_Basket ball; volley ball._
[Illustration Diagram: CORNER BALL]
GROUND.--The ground is marked off into a space measuring at least
twenty-five by thirty feet. This is divided across the center by a
straight line. In the further corners of each half so made, a small
square goal is marked out, there being two such goals in each court.
PLAYERS.--The players are divided into two even parties, each of which
takes position on one side of the ground and stations a goal man in
each of the goals at the rear of the opposite side.
OBJECT.--The object of the game is to throw the ball over the heads of
the opposing party to one's own goal men, who are at the rear of the
opponents' court.
RULES AND POINTS OF PLAY.--The players on each side are not bound to
any special territory within their own court, but will naturally see
that each of the goals at their rear is well protected, and will try
to intercept the ball before it can reach these goals. They will also,
of course, try to throw the ball over the opposing party to their own
goal men in the opposite court. No player may cross the line which
divides the two halves of the ground. The goal men may not step
outside of their goals. Any ball caught in this way fails to score. No
opponent may step inside of a goal. When a goal man catches a ball, he
must at once throw it back, trying of course to get it to his own
party over the heads of the opponents, who try to intercept it.
SCORE.--Every ball caught by a goal man scores one for the party
throwing. The side first scoring twenty points wins the game.
CORNER SPRY
_10 to 60 players._
_Playground; gymnasium; schoolroom._
_Balls; bean bags._
The players are divided into four groups, one group stationed in each
corner called North, South, East, and West.
Four captains stand in the center, each with a bean bag, facing his
corner of players, who stand in a row. The captain throws the bean bag
to each player in turn in his group, who throws it back at once to the
captain, and so on until the last player is reached. As the captain
throws to his last player he calls "Corner Spry!" and runs to the head
of the row, the last player becoming captain. The group that first
succeeds in having all of its players in the captain's place wins the
game.
This game was originated by Miss Amy A. Young of Cleveland,
Ohio, and received honorable mention in a competition for
schoolroom games conducted by the Girls' Branch of the Public
Schools Athletic League of New York City in 1906. It is here
published by the kind permission of the author, and of the
Girls' Branch, and of Messrs. A. G. Spalding & Brothers,
publishers of the handbook in which the game first appeared.
CRACKABOUT
_10 to 60 players._
_Playground; gymnasium._
_Soft hand ball._
The players scatter over the playground, trying to get as far away as
possible from the one who has the ball. He throws it at one of the
players, trying to hit him with it, at the same time calling
"Crackabout!" All of the players make a rush for the ball, the one who
succeeds in getting it being the next thrower. The other players
scatter immediately that one has secured it, the ball man at once
throwing at some other player, naturally trying to hit the nearest. As
soon as the players hear his call of "Crackabout!" they rush together
again in the direction of the ball to try and secure it, and so on
indefinitely. The game is thus a rapid succession of running away from
the ball man and scrimmages to secure the ball. It is one of the
strenuous and popular games enjoyed by boys of almost any age, and
affords some lively exercise and sport in a few minutes.
CURTAIN BALL
_10 to 100 players._
_Gymnasium; playground._
_Basket ball; volley ball._
This is one of the most interesting ball games and is adaptable to
many conditions. For instance, where a curtain cannot be conveniently
hung, the game may be played over a high fence or hedge.
The game consists in throwing a ball backward and forward over a
curtain which conceals the opposing players from each other. As the
ball should not be allowed to touch the ground, scoring for the
opponents whenever it does so, the players have to be very alert, and
there is opportunity for much sport in the game. For a very large
number of players, more than one ball may be used.
GROUND.--No outside boundaries are necessary for this game. The ground
should be divided into two approximately equal parts by an opaque
curtain eight feet in height, strung on a rope or wire carried across
from side supports. This should touch the ground, so that there is no
means of seeing the position of the opposing players on the other
side. As stated above, the game may be played across a high fence or
hedge instead of over a curtain.
