Where there is a large number of players, the same form of play is

used with the players in relay formation; that is, they should be

divided into groups of equal numbers, each group lining up in single

file before the starting line, and each member of the group bowling in

turn.

The group or team with the highest score when all have bowled wins.

LINE CLUB BOWLS (SINGLE)

(See also _Line Club Bowls (Double)_; _Center Club Bowls_; _Circle

Club Bowls_.)

_2 to 60 or more players._

_Playground; gymnasium; schoolroom._

_Basket ball; hand ball; bean bag; Indian club._

This game differs from Double Club Bowls only in the object of

the play. In Single Club Bowls the object is to knock over one

Indian club which stands alone. In Double Club Bowls the object

is to bowl the ball or bean bag between two upright Indian

clubs without knocking them over.

Any kind of ball or bean bag may be used for this game. If there be

few players, one Indian club is set up for each player, all clubs

being widely separated and on a given line. At from ten to thirty feet

from this club line a second line is drawn, on which the players must

stand to play. The players all slide the bag over the floor or roll

the ball, at once, each player scoring one when he knocks over his

Indian club. The clubs are then replaced, 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.

Where there is a large number of players, the same form of play is

used with the players in relay formation; that is, they should be

divided into groups of equal numbers, each group lining up in single

file before the starting line, and each member of a group bowling in

turn for the club. After each player has bowled, he should replace the

club and bring back the ball or bean bag to the next player. In this

form of the play it is not necessary for the different rows to throw

simultaneously, unless that be desired as a question of order or to

facilitate the scoring. The row or team which makes the highest score

wins.

LINE ZIGZAG

(See _Zigzag Games_.)

MOUNT BALL

_10 to 100 players._

_Playground; gymnasium._

_Basket ball; hand ball._

This is a game of ball played by half of the players while mounted on

the backs of the other players. It is therefore desirable that the

players be paired off so that the two in each pair should be of nearly

equal weight and size.

The players form a circle in pairs. To do this they line up two

abreast, each with his selected partner. This double line then marches

in circle, halts, and faces inward. This will form two concentric

circles. There should be considerable space between couples; in other

words, the circle should be rather large in comparison with the number

of players. It is then decided by a toss-up or otherwise which of the

two circles shall first be "ponies" and which shall be riders. The

ponies bend forward from the hips, pressing their hands against the

knees, or thighs just above the knees. The knees should be stiff, not

bent. The backs are thus bent forward and the riders mount, straddling

the shoulders of the players who are ponies.

The ball is put in play by being tossed from any player to another,

and the game consists on the part of the riders in trying to keep the

ball in as active play as possible in a simple game of toss and catch,

and on the part of the ponies in trying to prevent the catching of the

ball. To do this the ponies must grow restive and turn around in any

way they see fit, but must not lose their general places in the

circle.

When a rider fails to catch a ball, all of the riders must at once

dismount and run in any direction; the pony belonging to the rider

who missed the ball picks up the ball immediately, and as soon as he

has it calls "Halt!" All of the riders must then stand still, and the

player who holds the ball tries to hit his recent rider. The rider

aimed at may try to evade the ball by stooping or jumping, but must

not otherwise leave his place on the floor. During this part of the

play the other ponies remain in their position in the circle, so that

the one who is throwing the ball will not confuse them with the

riders. If the player (pony) who throws the ball at his dismounted

rider succeeds in hitting him, all of the ponies and riders exchange

places, the riders becoming ponies and the former ponies mounting

them. If the player aiming the ball at his dismounted rider does not

succeed in hitting him, the riders remount and the game goes on as

before.

It is not permissible for a rider to hold a ball at any time, no

matter how difficult his position at the moment may be; he must toss

it at once. It is well to have a leader, whether one of the players or

not, who watches for mistakes, gives the commands to mount and

dismount, and announces misses and hits.

This game was played by the ancient Greeks, and is found in

various forms in many countries. It is needless to say that it

is one of the more strenuous games. When properly played it

contains great sport.

NINE-COURT BASKET BALL

_18 to 60 players._

_Playground; gymnasium._

_Basket ball._

This is one of the comparatively few games that gives a large

amount of activity to a large number of players playing at the

same time. The game as here given is the invention of Miss Cora

B. Clark and Miss Caroline M. Wollaston of New York City, by

whose kind permission the game is here printed. It has proven

to be a most popular and interesting game.

GROUND.--The playground or court should measure about forty by forty

feet in outside dimensions, the basket ball goals being placed at the

usual height (ten feet) on opposite sides of the court. One basket

belongs to each team. For instance, the teams are designated as Red

and Blue; one basket belongs to the Red team and the other to the

Blue team. The ground is then further divided into nine even squares.

