captain of the opposite (catching) side by a player designated for the
purpose.
POINTS OF PLAY.--Successful play will come both from throwing and
bowling the ball. The best way to throw or bowl the ball is from the
extended right arm, the ball being held on the wrist by bending the
wrist upward and turning the hand inward over the ball. The right foot
should be in the rear and at the start the trunk twisted toward the
right. As the ball is thrown, the weight of the body should be changed
to the forward leg and the body swung forward nearly half around from
the waist toward the left. The best way to stop the ball is usually by
blocking it with both arms; but it may be blocked with the legs or the
body. The ball may be tossed from player to player on the same side,
either to get it into the hands of the best thrower or to mislead the
opponents as to when it will be aimed at their clubs. Players may move
about on their own side, but overstepping the boundary lines is a
foul. Club guards should not get far away from their line of duty. The
ball should be aimed at the clubs or at open spaces between players,
not at the players themselves.
FOULS.--It is a foul for a ball to pass above the cord drawn over the
opponents' club line. Such a foul scores one for the defensive side.
It is a foul for a thrower to step over the center line. For this the
opponents score two points. It is a foul for a club to be overturned
by a player on his own side. Each club so overturned scores five
points for the opponents.
SCORE.--Overturning an opponent's club with the ball scores five
points. Passing the ball beyond the opponents' club line below the
cord but without hitting the clubs scores three points.
A ball passing between a pair of clubs scores ten.
A ball passing between the legs of an opposing player scores ten.
No score is made on a ball caught by the opponents.
Fouls score as stated above.
The game is played in ten or fifteen minute halves, with five minutes'
intermission, the team winning which has the highest score at the end
of the second half.
It adds greatly to the interest of the game to post the score in sight
of the players, on a blackboard, large paper, or other bulletin.
This game was originated by Dr. Dudley A. Sargent.
BOMBARDMENT
_10 to 100 players._
_Playground; gymnasium._
_Basket ball; Indian clubs._
[Illustration diagram: BOMBARDMENT]
This game resembles Battle Ball in that it consists in trying to
overturn Indian clubs or tenpins set up in the opponents' court. The
game differs from Battle Ball, however, in being feasible for a much
larger number of players, and in being very much simpler in its form,
not having the closer team organization or such a variety in points of
scoring as Battle Ball. It may be made one of the liveliest and most
interesting games for large numbers of players.
GROUND.--The ground is divided into two equal fields by a line across
the center. At the rear of each ground a row of Indian clubs or
tenpins is set up, there being the same number of pins as players.
Should the number of pins be so great as to require their being closer
than two feet apart, a second row should be placed in front of the
first, in such a way that each club stands opposite a space in the
preceding row of clubs.
PLAYERS.--The players are divided into two teams numbering anywhere
from five to fifty each. The players stand between their clubs and the
dividing line in any scattered formation. With a large number of
players several balls should be put in play.
OBJECT AND POINTS OF PLAY.--The object of the game is to knock down
the opponents' clubs. Each player will therefore serve both as a guard
to protect his clubs, and as a thrower. He may throw whenever he can
secure a ball, there being no order in which players should throw.
Balls may be made to displace the opponents' clubs by being thrown
against the wall behind the clubs, so that they will rebound or
carrom, knocking the clubs down from the rear. No player may step
across the center line. The game is especially interesting when
several balls are in play at once.
SCORE.--Each club overturned scores one point for the side which
knocked it down. Every club overturned by a player on his own side
scores one for the opponents. The game is played in time limits of
from ten to twenty minutes, the side winning which has the highest
score at the end of that time.
BOUNDARY BALL
_10 to 100 players._
_Playground; gymnasium._
_Basket ball._
GROUND.--The ground should measure about twenty feet in width by forty
in length, and should be divided in half by a line, marked across it.
PLAYERS.--The players, numbering anywhere from ten to one hundred, are
divided into two equal parties. Each party lines up on one side of the
dividing line and about ten feet from it.
