PART II

GAMES

INDIAN GAMES

INTRODUCTION.--All the games here presented have been played in our land

for untold generations, while traces of the articles used for them have

been found in the oldest remains on this continent. According to Dr.

Stewart Culin, the well-known authority on Indian and other games, "There

is no evidence that these games were imported into America at any time

either before or after the conquest. On the other hand they appear to be

the direct and natural outgrowth of aboriginal institutions in America."

Dr. Culin calls attention to the reference to games in the myths of the

various tribes. Among those of the Pueblo people mention is made of the

divine Twins who live in the east and the west, rule the day and the night,

the Summer and the Winter, "Always contending they are the original patrons

of play and their games are the games now played by men." (Bureau of

American Ethnology, Vol. 24, p. 32.) It would lead too far afield to follow

the interesting relation between ceremonials and games, a relation that is

not peculiar to the culture found on the American Continent but which

obtains the world around. The environment of man in general outline is much

the same everywhere; the sun ever rises in the east and sets in the west;

day and night always follow each other; the winds play gently or rend with

force; the rains descend in showers or fall in floods; flowers and trees

spring up, come to maturity and then die. Therefore, when man has

questioned Nature as to the why and the wherefore of life, similar answers

have come from all parts of the earth; so it happens that man's games,

which often sportively reflect his serious thoughts, show a strange

similarity.

Indian games that depend upon chance, according to Dr. Culin, may be

divided "into those in which the hazard depends upon the random fall of

certain implements employed, like dice, and those in which it depends upon

the guess or choice of the player; one is objective, the other subjective."

Games of the first or objective class are generally played in silence,

while those of the second or subjective class, called guessing games, are

accompanied by singing. (Ibid., p. 44.)

In a game where the two sides contest, as in a ball game, the sides were

frequently played by two different tribes or by two villages in the same

tribe. In such cases the players often went through a course of training in

order to prepare them for the contest. Bathing, exercise and diet had to be

followed according to prescribed custom. Among the Cherokee the partaking

of rabbit was forbidden, because the animal is "timid, easily alarmed and

liable to lose its wits"; so if the player ate of this dish, he might

become infected with like characteristics. Mystic rites were sometimes

performed to prepare the player so that he would be successful. (Ibid.,

p. 575.)

According to the Indian belief, the pleasure of games was not restricted to

mankind but was enjoyed by birds and animals. The following story from the

Cherokee is told by Mr. James Mooney and quoted by Dr. Culin (Ibid., pp.

578, 579):

"The animals once challenged the birds to a great ball play. The wager was

accepted, the preliminaries were arranged, and at last the contestants

assembled at the appointed spot--the animals on the ground, while the birds

took position in the tree-tops to await the throwing up of the ball. On the

side of the animals were the bear, whose ponderous weight bore down all

opposition; the deer, who excelled all others in running; and the terrapin,

who was invulnerable to the stoutest blows. On the side of the birds were

the eagle, the hawk and the great Tlániwa--all noted for their

swiftness and power of flight. While the latter were preening their

feathers and watching every motion of their adversaries below, they noticed

two small creatures, hardly larger than mice, climbing up the tree on which

was perched the leader of the birds. Finally they reached the top and

humbly asked the captain to be allowed to join in the game. The captain

looked at them a moment, and, seeing that they were four-footed, asked them

why they did not go to the animals where they properly belonged. The little

things explained that they had done so, but had been laughed at and

rejected on account of their diminutive size. On hearing their story the

bird captain was disposed to take pity on them, but there was one serious

difficulty in the way--how could they join the birds when they had no

wings? The eagle, the hawk and the rest now crowded around, and after some

discussion it was decided to try and make wings for the little fellows. But

how to do it! All at once, by a happy inspiration, one bethought himself of

the drum which was to be used in the dance. The head was made of ground-hog

leather, and perhaps a corner could be cut off and utilized for wings. No

sooner suggested than done. Two pieces of leather taken from the drumhead

were cut into shape and attached to the legs of one of the small animals,

and thus originated the bat. The ball was now tossed up and the bat was

told to catch it, and his expertness in dodging and circling about, keeping

the ball constantly in motion and never allowing it to fall to the ground,

soon convinced the birds that they had gained a most valuable ally. They

next turned their attention to the other little creature; and now behold a

worse difficulty! All their leather had been used in making wings for the

bat and there was no time to send for more. In this dilemma it was

suggested that perhaps wings might be made by stretching out the skin of

the animal itself. So two large birds seized him from opposite sides with

their strong bills, and by tugging and pulling at his fur for several

minutes succeeded in stretching the skin between the fore and hind feet

until at last the thing was done, and there was the flying squirrel. Then

the bird captain, to try him, threw up the ball, when the flying squirrel,

with a graceful bound, sprang off the limb and, catching it in his teeth,

carried it through the air to another tree-top a hundred feet away.

"When all was ready the game began, but at the very outset the flying

squirrel caught the ball and carried it up a tree, then threw it to the

birds, who kept it in the air for some time, when it dropped; but just

before it reached the ground the bat seized it, and by his dodging and

doubling kept it out of the way of even the swiftest of the animals until

he finally threw it in at the goal, and thus won the victory for the

birds."

Hazard Games

INTRODUCTORY NOTE.--The objects which are thrown or tossed in games of

hazard Dr. Culin for convenience has designated as "dice" and he calls the

games "dice games." (Ibid., pp. 44, 45.) He found these games among one

hundred and thirty tribes belonging to thirty different linguistic stocks.

Throughout this wide distribution the "dice" are not only of different

forms but are made from a variety of materials: split-cane; wooden or bone

staves or blocks; pottery; beaver or muskrat teeth; walnut shells;

persimmon, peach or plum stones. All the "dice" of whatever kind have the

two sides different in color, in marking, or in both. Those of the smaller

type are tossed in a basket or bowl. Those that are like long sticks,

similar to arrow shafts, from which they are primarily derived, were thrown

by hand. Myths of the Pueblo tribes speak of the game, in which "dice"

shaped like a shaft were used, as being played by the War Gods. The

split-cane "dice" were "sacrificed" on the altar sacred to the Gods of War.

In this connection it is interesting to find evidence that the "dice game"

of hazard was associated with the thought of war among tribes very

different, both in language and customs, from the Pueblo Indians. Among the

tribes living on the prairies the word used to indicate a "point" made in a

"dice game" is derived from the same root as the word used to indicate an

honor won on the field of battle.

Two examples of the class of games called "dice games" are here given: the

first a Pueblo game played almost exclusively by men; the second a game

found among the Omaha and kindred tribes and almost exclusively played by

women.

1

PA-TOL STICK GAME

_Properties_.--Three wooden billets; a flat stone about six inches in

diameter or square; forty stones about as "big as a fist" or like pieces of

wood; as many sticks for markers as there are players; counters to score

the game.

_Directions_.--The three billets, called pa-tol sticks, are made four and a

half inches long, one inch wide and half an inch in thickness; it is

important that the wood from which they are made be firm and hard. Two of

the billets are plain on one side, on the other side a diagonal line is

incised from the left-hand upper corner to a point about two inches below

the right-hand upper corner; another diagonal line is incised from the

right-hand lower corner to about two inches above the left-hand lower

corner. The third pa-tol stick has the same design on one side, and on the

other side the design is repeated and an additional diagonal line incised

from the right-hand upper corner to the left-hand lower corner. It would be

well to blacken all these incised lines in order that the designs can be

readily seen during the playing of the game.

