Games for the Playground, Home, School and Gymnasium by Jessie Hubbell Bancroft (top novels of all time .txt) π
In the arrangement of material there has many times been a strong temptation to classify the games by their historic, geographic, psychologic, or educational interests; by the playing elements contained in them; or by several other possible methods which are of interest chiefly to the academic student; but these have each in turn been discarded in favor of the original intention of making the book preΓ«minently a useful working manual for the player or leader of games.
[Sidenote: Varying modes of play]
The same games are found not only in many different countries and localities, but under different names and with many variations in the form of playing them. This has necessitated a method of an
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One of the marked characteristics of this game is the constant change or progression in the position of players, as every time that a goal is made with the ball the players all move to the next square or small court. This is done in order to give each player an opportunity to play from all positions on the field. This makes all-round players, and gives the retiring, less aggressive ones a fair share of the play. It also prevents certain players having the most desirable positions throughout the game.
START.βThe game is started by the teacher or referee tossing the ball in the air between two opposing players in court nine, each facing his own basket. Each player tries to send the ball toward his own basket, others playing upon the ball immediately.
RULES AND POINTS OF PLAY.βThe ball may be thrown for a basket from any of the courts. In other words, it is not necessary for the ball to be passed to a player in court two to be thrown for the red basket, or to court six in order to be thrown to the blue basket, though that may be a desirable play. Experience has shown, however, that when a player on the Blue team is standing in one of the courts farthest away, even in court two, it is not usually wise to throw to court six by way of the center (court nine), as too much massing of players results. The Blue team player in court two will often find it better to throw the ball to a player of this team in court one or three, and so on around the outer edge to court six; although there is no rule to prevent throwing the ball wherever a player pleases. As a general rule, the more zigzag the path of the ball, the more open the game. Short passes make a better game than long ones.
Players must remain in their own small courts except when progressing. It is optional, however, whether any penalty shall be attached to momentary stepping over the lines between small courts in the excitement of rapid catching and passing. This point should be decided before the game opens, and would probably be used only with experienced players. No player may step over the outer boundary lines, except to get the ball when it goes afield. A throw for a basket made with even one foot outside of the outer boundary lines is a foul.
Guarding is done by holding the hands or arms over the opponent's ball to hinder the aim, but neither the ball nor the holder of it may be touched. Only one player is allowed to guard a thrower, no matter how many players may be in the small court where the thrower stands. The two opponents who first pair off at the opening of the game when places are assigned, act thereafter as guards one to the other, no other players being allowed to fill that office.
When two players have possession of a ball, the one who touched it first has the right to it. If this cannot be decided instantly, the ball is thrown up between them as at the start of the game, the nearest player tossing it. For a good game this rule should be strictly enforced, no discussion over the possession of a ball being allowed.
When the ball goes outside of the outer boundaries of the court, only one player may go after it. All of the players in the small court through which it left this boundary may start for it, but the first one over the line continues and secures the ball. Players from other courts may not try to get a ball that thus goes afield. When a ball has gone afield, the player picking it up must throw it from the point where it is picked up to any court player. No running or walking with the ball is allowed in thus returning the ball to the courts.
In playing on the ball, no player is allowed to hold the ball or to run or walk with it. A player may turn around quickly with the ball, but must throw it at once. A player transgressing these rules must give the ball to his opponentsβthat is, to the opponent who has been paired off with him.
FOULS.βNo scoring is made on the fouls. Transgression of any of the rules given above is punished by giving the ball to the opponents, the transgressor in each case giving it to the opponent paired off with him.
SCORE.βA team scores one point each time that it makes a goal. The game is played on time limits, the team winning which has the highest score at the end. Where a large number of players is divided into two parties to take turns at playing, the time limits for each are generally ten minutes; with such rest intervals the two parties may play indefinitely. Where all of the players are engaged in one game the period may be anywhere from thirty to sixty minutes.
OVER AND UNDER RELAY10 to 100 players.
Playground; gymnasium; schoolroom.
Balls; bean bags; substitutes.
This game is a combination of Arch Ball and Stride Ball.
The players stand in two or more files, the files containing an equal number of players. The game is a passing relay, the files competing against each other. The leaders of each file have two balls, bean bags, or blackboard erasers. At a signal, a ball (or whatever is used) is passed back over the heads of the players until it reaches the last one in the line, who keeps it. The leader counts ten after the ball leaves his hands and at once passes back the second ball between his feet, the players bending over to pass it along. When this reaches the last player, he runs forward with a ball in each hand and takes his place at the head of the line, which moves back one place to give him room. At once he passes one ball backward overhead, counts ten, and passes the other between his feet. This continues until the original leader, who has been gradually backing to the rear of the line, reaches the front again, carrying both balls. The line wins whose leader first accomplishes this.
This game has some admirable exercise in it, keeping the players bending and stretching alternately. Quick play should be encouraged. When played in a schoolroom alternate aisles should be kept clear that the runners may use them in running to the front of the room.
OVERTAKE20 to 60 players.
2 balls or bean bags.
Playground; gymnasium; schoolroom.
OBJECTS OF GAME.βThis 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.
FORMATION.βWhen 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.βAny 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 balls 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.βThe 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 balls 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 balls may follow in the opposite direction (to the left).
RULES AND POINTS OF PLAY.βPlayers 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.βIt is a foulβ
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.βA ball which "overtakes" (passes) 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 competition 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.
PASS BALL RELAY10 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 competition between them in passing a basket ball backward overhead, followed by
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