Chapter II: Hand Ball Drill (advanced) (2)
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.
_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._
_Out of doors; seashore._
_Small ball._
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 has the 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.
TOSS BALL
_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.
TREE BALL
_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.
VOLLEY BALL
(See also _Schoolroom Volley Ball_.)
_2 to 30 players._
_Playground; gymnasium._
_Volley ball._
This game consists in keeping a large ball in motion back and forth across a high net by striking it with the open palm. The ball must not be allowed to touch the floor.
GROUND.--For large teams this game should be played on a ground measuring fifty feet long and twenty-five feet wide. For smaller teams a smaller ground will answer.
A tennis net, or net two feet wide, preferably the latter, is stretched across the center of the ground, from side to side, extending one or two feet beyond the boundaries on either side. The upper edge should be from six feet six inches to seven feet six inches above the ground.
PLAYERS.--Any number of players up to thirty may play. The players are evenly divided into two parties, which scatter over their respective courts without special arrangement. There is a captain for each side. An umpire is desirable.
OBJECT OF THE GAME.--The object of the game for each party is to keep the ball in lively play toward its opponents' court, as each party scores only on its opponents' failures to return the ball or keep it in the air.
The ball is put in play by being served by the party which is to score. The service of the ball, and with it the privilege of scoring, pass to the opponents according to the rules described hereinafter.
START; RULES FOR SERVICE.--The ball is put in play by being served by a member of one side, who should stand at the rear of his court with one foot on the rear boundary line and the other behind the line. From this position the ball is tossed upward lightly from one hand and batted with the palm of the other hand toward or into the opponents' court.
Each server has two trials in which to send the ball into the opponents' court. The service being over a long course with a comparatively heavy ball, the following privileges are allowed: a served ball may be assisted on its course by any two other players on the server's side; no player so assisting the ball on the serve may strike it more than twice in succession, and the server under such circumstances may not strike it more than once; but should the ball then fail to land in the opponents' court, the server loses his second serve.
In serving, the ball must be batted at least ten feet by the server before being touched by any other player on his side.
No "dribbling" is allowed in serving.
A successful server continues serving until his side allows the ball to touch the floor, knocks it out of bounds, or fails to return it to the opponents. A server may also lose as follows:
If a returned ball hits a player on the server's side and bounces into the opponents' court, it is considered in play. If it hits such a player and does not bounce into the opponents' court, the server is out, losing his second trial.
If the ball hits the net during service, it is counted a dead ball and loses the server one of his trials.
If a served ball falls outside the opponents' court, the server loses his turn.
The players on a side take turns in serving.
RULES OF PLAY.--The ball must always be batted with the open palm. The ball should be returned by the opponents before it can strike the ground. Any number of players may strike the ball to send it across the net, but no player may strike more than twice in succession. Having struck the ball twice, a player may resume his play only after some other player has struck it. The ball is thus volleyed back and forth across the net until one side fails to return it or allows it to touch the floor, or until it goes out of bounds. A ball is put out of play by hitting the net in returning after a serve. A ball which bounds back into the court after striking any other object except the floor or ceiling is still in play. It is permissible to strike the ball with both hands at once (open palms).
If a player touches the net at any time, the ball is thereby put out of play. Should this player be on the serving side, his side loses the ball and it goes to the opponents. Should this player be on the receiving side, the serving side scores one point. Should the net be touched simultaneously by opponents, the ball is thereby put out of play and the serving side serves again.
No dribbling is allowed at any time through the game; _i.e._ no keeping the ball in the air by one player hitting it quickly and repeatedly.
In sending the ball across the net, players should aim for an unprotected part of the opponents' court, or try in other ways to place them at a disadvantage.
SCORE.--This is entirely a defensive game, the score being made on opponents' fouls and failures. Aside from fouls, only the serving side scores. A good serve unreturned scores one point for the serving side. A point is similarly scored by the serving side at any time when the opponents fail to return a ball which is in play. Failure of the serving side to return a ball to the opponents' court merely puts them out; that is, the serve passes to the opponents, but no score is made on the failure. Should a player touching the net be on the receiving side, the serving side scores one point. A ball sent under the net is out of play and counts against the side which last struck it, their opponents scoring one point. If the ball strikes any object outside the court and bounds back, although it is still in play, it counts against the side which struck it out, their opponents scoring one point. A ball sent out of bounds by the receiving side in returning a service scores one point for the serving side. One point is scored for the opponents whenever a player catches the ball, or holds it for even an instant. The game consists of twenty-one points.
