Hammer Throw

An inflated paper bag tied on the end of a yard of string is used as the hammer for this event. Each contestant by swinging the bag from the end of the string tries to throw it as great a distance as possible.


Twenty Yard Dash

Contestants carry an egg to the distance line and return with a spoon held at full arm's length from the body.


Running Broad Grin

Have each competitor grin as broadly as possible. The judges measure the grins with a tape measure.


Light Weight Race

Contestants carry a lighted candle in one hand and a glass or bowl brim full of water in the other. If the water is spilled over or the candle blows out, the contestant is out of the race.


Javelin Throw

Contestants endeavor to throw a short stick through a rolling hoop.


One Mile Run

Contestants are required to add a column of figures, the total of which will be 5280.


Long Glum

The player who can keep from smiling the longest in spite of the jeers and efforts to make him laugh, on the part of the others, wins.


Turtle Race

Contestants lie flat upon their backs and throw an object over their heads with their two feet, for distance.


Elimination Race

An equal number of chalk marks are made upon the floor in front of each contestant. A damp rag is then handed to each, and at the signal to go they are to run to and rub off the chalk mark on the floor. After erasing each mark, they must return to the starting line. When the last mark has been erased and the contestant crosses the starting line, the race ends.







CHAPTER VIIToC

COMPETITIVE STUNTS


Suitable for Sociables and Entertainers

These stunts may be used as a means of amusement at social functions. In order to avoid calling for volunteers to come forward to participate in the various stunts, cards may be distributed among those who are expected to take part in the stunt program. On these cards are numbers or letters. The one who has prepared the program has determined beforehand how many participants he wants in each stunt. If, in the first stunt, he desires six participants, he will have prepared six letter A's to be distributed. If, for the second stunt, he desires two participants, he will have prepared two letter B's. Then when he is ready to put on his program he calls for all the individuals holding the letter A, etc. If there are certain individuals whom he is particularly anxious to have take part in certain stunts, he can instruct the distributor of the letters to this effect.


Brick Relay

Have four contestants to a team and as many teams as there is space for. Two lines are drawn upon the floor about ten yards apart. Two members from each team line up opposite to and facing each other, behind each line. Two brick bats are placed upon the starting line in front of each team. At the signal to go, the first contestant on each team stands on the two brick bats. Bending forward he grasps the front end of each brick with his hands. Shifting his weight to one foot, he slides the other foot forward, drawing the brick bat with it by means of his hands. He then shifts his weight to that foot and draws the other foot forward with the brick bat and in this way proceeds to the far line, behind which he turns the bricks over to the second member of his team who races back in the opposite direction by the same method of progress. The third member takes the bricks from the second and covers the intervening space between the lines, and when the fourth member, following the example of his team, has crossed the starting line, the race ends.


Chair-i-ot Race

Competitors stand on the starting line. Two chairs are given to each. They place the chairs behind the starting line, side by side, with the backs of the chairs forward, and stand upon the seats of the chairs. At the signal to go they grasp the backs of the chairs with their hands and shifting the weight from one foot to the other, slide the chairs forward until the distance line has been crossed.


Chair Stubbing

Each contestant sits upon a chair with his legs straddling the back and his toes on the bottom side round. Keeping his feet off the floor, he advances the chair forward by jerking it with his body until it has crossed the distance line.

This race can be made a relay by having four men on the team, two men placed behind each line.


Aviation Meet

Each team is made up of two mechanicians and four aviators. The two mechanicians hold stretched between them a piece of string upon which have been placed two funnels of paper made in the form of cornucopias, point to point. The first aviator on each team, at the signal to go, blows the cornucopia across the string from one mechanician to the other; the second blows it back across; the third blows it in the same direction as the first and the fourth ends the race by blowing it in the same direction that the second aviator blew it, until it touches the hands of the mechanician.

Equal pieces of string should be used, a loop having been tied in each end through which the mechanicians may slip their fingers for the purpose of holding the string. Mechanicians must keep the string level at all times.