[Illustration]

A circle, called the Pa-tol House, about three or four feet in diameter, is

made by setting forty stones "about the size of a fist" so as to form the

circumference. Between every tenth and eleventh stone there must be an

opening of four or five inches. These openings must face the north, east,

south and west; they are spoken of as "rivers." The flat stone is placed in

the middle of the circle.

Each player has a marker, a small stick or twig, which is called his

"horse." As many can take part in the game as conveniently can seat

themselves around the pa-tol house.

The following description of the game is given by Dr. Charles F. Lummis and

quoted by Dr. Culin (Ibid., pp. 191, 192): "When the players have seated

themselves, the first takes the pa-tol sticks tightly in his right hand,

lifts them about as high as his chin and, bringing them down with a smart

vertical thrust as if to harpoon the center stone, lets go of them when

they are within some six inches of it. The three sticks strike the stone as

one, hitting on their ends squarely, and, rebounding several inches, fall

back into the circle. The manner in which they fall decides the

denomination of the throw, and the different values are shown in the

diagram. Although at first flush this might seem to make it a game of

chance, nothing could be farther from the truth.... An expert pa-tol player

will throw the number he desires with almost unfailing certainty by his

arrangement of the sticks in his hand and the manner and force with which

he strikes them down. It is a dexterity which any one may acquire by

sufficient practice, and only thus. The five throw is deemed very much the

hardest of all, and I have certainly found it so. [See diagram.]

"According to the number of his throw the player moves his marker an equal

number of stones ahead on the circle, using one of the rivers as a starting

point. If the throw is five, for instance, he lays his horse between the

fourth and fifth stones and hands the pa-tol sticks to the next man. If his

throw be ten, however, as the first man's throw is very certain to be, it

lands his horse in the second river, and he has another throw. The second

man may make his starting point the same or another river, and may elect to

run his horse around the circle in the same direction that the first is

going or in the opposite. If in the same direction, he will do his best to

make a throw which will bring his horse into the same notch as that of the

first man, in which case the first man is killed and has to take his horse

back to the starting point, to try over again when he gets another turn. In

case the second man starts in the opposite direction--which he will not do

unless an expert player--he has to calculate with a good deal of skill for

the meeting, to kill and to avoid being killed by the first player. When he

starts in the same direction he is behind and runs no chance of being

killed, while he has just as good a chance to kill. But if, even then, a

high throw carries him ahead of the first man--for jumping does not count

either way, the only killing being when two horses come in the same

notch--his rear is in danger, and he will try to run on out of the way of

his pursuer as fast as possible. The more players the more complicated the

game, for each horse is threatened alike by foes that chase from behind and

charge from before, and the most skilful player is liable to be sent back

to the starting point several times before the game is finished, which is

as soon as one horse has made the complete circuit. Sometimes the players,

when very young or unskilled, agree there shall be no killing; but unless

there is an explicit arrangement to that effect, killing is understood, and

it adds greatly to the interest of the game."

II

PLUM STONE GAME

This game belongs to the second and non-ceremonial class of the games of

hazard and is generally played by women. The Omaha type is here given, but

it is similar to the game as played by kindred tribes.

_Properties_.--Five plum stones; a basket or wooden bowl; one hundred

counters. The Omaha used stalks of the blue joint grass as counters, but

small twigs or sticks will serve.

The plum stones should be carefully cleaned and dried. Two of the stones

are burned black on both sides with a hot iron; on one side of each of

these stones a crescent is marked, and between the lines of the figure the

black is carefully scraped so as to leave a clear design of a new moon on a

background of black. On the other side of these two stones a star, four or

five pointed, is drawn and all the black within the lines is scraped off,

leaving a brown star on a background of black. The other three stones are

each burned black all over on one side; the other side is left the natural

color of the stones. These stones can be prepared in camp, but the basket

or wooden bowl will probably have to be furnished from outside.

_Directions_.--Two players to one basket or bowl. The game is generally one

hundred points.

The two players sit opposite and have the basket or bowl between them, with

the five plum stones lying in the bottom. The one hundred counters are

within reach at one side. As points are made, the winner takes a

corresponding number of counters from the general pile and lays them beside

her on the side opposite to the general pile; when this is exhausted, then

the winner takes her counters from the winnings of her opponent. Whoever

wins all of the one hundred points has the game.

Lots should be drawn to decide who shall have the first play. The one who

wins the first play takes the bowl or basket by the rim with both hands and

gives it a toss sufficient to throw up all the stones, but not violent

enough to make them fall outside the bowl or basket; such a throw would not

count. If the throw is not such as to move all the stones, make them turn

and all move about within the bowl, that throw will not count.

The following are the combinations that count, that is, make points:

Two moons and three whites (natural color) = 10 points.

Two stars and three blacks = 10 points.

One moon, one star and three whites (natural color) = 1 point.

One moon, one star and three blacks = 1 point.

No other combinations count anything in the game. As will be seen, there

are a number which cannot be counted. If one tosses the bowl and the stones

fall in such manner as to make a combination that does not count, there is

no forfeit; the player merely fails to score any points. The player who

wins a point, or points, keeps on tossing the bowl until she fails to make

a point. She must then let her opponent toss the bowl, who will keep

tossing the bowl as long as she can win a point. There are players among

the Indian women who are very skilful and are able to make the stones fall

frequently in the combinations that win ten points.

Guessing Games

Introductory Note.--Games of the "subjective" class, designated as guessing

games by Dr. Culin, were generally accompanied by singing. There is a great

variety in the games of this class, and five examples drawn from different

sections of the country are here presented.

Indian games of this character do not always depend so much on chance as on

the quickness of vision and skilful manipulation by the players. In games

of this class the Indians never make random motions, all their movements,

whether of the body, the feet, the hands or arms, being always in strict

accord with the accompanying song, while the drama implied in the game is

acted out, at the same time, more or less clearly. In these games the

Indian players seem to be impelled by a common rhythmic and dramatic

impulse, making a unity that enhances the interest and pleasure excited by

the game.

I

Pu-in

Introductory Note.--This was a favorite game among the natives of the

Northeastern States; its "strange whimsies" were first mentioned by William

Wood in his book, "New England Prospect," published in London, 1634. It is

probable that some form of this game still persists among the scattered

descendants of those nearly extinct tribes, but it is not likely that at

the present day the victor would proclaim his prowess, as was formerly

done, by wearing in the holes of his ears the counters that marked the

number of his successful guesses.

_Properties_.--A number of wheat or other straws cut about a foot long; a

mat or blanket; a pointed staff for the Leader.

_Directions_.--Ten straws must be laid aside as counters for each player.

The rest of the straws are separated into tens and each ten tied with a

wisp, making a bundle; one bundle must have eleven straws. There should be

as many bundles as players. The bundles must all be tied alike. The game

consists in guessing which bundle has the eleven straws. The number of

guesses allowed in a game must be fixed upon before starting to play.

All the bundles are thrown in a heap upon the center of the mat. The

Leader, who is generally chosen by lot, leads the players to the mat

containing the bundles. Each player holds in his left hand his ten counters

and follows the Leader with his staff as he moves around the mat from left

to right, while all sing the following song, taking steps to the rhythm of

the music:

GAME SONG

[Music]

When the Leader strikes his staff on the ground every player must stop just

where he happens to be, stoop and pick up a bundle with his right hand and

begin to wave it above his head and sway his body to the time of the song.

