The game starts by all of the players putting their sticks in the

center hole under the ball. They count, "One, two, three!" and on the

last word all lift the ball with the sticks and then rush for the

small holes, each player placing the end of his stick in a hole. As

there is one less hole than the number of players, one odd player will

be left out. It thereupon becomes his duty to drive the pig into the

hole from whatever point it may have landed through the combined

effort and toss with which the game opened. The circle players try to

prevent the pig getting into the hole by blocking its passage with

their sticks. They may not kick it or play upon it in any other way.

The odd player will try to ward off the interference of the sticks by

clearing a way in front of the ball with his own. The other players

may leave their places at any time to block the passage of the ball;

but this is a dangerous thing to do, for the odd player may at any

moment leave his work with the ball and place his stick in one of the

vacant holes. It therefore behooves the circle players to leave their

holes unguarded only when there is imminent danger of the ball

entering the center hole from that side of the ring, or when a good

opportunity comes for aggressive play to drive the ball out of the

ring, which should also be one of their objects.

It is not necessary for a player to return to his own hole after

having removed his stick from it. Any hole may be taken by any player,

and much of the interest of the game lies in the freedom with which

players will move about and take chances in this way.

If the driver succeeds in getting his pig in the center hole, he is

considered to have won, and the game begins again. Should the driver

succeed in placing his stick in an unoccupied hole in the circle, the

odd player thus left out must become driver.

FOR THE GYMNASIUM.--This game may be adapted to the gymnasium by

drawing chalk circles in place of those that would be dug in the

ground out of doors. The same rules apply for the game, which may be

played either with a basket ball or a bean bag.

This game is found in many countries. Several of the forms of

play here given are from the Chinese. It is an old traditional

game in England and popular there to-day.

PROGRESSIVE CAPTAIN BALL

(See _Captain Ball V_.)

PROGRESSIVE DODGEBALL

(See _Dodgeball_.)

RING CALL BALL

(See also _Call Ball_.)

_10 to 30 or more players._

_Playground; gymnasium._

_Hand ball; bean bag._

This game is similar in some respects to Call Ball, but being played

in a circle formation, is much simpler and less difficult and

exciting, being suited particularly to younger players.

The players form a circle, with one in the center, who throws a ball

in the air, at the same time calling the name of one of the circle

players. The one called must run forward and catch the ball before it

bounds more than once. If he catches it, he returns to the circle. If

he does not catch it, he changes places with the thrower.

ROLEY POLEY

(Hat Ball)

_5 to 20 players._

_Playground; gymnasium._

_Hand ball; bean bag._

A row of holes three or four inches in diameter is made in the ground,

with about one foot space between. There should be one hole less than

the number of players. Boys' caps may be placed in a similar row

instead of digging holes. Parallel with the row of holes, and about

twenty feet away from it, a base line is drawn. A pile of pebbles

(called "babies") should be collected before the game begins.

[Illustration: BALL GAME ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOL]

The game consists primarily of rolling a ball into one of the holes or

caps, followed by ball tag, and a scoring with the pebbles. The

players stand each a little distance behind a hole except one, who is

chosen to be the first roller. He rolls the ball from the base line

into one of the holes or caps. Immediately he and all of the players

except the one into whose hole the ball has fallen, run, scattering in

any direction. The one to whose lot the ball has fallen lifts the ball

as quickly as possible, calling "Stand!" as soon as he has it in his

hand. The running players must halt when they hear this order, and the

one who holds the ball tries to hit one of them with it from where he

stands. If he succeeds in doing so, one of the pebbles is put in the

cap of the player who is hit. Should he miss hitting any one, a pebble

is put in his own cap. Should the player who tries to roll the ball

into one of the holes or caps miss getting it in, a pebble is put in

his own cap, and he makes other trials until he succeeds. When a

player is hit by the ball, he becomes roller, and all of the others

return to their places. The game continues until one player gets six

(or ten) stones ("babies") in his hole or cap. When this happens, he

must be "court-martialed," that is, stand with his face against a wall

or fence and let each player take three shots at him with the rubber

ball, the first time with the thrower's eyes closed and then with them

open. The distance of the throwers from the fence is determined by the

victim's throwing the ball at the fence three times so it will

rebound; the farthest point to which the ball rebounds becomes the

throwing line for the court-martialing. If no fence or wall be

available, the throwing is done from an agreed distance at the back of

the victim.

