center base, ready to throw the ball to the corner. Each thrower has
but one throw at a turn, whether it be successful or not. Immediately
that a thrower has tossed the ball, he steps back to his place among
the guards, and the guard bearing the next number steps into the
throwing base. The players must keep their own watch for turns to do
this, and each should therefore observe at the opening of the game
which guard bears the number next before his. This will be a player in
the opposite division of guards of his team, as the odd numbers are
guarding one corner and the even numbers another.
When each player of a team has thrown from a center base, the numbers
begin over again in regular rotation. Thus, if Number Sixteen be the
last thrower, Number One follows him.
Whoever catches a ball thrown to a corner, whether it be the corner
goal keeper or one of the guards surrounding him, throws the ball
immediately back to the center base, supposedly to the next player,
who should have stepped at once to the base when the previous thrower
left it. Should this next player not have reached the center base in
time to catch the ball, he picks up the ball and throws it to the
proper goal keeper; but it behooves a player to be at the center base
in time to catch a ball returned from a corner, because every such
catch scores.
A ball caught on the center base is, of course, a return ball from the
corner to which a predecessor threw it, and must be a fair throw,
whether sent by one of the opponents' guards or his own goal keeper.
It may make clearer the rotation of the play to illustrate as follows:
The game opens with Number One ready on the center base belonging to
his team. His group of guards, that is, those bearing the odd numbers,
are guarding the corner behind him on the right-hand side of the
field. He therefore throws the ball on the referee's signal to the
corner goal keeper for his team at the opposite end of the ground on
the right-hand side. Immediately that he has thrown the ball, he steps
back among his group of guards bearing the odd numbers, and Number Two
of his team, who belongs to the group of guards on the left-hand side
of the field, steps forward at once to the center base. Meanwhile, the
ball may have been caught by the goal keeper to whom it was thrown, or
by one of the guards surrounding him. It is at once tossed back to the
center base from which it came, and Number Two guard should be there
to catch it.
Number Two then throws the ball to the goal keeper for his team on the
left-hand side of the ground. Whoever catches it at once throws it
back to the same throwing base, and Number Three should be there to
receive it, Number Two having returned to the ranks of his guards. So
the game goes on, the guards each taking a turn at the throwing base,
and each throwing the ball to the corner goal keeper on his side of
the field.
Meanwhile, the same sort of game is being played by the opposite team,
two balls being in play at once, and each guard taking part in each
game for each team, according as he is guard around an opponent's
corner goal or a thrower from the center base to his own goal men.
Each goal keeper and thrower must keep one foot in his goal or base.
It is thus permissible for a goal keeper to step out of his goal with
one foot, or lean far out of the goal to catch the ball. Of course the
best kind of a throw to a goal keeper is a high curved ball that will
go over the heads of the guards and fall within his goal. No guard may
step within the goal he guards.
Violation of the rules about overstepping territory constitutes a
foul, and scores for the opposing team.
Very alert and rapid play is needed to make this game a success. As
one team (Blues) may play faster than the other (Reds), it is not
necessary that Number Six of the Red team and Number Six of the Blue
team, for example, should be on the center throwing bases at the same
time. The two games go on independently of each other.
FOULS.--The overstepping of boundaries in ways not allowed by the
rules score one for the opponents.
SCORE.--A goal keeper scores one point for his team every time that he
catches a ball which has not been touched by one of the guards around
his goal. A ball caught by a goal keeper after being touched by a
guard does not score.
In addition to the score made by goal keepers, a guards' score is
kept, each player counting the number of balls he catches and holds,
no matter where he be standing, whether in his position as guard or in
the center base from which he is to be thrower. Such a catch by a
guard scores one point, the guards reporting their points at the end
of the game. Touching the ball does not score under any circumstances.
It must be caught and held.
Fouls score for opponents, as stated under "Fouls."
The score for the game for either side is the sum of all of the balls
caught, according to the above rules, by the goal keepers and guards
on that side. The game is usually played on time limits of from twenty
to forty minutes.
For experienced players, scoring by guards may be omitted if desired.
The particular object of this feature is to encourage guards to expert
work in catching the ball, instead of merely interfering.