PLAYERS.--The players are divided into two parties of equal number.
There is no regular formation or disposition of the players over the
ground. Each party should select an umpire, whose duty it is to stand
at one end of the curtain on the opponents' side, where he can watch
the opponents and keep score.
RULES.--The ball is thrown back and forth from one side to the other
over the curtain, and should be caught before it can touch the floor.
Players will try to deceive their opponents as to the point where the
ball is to cross the curtain, and the more rapid the play is the more
alert the players will have to be. The great sport of the game
consists in the unexpectedness with which the ball may appear at any
given point.
SCORE.--Opponents score one point whenever the ball touches the
ground. The side wins which first scores twenty-one points.
This game was originated by Dr. Dudley A. Sargent.
DEAD BALL
_10 to 60 players._
_Schoolroom._
_Gas ball; bean bags._
This game may be played with balls or bean bags. If with balls, a
light gas ball is preferable, as for all schoolroom games. From one to
three balls or bags will be needed for the game. If the class is a
large one, only half the pupils should play at a time; if a small
class, all may play at once. The players stand in the aisles or
between the seats and desks, and should be scattered around the
schoolroom.
The teacher puts the balls in play by tossing them one at a time
upward, so they will land in different directions in the room. The
players, as opportunity avails, without leaving their places on the
floor, try to catch a ball and toss it in the same way to some other
player. It is not permissible to throw the ball at another player; it
must always be tossed in the air. Any player who does not catch the
ball, but instead is touched by it, is "dead" (out of the game), and
must sit down. Each player tosses the ball upward in some new
direction as soon as he receives it. This play continues until only
one player remains standing, who is considered the winner.
DODGEBALL
This is one of the most popular gymnasium or playground games.
It is here described first for an informal game; then in three
forms for an athletic contest, the latter as developed by Mr.
William A. Stecher; and lastly, for use in the schoolroom.
Forms II, III, and IV are for match games.
I. Dodgeball (informal; players not in teams).
II. Circle Dodgeball (one team forming a circle, the other team
standing within).
III. Double Dodgeball (two teams in a three-court field).
IV. Progressive Dodgeball (three teams in a three-court field,
changing courts at the end of each inning).
V. Schoolroom Dodgeball.
DODGEBALL
(Informal)
_10 to 60 players._
_Playground; gymnasium._
_Basket ball._
This game is a very popular gymnasium or playground game. An
informal mode of play is here described. For match games
between competing teams more strict athletic procedure is
necessary, and three such forms of the game follow.
The players are divided into two even groups. One group forms a circle
(this need not be marked on the ground). The larger the circle the
more sport in the game. The other group stands within the circle,
scattered promiscuously. The object of the game is for the circle men
to hit the center men with a basket ball, the center men dodging to
evade this. They may jump, stoop, or resort to any means of dodging
except leaving the ring. Any player hit on any part of his person at
once joins the circle men. The last player to remain in the center is
considered the winner. The groups as originally constituted then
change places for the next game, the center men becoming circle
players and the circle men going to the center.
There is no retaliatory play of the ball by the center players; they
merely dodge it. The ball is returned to the circle either by a toss
from a center man or by a circle man stepping in for it if it should
not roll or bound within reach. When two center men are hit by one
throw of the ball, only the first one hit leaves the center.
CIRCLE DODGEBALL
_10 to 60 players._
_Playground; gymnasium._
_Basket ball._
GROUND.--A circle is drawn on the ground. For practice play, a
temporary marking may most quickly be made by the players forming a
circle, dropping hands, and each player then marking the arc of the
circle in front of himself, joining it to those of the adjacent
players. For match games the circle should be marked in advance and
should be accurate, and measure thirty-five feet in diameter.
TEAMS.--Any number of players may take part. They are divided into two
equal teams, one of which stands around and outside of the circle; the
other team is grouped promiscuously within the circle. There are no
officers of the teams, but for match games a referee is necessary, who
should also act as score keeper.
