Games for the Playground, Home, School and Gymnasium

Chapter 26

Chapter 264,200 wordsPublic domain

_10 to 30 or more players._

_Playground; gymnasium._

_Basket ball._

This is an interesting and simple athletic event, as well as a good game. It is especially useful for players drilling on the handling of the basket ball or shotput, and is a good substitute for shotput for girls.

A full circle six feet in diameter is drawn on the ground. A heavy line is drawn across its center, which serves as a throwing line. The player stands in the circle and throws the basket ball from this throwing line toward other lines drawn in the throwing space as specified below, the ball scoring according to its landing in relation to these other lines.

The lines drawn across the throwing space must be parallel with the throwing line in the circle. For players below the seventh year of the elementary school course (below twelve years of age) these three lines should be respectively twelve, eighteen, and twenty-seven feet from the forward edge of the circle. For players from the seventh and eighth year of the school course (that is, thirteen and fourteen years of age) these three lines should be respectively fifteen, twenty-one, and thirty-one feet from the forward edge of the circle. These measurements are for girls. For boys the longer distance given between lines will be found generally advisable, and they may even be increased.

The players are divided into competing teams, the players of each team throwing in rapid succession. Each player has but one turn, unless the ball should strike some obstacle before touching the ground, when another trial is allowed. A thrower must at the start stand in the circle and toe the throwing line, drawn across the center of the circle; in completing the throw he must not fall or step forward over the outer line of the circle in front of him. If at any part of the throw, from its start to finish, the thrower be out of the circle, it is considered a foul and does not score, the number of players in the team being counted as one less when the total or average is figured. The best form for throwing is that described for Battle Ball.

For each throw to the first line (the twelve or fifteen foot line) or any point between it and the next line, a team scores one point. For each throw to the second line (the eighteen or twenty-one foot line), or between it and the next line, a team scores three points. For each throw to or beyond the third line (the twenty-seven or thirty-one foot line) a team scores five points. The team averaging or adding the largest score wins first place in the event. If the number of players be not even, the score is decided by an average instead of by adding. Where several groups or teams are competing, if there be a judge for each team and floor space for more than one diagram, two or more teams should throw at once.

BATTLE BALL

_6 to 12 players._

_Playground; gymnasium._

_Basket ball; Indian clubs._

This is one of the best and most interesting of the simpler team games. Briefly stated, it consists in trying to dislodge Indian clubs or tenpins placed at the rear of the enemies' territory. Players should be trained to coƶperate and to understand the importance of each doing well his particular part. Playing into the hands of each other when necessary, as in passing the ball to good throwers, is one of the most important features of team work.

GROUND.--A ground measuring about fifty feet long by twenty-five wide should be divided into two equal parts by a line across the center. The rear boundary of each half is the goal or club line on which the Indian clubs are placed. Above these club lines a cord or rope is stretched seven feet from the ground. This cord may be fastened to posts on either side of the ground, or jump standards may be used to support it. If desired, back stops may be placed across the ground at a distance of five feet beyond the club line and extending beyond the boundaries of the court on either side.

Indian clubs or tenpins weighing two or three pounds are placed on the club line, there being one pair for each club guard. One pair of these clubs should be placed in the center of the line and one at each end of it three feet from the posts that hold the cord. The clubs of each pair should be separated by a distance of eighteen inches.

TEAMS AND OFFICIALS.--The teams consist of from three to six players on each side, though five on a side is the most desirable number. The description of this game and the diagram assume five players to a team. Each team chooses a captain, who settles disputes (unless other officers be appointed for this purpose, as hereinafter stated), and who assigns places for the other players as he sees fit. He himself occupies any place he desires.

Each team is divided into club guards and forwards. For five players there should be three club guards, each standing before a pair of clubs, and two forwards or throwers, who stand near the dividing line. In the placing of players it is desirable to place the best catchers as club guards and the best throwers as forwards. In addition to the team players, it is desirable to have a referee, two judges, and one or two scorers, though all these offices may be filled by the same person.

The referee should keep time, should start the game, should announce scores and settle disputes. The judges, one for each side, should watch for fouls and report points made by their respective sides to their scorers.

OBJECTS.--The objects of the game are (1) to knock over the opponents' clubs with the ball; (2) to make a goal by passing the ball beyond the opponents' club line under the string but not hitting the clubs.

START.--The sides toss up for the ball or choose by drawing cuts (see chapter on "Counting out and Choosing Sides.")

Whenever a ball goes out of bounds it should be returned to the captain of the opposite (catching) side by a player designated for the purpose.

