CHAPTER XVII--ATHLETICS, CAMPUS GAMES, AQUATICS AND WATER SPORTS

PURPOSE OF GAMES

BASEBALL LEAGUE

GROUP CLASSIFICATION

WHAT TO AVOID

ATHLETIC EVENTS

AWARDS

MAKING ATHLETIC APPARATUS

CAMPUS GAMES

CIRCLE JUMPING

WOLF

ROVER ALL COME OVER

INDIAN AND WHITE MAN

GERMAN BOWLING

TETHER BALL

VOLLEY BALL

AQUATIC SPORTS

WATER GAMES

WATER BASKET BALL

WATER BASEBALL

OLD CLOTHES RACE

TILTING

CANOE TAG

WHALE HUNT

MAKING A "SHOOT-THE-CHUTE"

ARCHERY

THE TARGET

THE BOW

MAKING A BOW

MAKING ARROWS

ESSENTIAL POINTS IN

ARCHERY

BIBLIOGRAPHY

If I can teach these boys to study and play together, freely and with

fairness to one another, I shall make them fit to live and work together

in society.--Henry van Dyke.

Purpose of Games

The spirit of camping is too frequently destroyed by over-emphasis upon

competitive games. Play is necessary for the growing boy and play that

engages many participants has the most value. America today is suffering

from highly specialized, semi-professional athletics and games. "When

athletics degenerate into a mere spectacle, then is the stability of the

nation weakened. Greece led the world, while the youth of that great

country deemed it an honor to struggle for the laurel leaf, and gymnasiums

were everywhere and universally used and the people saw little good in an

education that neglected the body. It is a significant fact that the

degeneracy of Greece was synchronous with the degrading of athletics into

mere professional contests. What had been the athletics of the people

became a spectacle for the people." [1]

[Footnote 1: Emmett D. Angell in "Play," p. 19.]

Baseball League

Do not allow the athletics and games of the camp to become a mere

spectacle for the campers. Something should be planned for every boy and

every boy encouraged to participate in the program. Nothing has yet taken

the place of the good old American game of baseball. Divide the camp boys

into teams. Have a league playing a series of games. The teams may be

named after the different colleges or prominent cities or as one camp

named the league, the "Food League" after popular camp dishes, such as:

"Prunes," "Beans," "Soup," "Hash," "Mush," "Chipped Beef." It is needless

to state that the boys in the league not only had a lot of fun, but the

camp paper contained very amusing accounts of the games played.

Arrange a schedule of games and keep accurate records of all games played

either in the "Camp Log" or camp paper. A dinner given to the winning team

adds to the excitement of the league's existence. Do not neglect the

younger boys; have two "Midget" teams engage in a series for best two out

of three games. Occasionally a game between the leaders and older boys is

the exciting game of the season, especially if the leaders are defeated.

The same rule of participation should govern the athletics of the camp.

Inter-tent games help to develop group loyalty, cooperation, fair play,

and courtesy to opponents so desirable.

Groups

In some camps the boys are divided into two groups, those under five feet

in height and those over five feet. Events are planned for these two

groups. The system of grouping suggested by the School Athletic League, is

that of grouping the boys according to physiological rather than

chronological age, as follows:

Pre-pubescent boys under 90 pounds.

Pubescent boys or juniors, 90 to 110 pounds.

Post-pubescent or intermediates, 110 to 130 pounds.

Seniors, above 130 pounds.

The boys are weighed in competing costume. This system is looked upon as

being fair and practical.

What to Avoid

The following should be avoided--Marathon runs, sustained effort in and

under water and competitive long-distance running. The longest sprint race

should be, for boys, 50 yards, for juniors, 75 yards. No adolescent who is

not past the pubescent stage should run sprint races longer than 100

yards. Cross-country running is beneficial when taken at a slow pace and

without competition. Every boy should be examined for heart weakness

before entering the strenuous games.

The above is the opinion of physical directors from twenty-one different

States and may be considered authoritative. This same opinion prevails

among most of the experienced camp leaders and workers among boys.

Events

The athletics usually planned for camp are: 50 yard dash for boys; 75-yard

dash for juniors; 100 yard dash for seniors; running high jump; running

broad jump; pole vault; 8 and 12-pound shot-put; baseball throw and relay

race.

Awards

Ribbon awards presented to the winners at a special meeting of the campers

aid considerably in fostering the true spirit of clean athletics and

wholesome sport and are appreciated by the winners as souvenirs of the

good-natured contest.