OBJECT OF THE GAME.--The object of the game is to throw the ball over
the opponents' rear boundary line, a party succeeding in doing this
scoring a point. As each party lines up at the start ten feet from the
center dividing line, it is possible for each to intercept the ball at
the point of its line-up. Any players from the line, however, may run
back of this line-up to prevent the ball from going over the rear
boundary, and the point at which the ball is stopped by any such
player indicates the point at which the party must line up for the
next play. It therefore becomes a secondary object of the game to
force one's adversaries back until they have reached their rear
boundary line, where their chances for intercepting the ball are less
than in a forward position, as their movements are more restricted.
For instance, party A throws the ball at party B's boundary. The
latter, by running backward several paces, succeeds in intercepting
the ball at a distance of say five feet beyond its first line-up. The
entire party then takes its stand on this new line and throws the ball
at its opponents' boundary, trying to force them back in similar
manner as far as possible to catch the ball.
START.--The parties toss up for which side shall first have the ball.
The ball is then given to the center player in the line, who makes the
first throw. After this first throw the ball may be put in play by any
player in a line.
RULES AND POINTS OF PLAY.--Players may run forward of their first or
succeeding line-up to catch the ball, but the line-up never comes
forward of its first position. After a line has been forced backward,
however, if the ball be caught anywhere between the last line-up and
the first, the line moves forward to the new point. Should a ball roll
on the ground, the point at which it stops rolling, or is stopped by
the players trying to catch it, indicates the line at which they must
take their stand. No ball scores a point, however, which rolls beyond
the rear boundary line. When a party has been forced back to its rear
boundary line, it must stand on that line thereafter, unless it should
succeed in stopping the ball forward of that line, when it may move
forward to the new position. No player may step over the boundary
line.
SCORE.--One point is scored by the throwing party every time a ball is
thrown beyond the opponents' rear boundary line. Five points
constitute a game.
BOUND BALL
_10 to 30 players._
_Playground; gymnasium._
_Tennis ball; hand ball._
This game somewhat resembles tennis, but is played over a lower
dividing line, and the ball is batted with the hand instead of with a
racket; it is always played from a bound, never "on the fly."
GROUND.--Boundary lines for the entire court should be outlined,
measuring about fifty feet in length by twenty-five in width, though
these dimensions are not invariable. The ground is then divided by a
line into two equal parts. In a gymnasium balance beams may be set up
for this purpose. Out of doors a board or log may be used, or the mere
drawing of a line on the ground will suffice.
PLAYERS.--The players are divided into two equal parties which take
their places on either side of the dividing line, scattered over their
respective courts without regular formation.
OBJECT.--The game consists in batting a tennis or hand ball with the
hand from one side to the other of the dividing line, after it has
first bounded in one's own territory.
START.--The leader of the game, or any player on either side, puts the
ball in play by throwing it among the players of the opposite side.
Whoever catches the ball acts as the first server. The server serves
by bounding the ball once and then hitting or batting it with the open
palm on the rebound, so that it will go over into the opponents'
court. Should a served ball fail to rebound in the antagonists' court,
it is returned to the party from which it came, that they may have a
second trial. One player continues to serve until his side scores
five, when the ball is thrown to the opponents. The players on a side
serve in rotation.
RULES AND POINTS OF PLAY.--In returning a serve or keeping the ball in
play at any time, it may be bounced any number of times before being
sent into the opponents' court. The one essential point is that it
should be kept bounding, a ball that is dead being thrown back to the
server. In bounding the ball it must always be hit or batted from the
upper side with the palm of the hand. Should the ball bound very low
so as to give slight opportunity for batting into the opponents'
court, a player may coax it to a higher point before batting. A ball
may also be worked forward or to any advantageous point of the ground
by bounding or "dribbling" in this way before batting it. Whenever a
ball enters a court, any member of the party on that side may play
upon it. The players in each court will naturally scatter to be ready
to receive the ball. Players will use in this game many points of
tennis, such as sending the ball into the opponents' territory with a
long glancing stroke, which may make it bound unexpectedly toward the
rear of the opponents' court; or on the contrary, with a small bound
that shall just barely cross the line. A ball going out of bounds is
out of play, and must be returned to the server unless it should
rebound in the court for which it was intended, when it should still
be considered in play.