OBJECT OF GAME.--The object of the game is for the outer or circle
team to hit the players of the inner team with a basket ball, any
player so hit being "out" and having to leave the game. With one
slight exception, explained farther on, only the inner players score,
and this on the basis of the number of players left in the circle when
time limits are called. There is no retaliatory play from the inner
team.
START.--The game starts on a signal from the referee with the ball in
the hands of the outer circle. The referee blows his whistle for play
to cease whenever an inner player is fairly touched with the ball, and
again for play to resume. He also signals for time limits explained
under "Score."
RULES AND POINTS OF PLAY.--The players in the outer team must not step
within the circle when throwing. A center player hit by such a throw
is not out.
A ball that does not hit a center player is usually recovered by the
outer circle by rolling or otherwise making its own way to the
opposite side of the circle. If a ball remains in the circle or
rebounds into it, one of the outer team may run in to get it. He may
throw it while within the circle to one of his teamsmen who is in
place outside the circle; or he may return with it to his own place
and throw from there; but he may not throw at one of the inner players
while himself within the circle.
The inner team does not play the ball: it only dodges the ball. Any
tactics may be used for this except leaving the ring. The dodging may
be done by stepping quickly in one direction or another, by twisting,
stooping, jumping, or any other methods that suggest themselves.
A player of the inner team hit on any part of his person or clothing
by a ball is out. This may be either from the ball on the fly or on a
bounce, or rolling. Only one player may be put out for one throw of
the ball. Should two players be hit by one throw of the ball, the
first one touched by the ball is the one to go out. When a player is
hit, the referee blows his whistle, the play ceases, and the player
hit quickly leaves the circle. The referee blows his whistle again for
the play to resume; but should the hit player not then have left the
circle so that he may be hit a second time, such a second hit scores
one point for the opponents.
SCORE.--The game is played in two halves of ten minutes each, the
teams changing places at the end of the first half. The main scoring
is done by the inner team, which scores one point for each player left
within the circle at the end of its half. The only other scoring is by
the outer team whenever a player is hit a second time before leaving
the circle, each such hit scoring one point for the throwing party.
The team wins which at the end of the second half has the highest
score from these two sources together.
The game as here given was developed by Mr. William A. Stecher.
DOUBLE DODGEBALL
_20 to 60 players._
_Playground; gymnasium._
_Basket ball._
The game is played by two opposing teams in a three-court field,
instead of by three teams in such a field as in Progressive
Dodgeball. One team takes its place in the center court, and the
opposing team is equally divided, one half going to each of the end
courts. The teams must be of equal numbers, and for match games have
sixteen players on each.
The game is played in two halves of ten minutes or less each. At the
end of the first half the teams change courts.
The rules for play are exactly the same as for Progressive Dodgeball.
The main difference in the games is in the smaller number of opponents
in the end courts.
This game was devised by Mr. William A. Stecher
PROGRESSIVE DODGEBALL
_15 to 100 players._
_Playground; gymnasium._
_Basket ball._
GROUND.--The ground is divided into three equal courts, each 30 × 30
feet. The end courts may be shorter if full space be not available.
[Illustration Diagram: PROGRESSIVE DODGEBALL]
TEAMS.--The players are divided into three equal teams, which for
convenience may be designated by colors, Red, White, and Blue. There
are no officers for the teams, but one referee for the game, who
should also act as score keeper, is desirable, and for match games
necessary. At the opening of the game the two outer teams line up,
each on its inner boundary line, each player standing with one foot on
the line. The center team is grouped promiscuously near the middle of
the center court. The teams change courts at the end of each inning,
and the formation or line-up just described is resumed at the opening
of each inning.
OBJECT OF THE GAME.--The game consists in hitting players with a
flying ball (not a bounce), any player so hit being out and leaving
the field. For this purpose the two end teams play against the center
team (but not against each other); and the center team also plays the
ball in a retaliatory or aggressive game, trying to hit players on
either of the end teams.
