This game is a combination of Arch Ball and Stride Ball.
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.
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.
diagram: OvertakeOvertake
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.
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.
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 serveas 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.
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.TeamsOrder of FinishingNumber of FoulsOrder of WinningA13B42Third placeC22Second placeD30First placeThese rules are used by the Girls' Branch of the Public Schools Athletic League of New York.
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.
TeamsOrder of FinishingNumber of FoulsOrder of WinningA13B42Third placeC22Second placeD30First place
These rules are used by the Girls' Branch of the Public Schools Athletic League of New York.
10 to 60 players.
Playground; seashore; gymnasium.
Basket ball.
diagram: Pig in a HolePig 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.
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 gymnasiumby 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.
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.
(SeeCaptain Ball V.)
(SeeDodgeball.)
(See alsoCall 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.
(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 onehole 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.
plate: BALL GAME ON THE ROOF PLAYGROUND OF A PUBLIC SCHOOLBALL 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.
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.
3 to 10 players.
Out of doors; seashore; snow.
Ball; bean bag; stone.
diagram: Russian Hole BallRussian Hole Ball
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 manyholes 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.
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.
This game comes from the Russian province of Bessarabia, which formerly belonged to Turkey.
(SeeDodgeball.)
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 besix 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.
diagram: Schoolroom Volley BallSchoolroom 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 AthleticLeague 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.
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 AthleticLeague 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.
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.
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.
diagram: Square BallSquare 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 heardthe 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.
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 timehe 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.
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.
(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.
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.
This game is very popular at Williams College, where it probably originated.
plate: TETHER BALLTETHER BALLBy kind permission reprinted from Spalding's Athletic Library
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 shouldbe 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 orunwound 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.
2 to 10 or more players.
Out of doors; seashore.
Small ball.
diagram: Three HolesThree Holes
This game is played by rolling a ball about the size of a golf ball into holes made in the ground. Three holes are made by spinning on the heel. They should be in a straight line, at a distance of from six to fifteen feet apart. At the same distance from them and at right angles to them, a line is drawn from which the players roll their balls. The first player stands with his heel on the bowling line and rolls his ball into hole number one. If successful, he takes his ball out of the hole, places his heel in the hole, and rolls the ball to hole two. If successful, he repeats this play for hole three, and then turns around and rolls the ball back again into hole two and then into hole one. Having done this, he starts again at the line and rolls the ball successively into each of the three holes until he reaches number three a second time. When this is accomplished, he has won the game.
The probabilities, however, are that the player will not succeed in making the holes so quickly as here described. Whenever a player's ball fails to get into a hole, he leaves it where it lies and gives place to the next player. The next player hasthe choice of aiming for the hole or for his antagonist's ball, the latter being a desirable play if it lies in a position that makes a shorter roll than to his own. Having hit this ball, he then rolls from that position to the hole. Should he fail to make either his opponent's ball or the hole, his ball must lie where it stopped, and the next player takes a turn. A skillful player will be able to play on his antagonists' balls so as to serve his own in making short rolls between holes. Whether the play be interrupted by failures of different players or not, the player wins who first rolls his ball up the line, down again, and back to the third hole, as first described.
10 to 60 players.
Schoolroom.
Gas ball; bean bag.
This game should be played with a light gas ball or a bean bag, which the teacher holds, standing in the front of the room. All of the players are seated. The teacher throws the ball suddenly in any direction at any player, who must stand at once to catch the ball and immediately toss it back to the teacher. A player failing to catch the ball, or catching it without standing, has one point counted against him. Any player having failed in this way three times is out of the game and must take his place at one side of the room set apart for that purpose. As the game progresses, one outside row of seats or the rear row across the room may be reserved for the players out of the game, other rows being added as needed.
This game may also be played with a pupil tossing the ball instead of the teacher. Any player failing to catch the ball, or catching it while seated, changes places with the thrower instead of being out of the game, as when the teacher throws. The thrower stands always in the front of the room. Both methods make a good game.
A large part of the interest of this game lies in the rapidity of the play and the unexpectedness with which the ball is thrown in any given direction.
5 to 15 or more players.
Out of doors.
Football; hand ball; bean bag.
This game is a form of Ball Tag, and may be played with any light-weight football, or with a bag or sack filled with leaves or grass.
Each of the players but one chooses a tree, as for the games Puss in the Corner or Ball Puss. The object of the game for the odd player is (1) to kick the ball so as to tag one of the tree men with it, and (2) to secure a tree for himself, which he may do when no one else has it. The object of the tree players should be not only to avoid the ball by dodging, which may include running around the trees, but they should also try to exchange places as frequently as possible, their prowess in this way serving as an aggravation to the odd man. The game should be played where there is not much undergrowth, and under such conditions may be very lively and full of sport.
This game may also be played with a hand ball or bean bag. This should be tossed instead of kicked. The game differs from Ball Puss in that the players are tagged by the ball while at their stations instead of while changing.