POINTS OF PLAY.--Successful play will come both from throwing and bowling the ball. The best way to throw or bowl the ball is from the extended right arm, the ball being held on the wrist by bending the wrist upward and turning the hand inward over the ball. The right foot should be in the rear and at the start the trunk twisted toward the right. As the ball is thrown, the weight of the body should be changed to the forward leg and the body swung forward nearly half around from the waist toward the left. The best way to stop the ball is usually by blocking it with both arms; but it may be blocked with the legs or the body. The ball may be tossed from player to player on the same side, either to get it into the hands of the best thrower or to mislead the opponents as to when it will be aimed at their clubs. Players may move about on their own side, but overstepping the boundary lines is a foul. Club guards should not get far away from their line of duty. The ball should be aimed at the clubs or at open spaces between players, not at the players themselves.

FOULS.--It is a foul for a ball to pass above the cord drawn over the opponents' club line. Such a foul scores one for the defensive side. It is a foul for a thrower to step over the center line. For this the opponents score two points. It is a foul for a club to be overturned by a player on his own side. Each club so overturned scores five points for the opponents.

SCORE.--Overturning an opponent's club with the ball scores five points. Passing the ball beyond the opponents' club line below the cord but without hitting the clubs scores three points.

A ball passing between a pair of clubs scores ten.

A ball passing between the legs of an opposing player scores ten.

No score is made on a ball caught by the opponents.

Fouls score as stated above.

The game is played in ten or fifteen minute halves, with five minutes' intermission, the team winning which has the highest score at the end of the second half.

It adds greatly to the interest of the game to post the score in sight of the players, on a blackboard, large paper, or other bulletin.

This game was originated by Dr. Dudley A. Sargent.

BOMBARDMENT

_10 to 100 players._

_Playground; gymnasium._

_Basket ball; Indian clubs._

This game resembles Battle Ball in that it consists in trying to overturn Indian clubs or tenpins set up in the opponents' court. The game differs from Battle Ball, however, in being feasible for a much larger number of players, and in being very much simpler in its form, not having the closer team organization or such a variety in points of scoring as Battle Ball. It may be made one of the liveliest and most interesting games for large numbers of players.

GROUND.--The ground is divided into two equal fields by a line across the center. At the rear of each ground a row of Indian clubs or tenpins is set up, there being the same number of pins as players. Should the number of pins be so great as to require their being closer than two feet apart, a second row should be placed in front of the first, in such a way that each club stands opposite a space in the preceding row of clubs.

PLAYERS.--The players are divided into two teams numbering anywhere from five to fifty each. The players stand between their clubs and the dividing line in any scattered formation. With a large number of players several balls should be put in play.

OBJECT AND POINTS OF PLAY.--The object of the game is to knock down the opponents' clubs. Each player will therefore serve both as a guard to protect his clubs, and as a thrower. He may throw whenever he can secure a ball, there being no order in which players should throw. Balls may be made to displace the opponents' clubs by being thrown against the wall behind the clubs, so that they will rebound or carrom, knocking the clubs down from the rear. No player may step across the center line. The game is especially interesting when several balls are in play at once.

SCORE.--Each club overturned scores one point for the side which knocked it down. Every club overturned by a player on his own side scores one for the opponents. The game is played in time limits of from ten to twenty minutes, the side winning which has the highest score at the end of that time.

BOUNDARY BALL

_10 to 100 players._

_Playground; gymnasium._

_Basket ball._

GROUND.--The ground should measure about twenty feet in width by forty in length, and should be divided in half by a line, marked across it.

PLAYERS.--The players, numbering anywhere from ten to one hundred, are divided into two equal parties. Each party lines up on one side of the dividing line and about ten feet from it.

OBJECT OF THE GAME.--The object of the game is to throw the ball over the opponents' rear boundary line, a party succeeding in doing this scoring a point. As each party lines up at the start ten feet from the center dividing line, it is possible for each to intercept the ball at the point of its line-up. Any players from the line, however, may run back of this line-up to prevent the ball from going over the rear boundary, and the point at which the ball is stopped by any such player indicates the point at which the party must line up for the next play. It therefore becomes a secondary object of the game to force one's adversaries back until they have reached their rear boundary line, where their chances for intercepting the ball are less than in a forward position, as their movements are more restricted.

For instance, party A throws the ball at party B's boundary. The latter, by running backward several paces, succeeds in intercepting the ball at a distance of say five feet beyond its first line-up. The entire party then takes its stand on this new line and throws the ball at its opponents' boundary, trying to force them back in similar manner as far as possible to catch the ball.

