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.