DOUBLE DODGEBALL
(See _Dodgeball_)
[Illustration: DRIVE BALL]
DRIVE BALL
_10 to 30 players._
_Playground; gymnasium._
_Basket ball; volley ball._
This is one of the most interesting games for players beginning to
care for team work. The writer has known some boys to play the game
persistently for several seasons in succession.
GROUND.--A court measuring from thirty to fifty feet in length by
twenty to thirty in width is divided into two equal parts, forming two
courts, each of which should be a little wider than it is long. A goal
about two by four feet is marked in the center rear of each court,
within the boundary lines. It facilitates the game if the end of each
court may be a wall or fence, and thus make sort of a backstop behind
the goal.
Each court has bases marked at even distances over its surface,
wherein the different players stand. These may be marked simply as a
cross for a footmark, or a small circle or square. There is no
particular arrangement for these, the only object being to scatter the
players, no mass play being allowed in the game.
[Illustration diagram: DRIVE BALL]
PLAYERS.--The players, of no stipulated number, are divided into two
equal teams. Each team appoints a captain, who stands at the middle of
the dividing line and is responsible for the discipline of his team; a
goal guard, whose duty it is to keep the ball from the goal and who
stands in the goal; and from six to twelve players, each assigned a
certain spot marked as his territory and from which he may not move
more than two feet.
OBJECT OF GAME.--The object of the game is to throw the ball into the
opponents' goal.
START.--The ball is put in play by being placed on the ground at the
center of the dividing line between the two captains. At a signal from
an umpire, each captain hits the ball with his fist. The ball is
thereafter kept moving rapidly back and forth from one court to the
other, hit always with the fist. After being caught or otherwise
stopped, it should be bounced or thrown from one hand and hit with the
fist.
RULES.--No player may move more than two feet from the base assigned
him. At no time may players do mass work. Whenever a goal is made, the
ball is again started from the center by the two captains. The goal
guard may not step out of the goal, even with one foot. The ball must
always be hit with the closed fist.
FOULS.--It is a foul to kick the ball; to hold it; to throw it with
both hands or in any way except by batting with the closed fist; it is
a foul to cross the dividing line. Each foul scores one point for the
opposing team.
SCORE.--Whenever a ball touches the ground inside of a goal, it scores
two for the batting side. Fouls count for the opposing side, as above
stated. The game is played in three rounds of fifteen minutes each,
with a rest of five minutes between. The teams change courts for
successive rounds. The team wins which has the highest score at the
end of the third round.
EMPEROR BALL (See _Captain Ball_--IV)
END BALL (See _Appendix_)
FIST BALL
_6 to 30 or more players._
_Playground; gymnasium; parlor._
_Volley ball; basket ball; gas ball._
This game is very similar to Volley Ball, but differs from that
game in the fact that the ball is hit with the fist instead of
the open hand; that the ball may bound on the ground; and that
the general rules are simpler. For large numbers two balls may
be used, as described at the end.
GROUND.--The ground should be, if possible, one hundred feet long and
sixty feet wide, with clearly defined boundaries. Across the center of
the ground a rope or cord is stretched, head high, which divides the
ground into two equal courts. If desired, each court may be divided
into small squares, one for each player, to prevent mass play.
PLAYERS.--The players are divided into two equal teams, each of which
scatters promiscuously over the court unless assigned to squares as
described above. The players in each team should be numbered
consecutively to facilitate rotation in serving. One officer will be
needed to act as umpire and scorer.
OBJECT OF GAME.--The object of the game is to send the ball back and
forth across the stretched cord, striking it only with the fist. The
game is defensive; that is, the scoring is done by one party when the
opponents fail to return the ball or to keep it properly in play.
START.--The ball is put in play by a regular serve at the opening of
the game, after each point scored, and after going out of play. The
players take turns in serving for their team, being numbered before
the game opens. The sides alternate in serving after a score.
The player who serves the ball should stand at a central point ten
feet from the dividing line, and may serve the ball in two ways. He
may bound it and bat it with the fist over into the opponents' court,
or he may hold it above his head, let go of it, and as it falls serve
it with his fist. The ball must go over the line to be in play. Should
a server fail in this, the ball must be handed to the opposite side,
which then has a trial. After a ball has otherwise gone out of play,
it is served anew by the side responsible for the failure.