Camps possessing a stereopticon[1] should secure the set of slides and

lecture accompanying from the Moral Education League of Baltimore, Md.,

entitled "The True Sportsman." Rental terms are five dollars a week and

expressage.

[Transcribers Footnote 1: stereopticon: A magic lantern, with two

projectors arranged to produce dissolving views.]

A perpetual cup for all-round proficiency, upon which is engraved the name

of each year's winner, is a good way of recording the annual athletic

meet.

A shield with the names of the winners of the season's events painted or

burned upon it and hung up in the camp lodge helps to retain the interest

of the winner in the camp after he has become a "grown-up" or alumnus.

[Illustration: Take-off; Cross-section of Take-off; Jumping Standards;]

Apparatus

Boys who like to make things may be put to work making various pieces of

athletic apparatus. A Take-Off may be made of a plank or board, 8 inches

wide and 36 inches long, sunk flush with the earth. The outer edge of this

plank is considered the scratch line. Remove the earth to a depth of three

inches and width of twelve inches.

To make a pair of jumping standards, first saw out the bottom blocks, each

being 10 x 10 inches and 2 inches thick. In the center of each block

chisel out a hole 2 x 2 inches and about 1 inch in depth. Into these holes

fit the ends of the upright pieces, which should be 5 feet long and 2

inches square. Before securing the upright pieces, bore holes an inch

apart, into which may be inserted a piece of heavy wire or large wire nail

to hold up the cross piece or jumping stick. Be sure to space the holes

alike on both uprights, so the crosspiece will set level when the standard

is in use. Four 5-inch braces are fastened in at the lower part of the

upright. Study the diagram and you will succeed in making a pretty good

pair of standards.

Campus Games

After supper is usually a period in the camp life rather difficult of

occupation. "Campus Games" appeal to most boys. These games are designed

especially for the after-supper hour, although they may be played at any

time.

Circle Jumping

Stand the boys in a circle with all hands clasped. One of the crowd lies

down in the center with a rope as long as one-half the diameter of the

circle. To the end of the rope is tied a small weight like a sand bag. He

whirls the weight around with the full length of rope revolving with

increasing rapidity. As it approaches the players, they hop up and let it

pass under their feet. The one whose foot is touched is out of the game

and the boy who keeps out of the way of the rope the longest is the

winner.

Wolf

Here is a Japanese game full of fun and action. Place a dozen or more boys

in line, and have each fellow place his hands firmly on the shoulders of

the boy in front of him. Choose one of the fellows for the "Wolf." The

first boy at the head of the line is called the "Head" of the Serpent, and

the last fellow is the "Tail." The "Wolf" stands near the head of the

Serpent until a signal is given. Then he tries to catch the "Tail" without

touching any other part of the snake. The boys who form the body of the

Serpent protect the "Tail" by wreathing about in all sorts of twists to

prevent the "Wolf" from catching the "Tail." This must be done without

breaking the line. When the "Tail" is caught, the "Wolf" becomes the

"Head," and the "Tail" becomes the "Wolf." The last boy in line is the

"Tail." The game can be continued until every boy has been the "Wolf."

Rover, All Come Over

A line is marked dividing the campus. All the boys gather on one side. One

boy in the center endeavors to have them step over the line by calling

out, "Rover, Rover, all come over!" At the word "over" everybody is

expected to run and cross the line, while the center man endeavors to

catch one. The one caught must help him catch the others. If any one runs

over before the center man calls "over," he has to go to the aid of the

catcher. When all are caught the game begins again.

[Illustration: German Nine Pins--Camp Becket]

Indian and White Man

The game of "Indian and White Man" is interesting. A circle is drawn on

the campus. It is supposed that the white people are travelling over the

prairie, and at night time they prepare to camp. The circle represents

their camp. The Whites lie down to sleep and sentries are posted. The

Indians discover the camp and endeavor to capture the Whites. Then comes

the battle royal. Every Indian captured in the white man's circle counts

one, and every white man captured by the Indians outside the circle counts

one for their side. The game continues until all of either side are

captured. The players are divided into two groups. The Indians are

concealed in the bushes or some place unseen by the Whites and they make

the attack.

Such games as "Three Deep," "Bull in the Ring," "Tag Game," "Leap Frog,"

will be found to interest the boys during the after-supper period.

