his ball to his Number One, who at once tosses it back to him; the captain then tosses it to the next player of his team standing on Number One’s right, and he tosses it back. The play is thus continued around the entire square until the captain tosses it again to his Number One, which is called getting the ball “home.” The two balls are thus being played around in the same direction, following each other; and one of the main features of the game is to have a ball “overtake” that of its opponents. In the next inning or round the balls may follow in the opposite direction (to the left).

RULES AND POINTS OF PLAY. ;Players may lunge or “fall out” when tossing or catching, if one foot be left without the boundary.

Players may stoop or jump to catch a low or high ball, but may not advance beyond the boundary.

One or both hands may be used in tossing or catching.

A dropped ball is returned to play by the referee, who tosses it to the captain.

If a captain drops a ball or bag three times, he changes places with Number One player of his team; this captain, failing three times, changes with Number Two, and so on.

Every ball dropped scores for the opponents, as stated under “Score.”

An opponent may interfere, but with one hand only.

FOULS. ;It is a foul ;

a. To use the arms in any way to interfere with a player who does not hold the ball.

b. To grasp the clothing or person of an opponent.

c. To use both hands for interfering.

d. To drop the ball.

e. To send the ball afield.

All fouls are penalized by the opponents’ scoring one point, except for a ball that goes afield (outside the boundaries): that scores two points for the opponents. A ball dropped inside the boundaries scores one point for opponents.

SCORE. ;A ball which “overtakes” (passes) the opponents’ ball scores five points.

The ball that first makes the circuit and gets back to Number One player of its team, or “home,” scores two points.

Fouls score one point for the opponent, except when a ball goes afield, which scores two points for the opponents.

The game is won on a score of ten points.

This game was originated and copyrighted by Mrs. Elizabeth R. Walton, of Washington, D.C. It received honorable mention in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. It is here published by the kind permission of its author.

PASS BALL RELAY

10 to 100 players.

Playground; gymnasium.

Basket ball._

Any number of teams may compete, but should contain an equal number of players. The teams line up in single file, and the game consists in a competition between them in passing a basket ball backward overhead, followed by a short run for each player in turn.

A starting line is drawn across the playing space, behind which the teams line up. The players in a team must not stand close enough together to touch. An objective point or goal, such as a basket, is placed in front of each team at a good running distance, ;at least fifty or seventy-five feet if the space admits of it. On an athletic field a player not on the team may be stationed to serve as this objective point. Good form at the opening of the game calls for the teams to be lined up with the balls resting on the ground in front of the first players. On the starter’s signal, “On your mark!” the first players toe the starting line with both feet; on the next signal, “Get ready!” they raise the balls overhead, but not to be touched by the next players until put in play on the final signal. When the starter says “Go!” the first player hands the ball backward overhead to the next player, and each one in turn passes it in a similar way down the line. When the last player receives the ball, he runs forward with it around the goal, returns, and passes it to the player at the head of the line, when it again travels backward to the rear as before. A returning player may hand the ball to the front player, either facing him or turning with his back to him and passing the ball overhead; but he may not toss it to him. A returning player takes his place at the head of the line, toeing the line, the file moving backward one step to make room for him. The original leader of the line will thus move gradually backward until he is at the rear of the file; he will be the last runner forward, and should be plainly marked with a sash diagonally across the breast to aid the judges in distinguishing him. When he receives the ball, he runs forward with it around the goal like his predecessors, but on his return, instead of lining up and passing the ball backward, dashes with it over the finish line. The finish line should be a tape (strand of worsted) stretched parallel with the starting line, but three feet to the rear of the files. Should the playing space not admit of this, the starting line may be used as a finish line.

Should the ball be dropped as it is passed down the line, the player next behind the one who last touched it must leave his place in the line, pick up the ball, return, and put it in play from where it left the line. If so rectified, this dropping of the ball does not score as a foul.

There should be a judge of fouls for each team and two judges
at the finish. One foul is scored against a team for ;

1. Every player who does not touch the ball as it is passed
backward.

2. Every player (except a returning player) who turns to face
the next one and hand the ball instead of passing it backward
overhead.

3. A returning player tossing the ball to the head of the file.

4. The head player standing forward of the starting line.

5. A runner touching the goal as he encircles it.

The teams win in the order of finishing if there be no fouls. One foul disqualifies a team unless the competing teams have made an equal or greater number of fouls. In such a case the teams win in the order of finishing, plus consideration of the smallest record on fouls. A team finishing second, for example, with no fouls, would win over a team finishing first with one or more fouls.

Teams Order of Finishing Number of Fouls Order of Winning

A            1                   3
B            4                   2            Third place
C            2                   2            Second place
D            3                   0            First place

These rules are used by the Girls’ Branch of the Public Schools
Athletic League of New York.

PIG IN A HOLE

10 to 60 players.

Playground; seashore; gymnasium.

Basket ball.

Each player should be provided with a stick about three feet long. This may be made by whittling branches, or a gymnasium wand or piece of broomstick may be used. A hole is dug in the ground measuring twelve or fifteen inches in diameter. All of the players but one stand in a circle around this, with several feet between each two players so that they may move freely. Each player digs a small hole in the ground in front of his place in the circle, the hole to measure about four inches in diameter. The game is played with a basket ball, although a smaller ball may be used, in which case the center hole need not be quite so large, though it should be somewhat larger than the ball used.