RULES AND POINTS OF PLAY.--The ball must cross into the opponents'
court above the cord to score or be properly in play.
A ball to score its highest (two points) must be returned after a
serve without bounding, although any number of players may hit it or
keep it in the air before sending it back over the line. A ball may
bound once before being returned and score less (one point). It is out
of play if it bounds twice without being hit between the bounds.
Several methods of play are permissible, but the rule is invariable
that the ball must always be hit with the closed fist, and always from
underneath, except for sending it across the line. It must reach the
opponents' court from a blow and not from a bound. Either fist may be
used in striking a ball, but never both at once. A player may
"dribble" the ball in the air before batting it over the line to the
opponents; that is, he may keep it in the air by hitting it from
underneath with his closed fist ("nursing" it) until he is prepared to
bat it with his fist. A ball hit with the forearm is considered
properly in play except for a service. Several players on one side may
play on the ball before sending it into the opponents' court. In doing
this the ball may bounce once after every time it is hit with the
fist.
A ball is out of play (1) when it passes under the line or touches the
line; (2) when it touches the ground twice in succession without being
hit between the bounds; (3) when it touches the ground outside the
boundaries from a blow; (4) when it bounds out of boundaries. Whenever
a ball is put out of play in these ways, it is sent back to the side
responsible for the failure, and they must put it in play again.
Whenever a side scores a point, the ball must again be put into play
with a regular serve, the sides taking turns in this, and each player
on a side serving in turn.
SCORE.--The score is made by both sides and is for returning the ball.
If returned to the opponents without touching the ground, it counts
two points for those returning it. A ball which touches the ground
once before being hit back over the line scores one point. The game
consists of twenty-five points.
After each game the two sides exchange courts.
FOR LARGE NUMBERS it is very desirable to have two or more balls in
play at once. They are served simultaneously from opposite sides of
the ground, at the opening of the game. There should be one score
keeper for each ball.
FOR THE PARLOR.--This game may be played in the parlor with a light
gas ball measuring four or five inches in diameter, or with a child's
gas balloon. The same rules apply as in other forms of the game.
FOOTBALL TAG
_5 to 30 or more players._
_Playground; gymnasium._
_Football._
Each of the players has three points at the beginning of the game. The
players are scattered promiscuously over the ground or gymnasium. One
player, who is It, has a football which he kicks lightly toward any
other player, the idea being to tag some other by mere touch of the
ball. Any one so touched or tagged by the ball loses one of the three
points with which he started, and also becomes It, trying in turn to
kick the ball so it will tag one of his fellows. There are no
restrictions as to the moving about of players to evade the ball. The
latter must not be touched with the hands, nor may it be kicked higher
than the chests of the players. Any one infringing these rules loses
one point for each offense, and remains It until he successfully tags
some one according to rules. Any player who loses his three points is
out of the game, and the player wins who remains longest in the field.
HAND BALL DRILL
(Preliminary Ball)
_1 to 100 players._
_Playground; gymnasium._
_Hand ball; bean bags._
When little children first begin to handle a ball the size of
an ordinary hand ball, the acquirement of skill in tossing and
catching is not altogether easy. Experience with such children
has shown that some preliminary drill is very desirable as a
preparation for the ball games. This drill may itself be done
in the play spirit and made very interesting.
The various movements described may be general (by the class in
unison) in time to music or counting; or they may be done
individually or with partners as indicated, irrespective of the
time in which other individuals or partners are working.
In the latter method the play may be competitive, the pupils
counting the number of times in which they bound or toss or
catch without missing, the one reaching the highest number
winning.
It will be noted that the drill seeks to cultivate equal skill
of both hands. This is very desirable in many games and should
be done aside from any theories as to the value of
ambidexterity.
I. HAND BALL DRILL (ELEMENTARY)
A. BOUNDING
INDIVIDUAL PLAY
1. Bound, and catch with both hands, palms _upward_.
2. Bound, and catch with one hand (right, then left), palm _upward_.
3. Bound, hit to rebound once, and catch with one hand (right, then
left), palm _upward_.
