warning. When alone, a short cough will generally suffice. In
company-riding, a word to your companion will attract the necessary
attention. The mere sound of a human voice is often all that is
wanted to prevent a horse from starting at the sudden passage of the
noiseless machine.
G--If a horse on meeting a bicycle, shows signs of restiveness, the
leader should order a dismount at his discretion (even if he himself
has passed the horse), and should invariably do so on any signal or
request from the driver or horseman.
H--In company-riding, the leader, on passing any one (whether
driving, riding or walking,) should announce that _others_ are
following close after, and the rear man should in the same way
signify that all have passed.
I--Inattention to these and other rules and courtesies of the road
will cause annoyance to the public, and create prejudice against
bicycling.
SIGNALS.
SEC. 8.--The following signals will be used when on a run in company,
to preserve order and insure against accident:
_Fall in_--One long whistle.
_Mount_--One short whistle.
_Dismount and Halt_--Two short whistles.
_Dismount and Walk_--Two long whistles.
_Form Twos_--Two short whistles three times.
_Form Single File_--Three short well separated whistles.
_Extend Line_--One short and one long whistle three times.
_Close Up Line_--One long and one short whistle three times.
_Quicken Speed_--Three short whistles three times.
_Slacken Speed_--One long whistle.
_Ride at Ease_--Two short and one long whistle three times.
_Danger_--Look out when signaled from front to rear--six or more
short whistles; accident when signaled from rear to front--six or
more short whistles.
RULES FOR ATHLETIC MEETINGS.
To make this work as complete as possible, we have resolved to insert
the best models of rules for athletic meetings of all kinds, founded
on those of the N. Y. Athletic Club. This association is the largest
in the country and has always been successful in its meetings, which
have passed off without a single fiasco on record. Its rules can
therefore hardly be unworthy of imitation and have in fact been the
model for those of all successful athletic clubs.
These rules we therefore print below. They cover, as will be seen,
all sorts of athletic sports which do not need other description.
American Athletic Rules.
MEETINGS.
_Officers._--The officers of an athletic meeting shall be: One clerk
of the course, with assistants, if necessary; one starter; one
judge of walking, with assistants, if necessary; one scorer, with
assistants, if necessary; three timekeepers; three judges at the
finish; three measurers; one referee.
_Clerk of the Course._--He shall record the name of each competitor
who shall report to him; shall give him his number for each game in
which he is entered, and notify him, five minutes before the start,
of every event in which he is engaged. The assistants shall do such
portions of his work as he may assign to them.
_Starter._--He shall have entire control of competitors at their
marks; shall strictly enforce Law 3, and shall be the sole judge of
fact as to whether or no any man has gone over his mark. His decision
in such cases shall be final and without appeal.
_Judge of Walking._--He shall have entire control of competitors
during the race; shall strictly enforce Law 8, and his decision as
to unfair walking shall be final and without appeal. The assistants
shall do such portion of his work as he may assign to them.
_Scorer._--He shall record the laps made by each competitor, and call
them aloud when tallied, for the information of the contestants. He
shall record the order of finishing and the times of the competitors
in walking and running races. The assistants shall do such portions
of his work as he may assign to them.
_Timekeepers._--Each of the three timekeepers shall time every event,
and in case of disagreement the average of the three shall be the
official time. Time to be taken from the flash of the pistol.
_Judges at the Finish._--Two shall stand at one end of the tape, and
the third at the other. One shall take the winner, another the second
man, and the other the third man; they shall also note the distances
between the first three as they finish. In case of disagreement the
majority shall decide. Their decisions as to the order in which the
men finish shall be final and without appeal.
_Measurers._--They shall measure and record each trial of each
competitor in all games whose record is one of distance or hight.
Their decision as to the performance of each man shall be final and
without appeal.
_Referee._--He shall, when appealed to, decide all questions whose
settlement is not provided for in these rules, and his decision shall
be final and without appeal.
_Competitors._--Immediately on arriving at the grounds each
competitor shall report to the clerk of the course, and receive his
number for the game in which he is entered. He shall inform himself
of the times at which he must compete, and will report promptly at
the start, without waiting to be notified. No competitor allowed to
start without his proper number.
