PART I.

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THE

BOOK OF SPORTS:

CONTAINING

OUT-DOOR SPORTS,

AMUSEMENTS AND RECREATIONS,

INCLUDING

GYMNASTICS, GARDENING & CARPENTERING,

For Boys and Girls.

BY

WILLIAM MARTIN,

AUTHOR OF "FIRESIDE PHILOSOPHY," "THE PARLOUR BOOK,"

"INTELLECTUAL CALCULATOR," ETC. ETC. ETC.

SECOND EDITION.

LONDON:

DARTON AND CO., HOLBORN HILL.

M.DCCC.LII.

J. WERTHEIMER AND CO., PRINTERS, FINSBURY CIRCUS.

[Illustration]

CONTENTS.

PREFACE vii

I. GAMES WITH MARBLES.

Ring Taw 9

Lag Out or Knock Out 10

Three Holes 12

Arches 13

Bonce-Eye 13

Sun and Planet Taw 15

Pyramid 19

II. GAMES FOR COLD WEATHER.

Prisoners' Base 21

Stag Out 22

Warning 23

Mouse in the Corner 23

King of the Castle 24

Hippas 24

Thread the Needle 24

Touch 25

Bowls 26

Quoits 27

Why and Because 27

Bombardment of a Snow Castle 29

Bandy Ball or Golf 31

Foot Ball 32

Trussing 32

Follow my Leader 33

Blindman's Buff 33

Tip-Cat 34

Jingling 35

French and English 36

III. DANGEROUS GAMES.

Heap the Bushel 37

Drawing the Oven 37

Hop-Scotch 38

Basting the Bear 38

Buck, Buck 38

IV. GYMNASTICS. 39

Walking 44

Running 45

Leaping 46

Climbing 49

Rope Ladder 50

Slant Board 50

Vaulting 50

Balancing 51

V. CRICKET. 55

Laws of the Game of Double Wicket 59

The Bowler 61

The Striker 62

The Wicket-Keeper 64

Laws for Single Wicket 65

Bets 67

VI. SWIMMING. 69

Preliminary Exercises in Swimming 78

Bernardi's System 83

VII. GARDENING. 89

How to keep a Garden all the year round, with

directions for each month 105

VIII. CARPENTERING. 115

Uses of the various Tools:--Plane, Chisel Gimlet,

Mallet, Hammer, Files and Nails. 116

Stuff and Labour 121

IX. KEEPING POULTRY. 123

Nature and Situation of Fowl-House 124

The Various Breeds of Fowl 126

Choice of Stock 128

Food and Feeding 128

Laying 129

Preservation of Eggs 129

Hatching Chickens 130

X. BEES. 131

Queen Bee.--Drone.--Construction of Nests.--How

to get a Stock of Bees.--Hiving 134

PREFACE.

The prime object of this book is to induce and to teach boys and girls

to spend their hours out of school in such a manner, as to gain innocent

enjoyment while they promote their own health and bodily strength. The

Author has never lost sight of this object, considering it to be what

properly belongs to a Book of Sports.

He has, however, in many instances, had in view, in a subordinate

degree, the intellectual improvement of his young readers. He hopes that

several of the games, now described in print for the first time, will be

found, if not "royal roads," at least delightful ones, to the knowledge

of many scientific facts. There seems to be no good reason why the

_utile_ (considered intellectually as well as bodily) should not find

its place in the sports of young people, if it be so skilfully combined

with the _dulce_ as not to convert pleasure into toil.

To those who assent to what has been stated, the introduction of a

chapter on gardening will need no apology.

PART I.

GAMES WITH MARBLES.

One of the best games with marbles is

RING TAW.

[Illustration]

This is played in the following manner:--A circle should be drawn about

four feet in diameter, and an inner circle of about six inches being

also marked out in its centre, into this each boy puts a marble. "Now

then, boys, knuckle down at the offing, which is in any part of the

outer circle. Now, whoever shoots a marble out of the ring is entitled

to go on again: so mind your shots; a good shot may clear the ring.

After the first shot, the players do not shoot from the offing, but from

the place where the marble stops after it has been shot from the

knuckle. Every marble struck out of the ring belongs to the party who

hits it; but if the taw remains in the inner ring, either after it has

struck a marble or not, the player is out, and must put in all the

marbles he has won. If one player strike another player's taw, the

player to whom the taw belongs is out; and he must give up all the

marbles he has won to the player whose taw struck his."

LAG OUT OR KNOCK OUT.

