TEAMS.--The players are divided into two equal teams, consisting each

of (1) a captain, (2) a baseman for each base in the outer circle, (3)

guards. There should be one less guard on each team than the number of

players in its outer circle. For instance, for five basemen, as in the

diagram, there should be four guards. The guards belonging to a team

are stationed in the opponents' field, and generally begin the game

lined up near the neutral territory that runs through the center of

the ground. As the game progresses, the guards may scatter in any way

that they choose. There are no center runners or fielders in this form

of the game, as in some others An umpire is desirable, and a scorer

and referee are needed for skillful teams.

[Illustration Diagram: CAPTAIN BALL--III]

OBJECTS OF GAME.--The objects of the game are (1) for the ball to be

thrown and caught around the complete circle of basemen; (2) for the

outer basemen to throw the ball to their captain in the center; the

guards trying (1) to intercept the ball before it can complete a

circle; (2) to prevent it being caught by the captain; and (3) to

secure possession of the ball and send it to the basemen in their own

(the opposite) field.

START.--The ball is put in play in the center of the neutral strip by

an umpire or referee. He tosses the ball, and the guards from both

sides try to gain possession of it. For this purpose the guards may

run anywhere they choose, being permitted on the neutral territory;

but as soon as possession of the ball is decided, the guards must

return to their respective fields, and may not again leave them until

the ball is again put in play. To touch the ball does not give a guard

possession of it; he must hold it in both hands. In case of dispute

the referee should again toss the ball. When a guard has secured

possession of the ball, he and the other guards return to their home

fields, and the one having the ball throws it to one of his basemen

in the opposite field. The ball is put in play from the center after

every point scored, and after it goes afield.

RULES.--The guards are not allowed to step within the bases; they may

not cross the boundary lines into the neutral territory, except when

the ball is being put in play. Basemen may not step outside of their

bases, even with one foot. Should the captain, in catching a ball,

step over his base, the catch does not score, but if this be with only

one foot, he has the privilege of throwing the ball to one of his

basemen without interference from the guards. A throw from a guard in

the opposite field to his own captain does not score. Kicking or

striking a ball out of a player's hands is allowable. In trying to

block a throw, guards may not touch basemen nor step within the bases.

Guards will naturally be very watchful of the center, as successful

catches by the captain score.

FOULS.--Transgression of any of the previous rules constitutes a foul,

penalized by giving the ball to the opposite side or by allowing them

to score one point. Which of these two methods is to prevail during a

game should be decided before the game starts.

SCORE.--One point is scored for a team every time that the captain

catches a ball thrown by one of his basemen. One point is scored for a

team whenever the ball is thrown from base to base successively until

it completes an uninterrupted circle. Fouls may score or not, as

explained under "Fouls." After every point scored, the ball is

returned to the umpire and put again in play.

The game is played in two halves of fifteen or twenty minutes each,

with a rest of five or ten minutes between the halves. Teams change

sides at the beginning of the second half, but they do not change

players; that is, guards do not become basemen, and _vice versa_, as

in some other forms of this game.

EMPEROR BALL

(Captain Ball--IV)

_30 to 40 players._

_Playground; gymnasium._

_Basket ball._

This game is really a form of Captain Ball, but differs from

any of the previous forms in the following points:--

A neutral officer, called the Emperor, is stationed in the

center of the field between the two teams, and the ball scores

its highest when it has been thrown entirely around one of the

circles, from there to the captain in the centre, and from him

to the Emperor. There are two fielders, or players at large,

who try to intercept the ball before it reaches the Emperor, or

to block it in any other part of the play.

[Illustration Diagram: EMPEROR BALL]

GROUND.--In the center of the ground is placed a springboard, box,

stool, or other platform for the impartial ruler of the game called

the Emperor. The ground on each side of this point is marked out as

follows: A series of bases or small circles (the number to vary with

the number of players) is drawn so as to form together a large circle

with from four to ten feet between each two small ones. The small

circles should be from two to five feet in diameter. In the center of

this large ring another small circle or base is marked for the captain

of the team.