The game consists in the odd player trying (1) to get the ball (the “pig”) into the center hole with his stick, which all of the other players will try to prevent; and (2) the odd player trying to be released from his position by placing the end of his stick in one of the small holes belonging to one of the circle players, which he can only do when the player in question has his own stick out of it.

The game starts by all of the players putting their sticks in the center hole under the ball. They count, “One, two, three!” and on the last word all lift the ball with the sticks and then rush for the small holes, each player placing the end of his stick in a hole. As there is one less hole than the number of players, one odd player will be left out. It thereupon becomes his duty to drive the pig into the hole from whatever point it may have landed through the combined effort and toss with which the game opened. The circle players try to prevent the pig getting into the hole by blocking its passage with their sticks. They may not kick it or play upon it in any other way. The odd player will try to ward off the interference of the sticks by clearing a way in front of the ball with his own. The other players may leave their places at any time to block the passage of the ball; but this is a dangerous thing to do, for the odd player may at any moment leave his work with the ball and place his stick in one of the vacant holes. It therefore behooves the circle players to leave their holes unguarded only when there is imminent danger of the ball entering the center hole from that side of the ring, or when a good opportunity comes for aggressive play to drive the ball out of the ring, which should also be one of their objects.

It is not necessary for a player to return to his own hole after having removed his stick from it. Any hole may be taken by any player, and much of the interest of the game lies in the freedom with which players will move about and take chances in this way.

If the driver succeeds in getting his pig in the center hole, he is considered to have won, and the game begins again. Should the driver succeed in placing his stick in an unoccupied hole in the circle, the odd player thus left out must become driver.

FOR THE GYMNASIUM. ;This game may be adapted to the gymnasium by drawing chalk circles in place of those that would be dug in the ground out of doors. The same rules apply for the game, which may be played either with a basket ball or a bean bag.

This game is found in many countries. Several of the forms of
play here given are from the Chinese. It is an old traditional
game in England and popular there to-day.

PROGRESSIVE CAPTAIN BALL

(See Captain Ball V.)

PROGRESSIVE DODGEBALL

(See Dodgeball.)

RING CALL BALL

(See also Call Ball.)

10 to 30 or more players.

Playground; gymnasium.

Hand ball; bean bag.

This game is similar in some respects to Call Ball, but being played in a circle formation, is much simpler and less difficult and exciting, being suited particularly to younger players.

The players form a circle, with one in the center, who throws a ball in the air, at the same time calling the name of one of the circle players. The one called must run forward and catch the ball before it bounds more than once. If he catches it, he returns to the circle. If he does not catch it, he changes places with the thrower.

ROLEY POLEY

(Hat Ball)

5 to 20 players.

Playground; gymnasium.

Hand ball; bean bag.

A row of holes three or four inches in diameter is made in the ground, with about one foot space between. There should be one hole less than the number of players. Boys’ caps may be placed in a similar row instead of digging holes. Parallel with the row of holes, and about twenty feet away from it, a base line is drawn. A pile of pebbles (called “babies”) should be collected before the game begins.

The game consists primarily of rolling a ball into one of the holes or caps, followed by ball tag, and a scoring with the pebbles. The players stand each a little distance behind a hole except one, who is chosen to be the first roller. He rolls the ball from the base line into one of the holes or caps. Immediately he and all of the players except the one into whose hole the ball has fallen, run, scattering in any direction. The one to whose lot the ball has fallen lifts the ball as quickly as possible, calling “Stand!” as soon as he has it in his hand. The running players must halt when they hear this order, and the one who holds the ball tries to hit one of them with it from where he stands. If he succeeds in doing so, one of the pebbles is put in the cap of the player who is hit. Should he miss hitting any one, a pebble is put in his own cap. Should the player who tries to roll the ball into one of the holes or caps miss getting it in, a pebble is put in his own cap, and he makes other trials until he succeeds. When a player is hit by the ball, he becomes roller, and all of the others return to their places. The game continues until one player gets six (or ten) stones ("babies”) in his hole or cap. When this happens, he must be “court-martialed,” that is, stand with his face against a wall or fence and let each player take three shots at him with the rubber ball, the first time with the thrower’s eyes closed and then with them open. The distance of the throwers from the fence is determined by the victim’s throwing the ball at the fence three times so it will rebound; the farthest point to which the ball rebounds becomes the throwing line for the court-martialing. If no fence or wall be available, the throwing is done from an agreed distance at the back of the victim.

This game may be played by drawing a series of circles on the ground or floor in place of the holes or cap, and sliding a bean bag into them. This form is serviceable for a gymnasium.

ROUND BALL

20 to 60 players.

Playground; gymnasium; schoolroom.

Hand ball; basket ball.

This is an advanced form of Circle Ball, there being two competing teams in a circle, with wide spaces between.

The players form in a circle, drop hands, and step backward two paces to make an interval between players. They number off in twos. The first Number One is captain for the Ones, and the first Number Two is captain for the Twos. Each captain has a ball. The game consists in throwing the ball around the circle, the ball started by captain Number One going only to the players of that number, and the ball started by captain Number Two to the players who bear his number.

The party wins whose ball first completes the circle five times. Each time that the captain receives the ball he calls out a number corresponding to the number of times the ball has circulated, “One” for the first time, “Two” for the second, etc. The play should be rapid. Any player dropping the ball must pick it up and throw in regular form.

The game may be varied by requiring different methods of throwing and catching, such as catching with the right hand, left hand, both hands, etc., if a hand ball be used; or throw from below, above, or pushing straight from the chest if a basket ball be used.