WALL BALL DRILL
(See also _Hand Ball Drill_.)
_2 to 10 players._
_Out of doors; gymnasium._
_Hand ball._
This drill consists in throwing a ball against a wall, and
catching it, with the following variations. It may be used for
individual play, or for competition between two players, or as
a game for large numbers. When used for large numbers, the
players should be divided into several teams of equal numbers,
each player throwing in turn for as many feats as he can
perform without failure, each successful feat or play scoring
one point for his team. He gives place to the next player upon
failing.
Each play should be first performed by allowing the ball to bounce once on the ground before catching it; later it should be caught without the bound.
1. Throw the ball against the wall, let it bounce once, and catch it; repeat this three times.
2. Throw, and clap hands three times before catching.
3. Throw, and twirl the hands around each other before catching.
4. Throw, and clap hands and touch the right shoulder.
5. Throw, clap hands, and touch the left shoulder.
6. Throw three times with the right hand and catch with the same hand.
7. Throw three times with the left hand and catch with the same hand.
8. Throw with the right hand and catch with the right with the palm downward (knuckles up, "dog snack" fashion).
9. Throw with the left hand and catch with the left in the same manner as in 8.
10. Throw, clap the hands, touch the right knee, and catch.
11. Throw, clap the hands, touch the left knee, and catch.
12. Throw the ball; clap the hands in front, behind, in front again, and catch the ball.
13. Throw, lift the right knee, clap the hands under it, and catch.
14. Throw, lift the left knee, clap the hands under, and catch.
15. Throw, turn around, and catch.
WAR
_10 to 60 players._
_Playground; gymnasium._
_Basket ball._
Two concentric circles are drawn at each end of the playground, the size of the circles depending on the number of players. When there are thirty on each side, the diameter of the inner circle should be fifteen feet and that of the outer circle thirty feet. The inner circle is the fortress, and the space between the two circles is the trench. Behind each trench is drawn a prison ten feet square. The rest of the floor is the battlefield. The players are divided into two teams, which take possession of the two fortresses. Then one side advances to attack the fortress of the other side. The attacking party has a basket ball, which represents ammunition. The object is to throw the ball in such a way as to strike within the opponents' fortress. The assailants surround the trench and pass the ball among themselves until a favorable opportunity offers for a well-directed shot. By making this preliminary passing of the ball very rapid, the enemy is confused as to the quarter from which the ball may be expected. If one of the assailing party enters the enemy's trench, he may be tagged, and so become a prisoner, being placed in the prison and therefore out of the play. If the shot (throw of the ball), when finally made for the enemy's fortress, be successful, the assailing party scores one, and all of its men who are held prisoners are set free.
The defending party during the attack stand within their trench or their fortress, as they see fit, and try to block the ball. If at any time the ball falls into their hands, they immediately rush out in an attack on the enemy's fortress at the opposite end of the ground, and in transit may tag with the ball, and so make prisoners of, as many of the enemy as they can touch. The enemy must therefore, when a ball lands within its opponents' fortress, flee immediately for the safety of its own fortress. The attacking _en route_ may be done either by throwing the ball or by touching the opponent with the ball held in hand; but it may only be done with the ball and not with the hand alone.
When the opposite fortress has been reached, the attacking party tries to throw the ball within it, and the game goes on as before. Members of the defending party may at any time go outside of their trench to get the ball, but run great risk of being made prisoners in doing so by having the ball thrown from the enemy so as to hit them. When a ball is aimed for this purpose, if the player at whom it is aimed touches or intercepts it in any way, he is a prisoner. Of course he may dodge it.
Each single point that is made is called a battle, and the side that wins the greater number of battles within the time limit wins the game.
This game was originated by Mr. J. E. Doldt, and is here
printed by kind permission of members of the Alumni Association
of the Boston Normal School of Gymnastics, from their book,
_One Hundred and Fifty Gymnastic Games_.
ZIGZAG GAMES
These games may be played with any kind of a ball or with bean
bags.
There are several forms of Zigzag Ball. The simpler forms are
useful in getting young players or those unused to play
accustomed to the skill of handling balls. The more complicated
forms make very lively games, interesting to players of any
age. The different games are played in line and circle
formation. The main characteristics of the different line forms
are as follows:--
(1) The players are divided into groups of two ranks each, each
group forming a separate team. The ball is zigzagged from one
rank to another of a group without skipping any players. The
groups are competitive, as in relay races.