TEAMS.--The players appoint one impartial officer who is the Emperor

and stands in the center on a raised base (box, jumping board, or

other improvised platform). The balance of the players are divided

into two equal teams, consisting each of a captain, two center

players, or fielders, and a number of basemen and base guards. The

two fielders may go anywhere on the field, but their main duty is to

prevent the ball reaching the Emperor from an opponent. They also pick

up the ball when it goes afield and hand it to the Emperor for

starting again.

Each captain takes his place in a center base; the basemen stand each

in a base in the circle surrounding his captain; the guards, of equal

number with the basemen, take their places in the opposite field, each

being assigned to guard one of the basemen, including the captain of

the opposing team, and may not go from the immediate vicinity of the

circle he guards.

OBJECTS OF THE GAME.--The objects of the game for each team consist

(1) in throwing the ball from baseman to baseman completely around its

circle; (2) around the circle as in (1) and in addition, to throw from

the last baseman to the center player or captain; and (3) having

completed the previous two points, to throw from the captain to the

Emperor, who stands between the two halves of the field. The object of

the guards, of course, is (1) to intercept the ball so as to prevent

the completion of this play in any of its points; and (2) to gain

possession of the ball so as to throw it across the field to their own

basemen on the opposite side.

START.--The ball is put in play at the beginning of the game, and

always thereafter, when necessary, by the Emperor. He must naturally

be perfectly impartial, and may toss the ball to either side, in turn,

or use his judgment in choosing which side shall have it. He will, of

course, do his best to catch the ball for either side that throws it

to him. The ball is put newly in play after every point scored, after

every foul, and after going afield.

RULES.--No baseman may step outside of his base even with one foot. A

ball caught by the captain with one foot out of his base does not

score, nor if so caught by a baseman does it count in completing the

round of the circle; but this does not count as a foul, and a captain

so catching a ball may toss it to one of his team. No mass play is

permissible among the guards, each one being obliged to guard only the

baseman to whom he is assigned. This does not apply to the two

fielders, who may move anywhere on the field, and who pick up balls

that go out of the large circles.

FOULS.--It is a foul (1) to hit, bat, or snatch a ball from an

opponent; (2) to hand a ball instead of throwing it; (3) to hold a

ball longer than time enough to turn around quickly, or three

seconds; (4) for a guard to step inside a base. Each foul scores one

point for the opponents, and the ball is then put newly in play by the

Emperor.

SCORE.--A team scores one point when a ball has successfully completed

the round of its circle of basemen, but is intercepted in a throw from

that to the captain; a team scores two points when its ball has

completed the round of the circle of basemen and been caught by its

captain in the center, but fails to reach the Emperor; a team scores

five points when its ball has completed the full play of the circle,

its captain, and the Emperor. A team scores one point for every foul

made by the opponents. The ball is put newly in play by the Emperor

after every point scored.

The game is played in time limits of fifteen-minute halves, with a

rest of five or ten minutes between the halves. The team wins which

has the highest score.

The teams change sides and places for the second half, guards becoming

basemen, and _vice versa_.

PROGRESSIVE CAPTAIN BALL

(Captain Ball--V)

_20 to 60 players._

_Playground; gymnasium._

_Basket ball._

This game differs from any other form of Captain Ball in the

fact that the players progress after each score from base to

base. Each player thus completes the round of outer bases in

his own field, then becomes captain for his team, then a

fielder, and then starts on the round as guard for each base,

in turn, in the opposite field. The use of progression in this

game was originated by Miss Cora B. Clark of New York. It is

obviously best adapted to older players,--of high school

age,--but once understood, the progression is simple and well

within the ability of younger players.

This form of the game as to grounds and rules may be played

without the progression if desired.

[Illustration Diagram: PROGRESSIVE CAPTAIN BALL]

GROUND.--The ground is divided into two equal parts, with a line

through the center. In the center of each of the two fields a circle

is drawn for the captain's base, four feet in diameter. At equal

distances around this a series of small circles for bases is drawn,

the series outlining the arc of a large circle open to the center or

dividing line. The small bases (circles) should be each three feet in

diameter. Their number will depend upon the number of players, but

they should not be closer than six feet to each other and ten feet

from the center base.

Each base in the accompanying diagram is lettered to make clearer the

order of progression, but when this order is once understood, it is

not necessary to number the bases on the ground.