When the Leader points with his staff to a player, that person must make a

guess. As he scans the waving bundles he points with his left hand that

holds his counters to the bundle which he thinks contains the eleven

straws. If the guess proves to be correct, the guesser puts one of his

counters in his hair or behind his ear. At once all bundles must be thrown

in a heap on the mat. The Leader then moves forward by the left, followed

by the players, every one singing and keeping time with the song. When the

Leader strikes the ground with his staff, all halt. Each player immediately

seizes a bundle, holds it aloft and begins to wave it. The Leader

designates with his staff a person who must guess. If the guess is wrong,

the guesser drops one of his counters on the mat and the Leader points to

another player who must guess. If he loses, he drops one of his counters on

the mat; the guessing goes on as described, until some one is successful

and puts a counter in his hair, when the bundles are all thrown on the mat

and the play begins again as before. Should the person designated by the

Leader to guess think that he holds the bundle with eleven straws, he must

point it at the Leader. If this surmise is correct, the person guessing

puts a counter in his hair and all bundles are again thrown on the mat.

In this way the game proceeds until some player has won the requisite

number of counters and has them all standing in his hair. Throughout the

game the singing must be kept up, accompanied by rhythmic movements of the

feet and the body, the players acting as though searching among the tall

grass for a desired clump. When a point is won, the Leader should shout out

the counter won, without interrupting the song or the play. Among the

Indians the game, once started, is kept going without halt or break in the

song or the movements. The calling out of the winnings in no way disturbs

the singing or the playing.

The victor should wear his successful counters in his hair the rest of the

day, if possible.

II

Atá-a-kut

Introductory Note.--This game is played among one of the basket making

tribes of California. As not infrequently occurs in Indian games, there is

in this pastime a reflection both of the environment and of the vocations

of the people who used it. The drama or theme of the play is the search for

a particular reed, which for the purpose of the game is marked in a special

way.

_Properties_.--A mat or blanket and about fifty reeds; the reeds should be

similar in thickness and about a foot long.

_Directions_.--The number of points which shall constitute winning the game

should first be agreed upon; if ten be the number, then twenty reeds should

be set aside as counters and the rest used as game-reeds. All of these

latter must be alike save one, and that reed must have a black band about

an inch or so wide painted around the middle, that is, midway between the

two ends of the reed. It is this particular reed that must be detected or

its location guessed.

The mat or blanket should be laid east and west. The two players sit

opposite each other, one near the northern edge of the mat, the other near

the southern edge. The counters are divided in half, one-half put at the

eastern end of the mat, the other half at the western. The counters at the

east belong to the player sitting at the north, those at the west to the

player at the south. Two singers stand back of each player. The spectators

are grouped about the mat, but must not be too near the players. Lots are

drawn to decide which player shall "hold the reeds." The player who loses

the chance to "hold the reeds" becomes the one who is to be the guesser.

All the game-reeds, including the reed with the black band painted on it,

are thrown in a pile in the center of the mat or blanket. The player who is

to "hold the reeds" gathers all the game-reeds in his hands, brings them

behind his back, where he shuffles and divides the reeds into two bunches,

one for each hand. When he is ready to bring his hands forward, each one

with a bunch of reeds grasped by the middle, the two singers standing

behind him start the following song:

GAME SONG

[Music]

When the music begins, the player holding the reeds sways his body from

side to side, moves his arms and hands with the reeds and simulates being

blown by the winds. The opposite player, by the movements of body and arms,

indicates that he is pushing his way through tall reeds tossed by the wind,

searching for something he desires to find. Both players in all their

movements must keep in rhythm of the song, observe strict time and strive

to make their actions tell the story plainly. The guesser through all his

motions must keep his eyes on the bunches held by his opponent, seeking for

an indication to show which one contains the marked reed. When he is ready

to guess he extends both arms toward the bunch he has fixed upon, as if to

grasp it. At this action the holder of the reeds must open his hand and let

the reeds of that bundle fall on the mat. The guesser then searches among

the spilled reeds for the one that is marked; if he finds it, he holds it

up so that all can see that his guess has been correct and the reed

discovered. The two singers who stand behind him give the victory shout, go

to his pile of counters, take one and place it at his right hand, then the

reeds of the other bunch are thrown by the holder on the mat, so that all

the game-reeds are lying in the center, as at the beginning of the game.

The player who made the successful guess now picks up the game-reeds and

behind his back shuffles and divides them. When he is ready to bring

forward his two hands holding the reeds, the two singers standing behind

him begin the Game Song, while he waves the bunches, acting what is now his

rôle, that of the reeds being blown about by the winds. The other player

now becomes the guesser and must act as though he were searching among the

blown reeds for the one he desires.

The player who "holds the reeds" is thought to have the advantage; that is

why lots are drawn at the beginning to decide who shall have that part in

the game. The player holding the reeds aims to make the guessing as

difficult as possible by deftness in hiding the banded reed, so as to keep

his advantage.

Every time a guess is made the reeds of the bunch guessed must at once be

dropped on the mat, that all may see the reeds while the guesser searches

among them for the marked reed. If he cannot find it, the singers who stand

behind him call out that a point has been lost, take a counter from his

pile and place it at the right hand of the player holding the reeds, who at

once drops all the game-reeds on the middle of the mat, to be again taken

up by him, shuffled and divided behind his back, when he resumes the waving

of the bunches of reeds blown by the wind and the guesser who lost starts

to make another guess. Should he be successful, the counter he had lost

would be taken back and placed at his right hand. In this manner counters

lost can be reclaimed, until one or the other of the players has won and

been able to hold the number of counters required for the game.

The presentation of the little drama of this game rhythmically affords an

opportunity for considerable dramatic action and yields pleasure both to

the performers and to the spectators. This game was much played among the

tribes where it was known.

III

HAND GAME

INTRODUCTORY NOTE.--This game, Dr. Culin states, is played among eighty-one

Indian tribes of the United States. The game bears different names in the

various languages of these tribes. Hand Game is a descriptive term and not

a translation of any native name; it refers to the fact that the object is

held in the hand during the play. The following form of this game is the

way it was formerly played among the Nez Perce Indians of the State of

Idaho. Lewis and Clark, who were the first white men to record their

meeting with these Indians, mention this game, and Capt. Bonneville gives

an account of it when he visited the tribe during the third decade of the

last century.

_Properties_.--A bone or wooden bead about two inches in length and half an

inch in thickness; thirty counting sticks (these are sometimes spoken of as

arrows, and there are indications that they were once arrows--the arrows of

the twin gods); a mat oblong in shape; two logs or pieces of board about

the length of the mat, and as many sticks (to be used as drum-sticks) as

players can sit on one side of the mat.

_Directions_.--The mat should be laid east and west, the logs or boards put

on the north and south edges and the counting sticks placed in two piles of

fifteen each on the ends of the mat. The players sit on the ground, a row

on each side of the mat to the north and south. Lots are drawn to decide

which side shall have the bead "in hand." The Leader and the singers must

always stand behind the row of players who have the bead "in hand." The

opposite side must have the drum-sticks and beat on the log or board in

time with the singers.