This may be done in any of the usual lining methods as described on

page 301. The small squares are numbered in consecutive order around

the outside, starting in one corner; the ninth one is in the center.

When players are learning the game it may be advisable to mark these

numbers on the ground, but for players familiar with the game this may

be dispensed with.

[Illustration diagram: NINE-COURT BASKET BALL]

TEAMS.--While from eighteen to sixty players may play this game at

once, eighteen makes the best playing number. Where there is a larger

number it may be found best to divide them into two sets, each set to

play for ten minutes and then give place to the other, and so on

alternately.

The players are divided into two teams, each with a captain. The teams

are chosen by the following method:

The players are lined up according to height and either by marching

(one to the right and one to the left) or by numbering off (the even

numbers stepping out of the line) are divided into two files standing

side by side. Each file constitutes a team, and each member of a team

is paired off with the opponent standing in the file beside him. By

this method the two opponents forming a couple are of practically

equal height.

The couples are numbered as they pair off, the number indicating to

which court they shall go for the opening of the game. Thus, couple

Number One will go to the small court marked 1, couple Number Two to

the court marked 2, etc. Should there be more than nine couples, the

tenth couple will go to court number 1, the next couple to court

number 2, etc. Usually only one or two couples go to each small court,

but sometimes three or four couples must be so assigned, to

accommodate a large number of players. Where there are so many,

however, it will be found best to divide the number into halves, one

half playing at a time, as previously mentioned. Should there be an

odd player (without a partner), he is placed in the center court

(number nine), and remains there throughout the game. A good leader,

however, will see that some player changes off with this odd

individual during the game.

It will thus be seen that each court contains an equal number of

players of each team. For instance, if there be but two players in a

court, one of them belongs to the Red team and the other to the Blue

team. If there be four players in the court, two of these belong to

the Red team and two to the Blue team, etc.

OBJECTS OF THE GAME.--The objects of the game for each team are, (1)

to throw the ball into its own basket; this may be done from any court

in the diagram; and (2) to prevent the opponents from putting the ball

into their basket.

One of the marked characteristics of this game is the constant change

or progression in the position of players, as every time that a goal

is made with the ball the players all move to the next square or small

court. This is done in order to give each player an opportunity to

play from all positions on the field. This makes all-round players,

and gives the retiring, less aggressive ones a fair share of the play.

It also prevents certain players having the most desirable positions

throughout the game.

START.--The game is started by the teacher or referee tossing the ball

in the air between two opposing players in court nine, each facing his

own basket. Each player tries to send the ball toward his own basket,

others playing upon the ball immediately.

RULES AND POINTS OF PLAY.--The ball may be thrown for a basket from

any of the courts. In other words, it is not necessary for the ball to

be passed to a player in court two to be thrown for the red basket, or

to court six in order to be thrown to the blue basket, though that may

be a desirable play. Experience has shown, however, that when a player

on the Blue team is standing in one of the courts farthest away, even

in court two, it is not usually wise to throw to court six by way of

the center (court nine), as too much massing of players results. The

Blue team player in court two will often find it better to throw the

ball to a player of this team in court one or three, and so on around

the outer edge to court six; although there is no rule to prevent

throwing the ball wherever a player pleases. As a general rule, the

more zigzag the path of the ball, the more open the game. Short passes

make a better game than long ones.

Players must remain in their own small courts except when progressing.

It is optional, however, whether any penalty shall be attached to

momentary stepping over the lines between small courts in the

excitement of rapid catching and passing. This point should be decided

before the game opens, and would probably be used only with

experienced players. No player may step over the outer boundary lines,

except to get the ball when it goes afield. A throw for a basket made

with even one foot outside of the outer boundary lines is a foul.

Guarding is done by holding the hands or arms over the opponent's ball

to hinder the aim, but neither the ball nor the holder of it may be

touched. Only one player is allowed to guard a thrower, no matter how

many players may be in the small court where the thrower stands. The

two opponents who first pair off at the opening of the game when

places are assigned, act thereafter as guards one to the other, no

other players being allowed to fill that office.

When two players have possession of a ball, the one who touched it

first has the right to it. If this cannot be decided instantly, the

ball is thrown up between them as at the start of the game, the

nearest player tossing it. For a good game this rule should be

strictly enforced, no discussion over the possession of a ball being

allowed.

When the ball goes outside of the outer boundaries of the court, only

one player may go after it. All of the players in the small court

through which it left this boundary may start for it, but the first

one over the line continues and secures the ball. Players from other

courts may not try to get a ball that thus goes afield. When a ball

has gone afield, the player picking it up must throw it from the point

where it is picked up to any court player. No running or walking with

the ball is allowed in thus returning the ball to the courts.

In playing on the ball, no player is allowed to hold the ball or to

run or walk with it. A player may turn around quickly with the ball,

but must throw it at once. A player transgressing these rules must

give the ball to his opponents--that is, to the opponent who has been

paired off with him.

