5 to 20 players.
Out of doors; gymnasium.
Hand ball; tennis ball.
This game is started by tossing a ball against a wall or on the roof of a house from which it may roll back. The players all stand in a group or row, from ten to twenty feet from the wall. One of the number is chosen as thrower and tosses the ball as indicated, at the same moment calling the name of one of the other players. This player must dash forward and catch the ball before it strikes the ground, while at the same moment all of the other players run as far away as possible. Should the one called succeed in catching the ball, the players come back and the thrower throws again, calling the name of some other player. Should the one whose name is called fail, however, to catch the ball, he calls out "Stand!" upon which the others must stop in their flight. The ball man then picks up the ball, and from where he stands throws it in his turn at one of the players. Any player so hit calls out "Hit!" and becomes at once the ball man. The other players immediately run again without returning to the wall, but stop as soon as the one hit calls "Stand!" which he must do upon picking up the ball.
This is continued until the ball fails to hit one of the players, when all return to the original starting place, where the last thrower of the ball throws it against the wall and the game begins again.
The players in their flight, the object of which of course is to diminish the chances of being hit by the ball, may run behind any obstacle, such as a bush or around the corner of a house, but in any such case must extend a hand so it shall be visible beyond this obstacle, that the ball man may still have an opportunity to hit them.
3 to 60 players.
Playground; gymnasium; schoolroom.
Gas ball; bean bag; basket ball; hand ball.
There are several forms of ball tag, each quite distinctive, and all interesting and making good games. A soft ball or bean bag should be used in all of these games, or with older players a basket ball or other large, comparatively light-weight ball.
The players scatter promiscuously. One player, who is It, tries to hit one of the other players with a ball or bean bag. Any player thus hit becomes It and must try to tag others in the same way. When a player fails to hit one for whom he aims, the thrower must pick up his own ball or bag, except in the schoolroom, where the seats and desks interfere with this. There any adjacent player may pick up the ball and throw it back to the one who is It. Players may dodge in any way, as by stooping, jumping, or the usual sideways movements.
Where there are many playing, it is advisable to have two or three who take the part of thrower or It, in which case there will be two or three balls or bean bags in play at the same time, and the game is much more rapid.
If played in the schoolroom, a light gas ball or bean bag should be used. Elsewhere, anything from a light-weight hand ball to a basket ball would be suitable. Hard balls should be avoided.
10 to 30 or more players.
Playground; gymnasium.
Basket ball.
This is an interesting and simple athletic event, as well as a good game. It is especially useful for players drilling on the handling of the basket ball or shotput, and is a good substitute for shotput for girls.
A full circle six feet in diameter is drawn on the ground. A heavy line is drawn across its center, which serves as a throwing line. The player stands in the circle and throws the basket ball from this throwing line toward other lines drawn in the throwing space as specified below, the ball scoring according to its landing in relation to these other lines.
The lines drawn across the throwing space must be parallel with the throwing line in the circle. For players below the seventh year of the elementary school course (below twelve years of age) these three lines should be respectively twelve, eighteen, and twenty-seven feet from the forward edge of the circle. For players from the seventh and eighth year of the school course (that is, thirteen and fourteen years of age) these three lines should be respectively fifteen, twenty-one, and thirty-one feet from the forward edge of the circle. These measurements are for girls. For boys the longer distance given between lines will be found generally advisable, and they may even be increased.
The players are divided into competing teams, the players of each team throwing in rapid succession. Each player has but one turn, unless the ball should strike some obstacle before touching the ground, when another trial is allowed. A thrower must at the start stand in the circle and toe the throwing line, drawn across the center of the circle; in completing the throw he must not fall or step forward over the outer line of the circle in front of him. If at any part of the throw, from its start to finish, the thrower be out of the circle, it is considered a foul and does not score, the number of players in the team being counted as one less when the total or average is figured. The best form for throwing is that described for Battle Ball.