RUSSIAN HOLE BALL

3 to 10 players.

Out of doors; seashore; snow.

Ball; bean bag; stone.

This game is played with one small ball, in size anywhere from that of a golf to a tennis ball. If played in the snow, a hard frozen snowball may be used, or a stone will do.

A series of holes is made in the ground, sand, or snow, large enough to contain the ball. These holes are placed in a straight line, one beyond the other, about three feet apart, there being as many holes as there are players. All holes are numbered, corresponding to the numbers of the players, from one to ten, or whatever the maximum may be. About ten feet from the first hole, and at right angles to the row, a straight line is drawn on the ground, behind which the players stand to throw. The first player stands directly in line with the row of holes and throws for one of them. This is a toss of the ball. The ball scores for the player according to the number of the hole in which it falls, and this number also designates the next player. For instance, if the ball falls in the third hole, it scores three for the first player, who at once gives place to Number Three, who in turn has one throw. Should this ball fall in hole number five, it scores five for this player, and the fifth player will have the next turn. The game may be played according to score, the one first scoring twenty-five or fifty winning; or it may be played according to time, the one having the highest score at the end of fifteen or twenty minutes being the winner.

This is one of the few games that may be adapted to the snow or to the damp sand of the seashore, though it may be played anywhere out of doors where holes can be dug.

This game comes from the Russian province of Bessarabia, which
formerly belonged to Turkey.

SCHOOLROOM DODGEBALL

(See Dodgeball.)

SCHOOLROOM VOLLEY BALL

10 to 60 players.

Gas ball.

The players are divided into two teams, and the players in each team number consecutively. A net or string is placed across the schoolroom, dividing it into two equal parts. The top should be six feet from the floor. The game consists in batting the ball with the hand back and forth over the string, a point being scored by either team whenever its opponents allow the ball to touch the floor. The ball may be batted (not thrown) in any way, but by only one hand at a time.

The players stand in the aisles, each having a required place in which to stand.

The game starts by N on either side serving the ball, that is, tossing it up with the left hand, and batting it with the right, trying to get the ball over the net or string to the opposing side.

Two fouls in succession (failing to bat the ball over the net) changes the serve to the other side; otherwise, the server continues until the ball is returned by the opposite side and not returned by the server’s side. When this happens, the serve changes to N of team 2, then to N of team 1, then to N of 2, etc.

The game continues until all players have served; or the game may be played with time limits; that is, the team wins which has the highest score at the end of a ten-or fifteen-minute period.

Every time that the ball touches the floor (not a desk) it scores against that side on which it falls, counting one point for the opposing team, irrespective of which team served the ball.

This schoolroom adaptation of Volley Ball was made by Miss Mabel L. Pray of Toledo, Ohio, and received honorable mention in a competition for schoolroom games conducted by the Girls’ Branch of the Public Schools Athletic League of New York City in 1906. The game is here published by kind permission of the author, and of the Girls’ Branch, and of Messrs. A. G. Spalding & Brothers, publishers of the handbook in which the game first appeared.

SPUD

10 to 100 players.

Playground; gymnasium.

Any soft ball or bean bag.

This is a combination of Call Ball and Ball Tag, with scoring and penalties added. It is very popular with boys of almost any age.

The players stand in a group, with one in the center holding the ball. The center player drops the ball, at the same time calling the name of one of the other players. All but the one called immediately scatter, as they are liable to be tagged with the ball. The player called secures the ball as quickly as possible, and tries to hit one of the other players with it. He may not run to do this, but must stand where he secured the ball. If he misses, he secures the ball, stands where he gets it, and tries again, the other players fleeing from him as before. If he hits a player, that one immediately secures the ball, tries to hit some one else with it, the second one hit tries to hit a third, and so on.

Whenever a player misses hitting another with the ball, it is called a “spud,” and counts one against him. When any player has three spuds against him, he must stand twenty feet from the other players, with his back to them, and they each have one shot at him with the ball. The victim then starts the play again from the center of the ground.

SQUARE BALL

8 to 32 players.

Playground; gymnasium.

Basket ball.

GROUND. ;The ground is marked out in one large square with a base at each corner, and, should there be enough players, with bases at intervening points along the line of the square.

PLAYERS. ;The players are divided into two equal parties, one of which takes places on the bases at the corners or other points outlining the square; the other party assembles in the center of the square and is on the defensive.

OBJECT. ;The ball is thrown from one to another of the party on the bases, always, however, following the lines of the square and not its diagonals. The chief object of the game, however, is for this outer party to interrupt this circuit of the ball by suddenly throwing it so as to hit one of the center players. The object of any center player who is hit is, in his turn, to hit with the ball any member of the outer party, who all turn and flee as soon as a center man is hit.

POINTS OF PLAY. ;The ball is started at any point among the outer party or basemen. This party will use considerable finesse in throwing, such as apparent attempts to throw the ball around the square, thus misleading the center players as to their intention and taking them unaware when aiming for the center. The more rapidly the ball is kept in motion the better. The center party, in their turn, will find it advisable to scatter considerably, which will diminish the chances of being hit. They will also avoid proximity to any player in the outer party who happens to have the ball. The center party will thus have to be very alert and keep moving considerably, even when the ball is not directed at them. The ball may be avoided by dodging, jumping, stooping, or any other maneuver except by leaving the square.

Whenever a center player is hit by the ball, the outer party are in danger of being hit in turn, and must all run immediately in any direction to avoid this. A center player who is hit picks up the ball as quickly as he can and calls “Halt!” When this call is heard the fleeing runners must stand still, and the center player, who now holds the ball, tries to hit one of them with it.