(2) The players stand in groups of two lines each, but these
groups are composed of two different teams, the alternate
players of one rank and the alternate players of the opposite
rank forming one team, and the intervening players of the two
ranks another.
(3) The players are divided into groups, as in the first form,
each group consisting of one team arranged in two ranks which
face each other, but the ball is zigzagged by skipping every
alternate player as it works its way to the end of the line in
one direction, and is tossed by these skipped players on its
return to the front, thus forming a double zigzag.
Other forms of the game are also here given; namely, the Circle
Zigzag, and the Zigzag Overhead Toss, in which latter game the
ball is tossed over the heads of intervening ranks, the players
of alternate ranks belonging to the same party.
In all of these forms the game may be made more lively and
complicated by advancing from the use of one ball to that of
two or more. The kind of ball used will also make a great
difference in the play, anything from a bean bag to a basket
ball or medicine ball being suitable. Where bean bags are used,
it is desirable to have different colored bags for the
different teams.
CIRCLE ZIGZAG
_12 to 60 players._
_Playground; gymnasium; schoolroom._
_Basket ball; hand ball; bean bag._
This is a game of zigzag ball (or bean bag) between concentric circles, two balls being used, going in opposite directions. The players stand in two concentric circles, facing each other, each circle numbered by twos. The first Number One in the outer circle and the first Number Two in the inner circle have each a ball. These are put in play at a signal, the play consisting in throwing the balls backward and forward in a zigzag line from one circle to the other, the Numbers One in the inner circle throwing to the Numbers One in the outer, and Numbers Two in the inner to Numbers Two in the outer. The inner circle should start its ball to the right; the outer circle should start its ball to the left. The Number One party or the Number Two party wins according to which first completes the circle three times.
If desired, the Numbers One may each tie a handkerchief on one arm to distinguish them from the Numbers Two.
This game may be made more interesting and require much more alertness on the part of the players by putting more balls into play. This may be done by the starters starting a second ball around the circle as soon as the first has reached the third player. In this way several balls may be used at once.
As in all zigzag games, each player should observe closely before the game begins from which player he is to catch the ball, and to which player he is to throw. This will facilitate the rapidity of the play, a feature on which much of the sport depends. For very young or unskilled players the action should be rather slow, especially when the game is being learned.
LINE ZIGZAG--I
_20 to 100 players._
_Playground; gymnasium; schoolroom._
_Any ball; bean bag._
The players are divided into two or more groups which compete against each other. Each group is divided into two ranks, the players standing side by side, with a distance of from two to five feet between each two players. The ranks of a group face each other, with a distance of five feet between them. One rank should stand farther to the rear than its _vis-a-vis_, so that each player is opposite a space instead of a player.
The first player in one rank of each group has a ball. At a given signal this is thrown to the first player in the opposite rank. This player throws it quickly to the second player of the first rank, and so on in zigzag form to the end of the line, where the ball is immediately sent back again in the same way to the front. The group which first gets its ball back to the head wins.
When players have had a little practice with one ball, two or more should be used, the starters starting the second ball down the line as soon as the first ball has reached the third player. Where several balls are used in this way, the last player of the line must hold the balls until all are received before starting them on their return journey.
LINE ZIGZAG--II
_20 to 100 players._
_Playground; gymnasium; schoolroom._
_Any ball; bean bag._
In this form of zigzag ball the players are all in two ranks,
which comprise two competing teams, rather than in groups of
two ranks each, as in the preceding game. The players of one
team alternate with the players of the opposing team in each of
the two ranks. The balls will cross in starting and repeatedly
thereafter unless one should outdistance the other.
The players form in two ranks which face each other, with five feet space between. The players in each rank should be from two to five feet apart. Each rank numbers off in twos, the first player of one rank starting with number "one," and the first player of the second rank starting with number "two." The players stand so as to face each other directly, instead of facing a space between the players of the opposite rank, as in the previous form of this game. This will bring a Number One facing a Number Two all the way down the ranks. If desired, the Numbers One may each tie a handkerchief on one arm to designate them, though this help to memory detracts much from the alertness demanded and cultivated by the game as well as from its sport, and may be dispensed with after players have become slightly familiar with the game.
The first player in each rank holds a ball. At a signal this is thrown to the first player of his own party in the opposite rank, who as quickly as possible throws it to the second player of his party in the rank from which he received it, etc.