This game may be played by drawing a series of circles on the ground

or floor in place of the holes or cap, and sliding a bean bag into

them. This form is serviceable for a gymnasium.

ROUND BALL

_20 to 60 players._

_Playground; gymnasium; schoolroom._

_Hand ball; basket ball._

This is an advanced form of Circle Ball, there being two competing

teams in a circle, with wide spaces between.

The players form in a circle, drop hands, and step backward two paces

to make an interval between players. They number off in twos. The

first Number One is captain for the Ones, and the first Number Two is

captain for the Twos. Each captain has a ball. The game consists in

throwing the ball around the circle, the ball started by captain

Number One going only to the players of that number, and the ball

started by captain Number Two to the players who bear his number.

The party wins whose ball first completes the circle five times. Each

time that the captain receives the ball he calls out a number

corresponding to the number of times the ball has circulated, "One"

for the first time, "Two" for the second, etc. The play should be

rapid. Any player dropping the ball must pick it up and throw in

regular form.

The game may be varied by requiring different methods of throwing and

catching, such as catching with the right hand, left hand, both hands,

etc., if a hand ball be used; or throw from below, above, or pushing

straight from the chest if a basket ball be used.

RUSSIAN HOLE BALL

_3 to 10 players._

_Out of doors; seashore; snow._

_Ball; bean bag; stone._

This game is played with one small ball, in size anywhere from that of

a golf to a tennis ball. If played in the snow, a hard frozen snowball

may be used, or a stone will do.

A series of holes is made in the ground, sand, or snow, large enough

to contain the ball. These holes are placed in a straight line, one

beyond the other, about three feet apart, there being as many holes

as there are players. All holes are numbered, corresponding to the

numbers of the players, from one to ten, or whatever the maximum may

be. About ten feet from the first hole, and at right angles to the

row, a straight line is drawn on the ground, behind which the players

stand to throw. The first player stands directly in line with the row

of holes and throws for one of them. This is a toss of the ball. The

ball scores for the player according to the number of the hole in

which it falls, and this number also designates the next player. For

instance, if the ball falls in the third hole, it scores three for the

first player, who at once gives place to Number Three, who in turn has

one throw. Should this ball fall in hole number five, it scores five

for this player, and the fifth player will have the next turn. The

game may be played according to score, the one first scoring

twenty-five or fifty winning; or it may be played according to time,

the one having the highest score at the end of fifteen or twenty

minutes being the winner.

[Illustration diagram: RUSSIAN HOLE BALL]

This is one of the few games that may be adapted to the snow or to the

damp sand of the seashore, though it may be played anywhere out of

doors where holes can be dug.

This game comes from the Russian province of Bessarabia, which

formerly belonged to Turkey.

SCHOOLROOM DODGEBALL

(See _Dodgeball_.)

SCHOOLROOM VOLLEY BALL

_10 to 60 players._

_Gas ball._

The players are divided into two teams, and the players in each team

number consecutively. A net or string is placed across the schoolroom,

dividing it into two equal parts. The top should be six feet from the

floor. The game consists in batting the ball with the hand back and

forth over the string, a point being scored by either team whenever

its opponents allow the ball to touch the floor. The ball may be

batted (not thrown) in any way, but by only one hand at a time.

The players stand in the aisles, each having a required place in which

to stand.

The game starts by No. 1 on either side serving the ball, that is,

tossing it up with the left hand, and batting it with the right,

trying to get the ball over the net or string to the opposing side.

Two fouls in succession (failing to bat the ball over the net) changes

the serve to the other side; otherwise, the server continues until the

ball is returned by the opposite side and not returned by the server's

side. When this happens, the serve changes to No. 1 of team 2, then to

No. 2 of team 1, then to No. 2 of 2, etc.