When the players are seated in two rows, one on each side of the mat, the

Leader hands the bead to a player on the side that has drawn the right to

have the bead "in hand," and then takes his place beside the singers, who

stand behind that row, and starts the following song. All in that row join

in the singing.

HAND GAME SONG

[Music]

The players on the opposite side, who are to guess who is hiding the bead,

at once begin to beat the time of the song on the log or board that is in

front of them, on the edge of the mat, and at the same time they must watch

the other side where the players are trying to pass the bead from one hand

to the other and from one person to another without exposing the bead to

view. In all these actions the movements of hands, arms and body must be

rhythmical and in time with the song. All the players in the row that has

the bead "in hand" must act as if each one either had the bead or was

trying to pass it on, whether he actually has the bead or does not have it.

When one on the opposite side thinks he detects the whereabouts of the bead

and is willing to risk a guess, he points his drum-stick to the hand he

thinks has the bead and cries, "Hi-i!" and the hand indicated must be

immediately opened so that all may see whether the guess is correct or not.

If the bead is seen to be in the opened hand, the Leader calls out,

"Success!" and goes to the pile of counting sticks belonging to the side of

the guesser, takes one and stands it in the ground in front of the

successful guesser. The Leader then hands the bead to the player who has

won and proceeds to gather the drum-sticks and distribute them to the

players on the opposite side. The singers pass around and take their places

behind the row of players who now have the bead "in hand." When all are in

readiness, the Leader starts the song again and the players begin their

movements of secretly passing the bead, while the other side beat time with

their drum-sticks on the log or board in front of them. The side that has

the bead "in hand" always does the singing, led by the Leader and singers,

who must stand at the rear of the row having the bead.

If a guess is incorrect the Leader goes to the pile of counting sticks that

belongs to the side which has the drum-sticks, takes a counting stick and

thrusts it in the ground in front of the row opposite to the guesser; that

means one lost to his side. The bead in that instance remains on the same

side until it is won by the opposite side through a successful guess.

In this manner the game goes on until one side or the other has won all the

thirty counting sticks and become the victor in the game.

IV

HIDING THE DISKS

INTRODUCTORY NOTE.--This game, known under a variety of names, is a

favorite among the Indian tribes living on the North Pacific Coast. The

disks, always of an uneven number, are made of wood and ornamented with

designs composed of segments of circles with groupings of dots. Some of the

markings are regarded as cabalistic, and there are men who claim to have a

knowledge of spells that will bring luck to the disks they ornament and

treat; such disks are considered valuable and often command a high price.

All of the disks in a set that is used in this game are ornamented alike

except one; this must be different from the others. It may be decorated

with red, for the sun, or with a dark color almost black, for the night.

This disk is frequently called the "chief," and the aim of the game is to

guess in which pile of disks the "chief" is hidden.

_Properties_.--A mat on which the game is played; a small mat on which the

counting or tally-sticks are put; a board that is to serve as a drum; four

drum-sticks; nine wooden disks about two and a half inches in diameter. The

designs on the nine disks, the twenty tally-sticks and the four drum-sticks

should be in color or burned into the wood. Eight of the disks should be

decorated alike; the ninth must be different and have either red or brown

as the predominating color; this disk is the "chief." A bundle of excelsior

is to be the substitute for the fiber of cedar bark which is used by the

Indians of the Northwest Coast when playing this game; if excelsior is not

available, dry leaves or some other dry material might be substituted,

within which, or under which, the disks could be hidden. All the articles

used in this game except the mats should be made in camp.

_Directions_.--An uneven number of players is required for this game. The

mat is laid east and west; at a little distance back to the northwest the

small mat is placed and on it are put the twenty tally-sticks. In a line

with the small mats to the northeast is laid the board around which the

four singers and drummers sit. The bundle of excelsior, or whatever

material is used in its place, together with the nine disks, is put at the

western end of the mat; before these is the place for the player who is to

hide the disks. On the northern and southern side of the mat sit the

players who are to guess where the "chief" is hidden, three or four on a

side. The messenger stands at the eastern end of the mat facing the player

who is to hide the disks. Lots should be drawn to determine who of the six

or eight players are to sit on the northern side and who on the southern

side. The player who is to do the hiding of the disks can be either

selected or drawn by lot. Whoever takes this part in the game should be

capable of considerable dramatic action. Among the Indians the person who

does the hiding of the disks personifies one who practices magic; he makes

passes over the disks and the cedar fiber under which the disks are hidden,

makes signs and movements, and does what he can to throw a spell of

confusion over those who are to guess where the "chief" is hidden.

When the players about the mat, the singers about the board drum and the

messenger standing at the eastern end of the mat are all in readiness, the

singers begin the following song, keeping time by beating with their

drum-sticks on the board drum; the players about the mat join in the

singing.

HIDING THE DISKS

[Music]

The player at the western end of the mat opens the bundle of excelsior or

other material and spreads it on the mat and then puts all the nine disks

under the material, making many movements as he does so, all of which must

be in rhythm with the song, rolling the disks about under the material and

finally dividing them into two parts, well covered up by the material. He

continues to make passes with his hands as though invoking mysterious

forces and to shuffle around the two piles of material in which the disks

are hidden. Suddenly a player points to one of the piles; the player at the

end ceases to shuffle and sends the disks concealed in the pile rolling

down the mat to the messenger standing at the other end, who looks to see

if the "chief" is among the disks rolled toward him. If he finds it, all of

the players on the side of the guesser give the victory shout and the

messenger goes to the small mat, brings one of the tally-sticks and stands

it before the successful guesser. Then the messenger rolls the disks back

to the other end of the mat where the person sits who hides the disks. That

player begins again his passes and movements as he mixes together the nine

disks and hides them under the material; then he divides the disks and the

material under which they are hidden into two piles, shuffles them about

until a player points to a pile, when he at once stops shuffling and sends

the disks under the pile pointed at rolling down the mat to the messenger.

If the "chief" is not found among the disks, the side to which the

unsuccessful guesser belongs loses a point, and the messenger takes from

the small mat a tally-stick and stands it at the end of the row of players

on the opposite side. The disks are then sent spinning over the mat to the

player who hides them. He mixes up the disks, hides them, shuffles the

piles until another guess is made. If that guess should be by a player on

the side that had just lost a point, and the guess prove to be

successful--that is, the pile pointed at contain the "chief"--then the

messenger takes the tally-stick that had been put at the end of the row of

the opposite side and stands it in front of the successful guesser. He

could not take back a tally-stick that had been won by a guess unless all

the tally-sticks had been taken from the small mat. One side or the other

must win twenty points to be victor in the game. In the process of winning

the game the tally-sticks may therefore be taken back and forth before one

side wins the entire twenty.

The victory shout is given only when a successful guess is made. The

singing stops at a victory shout and is resumed as soon as the disks are

rolled back to the player who hides the disks. He must be careful to keep

all his dramatic actions and movements of hands, arms, body and head in

rhythmic accord with the song. The steps and movements of the messenger

must also be in time with the song.

V

I-OU'-TIN

INTRODUCTORY NOTE.--This game belongs to the class of guessing games. The

form here presented is adapted from the game as played by the Omaha, Otoe,

Ponca and Pawnee tribes, among whom it is a favorite.

_Properties_.--A standard, or the camp flagstaff can be used; a blanket or

rug; three official scarfs, one blue, one green, one white; two wands, one

decorated with blue and the other with green; eight tally-rods, ornamented

at one end with red tassels; two small balls of a light, soft material,

hair or wool; a drum; six decorated drum-sticks; rosettes of blue and of

green; strips of blue and green paper.