This game is played by throwing a marble against the wall, which

rebounds to a distance. Others then follow; and the boy whose marble

strikes against any of the others is the winner. Some boys play the game

in a random manner; but the boy who plays with skill judges nicely of

the law of forces, that is, he calculates exactly the force of the

rebound, and the direction of it.

The first law of motion is, that everything preserves a state of rest,

or of uniform rectilineal (that is, straight, motion), unless affected

by some moving force.

Second law.--Every change of motion is always proportioned to the degree

of the moving force by which it is produced, and it is made in the line

of direction in which that force is impressed.

Third law.--Action and reaction are always equal and contrary, or the

mutual action of two bodies upon each other are always equal and

directed to contrary parts.

To illustrate the first of these laws,--a marble will never move from

the ground of itself, and once put in motion, it will preserve that

motion until some other power operates upon it in a contrary direction.

With regard to playing Lag Out so as to win, you must further understand

the principle of reflected motion. If you throw your marble in a

straight line against the wall, you find that it comes back to you

nearly in a straight line again. If you throw it ever so slightly on one

side, or obliquely, it will fly off obliquely on the opposite side. If

you throw the marble from the point C to the point B, it will fly off in

the direction of the point A, and if a marble lay there it would hit it;

but if you threw it from the point D, you would stand no chance.

WALL

_________________

B

/|\

/ | \

/ | \

/ | \

/ | \

/ | \

/ | \

/ | \

C D A

In science, the angle C, B, D, is called the angle of incidence, and D,

B, A, is called the angle of reflection.

THREE HOLES.

[Illustration]

Three Holes is not a bad game. To play it, you must make three small

holes about four feet apart: then the first shot tries to shoot a marble

into the first hole. If he gets in, he goes from that to the second, and

then to the third hole, after which he returns, and having passed up and

down three times, he thus wins the game. If he cannot get in the first

hole, the second player tries; and when he stops short at a hole, the

third, and so on. After any player has shot his marble into a hole, he

may fire at any adversary's marble to drive him away, and, if he hits

him, he has a right to shoot again, either for the hole or any other

player. The game is won by the player who gets first into the last hole

and works his way back again to the first, when he takes all his

adversaries' marbles.

ARCHES.

[Illustration]

To play arches, the players must be provided with a board of the

following shape, with arches cut therein; each arch being a little more

than the diameter of a marble, and each space between the arches the

same.

+-----------------------------------------------+

| |

| 8 6 5 3 1 2 4 7 9 |

| +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ +-+ |

| | | | | | | | | | | | | | | | | | | |

+--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+ +--+

The boy to whom the bridge belongs receives a marble from each boy who

shoots, and gives to each the number of marbles over the arches should

they pass through them.

BONCE-EYE.

Bonce-Eye is played by each player putting down a marble within a small

ring, and dropping from the eye another marble upon them so as to drive

them out, those driven out being the property of the Boncer.

The law of falling bodies may be well illustrated by this game. It is

one of the laws of motion, that the velocities of _falling bodies_ are

in proportion to the space passed over; and the space passed over in

each instant increases in _arithmetical progression_, or as the numbers

1, 3, 5, 7, 9.

A

/|

/1|

/__|B

/|\ 3|

/3|3\ |

/__|__\|C

/|\ 5|\ 5|

/5|5\ |5\ |

/__|__\|__\|D

/|\ 7|\ 7|\ 7|

/7|7\ |7\ |7\ |

/__|__\|__\|__\|E

By the annexed diagram it will be seen, that if a marble fall from the

hand at A, when it reaches B it has only the quantity of velocity or

force expressed in the angle 1; but when it passes to C, it has the

quantity expressed in the three angles 3; when it passes to D, it has

the quantity expressed in the angle 5; when it passes to E, it has the

quantity expressed by the seven angles marked 7. Thus we may understand

why a tall boy has a better chance at Bonce-Eye than a short one.

It is found by experiment, that a body falling from a height moves at

the rate of 16-1/12 feet in the first second; and acquires a velocity of

twice that, or 32-1/6 feet, in a second. At the end of the next second,

it will have fallen 64-1/3 feet; the space being as the square of the

time. The square of 2 is 4; and 4 times 16-1/12 is 64-1/3; by the same

rule, it will be found, that in the third second it will fall 144-3/4

feet; in the fourth second, 257-1/3; and so on. This is to be

understood, however, as referring to bodies falling where there is no

air. The air has a considerable effect in diminishing their velocity of

descent.

SUN AND THE PLANET TAW.

