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]