For instance, the starter who belongs to the Number One team will throw to the first Number One player opposite him; this will be the second player in that rank. He, in turn, will throw to the second Number One player in the rank facing him; this will be the third player in that rank. In other words, the Number One party zigzags the ball between all of its members to the end of the line and back again to the front, and simultaneously the Number Two party does the same thing with another ball. The party wins whose ball first gets back to the front.
After some practice, more than one ball may be used, in which case the last player in each party will have to hold the balls until the last one is received before starting them on their return journey.
LINE ZIGZAG--III
(Double Zigzag)
_20 to 100 players._
_Playground; gymnasium; schoolroom._
_Any ball; bean bag._
This form of zigzag ball is a combination of the two previously
described.
The players are divided into groups which compete against each other. Each group is divided in turn into two ranks which stand facing each other at a distance of five feet, the individual players being from two to five feet apart.
The players in each rank number off in twos, beginning at the head with different numbers, so that a Number One in each rank will stand opposite a Number Two in the opposite rank.
One or more balls are used and are thrown to alternate players, Numbers One throwing to each other all down the line, and the Numbers Two throwing to each other all the way back. There should be nothing to distinguish the players from one another, each being dependent on his own memory and alertness to know to whom he is to throw the ball and from whom he is to receive it. The particular success of this game lies in having a very considerable number of balls in play at once. In this form the balls do not have to accumulate at the foot of the lines before being returned to the head, as the last Number One player to receive the ball tosses it directly across to the last Number Two player, who begins at once to zigzag it up the line.
The group wins which first succeeds in getting all of its balls back to the head of the line.
ZIGZAG OVERHEAD TOSS
_20 to 100 players._
_Playground; gymnasium; schoolroom._
_Hand ball; basket ball; bean bag._
This game is a variation of Zigzag Ball, and is more difficult and interesting for older players. The players are divided into two parties, best distinguished by colors--say Red and Blue. The two parties stand in even ranks alternately about five feet apart; for instance, the Red party will form ranks one and three, and will play together, facing each other, while the Blue party will form ranks two and four, which will face each other and play together.
The first player in each party has a ball which is put in play upon a signal by being tossed over the heads of the intervening rank to Number One in the other rank of his party. This player tosses the ball back to Number Two in the first rank, and so the ball is tossed in zigzag form from one player to another in ranks of the same color until it reaches the end of the line, when it is zigzagged back to the starting point in the same way. This is all done over the heads of an intervening rank of the opposite color. Simultaneously the competing team is playing in the same way.
The party wins which first gets the ball back to the starting point.
With a large number of players the number of ranks may be increased beyond four if desired.
This game may be made more interesting and require much more
alertness on the part of the players by putting more balls into
play. This may be done by the starters starting a second or
more balls, tossing down the line as soon as a predecessor has
reached the third player. When this is done, the game is won
(_a_) by the party whose last player at the foot of the line is
first to receive the last ball; or (_b_) the last player may
accumulate the balls and return them to the front in reverse
order, the party winning which first gets its last ball back to
the original starter.
INDEX
GAMES FOR ELEMENTARY SCHOOLS
This grading of the games for schools indicates the lowest
grade in which, on an average, a game is found to be suitable,
its use being intended in any succeeding grade also. The
so-called "quiet" games are not necessarily noiseless, but are
distinguished from the games in which there is running or much
moving around. Most of the quiet games are intended for
schoolroom use, many of them for small groups that may assemble
before the opening of a session.
1A. First Year (first half), (_6-7 years old_).
Playground
PAGE
Duck Dance, The 264
Itisket, Itasket 268
Jack be Nimble 114
Kitty White 274
Looby Loo 280
Muffin Man 282
Mulberry Bush 283
Railroad Train 164
Ringmaster 167
Round and Round went the Gallant Ship 170
Slap Jack 178
Snail 292
Squirrel in Trees 185
Schoolroom
PAGE
Cat and Mice 59
Changing Seats--I 63
Did you ever see a Lassie? 261
Good Morning 99
Hide the Thimble 104
Jack be Nimble 114
Looby Loo 280
Muffin Man 282
Mulberry Bush 283
Railroad Train 164
Ringmaster 167
Slap Jack 178
Squirrel and Nut 184
Squirrel in Trees 185
1B. First Year (second half), (_6-7 years old_).