The following are campus games requiring apparatus:

German Bowling

Plant in the ground two posts, leaving at least 15 feet above ground.

Spike a 10-foot piece across the top (see page 218). An ordinary ball used

in bowling is used by plugging shut the holes and inserting a screw eye in

one of the plugged holes. Tie tightly to this screw eye a strong piece of

rope. A good-sized screw eye is fastened in the cross piece of the frame,

and to this tie the ball. Nine bowling pins are used. The score is the

same as bowling. The pins are knocked off by the return of the ball, as

shown in the diagram.

[Illustration: German Bowling]

Tether Ball

The upright pole should be standing ten feet out of the ground and firmly

imbedded in the earth so as not to vibrate.

[Illustration: Tether Ball]

The pole should be 7-1/2 inches in circumference at the ground and

tapering toward the upper end. Paint a black or white 2-inch band around

the pole 6 feet above the ground. Draw a circle about the pole on the

ground having a 3-foot radius. A 20-foot line must bisect the circle. Use

a tennis ball having a netted or tightly fitting linen cover. The ball is

fastened to a string with a ring and suspended from the top of the pole by

a piece of heavy braided fish line. The cord should allow the ball to hang

7-1/2 feet. Tennis racquets are used. The two players stand at point

marked with an X in the diagram. In the toss-up for courts the loser is

the server. The ball may be struck in any manner with the racquet, the

endeavor being to wind the string upon the pole above the painted band.

Volley Ball

Stretch a tennis net across the campus and mark a court fifty feet long,

to be divided equally by the net. The play consists in keeping in motion

the ball over the net from one side to the other, until one fails to

return it, which counts as an out. The ball used is similar to a football,

only smaller. The game consists of twenty-one points.

Many of the camps have tennis courts and hold tournaments. This game is so

universal and familiar that no description will be made.

AQUATIC SPORTS AND WATER GAMES

Aquatic sports may be arranged so that active interest will be taken by

all the boys, or they may be simply an exhibition of the swimming

abilities of several boys. The former is decidedly preferable. Events

should be arranged for the small as well as the large boys.

[Illustration: The Human Frog at Camp Kineo]

ATHLETICS AND WATER SPORTS 221

The program of events should include a short dash, swimming under water,

diving for form, fancy swimming and special stunts, ribbon awards or

inexpensive cups to be given the winners. The Life Saving Corps will have

an opportunity to give an exhibition of their skill and alertness, as well

as patrol the swimming beach. Good reliable fellows should be appointed to

watch each swimmer when in the water. Run no chances at any time that boys

are in the water. The following water games have been suggested by A. B.

Wegener.

1. Three-legged swimming.

2. Tug of War.

3. Bobbing for Corks.

4. Plunging through hoops for height or distance.

5. Diving for objects.

6. Egg Race; holding the egg in a spoon either in the mouth or hand.

7. Tag games.

8. Potato race; using corks instead of potatoes.

9. Candle race; candles are lighted and must be kept lighted.

10. Various land games may be adapted for water use, such as ball

passing (using a water polo ball), relay race, etc.

Water Basket Ball

Two peach baskets, or rope baskets, or two iron rings are hung upon

poles five feet above the water and forty feet apart. The game is

played similarly to basket ball, except that the players are allowed

to advance with the ball. Tackling and ducking are fouls and penalized

by allowing a free throw for goal from a point fifteen feet away.

There is no out of bounds, and a basket may be thrown from any place

in the water. A field goal counts two points, and a goal from a foul

one point.

Water Baseball

The outfit required is a tennis ball, a broom stick and four rafts--

one large and three small. The batsman and catcher stand on the big

raft. On a small raft, ten yards away, stands the pitcher and the

other two rafts are placed at easy swimming distance for bases. In

striking, everything counts--bunt, swat or foul tip. The moment bat

and ball come in contact the batsman starts for first base. There are

five men on a side. Lots of fun. Avoid remaining in fresh water too

long as it has a tendency to weaken vitality.

Old Clothes Race

The contestants are dressed in a full suit of old clothes. At the word

"go" they dive into the water and swim to a float placed at a certain

distance away, undress and return. This is a very funny race.