SCORE.--The score is entirely for a defensive game, being wholly on
the opponents' failures. If desired, the score may be the same as in
tennis, but is generally as follows:--
One point is scored for (_a_) failure to strike the ball as directed
(from above with the open palm); (_b_) failure to bound the ball
before sending it into the opponents' ground; (_c_) failure to return
a good serve or play.
BOWL BALL
(See _Center Club Bowls_, _Circle Club Bowls_, and _Line Club Bowls_.)
CALL BALL
(See also _Ring Call Ball_, _Ball Stand_, and _Spud_.)
_10 to 30 or more players._
_Playground; gymnasium._
_Hand ball._
The players are numbered and scatter promiscuously over the playground
or gymnasium. One tosses a ball, at the same time calling the number
of some other player. This player must run forward and catch the ball
before it has bounded more than once. Any player who is successful in
this takes the place of the first tosser. Any player who fails rejoins
the others, but three failures put him out of the game. For large
numbers it is well to have two balls, tossed by two different players.
The one who is tossing the ball will add much to the interest of the
game by calling the names of players who are at a considerable
distance from the ball, or for any other reason may have a
particularly difficult task in reaching the ball in time; or he may
take them unaware, as by calling the same name twice in succession,
etc. There is no limit to the number of times a player may be called.
CAPTAIN BALL
Captain Ball is one of the best and most popular games for both
children and adults, boys and girls. It is one of the most
useful forms of games for the period when pupils are beginning
to enjoy organization, as it calls for comparatively simple,
though pronounced, team work.
There are many variations in Captain Ball, the differences
being in (1) the plan of laying out the ground, and
consequently the relative position of players; (2) the points
of play that score; and (3) the rules restricting the players.
While almost any rules of play or points of scoring may be used
on almost any plan of ground, certain methods of play seem to
have grown out of, and naturally to belong to, certain
diagrams. An umpire, referee, and scorer are desirable in any
form of the game, but _not absolutely necessary_ except for
match games.
Six distinct forms of Captain Ball are here presented, Captain
Ball I, II, III; Emperor Ball (IV); Progressive Captain Ball
(V) (a new form of the game originated by Miss Cora B. Clark of
New York); also a schoolroom adaptation, Schoolroom Captain
Ball (VI). Some forms which offer minor variations have been
omitted in favor of these, which form distinct types. The games
are grouped in this place to facilitate comparison.
For NEW YORK CAPTAIN BALL (rules of Girls' Branch, Public Schools
Athletic League), see _Appendix_.
CAPTAIN BALL--I
_14 players._
_Basket ball; volley ball._
[Illustration diagram: CAPTAIN BALL--I]
This is in some respects a simpler form of Captain Ball than those
that follow, as there are but three bases or homes on each side of the
field, and the captain is on one of these instead of in the center.
His position at the farthest point from the dividing line tends to
distribute the play equally among all of the players. The number of
players is smaller than in other forms of the game. The ball does not
score for completing the circle (or triangle) of players, as in other
forms of the game. Although very rapid, this form may be less
confusing for beginners than in larger formations where there are more
players.
GROUND.--On each side of the ground at corresponding distances from
the center three small circles are drawn for bases at the points of a
triangle. The circles should be from two to five feet each in
diameter, the more skillful the players the smaller the circle. The
distance between each two circles forming a triangle should be at
least fifteen feet, and the distance across the center of the field
between the two inner circles, from fifteen to twenty-five feet.