4. Bound, and catch with one hand (right, then left), the palm
_downward_ in catching ("dog snack").
5. Bound, hit to rebound twice, or more times, and catch with one hand
(right, then left).
WITH PARTNERS
(If there be many players they may stand in long ranks facing
each other for these drills, or in separate couples scattered
promiscuously over the ground. In either case they should begin
with a comparatively short distance, say of three feet, between
partners, and gradually increase the distance.)
1. Bound to partner, who will catch with both hands.
2. Bound to partner, who will catch with one hand (right, then left),
palm _upward_.
3. Bound to partner, who will catch with one hand (right, then left),
palm _downward_.
4. Bound to partner, who will return ball by hitting it for a rebound
without catching it. This may be kept up between the two indefinitely.
B. TOSSING
INDIVIDUAL PLAY
1. Toss, and catch ball with both hands.
2. Toss, and catch with one hand (right, then left), palm _upward_.
3. Toss, and hit it to retoss in the air without catching (right hand,
then left), palm _upward_.
WITH PARTNERS
1. Toss ball to partner, who will catch with both hands.
2. Toss ball to partner, who will catch with one hand (right, then
left), palm _upward_.
3. Toss ball to partner, who will catch with one hand (right, then
left), palm _outward_ ("dog snack").
C. BOUNDING AGAINST WALL
INDIVIDUAL PLAY
1. Throw ball upward against a wall, allow it to bound once, and catch
with both hands.
2. Throw ball against wall, bound once, and catch with one hand
(right, then left), palm _upward_.
3. Throw against wall, bound once, and catch with one hand (right,
then left), palm _downward_.
4. Throw against wall and catch without bounding on the ground with
one hand (right, then left), palm _upward_.
5. Throw, and catch without bounding on ground, with one hand (right,
then left), palm _outward_.
WITH PARTNERS
1. Repeat the above throws against the wall, the partner catching in
each case as designated in the list.
II. HAND BALL DRILL (ADVANCED)
A. TOSSING
INDIVIDUAL PLAY
1. Toss or throw the ball straight upward as high as possible; catch
it in one hand (right, then left), with palm _upward_.
2. Toss or throw the ball straight upward as high as possible; catch
it in one hand (right, then left), palm _outward_ ("dog snack").
3. Hold out one arm, say the left, straight in front at shoulder
level; holding the ball in the right hand, swing the right arm outward
in a full circle; toss the ball upward from under the outstretched
arm, and catch with the hand that threw, palm _outward_.
4. Repeat this throwing with the left hand, holding out the right.
5. Toss the ball sideways over one's own head, and catch on the
opposite side. This is done as follows: Holding the ball in the right
hand, swing the right arm out sideways, and from about shoulder level
toss the ball over the head toward the left side. Catch it on the left
side near shoulder level with the left hand, palm upward or outward.
6. Reverse, tossing from the left hand and catching with the right.
7. Toss the ball under the upraised knee as follows: Holding the ball
in the right hand, raise the right knee upward, bent at an angle,
swing the right arm in circle outward, and toss the ball upward from
under the knee; that is, from the inner side of the leg; catch with
the hand that threw, palm _outward_. Repeat with the left hand and
knee.
8. Throw the ball upward behind the back, so that it comes forward
over the opposite shoulder, as follows: Holding the ball in the right
hand, circle the right arm outward, bend the arm behind the back, toss
the ball upward over the left shoulder, and catch it over the head or
in front with the hand that threw, palm outward. Reverse, using the
left arm and throwing over the right shoulder. When this is first
tried the ball may not be thrown very high or very well as to
direction; but it is a fascinating throw to practice and may soon be
done with a high toss and very accurately.
HAND FOOTBALL
_10 to 30 or more players._
_Playground; gymnasium._
_Basket ball._
GROUND.--The ground should be marked off with boundary lines, which
should inclose a space at least fifty feet long by twenty or
twenty-five wide. For expert players a much larger ground is
desirable. Ten feet from the rear boundary line at either end of the
field, another line is drawn, on which the players line up.