TEAMS.--The players are divided into two even teams, each consisting

of a captain, two fielders, and a number of basemen, one for each of

the small outer circles or bases. In addition, there should be a guard

for each baseman and one for the captain.

The players are disposed as follows: The captain stands in the center

base, with a guard outside the base. Each of the basemen stands in one

of the smaller outer bases, with a guard outside his base. The

fielders, at the opening of the game, face each other at the center of

the dividing line.

OBJECTS OF THE GAME.--The objects of the game are (1) to send the ball

in a complete circuit of the outer bases; and (2) to throw the ball

from a baseman to the captain on his side of the field.

START.--The game is started by the referee throwing the ball up

between the fielders, who jump for it and try to bat it toward their

own captain and basemen. Whenever a score is made, the ball is put in

play again as at first.

RULES.--The captain may not step outside his base. A ball caught in

this way does not score, but the misstep is not a foul unless with

both feet. The outer basemen may put one foot outside their bases when

trying to catch the ball. A guard must stay within three feet of the

base he guards, and may not step within it. Guards, of course, try to

prevent the basemen from getting the ball or to prevent its being

thrown to the captain, and to intercept it as it makes the round of

the circle. They also try to get the ball to throw to the basemen on

their own side. The fielders, aside from jumping for the ball when it

is put into play, may move anywhere in the field. Their chief office

is to get the balls which go out of bounds, no one else being allowed

to do this. Fielders may play the ball if it comes their way, but they

must not interfere with guards. A ball thrown from a guard or fielder

does not score.

PROGRESSION.--The distinctive feature of this game is the method of

progression. To make this plainer, the players in the diagram are

designated by numbers as well as by teams. Thus, "_X_" indicates all

players on one team, and "_O_" all players on the other team, each

player carrying a number, _X-1_, _X-2_, _X-3_, etc. The method of

progression is as follows:--

After the ball has scored a point, the two fielders, _X-13_ and

_O-13_, move to base _A_. _O-13_, as he is now crossing to his home

side of the field, goes inside of base _A_ as baseman, and _X-13_

becomes his guard; the other two fielders, _X-14_ and _O-14_, go to

base _F_, the home man, _X-14_, going inside the base, and _O-14_

becoming his guard. It will thus be seen that the two fielders bearing

the lower number (_13_) go to the first base, _A_, and those bearing

the higher number (_14_) go to the base bearing the highest letter,

_F_. At the same time that the fielders make this change, each baseman

and his attendant guard move one base farther up; that is, baseman

_O-1_ and guard _X-7_ move from base _A_ to base _B_; baseman _O-2_

and his guard _X-8_ move from base _B_ to base _C_; and so on. The

last baseman on this side, _O-5_, and his guard, _X-11_, move to the

center or captain's base, the previous captain and his guard taking

the place of the fielders who stood nearest base _E_. On the other

side of the field the progression is made in the same way, so that the

order of progression is always from bases _A_, _B_, _C_, _D_, and _E_

to the captain's base, and from the captain's base to fielders. When a

player has made the complete circuit of one side, he progresses from

fielder's position to the opposite side; that is, after the players

who started in base _A_ (basemen _O-1_ and guard _X-7_) become

fielders, they progress by going to base _F_, instead of back to base

_A_. This change comes easily if the captain from the base occupied at

first by _X-6_ always takes his place as fielder nearest base _A_; the

fielders nearest _A_ always going to _A_, and the other fielders to

_F_.

FOULS.--(1) Touching the ball when it is in another player's hands;

(2) walking or running with the ball; (3) stepping out of his base by

the captain to catch the ball; (4) stepping out of the bases with both

feet by the basemen; (5) moving by a guard more than three feet from

the base he guards; (6) stepping over the center line into the

opponents' territory; (7) two fielders from the same side going after

the ball at once when it goes out of bounds.

PENALTY FOR FOULS.--No score is made on fouls, the penalty being the

loss of the ball to the opposite side. The ball under these

circumstances goes to the player on the other side, who stands in a

corresponding position to the one who made the foul.

SCORE.--A ball thrown from a baseman to his captain scores one point.

A ball completing a circuit of the outer basemen scores two points.

The side wins which has the highest score when time is called. The

game may be played in from thirty to sixty minutes' time.