TEAMS.--The players are divided into two teams, each consisting of
three basemen, three base guards, and one fielder. One of the basemen
is captain and stands in the base at the end of the ground farthest
from the center. Each team has a guard stationed near each of its
opponents' bases, and a fielder whose general place should be near the
center of the ground but who is free to run to any part of the ground,
and who should pick up the ball whenever it goes afield. The ball
should then be put in play again from the center as at the start.
OBJECT OF THE GAME.--The object of the game is to have a captain catch
a ball from one of his basemen. A ball caught by the captain from the
guards or fielder of his team, does not count. Of course the guards
will try to prevent the ball being caught by a captain from one of his
basemen, or by one of the basemen from his fielder, and on the other
hand will try to secure the ball and send it back to their own basemen
or fielder.
START.--The ball is put in play by being tossed up in the center of
the ground by a third party between the two fielders, both of whom try
to catch it. The one who succeeds has first throw. Touching the ball
is not enough for this first catch: it must be caught in both hands.
In case of dispute, the ball should be tossed again. The ball is again
put in play in this way after each point scored; also after going
afield and being picked up by one of the fielders.
RULES.--The basemen may put one foot outside of their bases or
circles, but at no time both feet. Each guard must remain near the
base he guards but may not step within it even with one foot. Should
either side transgress these rules or make any other foul, the ball is
thrown to one of the basemen on the opposite side, who is given free
play to throw to his captain without interference of his own guard,
though the captain's guard may try to prevent its being caught. A
ball that goes afield is put in play again at the center, as at the
opening of the game.
FOULS.--It is a foul (1) to transgress any of the rules given above;
(2) to snatch or bat the ball from an opponent's hands; (3) to bounce
the ball more than three times in succession; (4) to run with the
ball; (5) to kick it; (6) to hand instead of throwing it; or (7) to
hold it longer than time enough to turn once around quickly, or three
seconds. Penalty for fouls consists in allowing opponents a free throw
from one of their basemen to their captain, as described under Rules.
SCORE.--The ball scores one point whenever a catch is made by a
captain from one of his basemen. It does not score when the captain
catches it from a guard or fielder.
The game is played by time limits, ranging from ten to thirty minutes.
The time is divided in halves, and at the end of the first half the
teams have an interval of rest, and the basemen and guards change
places. The team wins which has the highest score at the end of the
second half. The ball is put newly in play after every point scored.
CAPTAIN BALL--II
_18 to 60 players._
_Playground; gymnasium._
_Basket ball; volley ball._
The distinctive features of this form of Captain Ball are: (1) the
captain occupies a place in the circumference of the circle as in I,
instead of in the center as in succeeding forms of the game; (2) the
captain's place is near the dividing line, instead of at the farthest
point from it as in I; this gives the guards of his team, on the
opposite side of the ground, a greater opportunity to reach him than
in I, while any increased tendency to concentrate play near the
dividing line is offset by the scoring of the ball through completing
a round of the circle, and by the greater freedom allowed the guards;
(3) the guards may run at large, not being confined to guarding any
one baseman; (4) there are no fielders, the free action of the guards
making these unnecessary; (5) the ball scores for completing a circle
and also for any catch by the captain from one of his team, whether it
be baseman or guard; also for a catch by any one baseman from another
baseman of his team; or for a catch by the captain after it has passed
through the hands of two or three basemen successively; (6) fouls
differ from those in some other forms of the game, and are penalized
by scoring for the opponents instead of by a toss of the ball.
[Illustration: CAPTAIN BALL IN A HIGH SCHOOL]
[Illustration Diagram: CAPTAIN BALL--II]
GROUND.--The ground is divided into two equal parts by a line across
the center. In each part a series of small rings or bases is arranged
in a circle, at equal distances apart, the number and distance
depending on the space at disposal and the number of players; the
small base rings should not be closer to each other than four or five
feet, and should measure from two to four feet in diameter. The
captain's place is in one of these bases nearest the center of the
ground or dividing line.