[Illustration diagram: SCHOOLROOM VOLLEY BALL]

The game continues until all players have served; or the game may be

played with time limits; that is, the team wins which has the highest

score at the end of a ten-or fifteen-minute period.

Every time that the ball touches the floor (not a desk) it scores

against that side on which it falls, counting one point for the

opposing team, irrespective of which team served the ball.

This schoolroom adaptation of Volley Ball was made by Miss

Mabel L. Pray of Toledo, 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. The game is here published by 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.

SPUD

_10 to 100 players._

_Playground; gymnasium._

_Any soft ball or bean bag._

This is a combination of Call Ball and Ball Tag, with scoring and

penalties added. It is very popular with boys of almost any age.

The players stand in a group, with one in the center holding the ball.

The center player drops the ball, at the same time calling the name of

one of the other players. All but the one called immediately scatter,

as they are liable to be tagged with the ball. The player called

secures the ball as quickly as possible, and tries to hit one of the

other players with it. He may not run to do this, but must stand where

he secured the ball. If he misses, he secures the ball, stands where

he gets it, and tries again, the other players fleeing from him as

before. If he hits a player, that one immediately secures the ball,

tries to hit some one else with it, the second one hit tries to hit a

third, and so on.

Whenever a player misses hitting another with the ball, it is called a

"spud," and counts one against him. When any player has three spuds

against him, he must stand twenty feet from the other players, with

his back to them, and they each have one shot at him with the ball.

The victim then starts the play again from the center of the ground.

SQUARE BALL

_8 to 32 players._

_Playground; gymnasium._

_Basket ball._

GROUND.--The ground is marked out in one large square with a base at

each corner, and, should there be enough players, with bases at

intervening points along the line of the square.

PLAYERS.--The players are divided into two equal parties, one of

which takes places on the bases at the corners or other points

outlining the square; the other party assembles in the center of the

square and is on the defensive.

OBJECT.--The ball is thrown from one to another of the party on the

bases, always, however, following the lines of the square and not its

diagonals. The chief object of the game, however, is for this outer

party to interrupt this circuit of the ball by suddenly throwing it so

as to hit one of the center players. The object of any center player

who is hit is, in his turn, to hit with the ball any member of the

outer party, who all turn and flee as soon as a center man is hit.

POINTS OF PLAY.--The ball is started at any point among the outer

party or basemen. This party will use considerable finesse in

throwing, such as apparent attempts to throw the ball around the

square, thus misleading the center players as to their intention and

taking them unaware when aiming for the center. The more rapidly the

ball is kept in motion the better. The center party, in their turn,

will find it advisable to scatter considerably, which will diminish

the chances of being hit. They will also avoid proximity to any player

in the outer party who happens to have the ball. The center party will

thus have to be very alert and keep moving considerably, even when the

ball is not directed at them. The ball may be avoided by dodging,

jumping, stooping, or any other maneuver except by leaving the square.

[Illustration diagram: SQUARE BALL]

Whenever a center player is hit by the ball, the outer party are in

danger of being hit in turn, and must all run immediately in any

direction to avoid this. A center player who is hit picks up the ball

as quickly as he can and calls "Halt!" When this call is heard the

fleeing runners must stand still, and the center player, who now holds

the ball, tries to hit one of them with it.

SCORE.--The scoring of the game is done entirely according to whether

the center player hits or misses his opponent in this throw of the

ball after he has called a halt. Every player thus hit scores one for

the center party. Every throw made and missed under these

circumstances scores one for the opponents or outside party. The party

wins which first scores twenty-five.

This game is also played without score, any member of the outer party

hit by a center man being obliged to join the center party. In this

form the game ends when all of the outer players have been so

recruited.

