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Games for the Playground, Home, School and Gymnasium Part 81

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_20 to 60 players._

_2 b.a.l.l.s or bean bags._

_Playground; gymnasium; schoolroom._

OBJECTS OF GAME.--This is a toss and catch game between a captain and the players of his team who are lined up around a square alternating with the players of an opposing team. The objects of the game are (1) to complete the round of tossing and catching quicker than the opponents; (2) to "overtake" or outdistance the bag or ball which the opponents are tossing.

[Ill.u.s.tration diagram: OVERTAKE]

FORMATION.--When played in a gymnasium, a well-defined square should be marked, around which the players take their places. The size may vary with the number of players and their skill in throwing to and catching from the captain who stands in the center. In the schoolroom the players stand around the room next the wall, outside a line marked on the floor, within which they may not go.

TEAMS.--Any number from twenty to sixty may play. Forty is an especially good number.

The players are evenly divided into two teams, preferably designated by colors; or the players of one team may each tie a handkerchief on one arm to distinguish them. Polo caps of a colored cheese cloth are a serviceable device. If it be used in the schoolroom, each player may easily keep such a cap in his or her desk. Corresponding colors for the two bean bags or b.a.l.l.s are also desirable.

One player from each team is chosen for captain and stands in the center, the two captains being side by side and moving around each other within a small circle drawn on the floor, as becomes necessary for the shifting direction of the play. The other players of each team are numbered consecutively, and take their places alternately around the square, the two Numbers One standing opposite each other. A referee is also desirable who should start the game, announce score, and award points to the opposing team when fouls are made. The referee may act as scorer, or, if there be a separate scorer, announce the points for scoring. The referee should also pick up any dead (dropped) ball and toss it to the captain of the team.

START.--The game starts, on a signal from the referee, with the captains standing back to back in the center, each facing the Number One player of his team. At the signal each captain tosses his ball to his Number One, who at once tosses it back to him; the captain then tosses it to the next player of his team standing on Number One's right, and he tosses it back. The play is thus continued around the entire square until the captain tosses it again to his Number One, which is called getting the ball "home." The two b.a.l.l.s are thus being played around in the same direction, following each other; and one of the main features of the game is to have a ball "overtake" that of its opponents. In the next inning or round the b.a.l.l.s may follow in the opposite direction (to the left).

RULES AND POINTS OF PLAY.--Players may lunge or "fall out" when tossing or catching, if one foot be left without the boundary.

Players may stoop or jump to catch a low or high ball, but may not advance beyond the boundary.

One or both hands may be used in tossing or catching.

A dropped ball is returned to play by the referee, who tosses it to the captain.

If a captain drops a ball or bag three times, he changes places with Number One player of his team; this captain, failing three times, changes with Number Two, and so on.

Every ball dropped scores for the opponents, as stated under "Score."

An opponent may interfere, but with one hand only.

FOULS.--It is a foul--

_a._ To use the arms in any way to interfere with a player who does not hold the ball.

_b._ To grasp the clothing or person of an opponent.

_c._ To use both hands for interfering.

_d._ To drop the ball.

_e._ To send the ball afield.

All fouls are penalized by the opponents' scoring one point, except for a ball that goes afield (outside the boundaries): that scores two points for the opponents. A ball dropped inside the boundaries scores one point for opponents.

SCORE.--A ball which "overtakes" (pa.s.ses) the opponents' ball scores five points.

The ball that first makes the circuit and gets back to Number One player of its team, or "home," scores two points.

Fouls score one point for the opponent, except when a ball goes afield, which scores two points for the opponents.

The game is won on a score of ten points.

This game was originated and copyrighted by Mrs. Elizabeth R.

Walton, of Washington, D.C. It received honorable mention in a compet.i.tion for schoolroom games conducted by the Girls' Branch of the Public Schools Athletic League of New York City in 1906.

It is here published by the kind permission of its author.

Pa.s.s BALL RELAY

_10 to 100 players.

Playground; gymnasium.

Basket ball._

Any number of teams may compete, but should contain an equal number of players. The teams line up in single file, and the game consists in a compet.i.tion between them in pa.s.sing a basket ball backward overhead, followed by a short run for each player in turn.

A starting line is drawn across the playing s.p.a.ce, behind which the teams line up. The players in a team must not stand close enough together to touch. An objective point or goal, such as a basket, is placed in front of each team at a good running distance,--at least fifty or seventy-five feet if the s.p.a.ce admits of it. On an athletic field a player not on the team may be stationed to serve as this objective point. Good form at the opening of the game calls for the teams to be lined up with the b.a.l.l.s resting on the ground in front of the first players. On the starter's signal, "On your mark!" the first players toe the starting line with both feet; on the next signal, "Get ready!" they raise the b.a.l.l.s overhead, but not to be touched by the next players until put in play on the final signal. When the starter says "Go!" the first player hands the ball backward overhead to the next player, and each one in turn pa.s.ses it in a similar way down the line. When the last player receives the ball, he runs forward with it around the goal, returns, and pa.s.ses it to the player at the head of the line, when it again travels backward to the rear as before. A returning player may hand the ball to the front player, either facing him or turning with his back to him and pa.s.sing the ball overhead; but he may not toss it to him. A returning player takes his place at the head of the line, toeing the line, the file moving backward one step to make room for him. The original leader of the line will thus move gradually backward until he is at the rear of the file; he will be the last runner forward, and should be plainly marked with a sash diagonally across the breast to aid the judges in distinguishing him.

When he receives the ball, he runs forward with it around the goal like his predecessors, but on his return, instead of lining up and pa.s.sing the ball backward, dashes with it over the finish line. The finish line should be a tape (strand of worsted) stretched parallel with the starting line, but three feet to the rear of the files.

Should the playing s.p.a.ce not admit of this, the starting line may be used as a finish line.

Should the ball be dropped as it is pa.s.sed down the line, the player next behind the one who last touched it must leave his place in the line, pick up the ball, return, and put it in play from where it left the line. If so rectified, this dropping of the ball does not score as a foul.

There should be a judge of fouls for each team and two judges at the finish. One foul is scored against a team for--

1. Every player who does not touch the ball as it is pa.s.sed backward.

2. Every player (except a returning player) who turns to face the next one and hand the ball instead of pa.s.sing it backward overhead.

3. A returning player tossing the ball to the head of the file.

4. The head player standing forward of the starting line.

5. A runner touching the goal as he encircles it.

The teams win in the order of finishing if there be no fouls.

One foul disqualifies a team unless the competing teams have made an equal or greater number of fouls. In such a case the teams win in the order of finishing, plus consideration of the smallest record on fouls. A team finishing second, for example, with no fouls, would win over a team finishing first with one or more fouls.

Teams Order of Finishing Number of Fouls Order of Winning

A 1 3 B 4 2 Third place C 2 2 Second place D 3 0 First place

These rules are used by the Girls' Branch of the Public Schools Athletic League of New York.

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Games for the Playground, Home, School and Gymnasium Part 81 summary

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