SCORE. ;The scoring of the game is done entirely according to whether the center player hits or misses his opponent in this throw of the ball after he has called a halt. Every player thus hit scores one for the center party. Every throw made and missed under these circumstances scores one for the opponents or outside party. The party wins which first scores twenty-five.

This game is also played without score, any member of the outer party hit by a center man being obliged to join the center party. In this form the game ends when all of the outer players have been so recruited.

STOOL BALL

5 to 20 players.

Playground; gymnasium.

Hand ball.

A stool, box, or inverted pail is set in an open place, and from ten to twenty feet away from this a throwing line is drawn. One player is appointed stool defender, and stands beside the stool. It is well also to appoint a scorer and linesman, to disqualify any players who cross the throwing line, and one player to stand behind the stool defender and return the balls that may go afield. The players, in turn, throw the ball from the throwing line in an effort to hit the stool. The stool defender tries to prevent this by batting the ball away with his hand. If the ball hits the stool, the one who threw it changes places with the stool defender; if the ball be batted by the defender and caught by another of the players, the one catching it changes places with the stool defender. The object of the stool defender should therefore be not only to hold his place by preventing the ball from hitting the stool, but to bat it in such a way that the other players may not catch it.

This game has been very successfully adapted by adding scoring as a feature of it; in which case any player hitting the stool with the ball, or catching it when it is returned by the stool defender, scores one point, while the stool defender scores one for each time he successfully prevents the ball’s hitting the stool. The player wins who has the highest score at the end of the playing time.

This is one of the old games that has come down through centuries. Chronicles of Queen Elizabeth’s reign tell of the Earl of Leicester and his train setting forth to play the game, though it is supposed to have originated with the milkmaids and their milking stools. In Sussex the game is played with upright boards instead of a stool, forming a wicket as in Cricket. It was formerly for women and girls as popular as the game of Cricket for boys and men, and the rules of play are quite similar.

STRIDE BALL

(Straddle Club)

10 to 100 players.

Playground or gymnasium.

Any ball; indian club; bean bag.

The players are divided into two or more groups which compete against each other, each having a ball. Each group stands in single file in leapfrog position, feet wide apart to form a tunnel through which the ball is passed. The first players (captains) of each file toe a line drawn across the ground, and at a signal put the ball in play by passing it backward between the feet. When players become expert, one long shot will send the ball to the end of the line. The other players may strike it to help it along as it passes them if it goes slowly. Should the ball stop, or go out of bounds at any place, the player before whom this occurs must put it in play again, starting it between his feet. When the ball reaches the rear of the file, the last player runs with it to the front, the line moving backward quickly one place to make room for him, and immediately rolls the ball back again between the feet. This is repeated until the “captain” is the last player. He runs forward with the ball, places it on a marked spot twenty feet in front of his line, and returns to his place at the head of the file. The file wins whose captain is first to return to his original position.

Should there not be space for a point at which to leave the ball, the game may be finished by the last player holding up the ball when it reaches the end of the line, or by his running forward with it to the head of the line.

An Indian club instead of a ball makes a much more skillful game, the club being shoved over the ground, neck first. It is much more difficult to guide than a ball, requires greater deliberation for a long shot, and more easily stops or goes out of bounds. A basket ball or smaller ball may be used.

This is one of the best games for training self-control under excitement, as the precision needed for a long shot, especially with the Indian club, is very difficult under the circumstances.

TEN TRIPS

6 to 21 players.

Playground.

Baseball; tennis ball.

This game is a competition between two or more teams, and consists in rapid pitching and catching of a base or tennis ball by each team.

A team consists of three players, two of whom stand a long throwing distance apart (thirty yards or more), with the third player (Number One) halfway between and on a line with them. Number One (the pitcher) starts the game on a signal by throwing the ball to one of the end players (Number Two); he throws it over the head of the pitcher to the opposite end player (Number Three), who throws it back again to Number Two, and he makes the last throw, sending it to the center player, or pitcher, Number One, from whom it started. This is called one trip, and the pitcher, as he catches it, calls out “One!” or “One trip!” and immediately begins the next round. The players standing in the following order, 2, 1, 3, the order of the throwing is thus, 1, 2, 3, 2, 1. Ten trips complete a game.

The competing teams stand in line sideways with the first team, and the pitchers of all teams start at once on a signal. The team wins which first completes ten trips. Any number of teams may play at once.

This game is very popular at Williams College, where it
probably originated.

TETHER BALL

2 to 8 players.

Out of doors.

This is one of the most delightful and vigorous games, especially adapted to small playing space, a plot twenty feet square being enough for it. The paraphernalia for the game consists of a wooden pole placed upright, so that it shall stand ten feet above the ground. The pole must be embedded deeply enough to be perfectly firm during the strain of the play. It will probably need to be about three feet below the surface. A pole should measure seven and a half inches in circumference at the ground, and should taper toward its upper end. A black stripe should be painted around it six feet above the ground.

To the top of this pole a ball is attached by a stout linen cord or fishing line. The ball should be preferably a tennis ball, and should have a netted cover, by means of which it is attached to the cord. No metal should be used around it in any way. The cover may be knotted or crocheted of heavy linen cord or fish line. When hanging at rest, the ball should be seven and a half feet from the top of the pole, and two and a half feet from the ground. The ball is played upon by tennis rackets in the hands of two players.