Tilting

Two boats manned by four boys each. One boy is the spearman and is

armed with a light pole about eight or ten feet long, having a soft

pad of rags, or better yet, of water-proof canvas duck to keep it from

getting wet and soggy. If a flat-bottom boat is used, the spearman

stands on one of the end seats. A quarter-deck or raised platform

should be built on an ordinary boat or canoe. The battle is fought in

rounds and by points. If you put your opponent back into the boat with

one foot it counts you 5; two feet, 10. If he loses his spear you

count 5 (except when he is put overboard). If you put him down on one

knee on the "fighting deck," you count 5; two knees, 10. If you put

him overboard it counts 25. One hundred points is a round. A battle is

for one or more rounds as agreed upon. It is forbidden to strike below

the belt. The umpire may dock for fouls.

Canoe Tag

Any number of canoes or boats may engage in this water game. A rubber

football is used. The game is to tag the other canoe or boat by

throwing this into it. The rules are as in ordinary cross tag.

Whale Hunt

The "whale" is made of a big log of wood with a rough-shaped head and

tail to represent a whale. Two boats are used, each manned by the boys

of one tent--the leader acting as captain, a boy as bowman or

harpooner, the others as oarsmen. Each boat belongs to a different

harbor, the two harbors being some distance apart. The umpire takes

the "whale" and lets it loose about half-way between the two harbors

and on a signal the two boats race out to see who can get to the

"whale" first. The harpooner who first arrives within range of the

"whale" drives his harpoon into it and the boat promptly turns around

and tows the "whale" to its harbor. The second boat pursues and when

it overtakes the other, also harpoons the "whale," turns around and

endeavors to tow the "whale" to its harbor. In this way the two boats

have a tug-of-war and eventually the better boat tows the "whale" and

possibly the opposing boat into its harbor.

Shoot-the-Chute

[Illustration: Diagram For "Chute"]

A "Shoot-the-Chute" is great fun and one should be built in every

permanent camp and "Swimming Hole." The one described is by A. D. Murray

and has stood the test of several years in a number of camps.

The plan drawn is for a chute 40 feet long, 3 feet wide and 18 feet high.

These dimensions can be changed in length and height, but not in width.

The chute is built of 7/8-inch matched pine boards, to the same width as

sheet zinc, usually 3 feet; the boards being firmly cleated together on

the under side by 2 x 6-inch cleats 5 feet apart, throughout the length of

the chute. Boards should be screwed to the cleats from the face of the

chute with 1-1/2-inch screws, the heads being counter sunk. The several

lengths of zinc are soldered into one piece, the joints being on the under

side (as shingles on a roof) fastened to the boards with 8-oz. tacks; set

in from the edge about 1 inch and about 6 inches apart. The side strips of

maple (soft wood will not do on account of the danger of splintering) 2

inches wide and 3 inches high, rounded slightly on upper edge, are placed

directly over the edge of the zinc and covering the tacks. Screw the

strips firmly to the chute with 2-inch screws from the under side. These

ought to be placed not more than 2 feet apart. Probably each will have two

or more strips in making a piece of sufficient length. If so, care should

be taken to have the pieces joined on a bevel with a slant from outer edge

toward bottom of chute so as to leave no edge. The utmost care should be

used to have a perfectly smooth surface on the inside of the chute. A pump

or bucket is needed at the top of the chute to wet the surface before the

swimmer starts his slide. The supports A, B, C, should be firmly braced

with 2 x 4-inch timber, D, and lower end of chute should extend over the

pier at least 1 foot and not nearer the surface of the water than 3 feet

perpendicularly, allowing the swimmer to enter the water as in a dive. The

chute can be fastened to the supporting braces through timbers E, F, into

maple side strips with a good heavy log screw. A platform 3 feet wide and

4 feet long near the top of chute, and set just waist deep from the top of

chute will make starting easy.

Archery

Richard the Lion-hearted, of England, said the five essential points of

archery--standing, nocking[1], drawing, holding, and loosing--"honestly

represented all the principles of life."

Archery develops the muscles in all-round fashion, particularly those of

the shoulder, arm and wrist.

[Transcriber's Footnote 1: A nock is the groove at either end of a bow for

holding the bowstring or the notch in the end of an arrow that fits on the

bowstring.]

The Target

A target can be made of a burlap sack, or oil cloth, about five feet

square. Stuff this with hay or straw. It may be flattened by a few

quilting stitches put right through with a long packing needle. On this

the target is painted. In scoring, the centre is 9, the next circle 7, the

next 5, the next 3 and the last circle 1. The shortest match range for the

target is forty yards.