SCHOOLROOM CAPTAIN BALL

_10 to 60 players._

_Gas ball._

[Illustration diagram: SCHOOLROOM CAPTAIN BALL

TEAM TEAM

{_B_ = Bases. {(B) = Bases.

I. {_C_ = Captain. II. {(C) = Captain.

{_X_ = Guards. {(X) = Guards.

]

The class is divided into two teams, with a center captain and five

bases on each side. The remaining players of each company serve as

guards, and are placed on the opposite side from their captains and

bases to prevent opponents from catching the ball.

The teacher or umpire tosses the ball alternately to the guards, the

first time to team one, the second time to team two.

The guards, in turn, toss it to their bases, who try to get it to

their captains, the opposite guards opposing by guarding with the arms

and jumping to catch the ball. The game continues until one captain

catches the ball from a _straight throw_ (not a bound) from a base

(not a guard). The side catching the ball scores a point, and the

umpire then tosses the ball to the guards of the opposite team, etc.

The game is played in time limits, the side having the highest score

at the end of ten or fifteen minutes winning the game.

Fouls are--Holding the ball longer than five seconds.

Snatching the ball.

Knocking the ball out of an opponent's hand.

In case of a foul the ball is given to the opposite team.

Any number may play the game, provided the sides are even.

This schoolroom adaptation of Captain Ball was made by Miss

Mabel L. Pray of Toledo, Ohio, and was submitted in a

competition for schoolroom games conducted by the Girls' Branch

of the Public Schools Athletic League of New York City in 1906.

This game was one that received honorable mention, and is here

published by the kind permission of the author, and of the

Girls' Branch and of Messrs. A. G. Spalding & Brothers, who

publish the handbook in which the game first appeared.

CENTER BASE

_10 to 30 or more players._

_Playground; gymnasium._

_Hand ball; basket ball._

All of the players but one form a circle, with considerable space

between each two. The odd player stands in the center, holding the

ball. He tosses it to any player in the circle, and immediately runs

away outside the circle. The player to whom the ball is thrown must

catch it, place it on the ground in the center of the circle, and at

once chase the one who threw it. The one who threw the ball tries to

get back to the center of the circle and touch the ball before he can

be tagged. Should he succeed in this, he joins the circle, and the

other player throws the ball. If the first center player is tagged

before returning to the ball, he throws again, and the one who chased

him returns to the circle.

This game is very popular with children.

CENTER CATCH BALL

_10 to 30 or more players._

_Playground; gymnasium._

_Hand ball; basket ball; bean bag._

I. Simple form for little children.

All of the players but one stand in a circle, with two or three feet

distance between players. The odd player stands in the center of the

circle and tries to catch the ball, which is tossed rapidly from one

circle player to another. Should he be successful, the one who last

touched the ball changes places with him.

II. Advanced form for skillful players.

This differs from the preceding in the greater distance between

players and also in the much greater range and resourcefulness of

play.

The players stand in a circle with from six to eight feet between each

two, and with one player in the center. The circle players throw a

ball from one to another, the object of the game being for the center

player to catch the ball or knock it to the floor. The circle players

may throw the ball over the heads of one another or across the circle,

or make sudden feints of throwing it in one direction, turn suddenly

and throw it in another, etc., to deceive the center player.

Any player in the circle who last touched the ball, changes places

with the center player whenever the latter touches or catches the

ball.

CENTER CLUB BOWLS

(See also _Line Club Bowls (Single)_; _Line Club Bowls (Double)_;

_Circle Club Bowls_.)

_10 to 30 or more players._

_Playground; gymnasium._

_Hand ball; bean bag._

The players join in a large circle and number by twos or

consecutively. The odd numbers form one team and the even numbers

(alternate players) another. Three Indian clubs are placed at the

points of a small triangle, measuring about twelve inches in the

center of the circle. Each player, in turn, bowls at the clubs with a

hand ball or bean bag. Each club bowled over scores one for the

bowler's team. The team wins which has the highest score when each

player has bowled twice, or more times, as may be agreed on at the

opening of the game. Each player must secure his ball or bag after

bowling and replace the overturned clubs. One ball or bag may be used

and passed around the circle, but the play is quicker if each player

has his own.