A tether-ball outfit, consisting of pole, ball, cord, and marking ropes, with staples for the ground as hereinafter specified, may be had for from three to four dollars, the ball alone, with cover and cord, costing about seventy-five cents, and the pole from one dollar to a dollar and a half. It is particularly desirable to have the specially made ball and cord for this game, but any of the paraphernalia may be improvised, the pole being cut from a sapling, and even the bats whittled from strips of thin board about the size of a shingle.

On the ground around the pole a circle should be drawn three feet in radius; that is, six feet in diameter. A straight line twenty feet in length should bisect the circle to separate the territory for the players. In addition to the circle and line, two spots should be marked on the ground, from which the ball is served. These should be at the ends of an imaginary line crossing the first line at right angles, and should be six feet from the pole, one on each side of the ground.

Where there are more than two players, they are divided into two opposing groups, each member of a team or group stepping forward, in turn, to play with the member of the opposite team. Only these two play upon the ball during one game.

The game consists, on the part of one player, in trying to wind the cord with the ball attached around the pole above the line by batting it with his tennis racket. The opponent tries (1) to interfere and reverse the action of the ball by batting it in the opposite direction, and (2) for his part to wind the ball around the pole in his direction.

The players toss rackets or resort to some other method of choosing sides of the ground. The game starts with each player on his service point; the player who lost in the toss for choice of ground has the first service. The player who has the choice of ground has also the choice of direction in which to wind the ball.

The ball is then put in play by the server, who may hit the ball but once. Should he fail to send it across the line with his first serve, he loses his serve and the opposite player has the ball. The players have each one strike at the ball in turn. It is sometimes possible to send the ball so high and with so much force that it will wind around the pole in one stroke, before the opponent can hit it with his racket. Of course such strokes should be the endeavor of both sides.

Should a player fail to hit the ball, the opponent has the next turn, either on service or after the ball is once in play.

Each player must keep entirely on his own side of the dividing line, both with his feet, his arms, and his racket. Neither player may step on or over the circle about the pole. If the string winds around the handle of a racket of one of the players, it is a foul. It is also a foul for the string to wind about the pole below the black mark, and counts against the player in whose direction it is wound; that is, if it winds in the direction in which he is trying to send the ball. Penalty for transgression of any of the above rules (fouls) is allowing the opponent a free hit from his service mark. When a ball is taken for service in this way, if it has to be either wound or unwound on the pole a half turn, so as to reach the other side, it shall be unwound.

The game is won when the string has been entirely wound around the pole above the limit line. When there are but two players, the one wins who has the majority out of eleven games. Where there are more than two players, the team wins which has the greatest number of games to its credit at the end of from two to five rounds, as may be decided at the opening of the series.

THREE HOLES

2 to 10 or more players.

Out of doors; seashore.

Small ball.

This game is played by rolling a ball about the size of a golf ball into holes made in the ground. Three holes are made by spinning on the heel. They should be in a straight line, at a distance of from six to fifteen feet apart. At the same distance from them and at right angles to them, a line is drawn from which the players roll their balls. The first player stands with his heel on the bowling line and rolls his ball into hole number one. If successful, he takes his ball out of the hole, places his heel in the hole, and rolls the ball to hole two. If successful, he repeats this play for hole three, and then turns around and rolls the ball back again into hole two and then into hole one. Having done this, he starts again at the line and rolls the ball successively into each of the three holes until he reaches number three a second time. When this is accomplished, he has won the game.

The probabilities, however, are that the player will not succeed in making the holes so quickly as here described. Whenever a player’s ball fails to get into a hole, he leaves it where it lies and gives place to the next player. The next player has the choice of aiming for the hole or for his antagonist’s ball, the latter being a desirable play if it lies in a position that makes a shorter roll than to his own. Having hit this ball, he then rolls from that position to the hole. Should he fail to make either his opponent’s ball or the hole, his ball must lie where it stopped, and the next player takes a turn. A skillful player will be able to play on his antagonists’ balls so as to serve his own in making short rolls between holes. Whether the play be interrupted by failures of different players or not, the player wins who first rolls his ball up the line, down again, and back to the third hole, as first described.

TOSS BALL

10 to 60 players.

Schoolroom.

Gas ball; bean bag.

This game should be played with a light gas ball or a bean bag, which the teacher holds, standing in the front of the room. All of the players are seated. The teacher throws the ball suddenly in any direction at any player, who must stand at once to catch the ball and immediately toss it back to the teacher. A player failing to catch the ball, or catching it without standing, has one point counted against him. Any player having failed in this way three times is out of the game and must take his place at one side of the room set apart for that purpose. As the game progresses, one outside row of seats or the rear row across the room may be reserved for the players out of the game, other rows being added as needed.

This game may also be played with a pupil tossing the ball instead of the teacher. Any player failing to catch the ball, or catching it while seated, changes places with the thrower instead of being out of the game, as when the teacher throws. The thrower stands always in the front of the room. Both methods make a good game.

A large part of the interest of this game lies in the rapidity of the play and the unexpectedness with which the ball is thrown in any given direction.

TREE BALL

5 to 15 or more players.

Out of doors.

Football; hand ball; bean bag.

This game is a form of Ball Tag, and may be played with any light-weight football, or with a bag or sack filled with leaves or grass.