Feather Blowing Relay

Four contestants constitute a team. A feather is placed on the starting line and is blown by the first member of each team to the distance line. Then the second member of the team blows it back to the starting line and after the third contestant has completed his blow, the fourth blows it back across the finish line.


Balloon Race

An inflated rubber balloon and a palm leaf fan must be provided for each team. Four players constitute a team. A balloon is placed on the starting line before each team and a fan handed to the first competitor. At the signal to go the balloon is blown forward by means of the fan across the distance line, blown back by the second player, forward again by the third and back across the finish line by the fourth. The team first succeeding wins the honors.


Lobster Race

Each competitor gets down on the starting line on all fours and at the signal to go travels backward on all fours to the distance line and returns.


Prune Tug of War

Prunes are tied in the middle of a piece of string, three yards long. Opponents are placed opposite each other, each with an end of the string in his mouth. At the signal to go they are to chew the string towards the prune. The one first reaching the prune may eat his prize.


Whistle Race

Contestants take a deep breath and whistle. The one who can whistle longest on one breath, wins.


Cracker Relay

Six players to a team. The players on each team sit in a row. Four crackers are given to each player. The one on the rear of each team starts the race by standing up and eating the crackers. When he has eaten all four crackers and is able to whistle, his whistle is the signal for the man next in front of him to stand up and eat his crackers, while the first man resumes his seat. So each in turn eats four crackers. When the last, or front man on each team is able to whistle after devouring his crackers, the race ends.


Blindfold Obstacles

Obstacles, such as vases of flowers, china ware, chairs, etc., are placed in four or more long rows. Each contestant is given a row and is requested to try distances before being blindfolded. They then are all blindfolded, placed at the starting point, and told to race down through the line of obstacles without touching anything. In the meantime the objects have been removed.


Candle Roll Over

Four players are chosen for each team. Two are lined up in front of the starting line and two opposite on the distance line. One of the players on the starting line is given a lighted candle. A mat is placed half way between the starting and the distance lines. At the signal to start the player holding the candle advances to the mat, executes a forward roll on the mat, holding the candle in his hand. Should the candle go out during the roll, he must go back to the starting line and start over after lighting the candle. When he has succeeded in making the roll without extinguishing the candle, he proceeds to the distance line where he passes on the lighted candle to the second member of his team. This one returns to the starting line, rolling on the mat as did his predecessor. Should the candle in his hand become extinguished, he must go back to the line from which he started, light his candle and start over. This continues until all four men have covered the required distance, each having rolled over without having extinguished the candle.


Boat Race

Two players constitute 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 constitute 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 accomplishing this, wins the game.







Part III

OUTDOOR GAMES

CHAPTER IToC

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 pushing 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 space 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 principal 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 constitutes 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 space. 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 constitutes 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 space 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 constitute 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 constitutes 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 distinguishing mark. In this formation a number of competitive races can be used.

Illustration—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 substituted for the walking race and various modifications used, such as backward walking, hopping, frog leap, etc.


Chariot Race

See clock games above.

Similar to the preceding walking race, except that instead of running around the ring singly, the competitors go in pairs, as follows:

At the signal to go Number 6 locks his left arm in the right arm of Number 5, and the two of them so linked together proceed around the circle. Having completed the circle, Number 6 takes his original place, while Number 5 links arms with Number 4 and the two travel around the circle. Then 4 links with 3, 3 with 2, and the race ends when 2 and 1 have completed the distance around the circle and have brought their sash to the leader in the centre.


Flathead Race

See clock games above.

Similar to the preceding. A small block of wood or flat stone is given to Number 6 on each team. At the signal to go he places the block on the head of Number 5 and follows Number 5, who walks around the ring. Number 5 must keep his hands upon his hips. Should the block of wood fall from the head of Number 5, he must stand still until it has been replaced by Number 6. The two continue walking around the circle until they reach the point which they left. Then Number 6 takes his place in the circle and Number 5 takes the block from his own head and places it on the head of Number 4, and follows 4 around the ring to replace the block should it fall off. The race ends when Number 1, followed by Number 2, has completed the distance around the circle, still balancing the block of wood on his head, and presents himself to the leader in the centre.


