School, Church, and Home Games Part 17

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Two players const.i.tute a team in this race. One of the players on each team sits upon the floor. His knees are raised so as to allow his feet to rest flat upon the floor. The other member of the team then sits upon his teammate's feet, facing him, and places his feet and legs in a similar position to that of his teammate, so that each may sit upon the other's feet. They then place their hands upon each other's shoulders.

To race in this position, Number 1, the player whose back is in the direction to be traveled, leans well forward so that his weight is well on his own feet. This makes it possible for his teammate, Number 2, to slide his feet forward along the floor, carrying Number 1 backward upon them. Number 2 then leans forward so that his weight is well on his own feet, which allows Number 1 to draw his feet towards him and Number 2 slides forward with them. By swaying backward and forward in this way, the two members of the team, by alternating the sliding of their feet, progress across the floor to the distance line. Upon reaching the same, they reverse their direction without turning around. The race ends when they have crossed the starting line.

Necktie Race

Two players const.i.tute a team. Each team may stand opposite each other at different ends of the room. At the signal to go Number 1 runs forward to Number 2, who must wear a four-in-hand necktie. Number 1 unties Number 2's necktie, takes it off his neck and reties it in a four-in-hand knot. Number 1 then runs back to his former position with Number 2 following him. When behind the starting line Number 2 starts to untie Number 1's necktie, takes it from his neck, replaces it and ties it in a four-in-hand knot. When he has accomplished this, he races back to his original position. The first team accomplis.h.i.+ng this, wins the game.

Part III

OUTDOOR GAMES

CHAPTER I

OUTDOOR GAMES FOR OLDER BOYS AND YOUNG MEN

Push Cross Line

Three parallel lines are marked upon the ground about six feet apart.

The group is divided into two teams. Each team lines up behind one of the outside lines, facing the opponents. At the signal to start, both groups rush forward and endeavor to push their opponents back over their own base line. Should they succeed in pus.h.i.+ng the opponent so that both of his feet are behind the base line, that opponent is out of the game and retires to a position behind his own base line. At the end of thirty seconds the team having pushed the greatest number of opponents back across their own base line, wins.

Fortress

This game is similar to the preceding game. Three parallel lines are made around a hollow square not less than 25 to 40 feet in dimensions.

This square is known as the fortress. A small s.p.a.ce is marked off in the centre of the fortress for a prison. Two captains are selected.

These two choose the members of their own teams, in turn. One team is known as the defenders, the other as the attackers. The defending party takes a position within the fortress and the attacking party is scattered around the outside of the fort. Both are under the command of their captains.

The attacking party may charge the fort as a group or may use any tactics the captain may decide upon. He may feign an attack on one side to draw the defenders' attention, while his princ.i.p.al attack may be directed towards another point of the fortress. The methods of engagement are as follows:

Opponents endeavor to push, pull, or carry each other across the guard line. The defending players seek to force as many of the attacking players in across the inside line as possible. Succeeding in this, such players as have been drawn beyond the inside line are prisoners and must take their place in the prison. The attacking party seeks to force as many of the defenders beyond the outside line as possible.

Succeeding in this, all those so forced are placed in a small area, which const.i.tutes the prison of the attacking army. The captain should seek to direct the strong against the strong as much as possible in personal combat. The captains may exchange prisoners if they so desire.

The battle is won by either party making prisoners of all the opponents, or it may be won by the besiegers, if one of their number enters unattacked the prison within the fortress. Should the player accomplish this, he shouts, "Hole's won," whereupon the defenders must yield the fortress and the two armies change places, the defenders becoming the attackers, and vice versa. If an old fence is used for one side of the fortress, the other guard line should be drawn five feet inside of the fence line.

The attacking captain may withdraw his forces at any time for rest or consultation. Either captain may use a flag of truce for similar purposes. Under such conditions they arrange for an exchange of prisoners, etc.

Forcing the City Gates

This is an old Chinese game. Two captains are selected, who in turn choose all the other players. The two teams are first formed in two lines, facing each other and about ten feet apart, with the players grasping hands. Each line represents a city gate. The captain should arrange the players so that the weakest may be between two strong players.

The play begins when the captain of one of the teams sends forward one of his men. This man can make three attempts to break through the opponent's city gate. He can do this, either by breaking the grasp of two of the players or by dodging underneath their arms or between their legs. Should he succeed in doing this, he takes back to reinforce his own line the two players who are responsible for his getting through.

Should he fail, he enlists his efforts with those of his opponents by joining their line. The game is won when one team has succeeded in taking over all of the opponents.

Hare and Hound

This is an old game which is always popular. Two or three players are designated as hares. Each is given a large bag filled with paper torn into small bits. The hares are allowed a few minutes' start ahead of the rest of the players, who are known as hounds. The hounds follow the hares by means of the torn bits of paper scattered on the ground, in an effort to overtake them.

When the hares have used up all of their paper they hide their three bags near the end of the trail and race back from that point to the place from which the run started. When the hounds have discovered the bags, they also race back to the starting place. The game is won by the first player reaching said place.

Human Targets

An old flour or salt bag stuffed with straw or cloth may be used for this game. One player is selected to be the target. The others endeavor to hit the target by throwing the bag. The target may run or dodge in any way he desires, but the one who holds the bag cannot advance towards him in making his throw. If he is not near enough to hit the target, he can throw the bag to some other player who is nearer. When the target has been hit, the leader selects some one else to act as target.