Each of the players but one chooses a tree, as for the games Puss in the Corner or Ball Puss. The object of the game for the odd player is (1) to kick the ball so as to tag one of the tree men with it, and (2) to secure a tree for himself, which he may do when no one else has it. The object of the tree players should be not only to avoid the ball by dodging, which may include running around the trees, but they should also try to exchange places as frequently as possible, their prowess in this way serving as an aggravation to the odd man. The game should be played where there is not much undergrowth, and under such conditions may be very lively and full of sport.

This game may also be played with a hand ball or bean bag. This should be tossed instead of kicked. The game differs from Ball Puss in that the players are tagged by the ball while at their stations instead of while changing.

VOLLEY BALL

(See also Schoolroom Volley Ball.)

2 to 30 players.

Playground; gymnasium.

Volley ball.

This game consists in keeping a large ball in motion back and forth across a high net by striking it with the open palm. The ball must not be allowed to touch the floor.

GROUND. ;For large teams this game should be played on a ground measuring fifty feet long and twenty-five feet wide. For smaller teams a smaller ground will answer.

A tennis net, or net two feet wide, preferably the latter, is stretched across the center of the ground, from side to side, extending one or two feet beyond the boundaries on either side. The upper edge should be from six feet six inches to seven feet six inches above the ground.

PLAYERS. ;Any number of players up to thirty may play. The players are evenly divided into two parties, which scatter over their respective courts without special arrangement. There is a captain for each side. An umpire is desirable.

OBJECT OF THE GAME. ;The object of the game for each party is to keep the ball in lively play toward its opponents’ court, as each party scores only on its opponents’ failures to return the ball or keep it in the air.

The ball is put in play by being served by the party which is to score. The service of the ball, and with it the privilege of scoring, pass to the opponents according to the rules described hereinafter.

START; RULES FOR SERVICE. ;The ball is put in play by being served by a member of one side, who should stand at the rear of his court with one foot on the rear boundary line and the other behind the line. From this position the ball is tossed upward lightly from one hand and batted with the palm of the other hand toward or into the opponents’ court.

Each server has two trials in which to send the ball into the opponents’ court. The service being over a long course with a comparatively heavy ball, the following privileges are allowed: a served ball may be assisted on its course by any two other players on the server’s side; no player so assisting the ball on the serve may strike it more than twice in succession, and the server under such circumstances may not strike it more than once; but should the ball then fail to land in the opponents’ court, the server loses his second serve.

In serving, the ball must be batted at least ten feet by the server before being touched by any other player on his side.

No “dribbling” is allowed in serving.

A successful server continues serving until his side allows the ball to touch the floor, knocks it out of bounds, or fails to return it to the opponents. A server may also lose as follows:

If a returned ball hits a player on the server’s side and bounces into the opponents’ court, it is considered in play. If it hits such a player and does not bounce into the opponents’ court, the server is out, losing his second trial.

If the ball hits the net during service, it is counted a dead ball and loses the server one of his trials.

If a served ball falls outside the opponents’ court, the server loses his turn.

The players on a side take turns in serving.

RULES OF PLAY. ;The ball must always be batted with the open palm. The ball should be returned by the opponents before it can strike the ground. Any number of players may strike the ball to send it across the net, but no player may strike more than twice in succession. Having struck the ball twice, a player may resume his play only after some other player has struck it. The ball is thus volleyed back and forth across the net until one side fails to return it or allows it to touch the floor, or until it goes out of bounds. A ball is put out of play by hitting the net in returning after a serve. A ball which bounds back into the court after striking any other object except the floor or ceiling is still in play. It is permissible to strike the ball with both hands at once (open palms).

If a player touches the net at any time, the ball is thereby put out of play. Should this player be on the serving side, his side loses the ball and it goes to the opponents. Should this player be on the receiving side, the serving side scores one point. Should the net be touched simultaneously by opponents, the ball is thereby put out of play and the serving side serves again.

No dribbling is allowed at any time through the game; i.e. no keeping the ball in the air by one player hitting it quickly and repeatedly.

In sending the ball across the net, players should aim for an unprotected part of the opponents’ court, or try in other ways to place them at a disadvantage.

SCORE. ;This is entirely a defensive game, the score being made on opponents’ fouls and failures. Aside from fouls, only the serving side scores. A good serve unreturned scores one point for the serving side. A point is similarly scored by the serving side at any time when the opponents fail to return a ball which is in play. Failure of the serving side to return a ball to the opponents’ court merely puts them out; that is, the serve passes to the opponents, but no score is made on the failure. Should a player touching the net be on the receiving side, the serving side scores one point. A ball sent under the net is out of play and counts against the side which last struck it, their opponents scoring one point. If the ball strikes any object outside the court and bounds back, although it is still in play, it counts against the side which struck it out, their opponents scoring one point. A ball sent out of bounds by the receiving side in returning a service scores one point for the serving side. One point is scored for the opponents whenever a player catches the ball, or holds it for even an instant. The game consists of twenty-one points.

WALL BALL DRILL

(See also Hand Ball Drill.)

2 to 10 players.

Out of doors; gymnasium.

Hand ball.

This drill consists in throwing a ball against a wall, and catching it, with the following variations. It may be used for individual play, or for competition between two players, or as a game for large numbers. When used for large numbers, the players should be divided into several teams of equal numbers, each player throwing in turn for as many feats as he can perform without failure, each successful feat or play scoring one point for his team. He gives place to the next player upon failing.

Each play should be first performed by allowing the ball to bounce once on the ground before catching it; later it should be caught without the bound.