_Inner Grounds._--No person whatsoever allowed inside the track
except the officials and properly accredited representatives of the
press. The authorized persons will wear a badge, and intruders will
be promptly ejected. Competitors not engaged in the game actually
taking place will not be allowed inside or upon the track.
LAWS.
1. _Attendants._--No attendants shall accompany a competitor on the
scratch or in the race.
2. _Starting Signals._--All races (except time handicaps) shall be
started by report of pistol fired behind the competitors. A miss
fire shall be no start. There shall be no recall after the pistol is
fired. Time handicaps shall be started by the word "Go."
3. _Starting._--When the starter receives a signal from the judges
at the finish that everything is in readiness he shall direct the
competitors to get on their marks. Any competitor starting before the
signal shall be put back one yard, for the second offense two yards,
and for the third shall be disqualified. He shall be held to have
started when any portion of his body touches the ground in front of
his mark. Stations count from the inside.
4. _Keeping Proper Course._--In all races on a straight track, each
competitor shall keep his own position on the course from start to
finish.
5. _Change of Course._--In all races on other than a straight track,
a competitor may change toward the inside whenever he is two steps
ahead of the man whose path he crosses.
6. _Fouling._--Any competitor shall be disqualified for willfully
jostling, running across, or in any way impeding another.
7. _Finish._--A thread shall be stretched across the track at the
finish, four feet above the ground. It shall not be held by the
judges, but be fastened to the finish posts on either side, so that
it may always be at right angles to the course and parallel to the
ground. The finish line is not this thread, but the line on the
ground drawn across the track from post to post and the thread is
intended merely to assist the judges in their decision. The men shall
be placed in the order in which they cross the finish line.
8. _Walking._--The judge shall caution for any unfair walking, and
the third caution shall disqualify the offender. On the last lap an
unfair walker shall be disqualified without previous caution.
9. _Hurdles._--The regular hurdle race shall be 120 yards, over 10
hurdles, each 3ft. 6in. high. The first hurdle shall be placed 15
yards from the scratch, and there shall be 10 yards between each
hurdle. There may be (by special announcement) hurdle races of
different distances and with different number and length of hurdles.
10. _Jumping._--No weights or artificial aid will be allowed in any
jumping contest except by special agreement or announcement. When
weights are allowed there shall be no restriction as to size, shape,
or material.
11. _Running High Jump._--The hight of the bar at starting and at
each successive elevation, shall be determined by a majority of the
qualified competitors. In case of a tie the referee shall decide.
Three tries allowed at each hight. Each competitor shall make one
attempt in the order of his name on the programme; then those that
have failed, if any, shall have a second trial in regular order,
and those failing on this trial shall then take their final trial.
Displacing the bar and nothing else, counts as a "try." A competitor
may omit his trials at any hight, but if he fails at the next hight
he shall not be allowed to go back and try the hight which he omitted.
12. _Pole-Leaping._--The rules for this game shall be the same as
those of the running high jump.
13. _Hitch-and-Kick._--The competitors are allowed unlimited run,
but must spring, kick, alight, and hop twice with the same foot. The
hight of the object at starting and at each successive elevation,
shall be determined by a majority of the qualified competitors. In
case of a tie the referee shall decide. Three tries allowed at each
hight. Each competitor shall make one attempt in the order of his
name on the programme; then those who have failed, if any, shall have
a second trial in regular order, and those failing on this trial
shall then take their final trial. Hitting the object, and nothing
else, counts as a kick, and kicking higher than the object without
hitting it is not a kick. Springing from the ground counts as a try.
A competitor may omit his trials at any hight, but if he fail at the
next hight he shall not be allowed to go back and try the hight which
he omitted.
14. _Standing High Jump._--The competitors may stand as they please,
but must jump from the first spring. The hight of the bar at starting
and at each successive elevation, shall be determined by a majority
of the qualified competitors. In case of a tie the referee shall
decide. Three tries allowed at each hight. Each competitor shall make
one attempt in the order of his name on the programme; then those
who have failed, if any, shall have a second trial in regular order,
and those failing on this trial shall then take their final trial.