START.--The game is played in three innings, each of five or more
minutes' duration. Each inning begins with the teams in the formation
shown in the diagram and described under "Teams," except that the
different teams will be in different courts for each inning.
The referee puts the ball in play by tossing it to the center team
(say the Whites, as shown in the diagram), and at the same time blows
his whistle as a signal for the game to open. The referee also blows
his whistle whenever a player is hit so as to be out (_i.e._ hit by a
ball "on the fly," not on a bounce). The hit player at once leaves the
field, and play is resumed by the referee's whistle and tossing of the
ball to the center team as at the beginning. The referee also calls
time for the close of innings. After the ball has been put regularly
in play, teams may only secure the ball when it is "dead," _i.e._ when
it has not just been played by an opponent, but has stopped, rolled,
or bounced into its own court.
RULES AND POINTS OF PLAY.--After the referee has put the ball in play
by tossing it to the center team, the player catching it runs to
either the left or right boundary line of his field and throws the
ball at one of the opposing players (Red or Blue). These players,
meanwhile, immediately upon hearing the whistle to start, should have
run toward the rear of their respective courts to lessen the chances
of being hit. Should the White player succeed in hitting a player on
the Red or Blue team, the referee's whistle is blown, the hit player
leaves the field, and the game starts over again as at the beginning.
Should the White player fail to hit one of the opponents, the latter
try, in turn, to secure the ball before it rebounds or rolls back into
the center court. The player who gets it either runs up to the
boundary line and throws at the Whites, or passes the ball to some
other player of his own team who does this. The Whites naturally
scatter to the farther boundary line of their court to avoid being
hit. Should the ball fail to hit a White player, it is most likely to
go entirely across to the Blue court, where one of the Blue team
should catch it, and in turn try to hit the Whites.
[Illustration Diagram: SCORE CARD FOR PROGRESSIVE DODGEBALL WHITE
TEAM WINS]
The end teams (in this case Red and Blue) play against the center
(White), but not against each other. The center team plays against
both end teams. Thus, a player in either of the end teams may be hit
by a player on the center team, but it is not a part of the game for
these end teams to try to hit each other. A ball thrown by either end
team across the center court may be caught, however, by a player on
the opposite end.
A player is not out if hit by a ball that rebounds, whether from the
floor, another player, a wall, or any other object.
A player is not out if the thrower of the ball overstepped the
boundary lines while throwing.
The only kind of a hit that puts a player out is one from a ball "on
the fly" thrown from behind a boundary line.
Players may dodge in any way they choose, but a hit from a flying ball
on any part of the person or clothing puts a player out.
At the close of each inning (of five or more minutes) the teams
progress or change courts in regular order, from right to left. That
is, the Blue team moves to the center, the White team to the left
court, and the Red team to the right court. For the third inning
another change is made in the same direction, the Reds going to the
center, the Blues to the left court, and the Whites to the right
court. Thus, in the three innings each team will have played in each
court.
When a new inning is started and the teams change courts, all players
who have been hit and are out return to their teams. Each inning
begins, therefore, with full teams.
SCORE.--A score is made for each team for each of the three innings,
and consists of a count of the players who have been hit (put "out")
during the inning. The team wins which at the close of the three
innings has the smallest score; that is, has had the smallest number
of players hit.
It adds much to the interest of a game to have the score posted on a
bulletin in sight of the players. But whether on a bulletin or card,
the accompanying form is desirable.
This game was devised and developed by Mr. William A. Stecher.
SCHOOLROOM DODGEBALL
_10 to 60 players._
_Gas Ball._
The players are evenly divided into two teams. One team takes its
place around the outer edge of the room; the players of the other team
scatter through the aisles or seats, which latter should be turned up
if possible. The outer team tries to hit the inner team with the ball,
any player so hit taking his place in the outer team and joining in
its play. The player who remains longest in the center is considered
to have won.
