Whenever a ball goes out of bounds it should be returned to the

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.

Games for the Playground, Home, School and Gymnasium · 第 24 / 33 段