Displacing the bar and nothing else, counts as a "try." A competitor
may omit his trials at any hight, but if he fail at the next hight he
shall not be allowed to go back and try the hight which he omitted.
15. _Running Wide Jump._--The competitors shall have unlimited run,
but must take off behind the scratch. Stepping any part of the foot
over the scratch in an attempt shall be "no jump," but shall count as
a "try." Each competitor allowed three trials, and the best three men
have three more trials each. Each competitor shall be credited with
the best of all his jumps. The measurement shall be from the scratch
line in front of the jumper's feet to the nearest break of the ground
made by any part of his person. The same rules govern running hop
step and jump, and all similar games.
16. _Standing Wide Jump._--Competitors must jump from the first
spring. Stepping any part of the foot over the scratch in an attempt
shall be "no jump," but shall count as a "try." Each competitor
allowed three trials, and the best three men have three more trials
each. Each competitor shall be credited with the best of all his
jumps. The measurement shall be from the scratch line in front of the
jumper's feet to the nearest break of the ground made by any part of
his person. The same rules govern standing three jumps, standing hop,
step and jump, and all similar games.
17. _Putting the Shot._--The shot shall be a solid iron sphere
weighing 16 lbs. It shall be put from the shoulder with one hand,
from between two parallel lines, 7 ft. apart. Touching the ground
outside either line with any part of person, before the shot alights,
shall make the attempt "no put," which counts as a "try." Each
competitor allowed three trials, and the best three men have three
more trials each. Each competitor shall be credited with the best
of all his puts. The measurement shall be from the nearest break of
the ground made by the ball, perpendicularly to the scratch line,
extended, if necessary, to meet this perpendicular.
18. _Throwing the Hammer._--The hammer-head shall be a solid iron
sphere, weighing 16 lbs., the handle shall be of hickory wood, and
the length of hammer and handle, over all, shall be 3 ft, 6 in.
The competitor shall stand at and behind the scratch, facing as he
pleases, and throw with either or both hands. Touching the ground
in front of the scratch with any portion of the person, before the
hammer alights, shall make the attempt "no throw," which counts as
a "try." Letting go of the hammer in an attempt counts as a "try."
Each competitor allowed three trials, and the best three men have
three more trials each. Each competitor shall be credited with the
best of all his throws. If the head strike first the measurement
shall be from the nearest break of the ground made by it. If the
handle strikes first, one length of the hammer shall be allowed from
the mark made by the end of the handle toward the mark made by the
head of the hammer, and the measurement shall be from this point.
The measurement shall be to the scratch line half-way between the
thrower's feet.
19. _Throwing the Hammer with a Run._--The hammer-head shall be a
solid iron sphere, weighing 16 lbs., the handle shall be of hickory
wood, and the length of hammer and handle over all shall be 3 ft.
6 in. Unlimited run is allowed, and the competitor may deliver the
hammer as he pleases. Letting go of the hammer in an attempt counts
as "a try." Each competitor allowed three trials, and the best three
men have three more trials each. Each competitor shall be credited
with the best of all his throws. If the head strikes first, the
measurement shall be from the nearest break of the ground made by
it. If the handle strikes first, one length of the hammer shall be
allowed from the mark made by the end of the handle, toward the mark
made by the head of the hammer, and the measurement shall be from
this point. The measurement shall be to the nearest footprint at the
delivery. The footprints of the competitors shall be effaced after
each throw.
20. _Throwing Fifty-six Pound Weight._--This shall be of solid iron,
and any shape of weight and handle is allowed, provided the whole
weighs 56 lbs. The competitor will stand at and behind the scratch,
facing as he pleases, grasping the weight by the handle, and shall
throw it with one hand. Touching the ground in front of the scratch
with any portion of the person, before the weight alights, shall
make the attempt "no throw," which counts as "a try." Letting go of
the weight in an attempt shall count as "a try." Each competitor
allowed three trials, and the best three men have three more trials
each. Each competitor shall be credited with the best of all his
throws. The measurement shall be from the scratch line (in front of
the thrower's left foot), to the nearest break of the ground made by
the weight, exclusive of handle.