Playground
PAGE
Charley over the Water 65
Crossing the Brook 74
Did you ever see a Lassie? 261
Do this, Do that 75
Farmer in the Dell 265
Jacob and Rachel 115
Kaleidoscope 122
Leaves are Green 276
Lost Child, The 130
Round and Round the Village 290
Teacher and Class 316
Schoolroom
PAGE
Circle Seat Relay 71
Crossing the Brook 74
Do this, Do that 75
Farmer in the Dell 265
Huckle, Buckle, Bean Stalk 109
Kaleidoscope 122
Lost Child, The 130
Round and Round the Village 290
Teacher and Class 316
2A. Second Year (first half), (_7-8 years old_).
Playground
PAGE
Bird Catcher, The 52
Buying a Lock 58
Cat and Rat 60
Hand Ball Drill--I (Elementary) 380
Moon and Morning Stars 133
Midnight 133
Oats, Peas, Beans 287
Puss in the Circle 164
Ring Call Ball 399
Wee Bologna Man 204
Schoolroom
PAGE
Automobile Race 48
Bird Catcher, The 52
Buying a Lock 58
Hand over Head Bean Bag 310
Hand Ball Drill--I (Elementary) 380
Oats, Peas, Beans 287
Wee Bologna Man 204
2B. Second Year (second half), (_7-8 years old_).
Playground
PAGE
Bean Bag Board 304
Center Catch Ball 355
Circle Ball 356
Drop the Handkerchief 80
Flowers and the Wind, The 87
Frog in the Middle 96
Hunting 267
Let the Feet go Tramp 276
Letting out the Doves 129
London Bridge 278
Schoolroom
PAGE
Bean Bag and Basket Relay 303
Bean Bag Board 304
Changing Seats 63
Drop the Handkerchief 80
Fox and Squirrel 93
Letting out the Doves 129
London Bridge 278
Simon Says 235
3A. Third Year (first half), (_8-9 years old_).
Playground
PAGE
Bean Bag Circle Toss 305
Bean Bag Ring Throw 306
Center Base 354
Draw a Bucket of Water 263
Have you seen my Sheep? 102
Hill Dill 105
Hopping Relay Race 106
I say, "Stoop!" 113
Nuts in May 285
Puss in a Corner 163
Single Relay Race 175
Tommy Tiddler's Ground 197
Water Sprite 203
Schoolroom
PAGE
Bean Bag Circle Toss 305
Bean Bag Ring Throw 306
Draw a Bucket of Water 263
Have you seen my Sheep? 102
Hopping Relay Race 106
I say, "Stoop!" 113
Line Ball 384
Puss in a Corner 163
3B. Third Year (second half), (_8-9 years old_).
Playground
PAGE
Bean Bag Box 305
Ball Chase 334
Call Ball 338
Chinese Chicken 68
Dodgeball (Informal) 363
Follow Chase 88
Follow the Leader 89
Fox Trail, Single Rim 95
Jumping Rope--I 118
Lame Fox and Chickens 124
Line Zigzag 421
Prisoner's Base--I 157
Shadow Tag 173
Shuttle Relay 173
Stoop Tag 190
Who goes round my Stone Wall? 206
Schoolroom
PAGE
Bean Bag Box 305
Chinese Chicken 68
Flower Match 220
Follow the Leader 89
Horns 223
Line Zigzag 421
Old Man Tag 142
Schoolroom Tag 172
Tag the Wall Relay 192
Weathercock 204
4A. Fourth Year (first half), (9-10 _years old_).
Playground
PAGE
All-up Relay 45
Animal Chase 46
Arch Ball 321
Bag Pile 303
Corner Spry 360
Farmer is Coming, The 85
Guess Who 100
Home Tag 106
Hunt the Fox 110
Roley Poley 399
Slap Catch 178
Stealing Sticks 188
Target Toss 315
Schoolroom
PAGE
All-up Relay 45
Arch Ball 321
Bag Pile 303
Corner Spry 360
Guess Who 100
Naughts and Crosses 229
Slap Catch 178
Target Toss 315
Vaulting Seats 202
4B. Fourth Year (second half), (9-10 _years old_).
Playground
PAGE
Bear in the Pit 50
Bunch of Ivy 57
Captain Ball--II or III 341-4
Catch of Fish 61
Catch the Cane 62
Criss-cross Goal 307
Cross Tag 75
High Windows 104
Hunt, The 110
Leapfrog Race 129
Numbers Change 139
Pass Ball Relay 395
Potato Race, 151 or 152
or Potato Shuttle Relay 154
Step 188
Schoolroom
PAGE
Balloon Ball 325
Blackboard Relay 53
Catch the Cane 62
Criss-cross Goal 307
Home Run 384
Leaf by Leaf 225
Thimble Ring 194
Observation 139
Potato Race 151 or 152
Tip Tap Toe 237
5A. Fifth Year (first half), (_10-11 years old_).