For each throw to the first line (the twelve or fifteen foot line) or any point between it and the next line, a team scores one point. For each throw to the second line (the eighteen or twenty-one foot line), or between it and the next line, a team scores three points. For each throw to or beyond the third line (the twenty-seven or thirty-one foot line) a team scores five points. The team averaging or adding the largest score wins first place in the event. If the number of players be not even, the score is decided by an average instead of by adding. Where several groups or teams are competing, if there be a judge for each team and floor space for more than one diagram, two or more teams should throw at once.
6 to 12 players.
Playground; gymnasium.
Basket ball; Indian clubs.
This is one of the best and most interesting of the simpler team games. Briefly stated, it consists in trying to dislodge Indian clubs or tenpins placed at the rear of the enemies' territory. Players should be trained to coöperate and to understand the importance of each doing well his particular part. Playing into the hands of each other when necessary, as in passing the ball to good throwers, is one of the most important features of team work.
GROUND.—A ground measuring about fifty feet long by twenty-five wide should be divided into two equal parts by a line across the center. The rear boundary of each half is the goal or club line on which the Indian clubs are placed. Above these club lines a cord or rope is stretched seven feet from the ground. This cord may be fastened to posts on either side of the ground, or jump standards may be used to support it. If desired, back stops may be placed across the ground at a distance of five feet beyond the club line and extending beyond the boundaries of the court on either side.
Indian clubs or tenpins weighing two or three pounds are placed on the club line, there being one pair for each club guard. One pair of these clubs should be placed in the center of the line and one at each end of it three feet from the posts that hold the cord. The clubs of each pair should be separated by a distance of eighteen inches.
TEAMS AND OFFICIALS.—The teams consist of from three to six players on each side, though five on a side is the most desirable number. The description of this game and the diagram assume five players to a team. Each team chooses a captain, who settles disputes (unless other officers be appointed for this purpose, as hereinafter stated), and who assigns places for the other players as he sees fit. He himself occupies any place he desires.
Each team is divided into club guards and forwards. For five players there should be three club guards, each standing before a pair of clubs, and two forwards or throwers, who stand near the dividing line. In the placing of players it is desirable to place the best catchers as club guards and the best throwers as forwards. In addition to the team players, it is desirable to have a referee, two judges, and one or two scorers, though all these offices may be filled by the same person.
The referee should keep time, should start the game, should announce scores and settle disputes. The judges, one for each side, should watch for fouls and report points made by their respective sides to their scorers.
OBJECTS.—The objects of the game are (1) to knock over the opponents' clubs with the ball; (2) to make a goal by passing the ball beyond the opponents' club line under the string but not hitting the clubs.
START.—The sides toss up for the ball or choose by drawing cuts (see chapter on "Counting out and Choosing Sides.")
Whenever a ball goes out of bounds it should be returned to the captain of the opposite (catching) side by a player designated for the purpose.
POINTS OF PLAY.—Successful play will come both from throwing and bowling the ball. The best way to throw or bowl the ball is from the extended right arm, the ball being held on the wrist by bending the wrist upward and turning the hand inward over the ball. The right foot should be in the rear and at the start the trunk twisted toward the right. As the ball is thrown, the weight of the body should be changed to the forward leg and the body swung forward nearly half around from the waist toward the left. The best way to stop the ball is usually by blocking it with both arms; but it may be blocked with the legs or the body. The ball may be tossed from player to player on the same side, either to get it into the hands of the best thrower or to mislead the opponents as to when it will be aimed at their clubs. Players may move about on their own side, but overstepping the boundary lines is a foul. Club guards should not get far away from their line of duty. The ball should be aimed at the clubs or at open spaces between players, not at the players themselves.
FOULS.—It is a foul for a ball to pass above the cord drawn over the opponents' club line. Such a foul scores one for the defensive side. It is a foul for a thrower to step over the center line. For this the opponents score two points. It is a foul for a club to be overturned by a player on his own side. Each club so overturned scores five points for the opponents.
SCORE.—Overturning an opponent's club with the ball scores five points. Passing the ball beyond the opponents' club line below the cord but without hitting the clubs scores three points.