21. _Tossing the Caber._--The length of the caber to be 16 ft., the
diameter at the thick end not more than 8 in., and at the small end
not more than 4 in. The caber must be held by the small end, and
tossed over so that the small end shall fall and remain beyond the
butt. The competitors shall have unlimited run, but must take off
behind the scratch. Stepping any part of the foot over the scratch
in an attempt shall be "no toss," but shall count as "a try." Each
competitor allowed three trials, and the best three men have three
more trials each. Each competitor shall be credited with the best of
all his tosses. The measurement shall be from the small end of the
caber perpendicularly to the scratch line, extended, if necessary, to
meet this perpendicular.
22. _Throwing the Ball_ (_Lacrosse_, _Cricket_, _or Base-ball_).--The
lacrosse ball shall be thrown from the lacrosse, the cricket and
base-ball from the hand. The competitors shall have unlimited run,
but must take off behind the scratch. Touching the ground in front of
the scratch-line with any part of the person before the ball alights,
shall make the attempt "no throw," which shall count as "a try." Each
competitor allowed three trials, and the best three men have three
more trials each. Each competitor shall be credited with the best of
all his throws. To facilitate the measurement, a line shall be drawn
parallel to and 300 ft. in front of the scratch-line. The measurement
shall be from the nearest break of the ground made by the ball,
perpendicularly to the measuring line, extended, if necessary, to
meet this perpendicular.
23. _Tug-of-War._--In tug-of-war the following rules will be
observed: (1.) The side creases to be 12 ft. from the center crease.
(2.) The mark on the rope to be over the center crease when the word
"heave" is given, and the team hauling that mark over the crease on
its own side to be the winners. (3.) No footing holes to be made
before the start. (4.) The contestants to wear socks, slippers,
boots or shoes without spikes. (5.) The rope to be 1 1-2 in. in
diameter. (6.) Immediately before the contest the captains of all
the contesting teams shall draw their numbers. (7.) Not less than
five minutes shall be allowed each team between heats. (8.) Captains
shall toss for choice of sides before each pull. But if the same two
teams pull more than once during the day, they shall change ends at
each successive pull. (9.) With two teams, they shall pull best 2 in
3. With three teams, one and two shall pull, then two and three, and
three and one. With four teams, one and two shall pull, then three
and four, and the winners pull the final. With five teams, first
round, one and two, three and four, five has a bye; second round,
winner of first heat pulls with five, and the winner of this heat
pulls the final with the winner of second heat of first round. With
six teams, first round, one and two, three and four, five and six;
second round, winner of first and second heats. Winner of this heat
pulls the final with winner of third heat, first round. Where more
than six teams are entered, the arrangement of trials shall be on the
same principle as in the above examples.
24. _Bicycling._--When ordered into position for a start the men
shall mount their machines, and one assistant for each competitor
will hold his machine with its front wheel at the mark; at the
starting signal the attendants are allowed to push the machine
forward but not to follow it up. Riders must pass each other on the
outside, and be a clear length of the bicycle in front before taking
the inside; the inside man must allow room on the outside for other
competitors to pass. Any competitor infringing this rule will be
disqualified. In a race without using the handles, competitors must
ride with the arms folded, or the hands and arms otherwise kept quite
off the machine. Any competitor touching any part of his machine with
his hands or arms will be disqualified. The Laws of Athletes govern
all points not above specified.
In case there are any of our readers who think the above rules too
long and complicated, we recommend for their use the much simpler and
almost equally comprehensive English rules which follow.
English Athletic Rules.
1. No attendant to accompany a competitor on the scratch or in the
race.
2. Any competitor starting before the word, to be put back one yard,
at the discretion of the starter. On a repetition of the offense, to
be disqualified.
3. All races to start by report of pistol.
4. In hurdle-races each competitor to keep his own hurdles throughout
the race.