STOOL BALL

_5 to 20 players._

_Playground; gymnasium._

_Hand ball._

A stool, box, or inverted pail is set in an open place, and from ten

to twenty feet away from this a throwing line is drawn. One player is

appointed stool defender, and stands beside the stool. It is well also

to appoint a scorer and linesman, to disqualify any players who cross

the throwing line, and one player to stand behind the stool defender

and return the balls that may go afield. The players, in turn, throw

the ball from the throwing line in an effort to hit the stool. The

stool defender tries to prevent this by batting the ball away with his

hand. If the ball hits the stool, the one who threw it changes places

with the stool defender; if the ball be batted by the defender and

caught by another of the players, the one catching it changes places

with the stool defender. The object of the stool defender should

therefore be not only to hold his place by preventing the ball from

hitting the stool, but to bat it in such a way that the other players

may not catch it.

This game has been very successfully adapted by adding scoring as a

feature of it; in which case any player hitting the stool with the

ball, or catching it when it is returned by the stool defender, scores

one point, while the stool defender scores one for each time he

successfully prevents the ball's hitting the stool. The player wins

who has the highest score at the end of the playing time.

This is one of the old games that has come down through

centuries. Chronicles of Queen Elizabeth's reign tell of the

Earl of Leicester and his train setting forth to play the game,

though it is supposed to have originated with the milkmaids and

their milking stools. In Sussex the game is played with upright

boards instead of a stool, forming a wicket as in Cricket. It

was formerly for women and girls as popular as the game of

Cricket for boys and men, and the rules of play are quite

similar.

STRIDE BALL

(Straddle Club)

_10 to 100 players._

_Playground or gymnasium._

_Any ball; indian club; bean bag._

The players are divided into two or more groups which compete against

each other, each having a ball. Each group stands in single file in

leapfrog position, feet wide apart to form a tunnel through which the

ball is passed. The first players (captains) of each file toe a line

drawn across the ground, and at a signal put the ball in play by

passing it backward between the feet. When players become expert, one

long shot will send the ball to the end of the line. The other players

may strike it to help it along as it passes them if it goes slowly.

Should the ball stop, or go out of bounds at any place, the player

before whom this occurs must put it in play again, starting it between

his feet. When the ball reaches the rear of the file, the last player

runs with it to the front, the line moving backward quickly one place

to make room for him, and immediately rolls the ball back again

between the feet. This is repeated until the "captain" is the last

player. He runs forward with the ball, places it on a marked spot

twenty feet in front of his line, and returns to his place at the head

of the file. The file wins whose captain is first to return to his

original position.

Should there not be space for a point at which to leave the ball, the

game may be finished by the last player holding up the ball when it

reaches the end of the line, or by his running forward with it to the

head of the line.

An Indian club instead of a ball makes a much more skillful game, the

club being shoved over the ground, neck first. It is much more

difficult to guide than a ball, requires greater deliberation for a

long shot, and more easily stops or goes out of bounds. A basket ball

or smaller ball may be used.

This is one of the best games for training self-control under

excitement, as the precision needed for a long shot, especially with

the Indian club, is very difficult under the circumstances.

TEN TRIPS

_6 to 21 players._

_Playground._

_Baseball; tennis ball._

This game is a competition between two or more teams, and consists in

rapid pitching and catching of a base or tennis ball by each team.

A team consists of three players, two of whom stand a long throwing

distance apart (thirty yards or more), with the third player (Number

One) halfway between and on a line with them. Number One (the pitcher)

starts the game on a signal by throwing the ball to one of the end

players (Number Two); he throws it over the head of the pitcher to the

opposite end player (Number Three), who throws it back again to Number

Two, and he makes the last throw, sending it to the center player, or

pitcher, Number One, from whom it started. This is called one trip,

and the pitcher, as he catches it, calls out "One!" or "One trip!" and

immediately begins the next round. The players standing in the

following order, 2, 1, 3, the order of the throwing is thus, 1, 2, 3,

2, 1. Ten trips complete a game.

The competing teams stand in line sideways with the first team, and

the pitchers of all teams start at once on a signal. The team wins

which first completes ten trips. Any number of teams may play at once.

This game is very popular at Williams College, where it

probably originated.