Sling the Sack

Either a good sized sack well stuffed with rags or straw, or a small cloth sack filled with sand, may be used for this game. The game can be played on a level stretch of road or in a good sized field. The group is divided into two equal teams. A starting line is marked near the center of the playing s.p.a.ce. A player from each team takes a position behind this starting line and in turn, with his left foot on the starting line and with his shoulders at right angles to it, slings the sack with his right arm straight at the elbow, over his head as far as possible. A left-handed player may reverse this position. The spot where the sack hits the ground is marked. The player from the opposing team stands in the same position at the starting line, as did the first player, and makes his throw in the same direction, and his throw is marked. These two throws are made in order to measure what const.i.tutes a good throw of the sack. A line is drawn parallel to the starting line at the point where the farther of the two preliminary throws landed.

The starting line and this other line are now known as goal lines. A centre line is drawn parallel to the goal lines and half way between them. A coin is flipped up between the two captains for the choice of goals.

The captain who wins the toss can choose either the first throw or the goal he desires to have. When this is determined, each team scatters about on the territory in the vicinity of its own goal line, and the captain of the team which has the first throw designates which player on his team he desires to sling the sack first. This player (team A) must take a position with his advanced foot on the goal line and sling the sack with a straight arm over his head towards the opponent's goal line. The opponents (team B) endeavor to catch the sack before it touches the ground. Succeeding, the one catching the sack advances three paces and from that position slings the sack over his head towards team A's goal line. Team A players endeavor to catch the sack and if successful, that player succeeding advances three paces towards team B's goal line and slings the sack as before. Should any member of the team fail to catch the sack when it is thrown into their territory, the player first touching the sack in an effort to catch it, or the player nearest to where the sack lands, must make the sling from the point behind where the sack is picked up from the ground. The players may move anywhere about in their territory. The captain should endeavor to place them in a position so as to cover as much s.p.a.ce as possible.

Side boundaries can be used if desired, in which case the team supposed to receive the sack which gets out of bounds may advance three paces whether the sack is caught or not, from the point in line with where it first hits the ground.

A score is made each time the one member of a team catches the sack with both his feet on the opponent's side of the centre line. In making the catch, should he step back with one or both feet on or across the centre line, or be driven back by the impetus of the sack, it shall not const.i.tute a point. After each point is made, goals are changed, the losing team puts the ball into play. The team having the largest score at the end of thirty minutes wins.

Game of Goose

A good sized level field should be used for this game. Two gander poles, five feet high, are erected, one at each end of the field, each having two forks at the top, opposite each other. Stout tree crotches may be used. The goose is made from a stout cloth bag, such as a ham cover, stuffed, leaving the ends which can be easily grasped. Midway between the gander poles a large circle is marked upon the ground, its size being determined by the number playing. Mark a circle six feet in diameter around each gander pole to designate the safety limit.

The group is divided into two equal teams. These two teams are arranged with their men placed alternately around the circle in the centre of the field. The gander man stands in the centre of the circle with the goose in his hand. At a given signal he swings around and tosses the goose in the air to be received in the arms of some lucky player, who immediately dashes off with it towards his goal. The opponent players endeavor to intercept him and get the goose away from him. When the man carrying the goose is in danger of losing it, he tosses it to some one on his own side, if he can, and the player catching it runs towards his goal. If the second player cannot succeed in making his goal or gander post, he tosses it on to some other member on his team. The player who succeeds in getting both feet inside of the safety circle around the gander pole must not be molested, unless he lets the goose fall to the ground in his attempt to hang it in one of the crotches of the gander pole, in which case he or his team mates may recover it or any one of the opposing team may seize the bird and dash away with it towards his own pole. There must be no scrimmage over the possession of the bird, for as soon as an opponent gets hold of the goose, the player holding the latter must let go his hold. One must not trip an opponent or interfere by body, arm, or leg contact without forfeiting one "honk."

Three honks count one goose (or goal) for the opposite side.

Clock Games

The group forms a large circle. If it be a large group, the circle is counted off into 6's or 8's, if small into 4's. If they be counted into 6's each group of six const.i.tutes a team. Number 1 in each case is to act as captain. If it be desired to elect captains, the man elected takes Number 1's place in the group. The captain wears a sash or some other distinguis.h.i.+ng mark. In this formation a number of compet.i.tive races can be used.

Ill.u.s.tration--The group numbers sixty individuals. It is counted off into 6's. That means that we have ten teams of six men each making up the circle and ready to compete. The leader takes a position in the centre of the circle. The following five games may be played with the teams arranged in clock formation:

Walking Race

See clock games above.

At the signal to go, the number 6 man steps out of his place in the circle and walks to the right around the circle, until he gets back to the point in the circle he left, and tags off the Number 5 man on his team, and this man walks around the circle. This means that all the Number 5 men from all the different teams are walking around the outside of the circle in a race, at the same time. Numbers 4, 3, and 2 follow in turn after 5. Number 2, after completing the circle, tags off Number 1, the captain of the team, wearing a sash. The captain walks about the circle until he gets to the hole in the circle which he left, enters through the hole, bringing his sash to the leader, who stands in the centre of the ring. The first sash to reach the leader decides the winner of the race.

A running race can be subst.i.tuted for the walking race and various modifications used, such as backward walking, hopping, frog leap, etc.

Chariot Race

School, Church, and Home Games Part 17

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School, Church, and Home Games Part 17 summary

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