TEAMS.--There should be from eight to thirty players on each side,
exclusive of the captain. Half of these players stand in the bases on
their own side, the captain's base completing the circle and being
nearest the dividing line. The other players of the team, called
guards, are stationed at the opening of the game each near one of the
opponents' bases on the opposite side of the ground from his own
basemen. Each guard is chiefly responsible throughout for guarding his
particular base; but all guards may move about freely in the
opponents' territory without stepping within the rings (bases).
OBJECTS OF GAME.--The objects of the game are, (1) to pass the ball
from baseman to baseman in one circle; or (2) entirely around one of
the circles without its being caught by the opponents' guards, who
seek to gain possession of it; and (3) for any baseman or guard to
throw the ball as many times as possible to his own captain. The
guards try not only to prevent the passage of the ball around the
circle or its reaching their opponents' captain, but also to gain
possession of the ball and throw it over to the opposite side to their
own basemen and captain.
START.--The ball is put in play at the opening of the game, and after
each catch by a captain, and after each foul, by being tossed by a
neutral person in the center of the ground, the guards on both sides
trying to get possession of it. The ball is not considered caught
unless it be held in both hands. Any guard so catching it has an
opportunity to throw it to his own captain or one of his basemen. The
guards on the opposite side of course try to prevent such a catch.
RULES.--It is considered a fair catch for any baseman, including the
captain, if the ball be caught on a bound either from the floor,
ceiling, or any other object, or from hitting another player.
A ball that goes afield is secured by the guard standing nearest the
point where it left the circle. He puts it in play from the point in
the circle where it went out.
Other rules are indicated under "Fouls."
FOULS.--It is a foul (1) to kick the ball; (2) to run with the ball;
(3) for a guard to step over the dividing line or inside one of the
bases; (4) for a baseman to step outside of his own base, even with
one foot; (5) to hand the ball instead of tossing; (6) to snatch or
bat the ball from an opponent's hands; (7) to hold the ball longer
than time enough to turn around quickly, or three seconds.
One point is scored by the opponents whenever a foul is made, and the
ball is then put in play again from the center.
SCORE.--One point is scored for a team every time a baseman catches
the ball from another baseman of the same team.
Two points are scored for a team every time its captain makes a fair
catch, whether the ball has gone around his circle or not, and whether
the ball was thrown by one of his basemen or one of his guards on the
opposite side of the field. Three points are scored if the ball
reaches two different basemen and the captain successively, whether in
regular rotation around the circle or not.
Four points are scored if the ball reaches three different basemen
and the captain successively, whether in regular rotation around the
circle or not. Five points are scored whenever the ball passes
entirely around the circle on one side, in regular rotation of
basemen, whether the start and finish of that circle be with the
captain or some other baseman. Each foul scores one for the opposing
team, as described under "Fouls." After the captain catches the ball,
no further points may be scored on it in that play and it then goes
back to the center to be put again in play.
CAPTAIN BALL--III
_20 to 40 players._
_Playground; gymnasium._
_Basket ball; volley ball._
This form of Captain Ball is the most strenuous of any, as
freer mass play is encouraged among the guards, and there are
fewer restrictions in the form of play, batting and hitting the
ball being allowed, which are fouls in other forms of the game.
The method of punishing fouls is optional and should be
determined before the game begins. The ground is divided
somewhat differently than in other forms of the game, by a
neutral space between the two fields, where the ball is tossed
for sides. The ball scores both for completing a circle and
being caught by a captain, but not for catching from one
baseman to another, as in II. The captain is stationed in the
center instead of in the circumference of the circle, as in I
and II.
GROUND.--The ground is divided into two equal parts by a neutral strip
about three feet wide through the center. In each half are marked five
or more bases in the form of small circles from two to five feet in
diameter (or rectangles), outlining part of a large circle or square
open toward the center. In the center of each half is marked a small
circle or base for the captain. The interest of the game may be
enhanced by placing a springboard in the captain's base, on which he
should stand.