Playground
PAGE
Arch Goal Ball 323
Basket Ball Distance Throw 329
Club Snatch 72
Drive Ball 375
Dumb-bell Tag 83
Fire on the Mountains 86
Fox Trail, Double Rim 93
Japanese Tag 116
Jumping Rope--II 119
Leader and Footer 127
Over and Under Relay 392
Stride Ball 407
Third Slap 195
Triple Change 200
Wall Ball Drill 416
Schoolroom
PAGE
Buzz 210
Blackboard Relay 53
Dumb-bell Tag 83
Going to Jerusalem 98
Kaleidoscope 122
My Lady's Toilet 138
(_See also_ Spin the Platter)
Over and Under Relay 392
Scat 234
Schoolroom Dodgeball 369
5B. Fifth Year (second half), (_10-11 years old_).
Playground
PAGE
Ball Puss 327
Balloon Goal 326
Baste the Bear 49
Black Tom 54
Circle Dodgeball 364
Hound and Rabbit 107
How Many Miles to Babylon? 108
Kaleidoscope 122
Passing Race 312
Pebble Chase 145
Stone 190
Three Deep 196
(_See also_ Third Man and Last Man)
Wood Tag 209
Schoolroom
PAGE
Ball Puss 327
Balloon Goal 326
Blackboard Relay 53
Cat Party 217
Jump the Bean Bag 311
Kaleidoscope 122
Last Man 126
Leaf by Leaf 225
Passing Race 312
Toss Ball 412
6A. Sixth Year (first half), (_11-12 years old_).
Playground
PAGE
Ball Stand 328
Body Guard 56
Double Dodgeball 365
Every Man in his Own Den 83
Fist Ball 376
Garden Scamp 97
Jumping Rope--III 121
Last Couple Out 125
Line Zigzag--II or III 422-3
Partner Tag 145
Prisoner's Base--II, III, or IV 158
Skin the Goat 176
Schoolroom
PAGE
Beast, Bird, or Fish 215
Blackboard Relay 53
Catch Basket 307
Desk Relay 309
Hands Up, Hands Down 221
London 226
Recognition 233
Spin the Platter 183
(_See also_ My Lady's Toilet)
Vaulting Relay 317
6B. Sixth Year (second half), (11-12 _years old_).
Playground
PAGE
Barley Break 48
Center Club Bowls 355
Chickidy Hand 67
Curtain Ball 361
Progressive Dodgeball 366
Duck on a Rock 81
Football Tag 379
Hand Football 382
Indian Club Race 112
Jumping Relay Race 117
Jump the Shot 122
Old Woman from the Wood 143
(_See also_ Trades)
Red Lion 165
Round Ball 401
Sun Dial 190
Stake Guard 186
Schoolroom
PAGE
Blackboard Relay Race 53
Schoolroom Dodgeball 369
Find the Ring 220
Jumping Relay Race 117
Old Woman from the Wood 143
(_See also_ Trades)
Round Ball 401
Zoo 242
7A. Seventh Year (first half), (12-13 _years old_).
Playground
PAGE
Black and White 52
Bombardment 334
Fence Tag 85
Keep Moving 270
Oyster Shell 143
Poison 148
Rolling Target 169
Saddle the Nag 171
Slipper Slap 179
Third Man 194
Schoolroom
PAGE
"B" Game 213
Blackboard Relay 53
Black and White 52
Keep Moving 270
Last Man 126
Nimble Squirrel 230
Slipper Slap 179
7B. Seventh Year (second half), (_12-13 years old_).
Playground
PAGE
Corner Ball 359
Dumb Crambo 219
Emperor Ball 346
Forcing the City Gates 89
Fox and Geese 92
Hand Ball Drill--II 381
Line Club Bowls, Double 385
Mount Ball 387
Odd Man's Cap 140
Pass and Toss Relay (Single Line) 313
Pinch-o 146
Volley Ball 413
Wand Tug of War 203
Whip Tag 205
Zigzag Overhead Toss 424
Schoolroom
PAGE
Bend and Stretch Relay 50
Dead Ball 362
Dumb Crambo 219
Line Club Bowls, Double 385
Literary Lore 225
Schoolroom Volley Ball 402
Up, Jenkins! 239
8A. Eighth Year (first half), (_13-14 years old_).