1. Throw the ball against the wall, let it bounce once, and catch it; repeat this three times.

2. Throw, and clap hands three times before catching.

3. Throw, and twirl the hands around each other before catching.

4. Throw, and clap hands and touch the right shoulder.

5. Throw, clap hands, and touch the left shoulder.

6. Throw three times with the right hand and catch with the same hand.

7. Throw three times with the left hand and catch with the same hand.

8. Throw with the right hand and catch with the right with the palm downward (knuckles up, “dog snack” fashion).

9. Throw with the left hand and catch with the left in the same manner as in 8.

10. Throw, clap the hands, touch the right knee, and catch.

11. Throw, clap the hands, touch the left knee, and catch.

12. Throw the ball; clap the hands in front, behind, in front again, and catch the ball.

13. Throw, lift the right knee, clap the hands under it, and catch.

14. Throw, lift the left knee, clap the hands under, and catch.

15. Throw, turn around, and catch.

WAR

10 to 60 players.

Playground; gymnasium.

Basket ball.

Two concentric circles are drawn at each end of the playground, the size of the circles depending on the number of players. When there are thirty on each side, the diameter of the inner circle should be fifteen feet and that of the outer circle thirty feet. The inner circle is the fortress, and the space between the two circles is the trench. Behind each trench is drawn a prison ten feet square. The rest of the floor is the battlefield. The players are divided into two teams, which take possession of the two fortresses. Then one side advances to attack the fortress of the other side. The attacking party has a basket ball, which represents ammunition. The object is to throw the ball in such a way as to strike within the opponents’ fortress. The assailants surround the trench and pass the ball among themselves until a favorable opportunity offers for a well-directed shot. By making this preliminary passing of the ball very rapid, the enemy is confused as to the quarter from which the ball may be expected. If one of the assailing party enters the enemy’s trench, he may be tagged, and so become a prisoner, being placed in the prison and therefore out of the play. If the shot (throw of the ball), when finally made for the enemy’s fortress, be successful, the assailing party scores one, and all of its men who are held prisoners are set free.

The defending party during the attack stand within their trench or their fortress, as they see fit, and try to block the ball. If at any time the ball falls into their hands, they immediately rush out in an attack on the enemy’s fortress at the opposite end of the ground, and in transit may tag with the ball, and so make prisoners of, as many of the enemy as they can touch. The enemy must therefore, when a ball lands within its opponents’ fortress, flee immediately for the safety of its own fortress. The attacking en route may be done either by throwing the ball or by touching the opponent with the ball held in hand; but it may only be done with the ball and not with the hand alone.

When the opposite fortress has been reached, the attacking party tries to throw the ball within it, and the game goes on as before. Members of the defending party may at any time go outside of their trench to get the ball, but run great risk of being made prisoners in doing so by having the ball thrown from the enemy so as to hit them. When a ball is aimed for this purpose, if the player at whom it is aimed touches or intercepts it in any way, he is a prisoner. Of course he may dodge it.

Each single point that is made is called a battle, and the side that wins the greater number of battles within the time limit wins the game.

This game was originated by Mr. J. E. Doldt, and is here printed by kind permission of members of the Alumni Association of the Boston Normal School of Gymnastics, from their book, One Hundred and Fifty Gymnastic Games.

ZIGZAG GAMES

These games may be played with any kind of a ball or with bean
bags.

There are several forms of Zigzag Ball. The simpler forms are useful in getting young players or those unused to play accustomed to the skill of handling balls. The more complicated forms make very lively games, interesting to players of any age. The different games are played in line and circle formation. The main characteristics of the different line forms are as follows: ;

(1) The players are divided into groups of two ranks each, each group forming a separate team. The ball is zigzagged from one rank to another of a group without skipping any players. The groups are competitive, as in relay races.

(2) The players stand in groups of two lines each, but these groups are composed of two different teams, the alternate players of one rank and the alternate players of the opposite rank forming one team, and the intervening players of the two ranks another.

(3) The players are divided into groups, as in the first form, each group consisting of one team arranged in two ranks which face each other, but the ball is zigzagged by skipping every alternate player as it works its way to the end of the line in one direction, and is tossed by these skipped players on its return to the front, thus forming a double zigzag.

Other forms of the game are also here given; namely, the Circle Zigzag, and the Zigzag Overhead Toss, in which latter game the ball is tossed over the heads of intervening ranks, the players of alternate ranks belonging to the same party.

In all of these forms the game may be made more lively and complicated by advancing from the use of one ball to that of two or more. The kind of ball used will also make a great difference in the play, anything from a bean bag to a basket ball or medicine ball being suitable. Where bean bags are used, it is desirable to have different colored bags for the different teams.

CIRCLE ZIGZAG

12 to 60 players.

Playground; gymnasium; schoolroom.

Basket ball; hand ball; bean bag.

This is a game of zigzag ball (or bean bag) between concentric circles, two balls being used, going in opposite directions. The players stand in two concentric circles, facing each other, each circle numbered by twos. The first Number One in the outer circle and the first Number Two in the inner circle have each a ball. These are put in play at a signal, the play consisting in throwing the balls backward and forward in a zigzag line from one circle to the other, the Numbers One in the inner circle throwing to the Numbers One in the outer, and Numbers Two in the inner to Numbers Two in the outer. The inner circle should start its ball to the right; the outer circle should start its ball to the left. The Number One party or the Number Two party wins according to which first completes the circle three times.

If desired, the Numbers One may each tie a handkerchief on one arm to distinguish them from the Numbers Two.