5. In sprint racing each runner to keep his own course.
6. Jostling, running across, or willfully obstructing another, so
as to impede his progress, to disqualify the offender from further
competitions.
7. All cases of dispute to be referred to the committee of management
at the time.
8. The decision of the judges in all competitions to be final.
9. In pole leaping and high jumping, three tries allowed at each
hight. The hight at each successive elevation to be determined by the
majority of the competitors. Displacing the bar only to count as a
try.
10. In broad jumping and weight putting, three tries allowed. In
hammer throwing, two tries allowed. The three best competitors of
the first trials to be allowed three more tries each for the final.
The furthest throw of the five attempts, and put or jump of the six
attempts, to win.
11. In hammer throwing and weight putting, the length of the run to
be limited to 7ft. The weight to be delivered from the shoulder.
12. In broad jumping and weight putting, crossing the scratch-line
in the attempt to count as "no try," and in hammer throwing as "no
throw."
13. "No tries" and "no throws" count as tries.
14. The weight of the hammer and weight to be 16lbs. each.
15. The length from end of the handle of the hammer to the bottom of
the sphere to be 3ft. 6in. over all.
16. No put or throw to count if the weight or hammer be delivered or
followed with any part of the body touching the ground over the mark.
All puts and throws to be measured from the edge of the pitch nearest
the scratch-line to the scratch-line, and at right angles with the
same.
17. In hurdle races, the hight of the hurdles when fixed to be 3ft.
6in., measured perpendicularly from the ground to the top bar.
HARE AND HOUNDS.
Inasmuch as this game has become a popular pastime in America we
have thought it best to make our handbook complete by giving a short
account of the sport and its success in this country.
Hare and Hounds is an old pastime of English schools, and it is
essentially a healthy game, good for boys and young men. It requires
only one thing, plenty of good runners; and all young fellows are
fond of running. Two of the fleetest of the club are chosen for
"Hares" and provided with a sack full of scraps of paper for "scent."
The rest of the club are "Hounds." The Hares are allowed ten or
fifteen minutes' start, and set off across the country, dropping
scraps as they go, throwing a handful behind them every hundred feet
and scattering gradually. It is their object to get out of sight as
soon as possible. The Hounds are put on the trail at the sound of a
horn, and have to catch the Hares if they can. This is the whole of
the game.
The first Hare and Hounds Club in America was organized in 1878
in Westchester county, New York, and held its first meeting on
Thanksgiving Day of that year.
The idea of the club originated in a conversation on the Harlem
boat, and the members were carefully chosen. The officers elected
for 1878-9 were: President, J. J. Brady; First Vice-President, W.
W. White; Second Vice-President, E. Nelson; Secretary, G. Heilwig;
Assistant Secretary, G. Dolde; Treasurer, F. N. Lord; Executive
Committee, L. A. Berte, W. S. Vosburgh, W. C. Hamilton, W. I.
K. Kendrick, and J. B. Haviland; Field-Captain, W. S. Vosburgh;
Lieutenants, F. H. Banham and W. Smythe.
The field-captain of the club is also called the "pace-maker;" and
he and the lieutenants--who are denominated "whippers in"--keep the
Hounds together and prevent the pack from straggling. The "Hounds"
must follow the "scent" and are not allowed to cut off corners after
the "Hares."
Since the organization of this club several others have been started,
but the Westchester club continues to be the most successful, holding
meetings on all holidays when the mud is not too heavy for good
running.
As practiced, Hare and Hounds clubs generally have a uniform suitable
for running. That of the Westchester club is a scarlet jacket, black
knee-breeches or Knickerbockers and black cap. This is a good running
dress and should be followed in its general features, though any
colors are admissible. Knee-breeches are preferable to trowsers on
every account, as they do not cramp the knee in running.
[Illustration: HARE AND HOUNDS.]
The latest improvement in the game is the introduction of two colors
in the paper thrown for scent. The Hares drop white paper when they
go out, and red paper on the return home.
The game is an excellent one for young men and boys, and can be
followed anywhere, with or without uniforms. The less frippery they
indulge in the more will Americans like the sport.