[Illustration]

_Directions_.--A fairly level open space large enough for a circle of from

twenty to thirty feet in diameter is marked upon the ground, in the center

of which the standard is planted. Directly west and on a line with the

standard the blanket or rug is spread. In front of the rug and on a line

with the standard the drum is set. At a little distance on each side of the

drum the two wands are thrust in the ground, the one decorated with blue to

the north, the one with green to the south. On the rug back of the drum the

eight tally-rods are laid in a bunch, with the butts of the rods toward the

east. At the butts of the rods are placed the two little balls.

The players draw lots as to which side they are to belong. This is done by

putting the green and blue strips of paper in a receptacle and each one

drawing a strip. Those who draw blue belong to the north side; those who

draw green, to the south side. Each player must then fasten a rosette, of

the color of the side to which he or she belongs, on the shoulder; those

who belong to the north side must put the blue rosette on the right

shoulder, and those who belong to the south side must put the green rosette

on the left shoulder.

_Officers_.--Two Judges; a Custodian; two Guessers; six Singers.

The players on the north side choose from among their number one who is to

be their Judge; the players on the south side choose one for their Judge.

It is the duty of the Judges to select the Custodian, the six Singers, the

two Guessers; to preserve order, decide when there are disputes, and to

lead in the opening ceremony.

The Custodian has charge of all the properties, must place them as

directed, move the drum from side to side, and at the close of the game

gather all the articles required for the game and put them in a place of

safe keeping for use at another time. The Custodian wears the official

white scarf tied about the waist. This officer does not wear any rosette,

as the Custodian does not belong to either side but to all who take part in

the game.

The Judge on the north side must wear the blue official scarf. This is

crossed over the breast from the right shoulder, on which is the blue

rosette, to the waist on the left side, where it is tied. The Judge on the

south side wears the green official scarf. This is crossed over the breast

from the left shoulder, where is the green rosette, to the waist at the

right side, where it is tied.

The six Singers, three for each side, sit in an open group on the ground

near the ends of the rug, those wearing blue rosettes on the north and

those wearing green rosettes on the south side. The players take their

seats on the ground on the line of the circle, those wearing blue rosettes

on the north half, those wearing green rosettes on the south half of the

circle.

When all are in their places the Custodian leads the two Judges to the rug,

on which they are to sit a little back of the wands--blue to the North,

green to the South. The Custodian then takes up the tally-rods, gives four

to each of the Judges and retires to stand back of the rug, behind the

Judges, ready for duty.

Up to this moment laughing and talking goes on among the players, but as

the Custodian divides the tally-rods and hands them to the Judges instant

silence falls on all present.

THE OPENING CEREMONY

The two Judges rise in their places. The north side Judge holds the four

tally-rods in his right hand, the south side Judge holds the four

tally-rods in his left hand; the two then walk abreast to the standard.

There they face the North, move forward a few steps, pause, and each Judge

holds up his tally-rods to the North, while all the players on both sides

of the circle sing the following song:

Song

1

Hail! O North! Thy wind send

To blow care away,

To bring joy to-day;

Makes Eyes keen,

Make Hands swift for play.

[Music]

At the close of the stanza the two Judges lower their tally-rods, turn,

walk toward the East, pause, then elevate their tally-rods, and all the

players sing the second stanza.

2

Hail! O East! Thy wind send

To blow care away,

To bring joy to-day;

Makes Eyes keen,

Make Hands swift for play.

At the close of the stanza the two Judges lower their tally-rods, turn,

walk toward the South, pause, again elevate their tally-rods, while all the

players sing the third stanza.

3

Hail! O South! Thy wind send

To blow care away,

To bring joy to-day;

Make Eyes keen,

Make Hands swift for play.

At the close of this stanza the two Judges lower their tally-rods, turn,

walk toward the West, pause, once more elevate their tally-rods, and all

the players join in singing the fourth stanza.

4

Hail! O West! Thy wind send

To blow care away,

To bring joy to-day;

Make Eyes keen,

Make Hands swift for play.

At the close of the song the Judges lower their tally-rods and walk to the

rug, where they take their appointed seats behind the respective wands.

They then lay all the tally-rods on the space between them.

THE CONTEST

A contest now takes place between the two persons chosen by the Judges to

be the two Guessers, one for each side, to decide which shall begin the

game. The Judge for the north side calls the name of the person chosen to

be the Guesser for that side and the Custodian escorts him to his place

within the circle. The Judge for the south side calls the name of the

person chosen to be Guesser for that side, and the Custodian escorts him to

his place within the circle. The Custodian then gives to each the wand

belonging to his side and also one of the small balls.

The Guesser from the north side hides his ball in one of his hands,

shifting it behind his back, then he holds out both hands in front of him

with all the fingers closed except the index finger, which is extended as

if pointing to the other Guesser. Both hands and forearms must be

rhythmically moved up and down. The south side Guesser watches for a moment

and then points with his wand to the hand he thinks has the ball. As soon

as he points to a hand, it must be immediately opened, palm upward. Should

the ball be in the other hand, it must be shown to be lying there. If the

guess was correct, the ball being in the hand pointed at, it counts one.

Three correct guesses must be made by one of the Guessers in order to

secure for his side the right to open the game. In this contest the

Guessers must alternate, first the north side Guesser, then the south side

Guesser, and so on until one of the Guessers has won three correct guesses.

That decides it. His side is to hide the ball and the other side's Guesser

is to do the guessing.

THE GAME

The Custodian takes the drum from its position in front of the rug, carries

it to the side of the successful Guesser and sets it before the three

Singers who are to lead in the singing of the song belonging to that side

of the circle of players. Every one on that side must sing the song as they

hide the balls. Only those on the side that is hiding the balls sing. They

can only sing the song that belongs to their side.

SONG FOR THE NORTH SIDE

[Music]

SONG FOR THE SOUTH SIDE

[Music]

There are no words for either of these songs. The vocables given are those

used with these songs when the Indians sing them as they hide the balls.

The Custodian takes the two balls from the Guessers and hands them to two

persons designated by the Guesser who has won the right for that side to

begin. The two persons designated must be two who are sitting together.

They each take a ball, and they must hide the balls in the same manner as

did the Guessers during the contest. The fingers of the hands are closed,

all but the index finger, which is extended as if pointing. The hands and

arms move up and down and also from one side to the other; all of these

movements must be in exact time to the song and the drum-beats. These

swaying, rhythmic movements are pleasing to the eye and add to the

enjoyment of the game. While the two persons having the balls are hiding

them, swaying their hands and arms, the Guesser, who is of the opposite

side, is watching intently the hands of the players. When he is ready to

make a guess he points his wand to where he thinks the balls are--directly

in front, if he suspects the balls to be in the two inside hands. If he

thinks the balls are in the two outside hands, he points his wand to one of

the hands and extends his empty hand toward the other; in that case the

Guesser stands with both of his arms extended. As soon as the Guesser

points with his wand, the hands indicated must be at once opened, palms

upward, so that all can see whether the guess is right or wrong.