Spin Around Race

See clock games above.

Similar to the preceding race, except that each captain takes a position about four feet outside of the circle near his own team. At the signal to go, Number 6 steps out of his position in the circle and runs to his own captain, linking his right arm in the right arm of the captain, who spins him around twice. He then runs around the circle and returns to his original place in the circle, and tags off 5, who repeats the performance of 6. When 2 has completed his round of the circle, he tags off his captain. The captain must run, without spinning around, clear around the circle on the outside, and enter through the point of the circle he originally held, and tag the leader in the middle.


Leap Frog Race

See clock games above.

Similar to the preceding. In this race, Number 2 will take the place of the captain outside of the ring. At the signal to go, Number 6 leaves the ring and proceeds around the circle, leaping with frog leaps over the backs of the Number 2 men from each team. Returning to his original position, he tags off Number 5. Number 1's turn will come after that of Number 3, and when Number 1 has completed the circle, leaping over the backs of all Number 2 men, he tags off the Number 2 of his own team. The latter runs about the circle once, enters the circle at the point where he originally stood and tags the leader in the centre.


Riding the Snail

A group is divided into two equal teams. These two teams line up in parallel lines about six feet apart, back to back. A safety line is drawn at each end of the field about twenty-five yards from where the teams line up. One team is designated as the "head" team; the other as the "tail" team. The leader tosses a coin. If the coin falls with head up, he calls "heads." Thereupon tails run across their safety line while heads endeavor to tag them before they succeed. Succeeding in doing this the man tagged has to carry the tagger upon his back to the original place of line-up and the coin is again flipped. Should it fall with tail up, tails chase heads to the safety line at the other end of the playing space.







CHAPTER IIToC

OUTDOOR GAMES FOR BOYS


Treasure Hunt

This game is a very adaptable one and can be run in a great number of different ways. It can be as simple or as complex as any leader may desire.

A mysterious letter may be read to the group or a letter in code posted where the group can see it. The contents of this letter will direct any one to a place where he will find detailed information as to the exact location of a buried treasure. By following instructions or working out the code, a boy will discover a second letter in hiding, or a time limit may be allowed to find letter number 3. At the end of that time the information contained in the second letter may be given to the entire group, so that all may hunt for letter number 3. This method keeps everybody in the game. As many letters may be hidden as desired, using the treasure as the last. This game can be used to teach observation, trailing and tracking. Letters using identification of trees, flowers, marks on trees, birds' nests, etc., may be used. Map and chart reading make the game more difficult. Letters may be written in Morse and Continental codes, or easy codes may be made.

A good book on trees or flowers, a small ax, or any useful article may be the hidden treasure.


Hide and Seek

One boy is chosen to be "IT." He blinds his eyes while the others hide. He counts 100 by 5's, then says, "Ready or not, you must be caught." He then endeavors to find the hidden players. Succeeding he must tag the goal and call the name of the player observed. Should he, in seeking a player, pass the spot where one is hidden, that player can race in to the goal and say, "In free." The one who is "It," however, can tag that player or the goal. When all the players have been discovered, the one first discovered or caught by "It" must blind his eyes for the next game. One who succeeds in getting "In free" is not subject to being "It" in the next hide.


Look Out for the Bear

All of the players hide their eyes, except one, who is the Bear. He hides. When sufficient time has been given for him to find a hiding place, the others seek him. When a player finds the bear he calls out, "Look out for the bear." Thereupon all of the players race back to the home base. The bear endeavors to tag as many of the players before they can reach the home base, as he can. All of the players tagged become bears and hide in the next round of the game, which is the same as the first. All of the bears try to tag as many as possible before they return to the home base. The game continues until the last seeker is caught. He has the privilege of being the bear for the next game.