Only a hit from a ball on the fly counts. A hit from a bounce does not
put a player out. If a ball touches any part of the clothing or
person, it is considered a hit. If two players are hit by the same
throw, only the first one hit is considered out. Players may dodge the
ball in any way. The ball is returned to the circle players by a toss
from one of the inner team, should it be out of reach of any player of
the circle team.
If desired, the hit players may leave the game instead of joining the
outer circle. This leaves the teams intact, and each then keeps a
separate score.
If successive games be played, the teams change places, the inner
players going to the circle, and _vice versa_. The game may then be
played in innings if desired, each team to be given three minutes in
the circle. One point is then scored against a team while in the
center for every player hit, and the team wins which has the smallest
score at the end.
DOUBLE CORNER BALL
_14 to 100 players._
_Gymnasium; playground._
_2 basket balls._
This game is one of the comparatively few in which a large
number of players may be kept actively engaged at the same
time. The game was developed by Miss Caroline M. Wollaston of
New York City, through whose kindness it is here given. There
are practically two games going on at once, in which each
player participates in rotation.
GROUND.--The ground for this game should be outlined in a square
measuring about forty by forty feet. In each corner is marked a small
goal, the two goals at one end belonging to one team, say the Blues,
and the two goals at the other end belonging to the opposing, or Red,
team. Near the center are marked two small circular goals for the
throwers of the different teams. The thrower for the Red team stands
in the center goal farthest removed from the red corners; the thrower
for the Blue team in the goal farthest removed from the Blue corners.
Two basket balls are needed for the game.
TEAMS.--Any number of players, from fourteen to one hundred, may play.
These are divided into two teams. While it is advisable to have the
two teams even in numbers, an odd player may be assigned to either
team.
Each team chooses its own captain. Each captain selects two goal
keepers, players who can jump and catch well being best for this
position. These two goal keepers are assigned to goals at the same end
of the ground, each being guarded by guards from the opposite team. If
desired, a halt may be called during the game, and the goal keepers
changed for others designated by the captain. This is sometimes
desirable to rest players filling this arduous position, and sometimes
for the purpose of distributing among the players opportunities for
this kind of play.
The remaining players are guards, and are divided by the captain into
two parties, one for each of the opponents' corner goals. The
following method has been found to work quickly and well for this
purpose: The captain lines up his players and numbers them, taking any
number that he chooses for himself. Those having odd numbers are sent
to guard one goal, and those having even numbers to guard the other
goal. Each guard should remember well his number, as there is a
constant rotation of players according to number.
[Illustration diagram: DOUBLE CORNER BALL]
OBJECTS OF GAME.--The first object of the game is for a thrower on the
center base to throw a ball to one of the corner goal men of his own
team; each ball so caught by the goal keeper scores. One very
distinctive feature of this game is the fact that each guard becomes,
in turn, thrower for his team.
Another object of the game is for the guards to prevent the corner
goal men from catching the ball. This is not only for defensive play,
to prevent the opponents from scoring, but has a positive value, there
being a separate guard score, each ball that a guard catches and holds
scoring for his team. This scoring for catches by the guards has the
advantage of calling for especially active work from the guards, with
much jumping in it, and leads to skillful play for catching the ball
so as to hold it instead of merely touching it.
START.--The game starts with Number One of each team in his respective
throwing base in the center, the guards being disposed in one or two
ranks around the goals they are to guard. Each center baseman holds a
ball, which he puts in play at the referee's whistle, or other signal,
by throwing to one of the corner goal keepers of his team.
Each guard, as he becomes thrower, throws only to the corner on his
side of the field. For instance, the guards bearing odd numbers being
on the right side of the field, when player Number One throws from the
center base, he will throw to the corner man on the right. Similarly,
when player Number Two takes his turn at the throwing base, he will
throw to the corner goal on the left-hand side of the field, as his
party of guards are stationed at the left-hand side.