Every correct guess counts one for the side of the Guesser. As soon as a

correct guess is made, the Judge for that side takes up one of the

tally-rods and lays it toward his side; this shows that a point has been

won for that side. If the guess is wrong, the Judge for the other side

takes up one of the tally-rods and lays it over on his side. The other side

has lost one, while his side has gained by the other's loss.

To win a sweep, all the eight tally-rods must be gained by one side. Three

sweeps by a side gives that side the game.

Whenever a sweep is made the balls are handed over to the Custodian. The

two Judges rise, go to the standard, stand there, one facing North (his

side), the other the South (his side). The two Guessers go to the standard,

stand there, one facing East, the other West. All the winning side rise, go

toward the standard and form a circle around it. There they sing the

Victory Song.

VICTORY SONG

[Music]

As they sing they sway their arms as though hiding the balls, and dance to

the rhythm of the song. Four times they dance around the standard and sing

the Victory Song. All movements must be in time with the song. At the close

of the fourth circuit of the standard, all return to their appointed places

and the game is resumed.

The Custodian takes up the drum, carries it to the side that has just

danced and sets it before the three Singers of that side. The Guesser, who

is of the opposite side, designates the two who are to hide the balls and

the game proceeds as described above.

Whenever a side that has been hiding the balls fails three times to elude

the Guesser, then the Custodian takes the drum from that side and carries

it to the other side of the circle, puts it before the Singers and gives

the balls as directed. Sometimes there are disputes as to these transfers

and as to the points lost; three must be lost to secure a transfer. It then

becomes the duty of the Judges to decide.

With every transfer of the drum the song changes. The balls and the right

to sing go together, but the song belonging to one side must not be sung by

the other side. The songs are not interchangeable.

This game is provocative of fun and merriment as well as dexterity of hand

and quickness of vision. It also presents a very pretty spectacle. It is

greatly enjoyed by Indian men, women and children. It has also found favor

with merrymakers of our own race.

Ball Games

INTRODUCTION

Indian ball games have one feature not found in the ball games as played by

us; that is, with the Indian the ball is never pitched and tossed by hand

during the play. At the opening of an Indian game the ball must be tossed

by hand, but after that the ball is struck by a racket, stick or club and

in that way sent from player to player and on to the goal. An exception to

this general rule is found in an Omaha ball game given in the following

pages.

The opening ceremony requires the ball to be handled and moved in a

peculiar and ceremonial manner by the hand of the Umpire before he tosses

it up for the beginning of the actual play.

The balls used by the Indians are of different materials--buckskin stuffed

with hair; formed from roots, such as the wild-grape vine; wood; bladder

netted with sinew; and in a few instances, of bone or stone.

Three ball games are here given.

I

BALL AND RACKET

INTRODUCTORY NOTE.--The game in which the ball is struck with a racket is

almost exclusively played by men, but there are tribes where it is played

by women, and one tribe, cited by Dr. Culin, where it is played by men and

women together. The form of ball game where the racket is used was less

widely distributed over the country than some others. It was most

frequently found among tribes living near the Atlantic Coast and in the

region of the Great Lakes. It had a limited range on the Pacific. There are

two forms of the Racket Ball Game, one where a single racket is used and

the other where two rackets are employed to catch the ball. The latter form

is peculiar to the tribes formerly living in the Southern States. The game

here given is presented as it is played among the Chippewa tribes dwelling

in Minnesota.

_Properties_.--A ball, not too hard and the size usually employed for

cricket. As many rackets as there are players. Red and yellow head-bands

equally divided as to number and enough for all the players.

_Directions_.--The field should be as large as the camp ground will permit.

At the extreme East of the field a tall pole should be set as a goal and a

like pole at the West for the other goal. To the pole at the East a red

streamer should be tied and a yellow streamer to the pole at the West.

These poles should be practically in line and as distant from each other as

it is conveniently possible to set them. The rackets should be made in

camp. A racket can be made from a sapling cut at such length that when the

racket is completed it will be 26 inches long. One end of the sapling is

whittled fiat on one side for a sufficient length to be bent round to the

shaft or handle so as to form the rim of the circular receptacle which is

to receive the ball. Sometimes both sides of this bent portion of the

sapling are made flat. The end of this flat end where it curls round upon

the shaft or handle must be bound firmly to the shaft with thongs or heavy

twine. Holes are sometimes bored through the rim and the thongs or twine

are passed through them and woven into a loose netting to form a bottom to

the coiled end, making a shallow cup-shaped receptacle in which to catch or

hold the ball. The rackets are not difficult to make. Each lad should make

his own racket and mark the stem with some device by which he can identify

it should he drop it during the play. Care should be taken when making the

racket to have the cup-shaped receptacle at the end of the shaft of such

size as to hold the ball without its rolling about, in which case it would

be easily dropped when being carried on a run; yet it must be large enough

to catch and hold the ball as it is flying about. The players should be

divided into two parties by casting lots. Those who belong to the east goal

should wear red head-bands; those who have the west goal should wear yellow

head-bands. An Umpire must be selected. The ball must strike one of the

goal posts to make a point; the number of points that shall constitute the

game should be agreed upon. Two players, one from each side, stand near

each goal. One helps the ball for his side; the other hinders the ball when

near the goal by tossing it back into the field again so that his side may

catch it.

THE GAME

The four players stand at their posts beside the two goals; all the others

gather in the field. The Umpire takes the ball and goes to a place as near

the center of the field as possible. All being in readiness, he throws the

ball with force straight up in the air. Every player watches the ball and

makes ready to try and catch it in his racket when it descends. If one

succeeds in catching the ball, he runs at full speed toward his goal,

holding his racket so that the ball will not fall out. The other players

rush after him, trying to strike his racket and dislodge the ball. If he is

hard pressed he may try to toss the ball to a player on his side who has a

clearer space; if the ball is caught by the player to whom it was sent,

then all the players turn upon the new holder of the ball and try to block

his progress. In this game care must be taken never to strike the arm or

body of a player; only the racket should be struck. There is danger of

receiving injuries if this rule is not strictly observed.

Perhaps one of the most difficult feats in this game is when a player has

brought his ball near to the goal to so turn his racket while it holds the

ball as to send the ball with such force that it will strike the post

squarely and not miss the goal. The difficulty is owing to the horizontal

position of the racket when holding the ball. Of course, the keenest

playing is about the goal, where the guard of the side opposite to the

player does his best to catch the ball on its way to the post and send it

back into the field.

The ball should not be allowed to touch the ground from the time the Umpire

throws it into the air until it falls at the pole after a point has been

made by the ball striking the post. It is the duty of the Umpire to go to

the pole, mark the score, return with the ball to the center of the field,

where he again sends it up into the air, and the game starts afresh for a

second point to be made.

This game is good sport; it develops and requires skill, agility and

strength.

II

TA-BÉ

INTRODUCTORY NOTE.--This ball game was known to a number of tribes that

formerly lived on the prairies, and called by different names. The game as

here given is as it was played among the Omaha. The opening of the game was

ceremonial. The person who performed the opening ceremony had to belong to

the tribal group that had charge of the rites pertaining to the Wind, for

the figure outlined on the ground by the movements of the ball in the

opening ceremony was one of the symbols of the Wind. The Wind when spoken

of ceremonially was called the Four Winds, one for each of the four points

of the compass. These Four Winds were regarded as the messengers of the

Giver of Life, known as Wakon'da by the Omaha and kindred tribes. The

recognition of man's connection with the forces of Nature did not disturb

the pleasure of the Indian when entering upon a game; on the contrary, it

tended to enhance his happiness by bringing to his mind his dependence upon

Wakon'da, together with the feeling of being in accord with the power

represented by the Wind.