[Illustration]

This is an entirely new game, and consists of the Sun in the centre,

which may be represented by a bullet, because the sun is the most

ponderous body of the system, and will in this game be required to move

slowly. The planets moving round him, with their satellites, I represent

by marbles. Now, each boy must take the place of a planet; and having

taken it, he is required to put down as many marbles as there are

satellites belonging to it. The boy who plays Mercury, puts down only

one for his planet; the boy who plays Venus does the same; he who plays

the Earth, has to put down one for the Earth, and one for the Moon, its

satellite; the boy who plays Mars puts down Mars and the four satellites

that lie between the orbits of Mars and Jupiter; the boy who plays

Saturn puts down one for the planet, and draws a ring round it, outside

of which he puts the seven satellites in any position he chooses; the

boy who plays the planet Herschel, puts down one for the planet, and six

for the satellites. Each boy, having taken his place in this manner,

lays down his taw on any part of the orbit of his planet he pleases,

being the point from which he must make his first shot.

The rules of the game are very easy; but it is necessary to be perfectly

acquainted with them, as it saves much trouble, and prevents disputes;

and no one ought to play till he understands them tolerably well.

1. The players must each put his marble into a hat, and turn down the

hat over the sun; then, as the marbles fall near or far from the sun,

the planets are taken.

2. The player who puts in Mercury has the first shot.

3. No planet can be taken till the Sun has been struck beyond the orbit

of Mercury.

4. The player who strikes the Sun beyond the orbit of Mercury, receives

from the person who holds the orbit, as many marbles as there are

planets or satellites in the orbit in which it stops.

5. The orbits are,--for Mercury, all the space between the Sun and him;

for Venus, the space between Venus and Mercury; for the Earth, the space

between the Earth and Venus; for Mars, the space between Mars and the

Earth; for Jupiter, the space between Jupiter and Mars; for Saturn, the

space between Saturn and Jupiter; for Herschel, the space between

Herschel and Saturn.

6. If a player succeeds in knocking the Sun on the line of his own

orbit, he receives one from every shooter so long as it remains there.

7. If the Sun is knocked against a planet, the player doing so has to

pay two to the owner of the planet.

8. If the Sun be struck within the orbit of a planet, the player

striking it receives one if for Herschel, two for Saturn, three for

Jupiter, four for Mars, five for the earth, six for Venus, and seven for

Mercury.

9. The player who succeeds in knocking the Sun beyond the orbit of

Herschel, wins the game; that is, he receives one from each player, and

all the marbles on the stake in the inner circle.

MOTIONS OF THE PLANETS AND THEIR SATELLITES.

10. When a planet is knocked out of the outer ring (the orbit of

Herschel), it belongs to him who strikes it out: the loser must replace

it by putting a marble down in its _original_ place.

11. When a planet is struck within the orbit of any other planet, the

player striking it there has to pay him to whom the orbit belongs, as

many marbles as there are satellites.

12. Should a player's taw, after it has struck another taw, a planet, or

a satellite, fall into its own orbit, he has to put one in the inner

ring as stakes for the winner of the game.

13. If a player gets his taw within the inner ring, it must remain there

for the winner, and he cannot play any more.

14. If a player has all his satellites taken, he then becomes a Comet,

and can shoot from any part of any of the orbits every time the Sun is

struck.

15. No player can shoot at his own planet or satellite.

16. Any player who strikes a planet or satellite within Saturn's ring,

forfeits three to the inner circle. If he strikes the Sun, then he may

take up Saturn and all his satellites remaining within his orbit.

17. After the first shot, every player must shoot from the place at

which his taw rests.

* * * * *

Such are the laws of Sun and Planet Taw, and it will be found that in

playing the game, some degree of thought is requisite, and a little

calculation respecting the moves. It may be judicious for a good shooter

to keep the Sun within the orbits as long as possible; or till such time

as the inner ring gets _fat_ with the forfeitures, or he may drive him

from orbit to orbit where the forfeitures are large. He will endeavour

to place him on the line of his own orbit. He may also strive to place

his adversaries' taws within the inner ring, and to be careful in

striking planets that they fall into the orbits where the forfeitures

are small. By thus thinking of what he is about and exercising

forethought and prudence, he will soon become expert, and by paying

attention to the game he will make it his own.

PYRAMID.

To play Pyramid, a small circle of about two feet in diameter should be

made on the ground, in the centre of which is a pyramid formed by

several marbles,--nine being placed as the base, then a layer of four,

and one on the top; and the Pyramid keeper asks his playmates to shoot.

Each player gives the keeper one for leave to shoot at the Pyramid, and

all that he can strike out of the circle belong to him.

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