School, Church, and Home Games Part 19
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The ball is placed in the centre of the playing s.p.a.ce. Two opposing players, known as centres, take a position on opposite sides of the ball, within a distance of two feet of it, with the end of their clubs on the ground. The process of putting the ball into play is called "facing off". In facing off, the two centres raise their clubs from the ground and hit them together above the ball. They do this three times and after hitting them above the ball for the third time, they are allowed to hit at the ball, endeavoring to knock it towards their own players or towards the opponent's goal. The game is now on and each player endeavors to knock the ball, by means of his club, towards and through the opponent's goal. Swinging the club higher than the shoulder is barred. Should the ball be knocked outside of the playing s.p.a.ce, it is brought back in and faced off by any two opposing players at a point well within the playing s.p.a.ce, opposite to where it went out of bounds.
A goal counts one point and after each goal the ball is faced off in the centre. Goals should be changed in the middle of the game, so that no team may have an advantage over the other because of location of goals.
One Step Off and All the Way Across
Two goal lines about fifteen yards apart are marked upon the playing s.p.a.ce. This game can be played on the road, using the opposite curb stones as goal lines. A player is selected to be "It" and takes his place between the goal lines. He starts the game by saying, "One step off and all the way across". Thereupon, all the players who may be behind either goal line, upon stepping over the goal line, must run across the s.p.a.ce between the goal lines towards the opposite goal. "It"
endeavors to tag the players as they run between the goal lines. Each player tagged, helps "It" in tagging the others. After the game starts the players may run back and forth between the goal lines at will. The game continues until all the players are tagged. The first player tagged becomes "It" for the next game.
Wheel Away
This game is similar to the preceding game except the players must be behind the same goal line, and the one who is "It" says, "Wheel away", which is the signal for all of the players to run across the s.p.a.ce to the other goal. Those tagged by "It" in their effort to do this, help him to tag the other players. All of the players are expected to run immediately upon hearing "Wheel away". Otherwise "It" may cross the goal line and tag them. The one first "It" is the one to say "Wheel away" each time, until all of the players have been caught. The one first caught is "It" for the next game.
Bombardment
This is a game enjoyed by boys. It is necessary to have half a dozen soft yarn b.a.l.l.s or indoor baseb.a.l.l.s or bean bags for this game. A large number of players can partic.i.p.ate. A playing s.p.a.ce is marked off on the ground with a line drawn through the centre. The group is divided into two equal teams. The teams take positions on opposite sides of the center line. The b.a.l.l.s are divided equally between the two teams. At the signal to start the b.a.l.l.s are thrown at such opponents as may hold one of the b.a.l.l.s. The players may move around in their playing s.p.a.ce, but are not allowed to step over the centre line. Any player can recover a ball, but so long as he holds the ball in his hands, he is the target for the fire of the opponents. Each time a player, holding a ball, is. .h.i.t by an opponent, he drops out of the game. The team first retiring all of the opponents wins.
Bombardment No. 2
This game is similar to the preceding, except that each player must secure a stick not over two feet long, which can be stuck loosely into the ground in a vertical position. A 24 block of wood, about 8 inches long, with a flat end which can be balanced upon the ground, can be used in place of the stick if desired. Each player sticks his stick up near the back end of his playing s.p.a.ce. They must be at least three feet distant from any boundary line and from each other. Each player takes a position in front of his stick. The object of the game is to knock over the opponents' sticks. Should a player knock over his own stick accidentally, or that of any player on his side, it counts as though it were knocked over by the opponent. When a player's stick is knocked over, that player is dead and takes his stick and leaves the game. The side first succeeding in knocking over all of their opponents' sticks wins the game. The players are not allowed to step over the centre line.
CHAPTER III
GAMES OF STRENGTH
Taking the Heights
This is a good rough and tumble game for boys. A bank, a low platform, a pile of dirt or some elevated position is necessary. The object of the game is for the players to strive to get upon the bank and maintain their position thereupon to the exclusion of all other players.
Hitting, kicking, or the grasping of clothing is barred.
Wrestle Tug of War
Opponents are so arranged on opposite sides of a line marked upon the ground that those of equal size and strength are facing each other.
Each player puts his right hand on the back of his opponent's neck and his left hand on his opponent's right elbow. Each tries to pull the other over the mark. At the end of the pull, the side having the most players on its side of the line wins the game.
Referee's Hold
Opponents take the same position as in the preceding event, but instead of attempting to pull across the line, each endeavors to make the other move one or both feet. The best two out of three are used to determine the winner.
Finger Wrestling
Opponents are arranged as in the preceding game on opposite sides of a line. Holding their hands well above their heads, opposing players grasp each other's hands, interlacing fingers, and each endeavors to bend the opponent's wrist backward. Succeeding in this, the vanquished drop out of the game.
One Leg Tug of War
Opponents are arranged as in the preceding game on opposite sides of a line. They turn their backs towards each other and standing upon their right foot, raise their left leg to the rear and hook the foot in that of the opponent. Each endeavors to pull his opponent across the line in this position.
Hog Tie
Two players of equal strength are each given a piece of quarter-inch rope or a strap. Each endeavors to tie together the other's ankles.
c.u.mberland Wrestling
Players face each other and take a waist hold, arms around opponent's waist, and stand close up. At the signal to "go" each player tries to lift his opponent off his feet. No throwing is allowed. Three tries are permitted.
Greco-Roman Wrestling
Opponents face each other and may take any legitimate wrestling hold in their effort to secure a fall from the other. Should any part of the body other than the feet touch the ground, it const.i.tutes a fall.
Shoulder and Arm Push
Opponents face each other with a line marked upon the ground between them and place their right hand on the other's left shoulder and their left hand on the opponent's upper right arm. In this position they endeavor to push the opponent back from the centre line, so as to get on the opponent's side of the line.
A modification of the preceding may be made by allowing the use of but one hand--the right placed against the opponent's chest, with the left held behind the back.
Squatting Tug
Opposing players sit upon the ground facing each other, with the soles of their feet flat against each other's. They then bend forward without bending the knees any more than necessary and grasp the opponent's hand. In this position they endeavor to lift the opponent from the sitting position on the ground.
Neck Tug of War
Opponents interlace their fingers behind each other's necks and endeavor in this position to pull the other across a center line.
Hand Tug of War
Opponents grasp each other's hands and each endeavors to pull the other across a center line.
Cane Wrestling
School, Church, and Home Games Part 19
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School, Church, and Home Games Part 19 summary
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