_Properties_.--A ball about three or four inches in diameter; the Omaha and

kindred tribes made the ball out of the root of the wild-grape vine. As

many sticks as there are players, the sticks to be about three feet long

and crooked over at one end. Each stick should be marked by some design

invented by its owner, so that each player can identify his stick.

[Illustration: DIAGRAM OF THE TA-BE

1 Circle showing lines made by the ball

2 Goals

3 Guardians

4 Players at the opening of the game]

_Directions_.--A wide open field is best for this game. Two goals, one at

the East, the other at the West. The goals are each made by two posts with

a cross piece on top. The path of the ball is East and West.

The officers of the game are: an Umpire, four Guardians of the Path. Two of

the Guardians of the Path stand at the eastern goal and two at the western

goal. The two Guardians at a goal represent the two sides; one wears a

yellow streamer or badge, the color of the West; the other wears a red

streamer or badge, the color of the East. A red streamer is tied to the

goal at the East and a yellow streamer to the goal at the West. It is the

duty of the one who wears the color of the goal by which he stands to try

and help the ball through the goal when it comes in that direction, and it

is the duty of the one who wears the color of the opposite goal to prevent

the ball from going through and to send it back into the field or toward

the other goal.

The players on the two sides are chosen in the following manner: The person

who is to act as Umpire and to perform the opening ceremony must sit in a

circle drawn on the ground, about six feet in diameter, and face either the

North or the South. All the sticks are placed before him in a bunch. He is

then blindfolded. After that he picks up a stick with each hand and lays

down the stick that he has in his right hand on his left side, the stick

that he has in his left hand he lays down on his right side. When he has

finished dividing the sticks in this manner they are in two bunches, one

toward the East and the other toward the West. The blindfold is then

removed. When that is done, all the players run to the two heaps and each

takes his own stick, recognizing it by the design marked or cut upon the

stick. All those whose sticks were in the pile to the East must tie on a

badge or streamer the color of the East, red. All those whose sticks were

in the bunch toward the West must tie on the color of the West, yellow.

All the players must now stand in two lines. One line starts from the

circle and extends directly toward the goal at the East; all in this line

must be only those whose sticks were in the east pile and who have on the

color of the East, red. The other line starts from the circle and stretches

out toward the west goal, and is composed of those whose sticks were in the

west pile and who have on the color of the West, yellow. The four Guardians

of the Path take their places. The Umpire wears no color. All being in

readiness, the Umpire advances to the middle of the circle.

THE OPENING CEREMONY

The Umpire places the ball in the exact center of the circle, then he

gently urges it with his stick in a line toward the North until it reaches

the edge of the circle. There he picks it up and puts it back in the center

of the circle. Again he gently pushes it with his stick along a line toward

the South until the edge of the circle is reached, when he returns the ball

to the center of the circle with his hand. In the same manner as before he

sends the ball slowly along a line to the West. When the edge of the circle

is reached he picks up the ball and returns it to the center. Once more the

ball is moved in a line, this time to the East; when it touches the line of

the circle it is picked up as before and placed in the center of the

circle. The symbolic figure that has thus been made is that of a circle

within which two straight lines cross each other at right angles; the

circle is divided into four quarters, one for each of the Four Winds.

THE GAME

Every player now stands at attention, with his stick ready for action. The

Umpire pauses a moment at the center of the circle, then he picks up the

ball lying there and throws it into the air as high as he can. All the

players, who have watched the throw, run in the direction where the ball

seems likely to descend, in order to have a chance to strike it toward one

of the goals.

To win the game the ball must be sent through a goal; to strike it so that

it goes over or around the goal does not count. The ball must be made to

take a straight line, to "make a straight path" through a goal, then the

game is won. When a good shot is made, all on the side of the one who made

the stroke should send up a shout. When the goal is won the winning side

should give the victory cry of the game, "Ta-bé!"

III

DOUBLE-BALL GAME

INTRODUCTORY NOTE.--Some stories credit the Moon as the giver of this game

to the women, by whom it is exclusively played throughout the United States

except among the tribes in Northern California, where the men use the game.

There are indications that the Double-ball Game was known upon this

continent in the remote past.

The peculiar ball employed for this game is composed of two small stuffed

pouches connected by a band, or two billets of wood about five inches long,

made like thick pegs with heads and ornamented on all sides with carvings;

a leather thong five to eight inches long is attached at each end to the

neck of each of the two billets. Dr. Culin reports an ingenious specimen

made by the Maricopa Indians of Arizona; that double-ball is made from

narrow strips of leather braided to form a band, each end of which is

enlarged by braiding so as to make a ball, the finished article being about

eight inches in length. (Ibid., p.665, Fig. 882.)

_Properties_.--One double-ball; as many sticks as players; red and yellow

head-bands, equal in number, for the two sides of players.

_Directions_.--The double-ball should be made in camp in the following

manner: A strip of leather or of strong, closely woven brown cloth from

fifteen to twenty inches long. For six inches from both ends the strip

should be about seven inches wide; the portion of the strip between these

wide ends should be about three inches wide. The wide ends are to form the

pouches, and the narrower middle section the band to connect the two

pouches. The two edges of the strip should be lapped and strongly sewed the

entire length of the strip, except a small opening about an inch long left

on the side of each of the pouches. Through this opening the pouches are

filled with dry sand, then the edges are securely sewed together so that no

sand can escape. These pouches are the "balls." The sides of the pouches

should be decorated with designs painted in bright colors and a little tuft

or tassel of red yarn fastened at the middle of the bottom of the pouch.

The sticks should be about thirty-two inches long, not too heavy and

somewhat pointed at one end that is slightly curved. Each stick should be

marked by an individual device so that it can be claimed by its owner.

Two wickets, made by crotched poles about five and a half to six feet high,

having a bar fastened across the top, are placed in line with each other,

one at the East, the other at the West, and as far apart as the limits of

the camp grounds will permit. A red streamer to be tied to the eastern

wicket and a yellow streamer to the western wicket.

The players are divided into two parties of equal numbers and lots should

be drawn to decide which side shall have the eastern goal, and all of that

side must wear red head-bands; the other side must wear yellow head-bands

to show that theirs is the western goal.

An Umpire must be chosen, to whom belongs the duty of tossing the ball when

necessary; to keep the score, and to settle any disputes.

To make a point the ball must be tossed so as to hang on the crossbar of

the wicket. An agreement must be made as to how many points shall

constitute the game.

THE GAME

The players stand in two rows about fifteen to twenty feet apart, one color

on one side, the other color opposite. The Umpire takes a place between the

two lines and as near as possible to the middle of the rows. When all are

in readiness the double-ball is tossed by the Umpire straight up into the

air, and all those whose places are near the middle of the rows watch the

descent of the "ball" and try to catch on their sticks the connecting cord

of the double-ball. If one succeeds, she tries to send it down the line

toward the goal of her side; those of the opposite side try to prevent

success to this movement and to send the "ball" in the other direction. The

"ball" should not be allowed to touch the ground from the time it is tossed

until it is lodged on the wicket. The side that lets the "ball" fall to the

ground loses a count, and the side that keeps the "ball" up until it

reaches the goal scores two points, equal to four counts.