PLAYERS.--The players are divided into two equal teams, each of which
selects a kicker for the ball. There should also be one leader who
serves for the two teams. The kicker for each team stands five feet
within his half of the ground measuring from the center, and should
be halfway between the two side boundary lines. The rest of the
players for each team line up on the line previously designated for
that purpose. The leader stands at one side of the field near a
boundary line.
OBJECT.--The object of the game is to kick the ball over the heads of
the opposing team.
[Illustration diagram: HAND FOOTBALL]
START.--The leader puts the ball in play by throwing it so it will
touch the ground between the two kickers. Both kickers at once run for
the ball and try to kick it over the heads of their opponents.
RULES AND POINTS OF PLAY.--The players on the line-up may intercept
the ball only with their hands. They may not grasp or kick the ball,
but merely bat it with the hands. At no time may they leave their
places on the line.
SCORE.--A point is scored whenever a kicker succeeds in sending the
ball beyond his opponents' line-up. Players then exchange fields for
the next round. Ten points win the game.
HOME RUN
_10 to 60 players._
_Schoolroom._
_Gas balls or bean bags._
Arrange the players so that all the rows are filled and the same
number in each row. No. 1 in each row has a bean bag or ball, and at
the word "Start!" stands and throws the bag or ball to No. 2, who also
stands at the word "Start." No. 2 throws it back to No. 1 and sits
down while No. 1 throws the ball to No. 3, who stands up as soon as
No. 2 is seated. No. 3 throws it back to No. 1 and the game continues
until No. 1 has thrown the ball to the last player in the row. When
No. 1 receives the ball from the last player, he lays it down on the
desk and runs to the seat of the last player, while all players move
up toward the front one seat. No. 2 in the row then becomes No. 1, and
tosses the ball as his predecessor did. The game continues until the
original No. 1 reaches his original place and calls "Home run!" thus
scoring a point for his row and starts again. The row scoring the most
points during fifteen minutes becomes the winner.
This game was originated by Miss Amy A. Young of Cleveland,
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.
LINE BALL
_10 to 60 or more players._
_Schoolroom._
_Gas balls; bean bags._
For this game a line should be drawn on the floor across the front of
the schoolroom, a short distance in front of the blackboard. One
player from each row of seats takes his place toeing this line.
Another line is drawn at the front of each aisle even with the edge of
the front desks. The game consists in a tossing of the ball from the
leader on the forward line to different players, who take their places
in turn on the line at the head of the aisle. Each row of seats should
contain an even number of players, as the different lines compete with
each other.
The first players in the rows rise from their seats on a given signal,
toe the line at the head of their aisle, and catch the ball, which
should be tossed to them immediately by the leader who stands
opposite. This player quickly returns the ball to the leader by means
of another toss, and sits down at once. His sitting is a signal for
the player next behind him to run forward to the line, catch the ball
from the leader, toss it back to the leader, and reseat himself. This
continues until every player in the line has caught and returned the
ball, when the leader should return to his seat and hold the ball up
at arm's length, as a signal that his line has finished. The line wins
whose leader is the first to do this.
For a more advanced form of this game, see _Home Run_.
LINE CLUB BOWLS (DOUBLE)
(See also _Line Club Bowls (Single)_; _Center Club Bowls_; _Circle
Club Bowls_.)
_2 to 60 or more players._
_Playground; gymnasium; schoolroom._
_Hand ball; bean bag; Indian clubs._
This game is like Single Club Bowls, except that the object of
the play is to pass the ball or bean bag between a pair of
upright Indian clubs, instead of trying to knock one over.
If there be a few players, one pair of clubs is set up for each
player, with an interval between them two inches wider than the
diameter of the ball that is used. At from ten to twenty feet from the
clubs a line is drawn on which the players stand to throw. The players
slide the bag over the floor or roll the ball; all play at once, each
player scoring one if his ball or bag goes between the clubs without
knocking them over. The clubs are then put in order if displaced, the
balls or bags gathered up, and the players return to the starting line
and bowl again.
The player wins who first scores twenty-five or fifty, as may be
determined before the game opens.