Skip to content

Chapter II: Hand Ball Drill (advanced) (1)

Text size

A. TOSSING

INDIVIDUAL PLAY

1. Toss or throw the ball straight upward as high as possible; catch it in one hand (right, then left), with palm _upward_.

2. Toss or throw the ball straight upward as high as possible; catch it in one hand (right, then left), palm _outward_ ("dog snack").

3. Hold out one arm, say the left, straight in front at shoulder level; holding the ball in the right hand, swing the right arm outward in a full circle; toss the ball upward from under the outstretched arm, and catch with the hand that threw, palm _outward_.

4. Repeat this throwing with the left hand, holding out the right.

5. Toss the ball sideways over one's own head, and catch on the opposite side. This is done as follows: Holding the ball in the right hand, swing the right arm out sideways, and from about shoulder level toss the ball over the head toward the left side. Catch it on the left side near shoulder level with the left hand, palm upward or outward.

6. Reverse, tossing from the left hand and catching with the right.

7. Toss the ball under the upraised knee as follows: Holding the ball in the right hand, raise the right knee upward, bent at an angle, swing the right arm in circle outward, and toss the ball upward from under the knee; that is, from the inner side of the leg; catch with the hand that threw, palm _outward_. Repeat with the left hand and knee.

8. Throw the ball upward behind the back, so that it comes forward over the opposite shoulder, as follows: Holding the ball in the right hand, circle the right arm outward, bend the arm behind the back, toss the ball upward over the left shoulder, and catch it over the head or in front with the hand that threw, palm outward. Reverse, using the left arm and throwing over the right shoulder. When this is first tried the ball may not be thrown very high or very well as to direction; but it is a fascinating throw to practice and may soon be done with a high toss and very accurately.

HAND FOOTBALL

_10 to 30 or more players._

_Playground; gymnasium._

_Basket ball._

GROUND.--The ground should be marked off with boundary lines, which should inclose a space at least fifty feet long by twenty or twenty-five wide. For expert players a much larger ground is desirable. Ten feet from the rear boundary line at either end of the field, another line is drawn, on which the players line up.

PLAYERS.--The players are divided into two equal teams, each of which selects a kicker for the ball. There should also be one leader who serves for the two teams. The kicker for each team stands five feet within his half of the ground measuring from the center, and should be halfway between the two side boundary lines. The rest of the players for each team line up on the line previously designated for that purpose. The leader stands at one side of the field near a boundary line.

OBJECT.--The object of the game is to kick the ball over the heads of the opposing team.

START.--The leader puts the ball in play by throwing it so it will touch the ground between the two kickers. Both kickers at once run for the ball and try to kick it over the heads of their opponents.

RULES AND POINTS OF PLAY.--The players on the line-up may intercept the ball only with their hands. They may not grasp or kick the ball, but merely bat it with the hands. At no time may they leave their places on the line.

SCORE.--A point is scored whenever a kicker succeeds in sending the ball beyond his opponents' line-up. Players then exchange fields for the next round. Ten points win the game.

HOME RUN

_10 to 60 players._

_Schoolroom._

_Gas balls or bean bags._

Arrange the players so that all the rows are filled and the same number in each row. No. 1 in each row has a bean bag or ball, and at the word "Start!" stands and throws the bag or ball to No. 2, who also stands at the word "Start." No. 2 throws it back to No. 1 and sits down while No. 1 throws the ball to No. 3, who stands up as soon as No. 2 is seated. No. 3 throws it back to No. 1 and the game continues until No. 1 has thrown the ball to the last player in the row. When No. 1 receives the ball from the last player, he lays it down on the desk and runs to the seat of the last player, while all players move up toward the front one seat. No. 2 in the row then becomes No. 1, and tosses the ball as his predecessor did. The game continues until the original No. 1 reaches his original place and calls "Home run!" thus scoring a point for his row and starts again. The row scoring the most points during fifteen minutes becomes the winner.

This game was originated by Miss Amy A. Young of Cleveland,
Ohio, and was submitted in a competition for schoolroom games
conducted by the Girls' Branch of the Public Schools Athletic
League of New York City in 1906. This game was one that
received honorable mention, and is here published by the kind
permission of the author, and of the Girls' Branch, and of
Messrs. A. G. Spalding & Brothers, who publish the handbook in
which the game first appeared.

LINE BALL

_10 to 60 or more players._

_Schoolroom._

_Gas balls; bean bags._

For this game a line should be drawn on the floor across the front of the schoolroom, a short distance in front of the blackboard. One player from each row of seats takes his place toeing this line. Another line is drawn at the front of each aisle even with the edge of the front desks. The game consists in a tossing of the ball from the leader on the forward line to different players, who take their places in turn on the line at the head of the aisle. Each row of seats should contain an even number of players, as the different lines compete with each other.

The first players in the rows rise from their seats on a given signal, toe the line at the head of their aisle, and catch the ball, which should be tossed to them immediately by the leader who stands opposite. This player quickly returns the ball to the leader by means of another toss, and sits down at once. His sitting is a signal for the player next behind him to run forward to the line, catch the ball from the leader, toss it back to the leader, and reseat himself. This continues until every player in the line has caught and returned the ball, when the leader should return to his seat and hold the ball up at arm's length, as a signal that his line has finished. The line wins whose leader is the first to do this.

For a more advanced form of this game, see _Home Run_.

LINE CLUB BOWLS (DOUBLE)

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

_2 to 60 or more players._

_Playground; gymnasium; schoolroom._

_Hand ball; bean bag; Indian clubs._

This game is like Single Club Bowls, except that the object of
the play is to pass the ball or bean bag between a pair of
upright Indian clubs, instead of trying to knock one over.

If there be a few players, one pair of clubs is set up for each player, with an interval between them two inches wider than the diameter of the ball that is used. At from ten to twenty feet from the clubs a line is drawn on which the players stand to throw. The players slide the bag over the floor or roll the ball; all play at once, each player scoring one if his ball or bag goes between the clubs without knocking them over. The clubs are then put in order if displaced, the balls or bags gathered up, and the players return to the starting line and bowl again.

The player wins who first scores twenty-five or fifty, as may be determined before the game opens.

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.

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.

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._

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 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.

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.

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.

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.

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.

Comments

Log in to leave a comment.

Games for the Playground, Home, School and GymnasiumChapter II: Hand Ball Drill (advanced) (1)

0%36 min left in chapter