START.--The parties toss up for which side shall first have the ball. The ball is then given to the center player in the line, who makes the first throw. After this first throw the ball may be put in play by any player in a line.

RULES AND POINTS OF PLAY.--Players may run forward of their first or succeeding line-up to catch the ball, but the line-up never comes forward of its first position. After a line has been forced backward, however, if the ball be caught anywhere between the last line-up and the first, the line moves forward to the new point. Should a ball roll on the ground, the point at which it stops rolling, or is stopped by the players trying to catch it, indicates the line at which they must take their stand. No ball scores a point, however, which rolls beyond the rear boundary line. When a party has been forced back to its rear boundary line, it must stand on that line thereafter, unless it should succeed in stopping the ball forward of that line, when it may move forward to the new position. No player may step over the boundary line.

SCORE.--One point is scored by the throwing party every time a ball is thrown beyond the opponents' rear boundary line. Five points constitute a game.

BOUND BALL

_10 to 30 players._

_Playground; gymnasium._

_Tennis ball; hand ball._

This game somewhat resembles tennis, but is played over a lower dividing line, and the ball is batted with the hand instead of with a racket; it is always played from a bound, never "on the fly."

GROUND.--Boundary lines for the entire court should be outlined, measuring about fifty feet in length by twenty-five in width, though these dimensions are not invariable. The ground is then divided by a line into two equal parts. In a gymnasium balance beams may be set up for this purpose. Out of doors a board or log may be used, or the mere drawing of a line on the ground will suffice.

PLAYERS.--The players are divided into two equal parties which take their places on either side of the dividing line, scattered over their respective courts without regular formation.

OBJECT.--The game consists in batting a tennis or hand ball with the hand from one side to the other of the dividing line, after it has first bounded in one's own territory.

START.--The leader of the game, or any player on either side, puts the ball in play by throwing it among the players of the opposite side. Whoever catches the ball acts as the first server. The server serves by bounding the ball once and then hitting or batting it with the open palm on the rebound, so that it will go over into the opponents' court. Should a served ball fail to rebound in the antagonists' court, it is returned to the party from which it came, that they may have a second trial. One player continues to serve until his side scores five, when the ball is thrown to the opponents. The players on a side serve in rotation.

RULES AND POINTS OF PLAY.--In returning a serve or keeping the ball in play at any time, it may be bounced any number of times before being sent into the opponents' court. The one essential point is that it should be kept bounding, a ball that is dead being thrown back to the server. In bounding the ball it must always be hit or batted from the upper side with the palm of the hand. Should the ball bound very low so as to give slight opportunity for batting into the opponents' court, a player may coax it to a higher point before batting. A ball may also be worked forward or to any advantageous point of the ground by bounding or "dribbling" in this way before batting it. Whenever a ball enters a court, any member of the party on that side may play upon it. The players in each court will naturally scatter to be ready to receive the ball. Players will use in this game many points of tennis, such as sending the ball into the opponents' territory with a long glancing stroke, which may make it bound unexpectedly toward the rear of the opponents' court; or on the contrary, with a small bound that shall just barely cross the line. A ball going out of bounds is out of play, and must be returned to the server unless it should rebound in the court for which it was intended, when it should still be considered in play.

SCORE.--The score is entirely for a defensive game, being wholly on the opponents' failures. If desired, the score may be the same as in tennis, but is generally as follows:--

One point is scored for (_a_) failure to strike the ball as directed (from above with the open palm); (_b_) failure to bound the ball before sending it into the opponents' ground; (_c_) failure to return a good serve or play.

BOWL BALL

(See _Center Club Bowls_, _Circle Club Bowls_, and _Line Club Bowls_.)

CALL BALL

(See also _Ring Call Ball_, _Ball Stand_, and _Spud_.)

_10 to 30 or more players._

_Playground; gymnasium._

_Hand ball._

The players are numbered and scatter promiscuously over the playground or gymnasium. One tosses a ball, at the same time calling the number of some other player. This player must run forward and catch the ball before it has bounded more than once. Any player who is successful in this takes the place of the first tosser. Any player who fails rejoins the others, but three failures put him out of the game. For large numbers it is well to have two balls, tossed by two different players.

The one who is tossing the ball will add much to the interest of the game by calling the names of players who are at a considerable distance from the ball, or for any other reason may have a particularly difficult task in reaching the ball in time; or he may take them unaware, as by calling the same name twice in succession, etc. There is no limit to the number of times a player may be called.