[Illustration diagram: CENTER CLUB BOWLS]

CIRCLE BALL

_10 to 60 or more players._

_Playground; gymnasium; schoolroom._

_Hand ball; basket ball; bean bag._

The players stand in a circle with from three to five feet between

each two. The game consists of merely tossing the ball rapidly from

one player to another, but not in regular order. The sport comes from

the unexpectedness with which the ball may be thrown across the ring,

or reverse the direction in which it is circling the ring, or in any

other way taking the players unaware. A leader or teacher should see

that this element of sport is put into the game, or else it may be

very dull and useless.

Any player failing to catch the ball should sit down, the player

winning who remains standing the longest.

When all are seated, the same game may be played in a sitting

position.

For a more advanced form of this game, see Round Ball.

For very little children, the spaces between players should be less

and the tossing done in regular order from one player to the next,

working up gradually to the more varied modes of play suggested

above. Several balls or bags may be used, following each other in

quick succession. The number of these may be increased until there is

but one (or two) balls or bean bags less than the number of players.

CIRCLE CLUB BOWLS

(See also _Line Club Bowls (Single)_; _Line Club Bowls (Double)_;

_Center Club Bowls_.)

_6 to 60 or more players._

_Playground; gymnasium._

_Basket ball; football; Indian clubs._

The players divide into two parties and take their places in one large

circle, the players of one party alternating with those of the other.

There should be five or six feet of space between each two players.

Each player is provided with an Indian club.

[Illustration diagram: CIRCLE CLUB BOWLS]

The players of one party distinguish themselves and their clubs in

some way, as by tying a handkerchief around the arm and club.

The players, having taken their places in the circle, place each his

own club on the floor behind him at a distance of two or three feet.

The object of the game is to knock over the opponents' clubs by

rolling the ball on the floor, and naturally to protect one's own

clubs. Any player may start the game.

While the main form of play for the ball is to roll it, it is

permissible to bound the ball from one player to another, and also

permissible to knock over a club with a ball that bounds instead of

rolling. It is not permissible to toss a ball from one player to

another, or to dislodge a club by a toss unless the ball should hit

the floor and bound before it hits the club.

Whenever a club is dislodged, the owner of the club must set it up

again at once; if he also has the ball, he must set up the club before

putting the ball again into play.

A point is scored by one party whenever one of the opponents' clubs is

dislodged, whether it be knocked over by a ball or by its owner. The

side wins which first makes a score of forty-nine points.

The game may also be played with two balls at once, and this is always

desirable for as many as twenty players.

CIRCLE DODGE BALL

(See _Dodge Ball_.)

[Illustration: CIRCLE STRIDE BALL]

CIRCLE STRIDE BALL

_10 to 30 or more players._

_Playground; gymnasium._

_Foot ball; basket ball._

All but one of the players form a circle, standing in stride position

with feet touching those of the next players to make a barricade for

the ball.

The odd player stands in the center and tries to throw the ball

outside of the circle between the feet of the players. Those in the

circle try to prevent the passage of the ball, using only their hands

for this. This play is continued until the center player succeeds in

sending the ball through the circle, when he changes places with the

player between whose feet or on whose right side it passed out. If a

circle player moves his feet in any way, he must change places with

the center.

The center player will aid his object by using considerable finesse,

appearing to intend sending the ball in one direction, turning

suddenly and sending it in another, etc.

When the ball has been sent out of the circle, the players turn,

facing outward, and the odd man tries to send it back inside according

to the same rules.

CIRCLE ZIGZAG

(See _Zigzag Games_.)

CLUB BOWLS

Four forms of this game are given in this volume in alphabetic

order. Two are in line formation and two in circle formation,

as follows:--

1. Line Club Bowls.--(Single) (Relay formation, one club bowled

over.)

2. Line Club Bowls.--(Double) (Relay formation, ball or bag

bowled between two clubs.)

3. Circle Club Bowls.--(Ring formation, clubs outside of ring.)

4. Center Club Bowls.--(Ring formation, three clubs in center.)

See also _Battle Ball_ and _Bombardment_.

CORNER BALL

(See also _Double Corner Ball_.)

_10 to 30 or more players._

Games for the Playground, Home, School and Gymnasium · 第 25 / 33 段