Still-a-Feet

This is a simple tag game. The player selected to be "It" starts the game by saying, "One, two, three, Still-a-feet, One, two, three, Still-a-feet, One, two, three, Still-a-feet, One, two, three; no more moving of the feet, feet, feet." While "It" is saying this, the players can endeavor to get as far away from him as they desire, but when he has completed the statement, they cannot move their feet. Should he see one of the players moving his feet, he may chase that player until captured. Thereupon, that player helps him chase any of the others. A player cannot be tagged until one of the "Its" has seen a movement of his feet. The first player caught is "It" for the next game. "It" does not need to chase the first player whose feet he sees moving unless he so desires. He may chase any one of the players whose feet he has seen move.


Hang Tag

This is a good game to play around a barn or in a grove where there are low limbs. A player is selected to be "It." He may tag any player who is not hanging with feet clear of the ground. The player tagged immediately becomes "It" and may tag back the one who tagged him after that individual has taken five steps.


Fox in Hole

Any number of players may participate in this game. The playing area should not be too large. A four foot circle is marked upon the ground as a base. One player is selected to be the Fox. While the fox is on the base he may stand on two feet, but when he leaves the base to catch any of the other players he must hop on one foot. Should a player become tagged, he becomes the fox, and the other players may slap him on the back until he is safe on the base. Should the fox put the other foot down, he must return to the base, and every player may slap him on the back until he succeeds in doing this, but no player can block his path to the base.


Fence Tag

This is a simple active game which can be played where there is a low fence or bar, over which the players may easily climb or vault. A player is selected to be "It". He takes his place on the opposite side of the fence from the other players and must climb or vault over and endeavor to tag someone who fails to get over the fence in time. "It" cannot tag anyone whose feet are off the ground, in an effort to get over the fence. Neither can he tag anyone who is standing on the other side of the fence from him. This is a very active game, as it keeps the players leaping back and forth over the fence in an effort to avoid being tagged. A player tagged immediately becomes "It". He cannot tag back the one who tagged him, until after that one has a fair chance to get on the other side of the fence.


Body Guard

A small space is marked off at one end of the ground as a base or goal. One player is chosen to be the chief, an important personage requiring two body guards. The game starts with these three players in the goal and the balance of the players at large. The three come forth, and the two players who act as body guards clasp each other by the hand, and preceding the chief as a shield, endeavor to prevent the other players at large from tagging the chief. The chief himself may avoid being tagged by moving around the guards. Whenever a guard succeeds in tagging a player, the chief and his guards return home, whereupon the player tagged changes places with the man who tagged him. Any player succeeding in tagging the chief becomes the chief.


Sardines

One of the players in the group hides, while the other players seek to find him. Should a player succeed, he endeavors to get into the hiding place unobserved by the others and hides with the first player. As the game continues, and other players succeed in finding the hiding place, the number of hiding players continues to increase until they are packed in like sardines, hence the name. It is difficult for them, crowded together, in this way, to keep from disclosing the hiding place to the remaining players. The game continues until the last player has discovered the hiding place. The first one to make the discovery hides in the next round.

This is a good game to be played around a farm house where there are a number of hiding places, or in the woods where there are trees, boulders and ravines.


Shinny

This is a good game for boys and girls. It has furnished amusement for many generations of children. Each player must secure a stick about 2-1/2 feet long. An alder stick with a small bend at one end furnishes an ideal implement for this game. An old baseball or where this is not procurable, a tin can or a block of wood, may be used. The players are divided into two teams. Two stones, placed about five feet apart at each end of the playing space, serve as goals. The playing space should be about 30 to 50 yards in length. A level stretch of road can be used, or an open field. The game starts by each team taking a position anywhere in the half of the field nearest the goal they are defending.

The ball is placed in the centre of the playing space. 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 space, it is brought back in and faced off by any two opposing players at a point well within the playing space, 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 space. 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 space 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 space 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 balls or indoor baseballs or bean bags for this game. A large number of players can participate. A playing space 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 balls are divided equally between the two teams. At the signal to start the balls are thrown at such opponents as may hold one of the balls. The players may move around in their playing space, 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 hit 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 2Ă—4 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 space. 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.