The Bow

The bow may be made from any of the following woods--mulberry, sassafras,

southern cedar, black locust, black walnut, apple, slippery elm or

hickory. In making a bow, select wood with straight grain. The length of

the bow should be about the height of the boy using it, or if the boy is

between ten and fifteen years of age, his bow should not be less than four

feet in length and not more than five feet. When buying a bow get one of

lancewood backed with hickory.

Making A Bow

The making of the bow and arrow is described by A. Neeley Hall, as

follows: "Cut your piece of wood five feet long, and, after placing it in

a bench vise to hold it in position, shape it down with a drawknife or

plane until it is one inch wide by one-half inch thick at the handle, and

three quarters inch wide by one-quarter inch thick at the ends. The bow

can be made round or flat on the face toward the archer. Cut a notch in

the bow two inches from each end, as shown in the illustration, from which

to attach the bow-string. A cord with as little elasticity as possible

should be used for this. A good string can be purchased for twenty-five

cents.

[Illustration: Notch for Bowstrings; Length of Bow 5 feet. Wire nail with

head cut off (arrow head) Old Canvas Stuffed (target); Loop (in

bowstring); slip knot.]

With a home-made bow-string, a loop should be made in one end and bound

with thread, as shown in illustration, p. 227. Slip the loop over the

upper notch, bend the bow until the center of the string is about five

inches away from the handle, and attach the loose end to the lower notch

by means of a slip-knot similar to that shown in the drawing. The bow

should then be sandpapered until smooth, and thoroughly oiled with linseed

oil. Glue a piece of velvet about three inches wide around the center for

a handle."

Making Arrows

Arrows are divided into three parts: the head, sometimes called the pile,

the shaft and the feathers. The shaft is generally made of hickory, ash,

elm or pine, and its length is dependent upon that of the bow. For a

five-foot bow, make the length two feet and the width and thickness about

one-half inch. For target practice a wire nail driven into the end of the

pile, as shown on page 227, with the head of the nail filed off and

pointed, makes an excellent head. Feathering is the next operation. Turkey

and goose feathers are generally used. Strip off the broader side of the

vane of three feathers and glue them to the shaft one inch and a quarter

from the notch, spacing them equally from each other. One feather should

be placed at right angles to the notch. This is known as the cock feather

and should always point away from the bow when the arrow is shot.

Archery

The rules for the five essential points are these:

Standing: In taking position to draw the bow, the heels must be seven to

eight inches apart, feet firm on the ground, yet easy and springy, not

rigid.

Nocking: This is manipulating the bow string. Hold the string with two

fingers and the arrow between the first and second fingers. Grip firmly,

but not so as to give awkwardness to any finger.

Drawing: In drawing stand with the left shoulder toward the target,

turning the head only from the neck and looking over the left shoulder.

Then raise the bow with the left hand, keeping the upper end inclined one

or two degrees from the body. With the right hand draw the arrow to

chin-level and below the ear.

Holding: Steady the aim a moment and keep the point of aim directly in

view, looking along the whole length of the arrow.

Loosing: In letting the arrow go, do not jerk, but loose smoothly, and be

certain your bow arm does not move when loosing. To get a clean, sharp

loose is more than half way to hitting the target.

BIBLIOGRAPHY

Indoor and Outdoor Game.(188)--A. M. Chesley. American Sports Publishing

Co.

An Athletic Primer, Group XII., No. 87--J. E. Sullivan. American Sports

Publishing Co.

Official Handbook Y. M. C. A. Athletic League, Group XII., No.

302.--American Sports Publishing Co. Tether Tennis, Volley Ball, Etc., No.

188.--American Sports Publishing Co.

The above booklets are published at 10 cents each, and should be in the

hands of every camp leader, also the latest guides in Baseball and Tennis.

At Home in the Water--George H. Corsan. Association Press, 75 cents.

Twenty pages of this excellent book are devoted to water sports, and it

also contains complete rules for Water Polo, a splendid game for adults,

but unwise to play in a boys' camp.

The Birch Bark Roll--Ernest Thompson-Seton. Doubleday, Page & Co., 25

cents.

Two Little Savages--Ernest Thompson-Seton. Doubleday, Page & Co., $1.75.

These books give valuable hints on Archery, which is peculiarly adapted

for camp life and sport.

The Witchery of Archery--Maurice Thompson. Charles Scribner's Sons, $1.50.

Fascinating and entertaining.

[Illustration: A Lesson in Nature's Classroom]

Camping For Boys · 第 17 / 23 章