FOULS.--No scoring is made on the fouls. Transgression of any of the

rules given above is punished by giving the ball to the opponents, the

transgressor in each case giving it to the opponent paired off with

him.

SCORE.--A team scores one point each time that it makes a goal. The

game is played on time limits, the team winning which has the highest

score at the end. Where a large number of players is divided into two

parties to take turns at playing, the time limits for each are

generally ten minutes; with such rest intervals the two parties may

play indefinitely. Where all of the players are engaged in one game

the period may be anywhere from thirty to sixty minutes.

OVER AND UNDER RELAY

_10 to 100 players._

_Playground; gymnasium; schoolroom._

_Balls; bean bags; substitutes._

This game is a combination of Arch Ball and Stride Ball.

The players stand in two or more files, the files containing an equal

number of players. The game is a passing relay, the files competing

against each other. The leaders of each file have two balls, bean

bags, or blackboard erasers. At a signal, a ball (or whatever is used)

is passed back over the heads of the players until it reaches the last

one in the line, who keeps it. The leader counts ten after the ball

leaves his hands and at once passes back the second ball between his

feet, the players bending over to pass it along. When this reaches the

last player, he runs forward with a ball in each hand and takes his

place at the head of the line, which moves back one place to give him

room. At once he passes one ball backward overhead, counts ten, and

passes the other between his feet. This continues until the original

leader, who has been gradually backing to the rear of the line,

reaches the front again, carrying both balls. The line wins whose

leader first accomplishes this.

This game has some admirable exercise in it, keeping the players

bending and stretching alternately. Quick play should be encouraged.

When played in a schoolroom alternate aisles should be kept clear that

the runners may use them in running to the front of the room.

OVERTAKE

_20 to 60 players._

_2 balls or bean bags._

_Playground; gymnasium; schoolroom._

OBJECTS OF GAME.--This is a toss and catch game between a captain and

the players of his team who are lined up around a square alternating

with the players of an opposing team. The objects of the game are (1)

to complete the round of tossing and catching quicker than the

opponents; (2) to "overtake" or outdistance the bag or ball which the

opponents are tossing.

[Illustration diagram: OVERTAKE]

FORMATION.--When played in a gymnasium, a well-defined square should

be marked, around which the players take their places. The size may

vary with the number of players and their skill in throwing to and

catching from the captain who stands in the center. In the schoolroom

the players stand around the room next the wall, outside a line marked

on the floor, within which they may not go.

TEAMS.--Any number from twenty to sixty may play. Forty is an

especially good number.

The players are evenly divided into two teams, preferably designated

by colors; or the players of one team may each tie a handkerchief on

one arm to distinguish them. Polo caps of a colored cheese cloth are a

serviceable device. If it be used in the schoolroom, each player may

easily keep such a cap in his or her desk. Corresponding colors for

the two bean bags or balls are also desirable.

One player from each team is chosen for captain and stands in the

center, the two captains being side by side and moving around each

other within a small circle drawn on the floor, as becomes necessary

for the shifting direction of the play. The other players of each team

are numbered consecutively, and take their places alternately around

the square, the two Numbers One standing opposite each other. A

referee is also desirable who should start the game, announce score,

and award points to the opposing team when fouls are made. The referee

may act as scorer, or, if there be a separate scorer, announce the

points for scoring. The referee should also pick up any dead (dropped)

ball and toss it to the captain of the team.

START.--The game starts, on a signal from the referee, with the

captains standing back to back in the center, each facing the Number

One player of his team. At the signal each captain tosses his ball to

his Number One, who at once tosses it back to him; the captain then

tosses it to the next player of his team standing on Number One's

right, and he tosses it back. The play is thus continued around the

entire square until the captain tosses it again to his Number One,

which is called getting the ball "home." The two balls are thus being

played around in the same direction, following each other; and one of

the main features of the game is to have a ball "overtake" that of its

opponents. In the next inning or round the balls may follow in the

opposite direction (to the left).

RULES AND POINTS OF PLAY.--Players may lunge or "fall out" when

tossing or catching, if one foot be left without the boundary.

Players may stoop or jump to catch a low or high ball, but may not

advance beyond the boundary.

One or both hands may be used in tossing or catching.

A dropped ball is returned to play by the referee, who tosses it to

the captain.

If a captain drops a ball or bag three times, he changes places with

Number One player of his team; this captain, failing three times,

changes with Number Two, and so on.

Every ball dropped scores for the opponents, as stated under "Score."

An opponent may interfere, but with one hand only.

FOULS.--It is a foul--

_a._ To use the arms in any way to interfere with a player who does

not hold the ball.

_b._ To grasp the clothing or person of an opponent.