HOOP AND JAVELIN

INTRODUCTORY NOTE.--This game was widely known and played among the various

tribes dwelling within the territory now occupied by the United States. In

its passage from one tribe to another the game became modified into several

types, but the fundamental character was not changed, so that all these

types are, in a sense, a unit. The game is very old upon this land; the

articles used in playing it have been found in ancient graves, in the cliff

dwellings of the Southwest and in various ruins scattered over the country.

Among the Pueblo tribes the articles used in types of this game appear

among the paraphernalia on altars prepared for certain ceremonies. From a

study of these ceremonies in connection with the myths of the people it

seems probable that the hoop used in this game represents the shield of the

War God. When the hoop has a netting that fills the center and covers the

edges, the netting simulates the magic web of the Spider Woman, a person

that frequently figures in the myths and stories of different tribes. Her

web generally serves as a protection furnished by her in a conflict.

The netted hoop appears as a decoration upon the interior of pottery bowls

formerly made by the Indians of the Southwest. In some of these bowls the

netting is dotted with spots. Dr. Culin regards this particular design "as

representing the spider web with the dew upon it," and adds: "The 'water

shield' [of one of the Zuñi War Gods], from which he shook the torrents,

was suggested, no doubt, by dew on the web." (Ibid., p.425.) To one

unfamiliar with the Indian's habit of mind it may seem strained to connect

the beads of dew on a spider's web with the torrential rain, but to one

familiar with native thought as expressed in myths where the Indian has

dramatized his conceptions of nature and of natural forces and phenomena,

the connection ceases to be strange.

On the Pueblo altars the netted shield is always associated with arrows,

bows or darts. In the various types of this game the arrows, darts, bows,

javelins and lances that are associated with the hoop are interchangeable,

some tribes using one and other tribes another. Under all the varied types

with their different forms as found among scattered and unrelated tribes

the game holds to its original significance, primarily religious in

character, being an appeal for the protection and the perpetuity of life.

Only two articles are required for this game, the hoop and the javelin. In

one type the hoop is covered with a netting more or less closely and

elaborately woven. In all the netted designs it is usually possible to

trace a figure as of a path crossing at right angles in the center of the

space within the hoop and ending at four equidistant points on the edge of

the hoop. This path indicates the path of the Four Winds, which stand with

their life-giving power at the four directions, the North, East, South and

West. In some localities the netting of the hoop is made from the yucca, in

other places corn husks are used. With the closely netted hoop arrows are

apt to be found. Some of these have as the shaft a corn cob with a stick

about eighteen inches long thrust through the cob, sharpened at the lower

end and a tuft of feathers tied to the upper end; this feathered stick is a

prayer-stick such as is offered at a shrine.

In another type of the game the hoop is of stone; the lance is associated

with this kind of hoop.

There are a variety of nettings for the hoop and much diversity in the

style of arrows, darts and javelins used in the game.

The simplest is chosen to be here presented, for the reason that both the

articles used in the game should be made in the camp where it is to be

played. The hoop and javelins were always made by the youths who joined in

the sport, and the making of hoop and javelin was part of the fun.

[Illustration: HOOP AND JAVELIN]

_Properties_.--A hoop and two javelins.

The hoop is made in the following manner: A piece of rope, not of a heavy

kind, about sixteen inches long will give the foundation for a hoop about

four inches in diameter. The two ends should be spliced together so as to

leave the edge of the hoop even. The ring of rope is wound with a strip of

leather or cloth in order to give the hoop such a surface that it can roll

and yet be flexible and light.

The javelin is made of three parts, the shaft and the two barbs. The shaft

is of wood, four feet long, round and smooth. An inch from one end a

section three inches long is cut into both sides of the shaft a quarter of

an inch deep, and the bottom and sides made smooth. The barbs are formed

from two small branches cut from a tree or shrub so as to preserve three

inches of the stem from which the branch forks; the branch is cut so as to

be five inches long and is made flat on the inner side. The stem is made

flat on both sides; a flange is made on the outer side. Several pieces of

leather are cut, a quarter of an inch wide and an inch long; these are

bound for half their length to the inner and flat side of the branch so as

to leave the ends free, which are bent up and stand like teeth along the

barb. The stems of the barbs are now fitted into the sections cut on both

sides of the shaft so that the barbs point backward on each side of the

shaft, and are firmly bound in place on the shaft. About three inches from

the other end of the shaft a band is cut around the shaft but not very

deeply. The two javelins are made as nearly alike as possible in justice to

the players.

_Directions_.--A level course from North to South and from fifty to one

hundred feet long. Four players; two stand at the north end of the course

and two at the south end. The one whose place is toward the East on the

north and the one who stands toward the East on the south end are partners.

Both of these players should wear a red band about the head, as red is the

color of the East. The two players who stand toward the West at the two

ends are partners, and these should wear yellow bands about their heads,

yellow being the color of the West. The opponents in the game, therefore,

stand side by side. Partners cannot help each other in the playing, but

both players count for their side all the points they make.

The javelin is grasped by the middle, the barbed end toward the back, and

the plain rounded end is shot toward the hoop.

The number of points that will constitute the game should be decided upon

before beginning the game. Ten is the usual number among the Indians. Lots

should be drawn as to which of the four players should be the first to

throw the hoop. The one who draws the hoop then takes one of the javelins,

and the player whose place is beside him takes the other javelin.

THE GAME

At a signal, the players with the javelins and the hoop start on a run

along the course; the one with the hoop throws it a little upward with all

his force and both players watch the course of the hoop, having their

javelins ready to hurl at the hoop the instant they think they can reach

it. If the javelin passes through the hoop and stops it so that it falls on

the shaft below the band that was cut thereon, that throw counts two. If

the hoop is caught on one of the barbs, that counts one. If the shaft goes

entirely through the hoop so that it does not fall on the javelin, that

counts nothing. If both javelins catch on the hoop, that is a draw and

neither player can count the point made. If on this run and throwing of the

hoop and javelins neither of the players scores a count, the player at the

other end who is the partner of the one who threw the hoop now takes the

hoop to throw it. He and his opponent who stands beside him now start on a

run; the hoop is thrown and the javelins hurled as before. In this way the

players at the ends of the course alternate in throwing the hoop North or

South, but the right to throw the hoop belongs to the player who makes the

best point. The hoop thus passes from the east or west players according to

the points made.

The game is an athletic sport, and much skill can be developed in the

throwing of the javelins and also in the tossing of the hoop so as to

prevent scoring by the opponent.

If the grounds are large enough, there is nothing to prevent having two

courses and two games going on at the same time.

FOLLOW MY LEADER

This game is widely played among the Indian tribes, particularly by the

boys, and also by the girls. The Leader improvises the steps and the

movements, which all who follow must repeat and keep time to the song. The

song here given is traditional in the Omaha tribe. It has been handed down

from one generation of young folk to another--for how many, "nobody knows."

THE GAME

A Leader is chosen, and all who join in the game must go where he goes,

dance as he dances, move the arms, hands and feet as he does. The skipping

and dancing must be in exact time with the song that all must sing. The

game gives opportunity for fancy steps, winding, intricate figures,

"cutting capers" and merry pranks.

Song

Follow my Leader where'er he goes;

What he'll do next, nobody knows.

[Music]

Indian Games and Dances with Native Songs · 第 2 / 3 章