CAPTAIN BALL

Captain Ball is one of the best and most popular games for both children and adults, boys and girls. It is one of the most useful forms of games for the period when pupils are beginning to enjoy organization, as it calls for comparatively simple, though pronounced, team work.

There are many variations in Captain Ball, the differences being in (1) the plan of laying out the ground, and consequently the relative position of players; (2) the points of play that score; and (3) the rules restricting the players. While almost any rules of play or points of scoring may be used on almost any plan of ground, certain methods of play seem to have grown out of, and naturally to belong to, certain diagrams. An umpire, referee, and scorer are desirable in any form of the game, but _not absolutely necessary_ except for match games.

Six distinct forms of Captain Ball are here presented, Captain Ball I, II, III; Emperor Ball (IV); Progressive Captain Ball (V) (a new form of the game originated by Miss Cora B. Clark of New York); also a schoolroom adaptation, Schoolroom Captain Ball (VI). Some forms which offer minor variations have been omitted in favor of these, which form distinct types. The games are grouped in this place to facilitate comparison.

For NEW YORK CAPTAIN BALL (rules of Girls' Branch, Public Schools Athletic League), see _Appendix_.

CAPTAIN BALL--I

_14 players._

_Basket ball; volley ball._

This is in some respects a simpler form of Captain Ball than those that follow, as there are but three bases or homes on each side of the field, and the captain is on one of these instead of in the center. His position at the farthest point from the dividing line tends to distribute the play equally among all of the players. The number of players is smaller than in other forms of the game. The ball does not score for completing the circle (or triangle) of players, as in other forms of the game. Although very rapid, this form may be less confusing for beginners than in larger formations where there are more players.

GROUND.--On each side of the ground at corresponding distances from the center three small circles are drawn for bases at the points of a triangle. The circles should be from two to five feet each in diameter, the more skillful the players the smaller the circle. The distance between each two circles forming a triangle should be at least fifteen feet, and the distance across the center of the field between the two inner circles, from fifteen to twenty-five feet.

TEAMS.--The players are divided into two teams, each consisting of three basemen, three base guards, and one fielder. One of the basemen is captain and stands in the base at the end of the ground farthest from the center. Each team has a guard stationed near each of its opponents' bases, and a fielder whose general place should be near the center of the ground but who is free to run to any part of the ground, and who should pick up the ball whenever it goes afield. The ball should then be put in play again from the center as at the start.

OBJECT OF THE GAME.--The object of the game is to have a captain catch a ball from one of his basemen. A ball caught by the captain from the guards or fielder of his team, does not count. Of course the guards will try to prevent the ball being caught by a captain from one of his basemen, or by one of the basemen from his fielder, and on the other hand will try to secure the ball and send it back to their own basemen or fielder.

START.--The ball is put in play by being tossed up in the center of the ground by a third party between the two fielders, both of whom try to catch it. The one who succeeds has first throw. Touching the ball is not enough for this first catch: it must be caught in both hands. In case of dispute, the ball should be tossed again. The ball is again put in play in this way after each point scored; also after going afield and being picked up by one of the fielders.

RULES.--The basemen may put one foot outside of their bases or circles, but at no time both feet. Each guard must remain near the base he guards but may not step within it even with one foot. Should either side transgress these rules or make any other foul, the ball is thrown to one of the basemen on the opposite side, who is given free play to throw to his captain without interference of his own guard, though the captain's guard may try to prevent its being caught. A ball that goes afield is put in play again at the center, as at the opening of the game.

FOULS.--It is a foul (1) to transgress any of the rules given above; (2) to snatch or bat the ball from an opponent's hands; (3) to bounce the ball more than three times in succession; (4) to run with the ball; (5) to kick it; (6) to hand instead of throwing it; or (7) to hold it longer than time enough to turn once around quickly, or three seconds. Penalty for fouls consists in allowing opponents a free throw from one of their basemen to their captain, as described under Rules.

SCORE.--The ball scores one point whenever a catch is made by a captain from one of his basemen. It does not score when the captain catches it from a guard or fielder.

The game is played by time limits, ranging from ten to thirty minutes. The time is divided in halves, and at the end of the first half the teams have an interval of rest, and the basemen and guards change places. The team wins which has the highest score at the end of the second half. The ball is put newly in play after every point scored.

CAPTAIN BALL--II

_18 to 60 players._

_Playground; gymnasium._

_Basket ball; volley ball._