Playground
PAGE
All Run 321
Battle Ball 331
Catch and Pull Tug of War 60
Chinese Chicken 68
Circle Race 69
Circle Relay 70
Line Zigzag--III 423
Maze Tag 131
Nine-court Basket Ball 388
Overtake 393
Poison Snake 149
Round Ball 401
Square Ball 404
War 417
Schoolroom
PAGE
Blackboard Relay 53
Cross Questions 219
Hen Roost 223
Minister's Cat, The 227
Overtake 393
Schoolroom Captain Ball 353
Sketches 236
8B. Eighth Year (second half), (_13-14 years old_).
Playground
PAGE
Bound Ball 336
Boundary Ball 335
Chinese Wall 68
Circle Club Bowls 357
Circle Zigzag 419
Double Relay Race 76
Japanese Crab Race 115
Line Club Bowls, Single 386
Master of the Ring 131
Pass and Toss Relay (Double Line) 314
Pig in a Hole 397
Stool Ball 406
Tossing Wands 198
Wand Race 202
Schoolroom
PAGE
Author's Initials 213
Blackboard Relay Race 53
Crambo 218
Double Relay Race 76
Line Club Bowls, Single 386
Prince of Paris 232
Wand Race 202
GAMES FOR HIGH SCHOOLS
(_15-19 years of age_)
This list of high school games is far from exhaustive. A large
percentage of those listed for the elementary grades will be
found suitable for high schools.
MISCELLANEOUS ACTIVE GAMES
PAGE
All-up Relay 45
Bull in the Ring 56
Bung the Bucket 57
Catch and Pull Tug of War 60
Circle Race 69
Circle Relay 70
Club Snatch 72
Contests for Two
(chapter on "Feats and Forfeits") 245
Double Relay Race 76
Duck on a Rock 81
Dumb-bell Tag 83
Every Man in his Own Den 83
Follow the Leader 89
Forcing the City Gates 89
Fortress 90
Fox and Geese 92
Fox Trail, Double Rim 93
Hang Tag 101
Home Tag 106
Hound and Rabbit 107
Indian Club Race 112
Japanese Tag 116
Japanese Crab Race 115
Jumping Rope--I 118
Jumping Rope--II 119
Jumping Rope--III 121
Jumping Relay Race 117
Jump the Shot 122
Last Couple Out 125
Leader and Footer 127
Leapfrog Race 129
(_See_ list of Leapfrog Games
in Alphabetical Index.)
Master of the Ring 131
Maze Tag 131
Odd Man's Cap 140
Oyster Shell 143
Partner Tag 145
Pebble Chase 145
Pinch-o 146
Poison 148
Potato Shuttle Relay 154
Prisoner's Base--II, III, IV, V 158-161
Saddle the Nag 171
Shuttle Relay 173
Single Relay Race 175
Skin the Goat 176
Slipper Slap 179
Stake Guard 186
Stealing Sticks 188
Three Deep 196
(_See also_ Third Man.)
Tossing Wands 198
Tree Party 199
Triple Change 200
Wand Race 202
Whip Tag 205
Wood Tag 209
Ball Games
PAGE
All Run 321
Ball Chase 324
Balloon Ball 325
Ball Puss 327
Ball Stand 328
Basket Ball Distance Throw 329
Battle Ball 331
Bombardment 334
Bound Ball 336
Boundary Ball 335
Call Ball 338
Captain Ball--I 339
Captain Ball--II 341
Captain Ball--III 344
Center Club Bowls 355
Circle Club Bowls 357
Corner Ball 359
Curtain Ball 361
Dodgeball 363
Double Corner Ball 370
Drive Ball 375
Emperor Ball 346
Fist Ball 376
Football Tag 379
Hand Football 382
Hand Ball Drill--II 381
Line Club Bowls (Single) 386
Line Club Bowls (Double) 385
Mount Ball 387
Nine-court Basket Ball 388
Over and Under Relay 392
Progressive Dodgeball 366
Pig in a Hole 397
Progressive Captain Ball 349
Round Ball 401
Square Ball 404
Stool Ball 406
Stride Ball 407
Ten Trips 408
Tether Ball 409
Volley Ball 413
Wall Ball Drill 416
War 417
Zigzag Overhead Toss 424
(_See also_ Circle Zigzag, Line
Zigzag--II, III.)