[Illustration: TETHER BALL

_By kind permission reprinted from Spalding's Athletic Library_

]

TETHER BALL

_2 to 8 players._

_Out of doors._

This is one of the most delightful and vigorous games, especially

adapted to small playing space, a plot twenty feet square being enough

for it. The paraphernalia for the game consists of a wooden pole

placed upright, so that it shall stand ten feet above the ground. The

pole must be embedded deeply enough to be perfectly firm during the

strain of the play. It will probably need to be about three feet below

the surface. A pole should measure seven and a half inches in

circumference at the ground, and should taper toward its upper end. A

black stripe should be painted around it six feet above the ground.

To the top of this pole a ball is attached by a stout linen cord or

fishing line. The ball should be preferably a tennis ball, and should

have a netted cover, by means of which it is attached to the cord. No

metal should be used around it in any way. The cover may be knotted or

crocheted of heavy linen cord or fish line. When hanging at rest, the

ball should be seven and a half feet from the top of the pole, and two

and a half feet from the ground. The ball is played upon by tennis

rackets in the hands of two players.

A tether-ball outfit, consisting of pole, ball, cord, and marking

ropes, with staples for the ground as hereinafter specified, may be

had for from three to four dollars, the ball alone, with cover and

cord, costing about seventy-five cents, and the pole from one dollar

to a dollar and a half. It is particularly desirable to have the

specially made ball and cord for this game, but any of the

paraphernalia may be improvised, the pole being cut from a sapling,

and even the bats whittled from strips of thin board about the size of

a shingle.

On the ground around the pole a circle should be drawn three feet in

radius; that is, six feet in diameter. A straight line twenty feet in

length should bisect the circle to separate the territory for the

players. In addition to the circle and line, two spots should be

marked on the ground, from which the ball is served. These should be

at the ends of an imaginary line crossing the first line at right

angles, and should be six feet from the pole, one on each side of the

ground.

Where there are more than two players, they are divided into two

opposing groups, each member of a team or group stepping forward, in

turn, to play with the member of the opposite team. Only these two

play upon the ball during one game.

The game consists, on the part of one player, in trying to wind the

cord with the ball attached around the pole above the line by batting

it with his tennis racket. The opponent tries (1) to interfere and

reverse the action of the ball by batting it in the opposite

direction, and (2) for his part to wind the ball around the pole in

his direction.

The players toss rackets or resort to some other method of choosing

sides of the ground. The game starts with each player on his service

point; the player who lost in the toss for choice of ground has the

first service. The player who has the choice of ground has also the

choice of direction in which to wind the ball.

The ball is then put in play by the server, who may hit the ball but

once. Should he fail to send it across the line with his first serve,

he loses his serve and the opposite player has the ball. The players

have each one strike at the ball in turn. It is sometimes possible to

send the ball so high and with so much force that it will wind around

the pole in one stroke, before the opponent can hit it with his

racket. Of course such strokes should be the endeavor of both sides.

Should a player fail to hit the ball, the opponent has the next turn,

either on service or after the ball is once in play.

Each player must keep entirely on his own side of the dividing line,

both with his feet, his arms, and his racket. Neither player may step

on or over the circle about the pole. If the string winds around the

handle of a racket of one of the players, it is a foul. It is also a

foul for the string to wind about the pole below the black mark, and

counts against the player in whose direction it is wound; that is, if

it winds in the direction in which he is trying to send the ball.

Penalty for transgression of any of the above rules (fouls) is

allowing the opponent a free hit from his service mark. When a ball is

taken for service in this way, if it has to be either wound or

unwound on the pole a half turn, so as to reach the other side, it

shall be unwound.

The game is won when the string has been entirely wound around the

pole above the limit line. When there are but two players, the one

wins who has the majority out of eleven games. Where there are more

than two players, the team wins which has the greatest number of games

to its credit at the end of from two to five rounds, as may be decided

at the opening of the series.

THREE HOLES

_2 to 10 or more players._

Games for the Playground, Home, School and Gymnasium · 第 29 / 33 段