This game may be made more interesting and require much more alertness on the part of the players by putting more balls into play. This may be done by the starters starting a second ball around the circle as soon as the first has reached the third player. In this way several balls may be used at once.

As in all zigzag games, each player should observe closely before the game begins from which player he is to catch the ball, and to which player he is to throw. This will facilitate the rapidity of the play, a feature on which much of the sport depends. For very young or unskilled players the action should be rather slow, especially when the game is being learned.

LINE ZIGZAG ;I

20 to 100 players.

Playground; gymnasium; schoolroom.

Any ball; bean bag.

The players are divided into two or more groups which compete against each other. Each group is divided into two ranks, the players standing side by side, with a distance of from two to five feet between each two players. The ranks of a group face each other, with a distance of five feet between them. One rank should stand farther to the rear than its vis-a-vis, so that each player is opposite a space instead of a player.

The first player in one rank of each group has a ball. At a given signal this is thrown to the first player in the opposite rank. This player throws it quickly to the second player of the first rank, and so on in zigzag form to the end of the line, where the ball is immediately sent back again in the same way to the front. The group which first gets its ball back to the head wins.

When players have had a little practice with one ball, two or more should be used, the starters starting the second ball down the line as soon as the first ball has reached the third player. Where several balls are used in this way, the last player of the line must hold the balls until all are received before starting them on their return journey.

LINE ZIGZAG ;II

20 to 100 players.

Playground; gymnasium; schoolroom.

Any ball; bean bag.

In this form of zigzag ball the players are all in two ranks, which comprise two competing teams, rather than in groups of two ranks each, as in the preceding game. The players of one team alternate with the players of the opposing team in each of the two ranks. The balls will cross in starting and repeatedly thereafter unless one should outdistance the other.

The players form in two ranks which face each other, with five feet space between. The players in each rank should be from two to five feet apart. Each rank numbers off in twos, the first player of one rank starting with number “one,” and the first player of the second rank starting with number “two.” The players stand so as to face each other directly, instead of facing a space between the players of the opposite rank, as in the previous form of this game. This will bring a Number One facing a Number Two all the way down the ranks. If desired, the Numbers One may each tie a handkerchief on one arm to designate them, though this help to memory detracts much from the alertness demanded and cultivated by the game as well as from its sport, and may be dispensed with after players have become slightly familiar with the game.

The first player in each rank holds a ball. At a signal this is thrown to the first player of his own party in the opposite rank, who as quickly as possible throws it to the second player of his party in the rank from which he received it, etc.

For instance, the starter who belongs to the Number One team will throw to the first Number One player opposite him; this will be the second player in that rank. He, in turn, will throw to the second Number One player in the rank facing him; this will be the third player in that rank. In other words, the Number One party zigzags the ball between all of its members to the end of the line and back again to the front, and simultaneously the Number Two party does the same thing with another ball. The party wins whose ball first gets back to the front.

After some practice, more than one ball may be used, in which case the last player in each party will have to hold the balls until the last one is received before starting them on their return journey.

LINE ZIGZAG ;III

(Double Zigzag)

20 to 100 players.

Playground; gymnasium; schoolroom.

Any ball; bean bag.

This form of zigzag ball is a combination of the two previously
described.

The players are divided into groups which compete against each other. Each group is divided in turn into two ranks which stand facing each other at a distance of five feet, the individual players being from two to five feet apart.

The players in each rank number off in twos, beginning at the head with different numbers, so that a Number One in each rank will stand opposite a Number Two in the opposite rank.

One or more balls are used and are thrown to alternate players, Numbers One throwing to each other all down the line, and the Numbers Two throwing to each other all the way back. There should be nothing to distinguish the players from one another, each being dependent on his own memory and alertness to know to whom he is to throw the ball and from whom he is to receive it. The particular success of this game lies in having a very considerable number of balls in play at once. In this form the balls do not have to accumulate at the foot of the lines before being returned to the head, as the last Number One player to receive the ball tosses it directly across to the last Number Two player, who begins at once to zigzag it up the line.

The group wins which first succeeds in getting all of its balls back to the head of the line.

ZIGZAG OVERHEAD TOSS

20 to 100 players.

Playground; gymnasium; schoolroom.

Hand ball; basket ball; bean bag.

This game is a variation of Zigzag Ball, and is more difficult and interesting for older players. The players are divided into two parties, best distinguished by colors ;say Red and Blue. The two parties stand in even ranks alternately about five feet apart; for instance, the Red party will form ranks one and three, and will play together, facing each other, while the Blue party will form ranks two and four, which will face each other and play together.

The first player in each party has a ball which is put in play upon a signal by being tossed over the heads of the intervening rank to Number One in the other rank of his party. This player tosses the ball back to Number Two in the first rank, and so the ball is tossed in zigzag form from one player to another in ranks of the same color until it reaches the end of the line, when it is zigzagged back to the starting point in the same way. This is all done over the heads of an intervening rank of the opposite color. Simultaneously the competing team is playing in the same way.

The party wins which first gets the ball back to the starting point.

With a large number of players the number of ranks may be increased beyond four if desired.

This game may be made more interesting and require much more alertness on the part of the players by putting more balls into play. This may be done by the starters starting a second or more balls, tossing down the line as soon as a predecessor has reached the third player. When this is done, the game is won (a) by the party whose last player at the foot of the line is first to receive the last ball; or (b) the last player may accumulate the balls and return them to the front in reverse order, the party winning which first gets its last ball back to the original starter.