GAMES FOR PLAYGROUNDS, GYMNASIUMS, AND LARGE NUMBERS
The term "playground" is here used to designate a general
outdoor play space of liberal area. The open country or a
village would be just as suitable for many of the games, though
with few exceptions they may be played in limited territory.
With the exception of the hide-and-seek games almost all are
equally suitable for both playground and gymnasium. The list
includes games for players from kindergarten age to adults, and
for both large and small numbers. For games for players of
different ages, see Index for Elementary and High Schools.
In the column indicating which games are suited to large
numbers, the figures indicate the largest number with which the
game may be well played. Still larger numbers of players may
participate, but the group method is advisable for so many.
MISCELLANEOUS ACTIVE GAMES
For
Large
Numbers Page
All-up Relay 60+ 45
Animal Blind Man's Buff 30+ 46
Animal Chase 30+ 46
Arrow Chase 47
Barley Break 48
Baste the Bear 30+ 49
Bear in the Pit 30+ 50
Bird Catcher 60 52
Black and White 100 52
Black Tom 30+ 54
Blind Bell 100 55
Blind Man's Buff 30+ 55
Body Guard 30+ 56
Bull in the Ring 30+ 56
Bunch of Ivy 60+ 57
Bung the Bucket 30 57
Buying a Lock 30+ 58
Cat and Rat 30+ 60
Catch and Pull Tug of
War 100 60
Catch of Fish 30+ 61
Catch the Cane 30+ 62
Cavalry Drill 100 62
Centipede 63
Charley over the Water 30+ 65
Chickadee-dee 65
Chicken Market 66
Chickidy Hand 30+ 67
Chinese Chicken 30+ 68
Chinese Wall 60+ 68
Circle Race 30+ 69
Circle Relay 60+ 70
Clam Shell Combat 30 71
Club Snatch 60 72
Cock Stride 74
Cross Tag 30+ 75
Crossing the Brook 60+ 74
Do this, Do that 60+ 75
Double Relay Races 100 76
Drop the Handkerchief 30+ 80
Duck on a Rock 30+ 81
Dumb-bell Tag 30+ 83
Every Man in his Own Den 30+ 83
Exchange 30+ 84
Farmer is coming, The 30+ 85
Fence Tag 30+ 85
Fire on the Mountains 30+ 86
Flowers and the Wind, The 30+ 87
Follow Chase 30+ 88
Follow the Leader 60+ 89
Forcing the City Gates 30+ 89
Fortress 100 90
Fox and Geese 30+ 92
Fox Trail, Double Rim 30+ 93
Fox Trail, Single Rim 95
French Tag 60+ 96
Frog in the Middle 30+ 96
Garden Scamp 30+ 97
Going to Jerusalem 60+ 98
Good Morning 60+ 99
Guess Who 30+ 100
Gypsy 101
Hang Tag 100 101
Have you seen my Sheep? 30+ 102
Hide and Seek 103
Hide the Thimble 60 104
High Windows 30+ 104
Hill Dill 30+ 105
Hip 30+ 105
Home Tag 60+ 106
Hopping Relay Race 100 106
Hound and Rabbit 60+ 107
How Many Miles to Babylon? 100 108
Huckle, Buckle, Bean Stalk 60 109
Hunt, The 30+ 110
Hunt the Fox 60+ 110
Hunt the Slipper 30+ 111
Indian Club Race 100 112
I say, "Stoop!" 60+ 113
I Spy 30+ 113
Jack be Nimble 60+ 114
Jacob and Rachel 30+ 115
Japanese Crab Race 60+ 115
Japanese Tag 60+ 116
Johnny Ride a Pony 60 116
Jumping Relay Race 60+ 117
Jumping Rope--I (small single rope) 100 118
Jumping Rope--II (one large rope) 100 119
Jumping Rope--III (two large ropes) 100 121
Jumping Rope--IV (large and small ropes) 121
Jump the Shot 60+ 122
Kaleidoscope 30+ 122
Lady of the Land 123
Lame Fox and Chickens 30+ 124
Last Couple Out 30+ 125
Leader and Footer 60+ 127
Leapfrog 100 127
Leapfrog Race 100+ 129
Letting out the Doves 30+ 129
Lost Child, The 30+ 130
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Games for the Playground, Home, School and GymnasiumChapter II: Hand Ball Drill (advanced) (2)
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