_c._ To use both hands for interfering.

_d._ To drop the ball.

_e._ To send the ball afield.

All fouls are penalized by the opponents' scoring one point, except

for a ball that goes afield (outside the boundaries): that scores two

points for the opponents. A ball dropped inside the boundaries scores

one point for opponents.

SCORE.--A ball which "overtakes" (passes) the opponents' ball scores

five points.

The ball that first makes the circuit and gets back to Number One

player of its team, or "home," scores two points.

Fouls score one point for the opponent, except when a ball goes

afield, which scores two points for the opponents.

The game is won on a score of ten points.

This game was originated and copyrighted by Mrs. Elizabeth R.

Walton, of Washington, D.C. It 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 its author.

PASS BALL RELAY

_10 to 100 players.

Playground; gymnasium.

Basket ball._

Any number of teams may compete, but should contain an equal number of

players. The teams line up in single file, and the game consists in a

competition between them in passing a basket ball backward overhead,

followed by a short run for each player in turn.

A starting line is drawn across the playing space, behind which the

teams line up. The players in a team must not stand close enough

together to touch. An objective point or goal, such as a basket, is

placed in front of each team at a good running distance,--at least

fifty or seventy-five feet if the space admits of it. On an athletic

field a player not on the team may be stationed to serve as this

objective point. Good form at the opening of the game calls for the

teams to be lined up with the balls resting on the ground in front of

the first players. On the starter's signal, "On your mark!" the first

players toe the starting line with both feet; on the next signal, "Get

ready!" they raise the balls overhead, but not to be touched by the

next players until put in play on the final signal. When the starter

says "Go!" the first player hands the ball backward overhead to the

next player, and each one in turn passes it in a similar way down the

line. When the last player receives the ball, he runs forward with it

around the goal, returns, and passes it to the player at the head of

the line, when it again travels backward to the rear as before. A

returning player may hand the ball to the front player, either facing

him or turning with his back to him and passing the ball overhead; but

he may not toss it to him. A returning player takes his place at the

head of the line, toeing the line, the file moving backward one step

to make room for him. The original leader of the line will thus move

gradually backward until he is at the rear of the file; he will be the

last runner forward, and should be plainly marked with a sash

diagonally across the breast to aid the judges in distinguishing him.

When he receives the ball, he runs forward with it around the goal

like his predecessors, but on his return, instead of lining up and

passing the ball backward, dashes with it over the finish line. The

finish line should be a tape (strand of worsted) stretched parallel

with the starting line, but three feet to the rear of the files.

Should the playing space not admit of this, the starting line may be

used as a finish line.

Should the ball be dropped as it is passed down the line, the player

next behind the one who last touched it must leave his place in the

line, pick up the ball, return, and put it in play from where it left

the line. If so rectified, this dropping of the ball does not score as

a foul.

There should be a judge of fouls for each team and two judges

at the finish. One foul is scored against a team for--

1. Every player who does not touch the ball as it is passed

backward.

2. Every player (except a returning player) who turns to face

the next one and hand the ball instead of passing it backward

overhead.

3. A returning player tossing the ball to the head of the file.

4. The head player standing forward of the starting line.

5. A runner touching the goal as he encircles it.

The teams win in the order of finishing if there be no fouls.

One foul disqualifies a team unless the competing teams have

made an equal or greater number of fouls. In such a case the

teams win in the order of finishing, plus consideration of the

smallest record on fouls. A team finishing second, for example,

with no fouls, would win over a team finishing first with one

or more fouls.

Teams Order of Finishing Number of Fouls Order of Winning

A 1 3

B 4 2 Third place

C 2 2 Second place

D 3 0 First place

These rules are used by the Girls' Branch of the Public Schools

Athletic League of New York.

PIG IN A HOLE

_10 to 60 players._

_Playground; seashore; gymnasium._

_Basket ball._

[Illustration diagram: PIG IN A HOLE]

Each player should be provided with a stick about three feet long.

This may be made by whittling branches, or a gymnasium wand or piece

of broomstick may be used. A hole is dug in the ground measuring

twelve or fifteen inches in diameter. All of the players but one stand

in a circle around this, with several feet between each two players so

that they may move freely. Each player digs a small hole in the ground

in front of his place in the circle, the hole to measure about four

inches in diameter. The game is played with a basket ball, although a

smaller ball may be used, in which case the center hole need not be

quite so large, though it should be somewhat larger than the ball

used.

The game consists in the odd player trying (1) to get the ball (the

"pig") into the center hole with his stick, which all of the other

players will try to prevent; and (2) the odd player trying to be

released from his position by placing the end of his stick in one of

the small holes belonging to one of the circle players, which he can

only do when the player in question has his own stick out of it.

Games for the Playground, Home, School and Gymnasium · 第 28 / 33 段