A ball passing between a pair of clubs scores ten.
A ball passing between the legs of an opposing player scores ten.
No score is made on a ball caught by the opponents.
Fouls score as stated above.
The game is played in ten or fifteen minute halves, with five minutes' intermission, the team winning which has the highest score at the end of the second half.
It adds greatly to the interest of the game to post the score in sight of the players, on a blackboard, large paper, or other bulletin.
This game was originated by Dr. Dudley A. Sargent.
10 to 100 players.
Playground; gymnasium.
Basket ball; Indian clubs.
This game resembles Battle Ball in that it consists in trying to overturn Indian clubs or tenpins set up in the opponents' court. The game differs from Battle Ball, however, in being feasible for a much larger number of players, and in being very much simpler in its form, not having the closer team organization or such a variety in points of scoring as Battle Ball. It may be made one of the liveliest and most interesting games for large numbers of players.
GROUND.—The ground is divided into two equal fields by a line across the center. At the rear of each ground a row of Indian clubs or tenpins is set up, there being the same number of pins as players. Should the number of pins be so great as to require their being closer than two feet apart, a second row should be placed in front of the first, in such a way that each club stands opposite a space in the preceding row of clubs.
PLAYERS.—The players are divided into two teams numbering anywhere from five to fifty each. The players stand between their clubs and the dividing line in any scattered formation. With a large number of players several balls should be put in play.
OBJECT AND POINTS OF PLAY.—The object of the game is to knock down the opponents' clubs. Each player will therefore serve both as a guard to protect his clubs, and as a thrower. He may throw whenever he can secure a ball, there being no order in which players should throw. Balls may be made to displace the opponents' clubs by being thrown against the wall behind the clubs, so that they will rebound or carrom, knocking the clubs down from the rear. No player may step across the center line. The game is especially interesting when several balls are in play at once.
SCORE.—Each club overturned scores one point for the side which knocked it down. Every club overturned by a player on his own side scores one for the opponents. The game is played in time limits of from ten to twenty minutes, the side winning which has the highest score at the end of that time.
10 to 100 players.
Playground; gymnasium.
Basket ball.
GROUND.—The ground should measure about twenty feet in width by forty in length, and should be divided in half by a line, marked across it.
PLAYERS.—The players, numbering anywhere from ten to one hundred, are divided into two equal parties. Each party lines up on one side of the dividing line and about ten feet from it.
OBJECT OF THE GAME.—The object of the game is to throw the ball over the opponents' rear boundary line, a party succeeding in doing this scoring a point. As each party lines up at the start ten feet from the center dividing line, it is possible for each to intercept the ball at the point of its line-up. Any players from the line, however, may run back of this line-up to prevent the ball from going over the rear boundary, and the point at which the ball is stopped by any such player indicates the point at which the party must line up for the next play. It therefore becomes a secondary object of the game to force one's adversaries back until they have reached their rear boundary line, where their chances for intercepting the ball are less than in a forward position, as their movements are more restricted.
For instance, party A throws the ball at party B's boundary. The latter, by running backward several paces, succeeds in intercepting the ball at a distance of say five feet beyond its first line-up. The entire party then takes its stand on this new line and throws the ball at its opponents' boundary, trying to force them back in similar manner as far as possible to catch the ball.
START.—The parties toss up for which side shall first have the ball. The ball is then given to the center player in the line, who makes the first throw. After this first throw the ball may be put in play by any player in a line.
RULES AND POINTS OF PLAY.—Players may run forward of their first or succeeding line-up to catch the ball, but the line-up never comes forward of its first position. After a line has been forced backward, however, if the ball be caught anywhere between the last line-up and the first, the line moves forward to the new point. Should a ball roll on the ground, the point at which it stops rolling, or is stopped by the players trying to catch it, indicates the line at which they must take their stand. No ball scores a point, however, which rolls beyond the rear boundary line. When a party has been forced back to its rear boundary line, it must stand on that line thereafter, unless it should succeed in stopping the ball forward of that line, when it may move forward to the new position. No player may step over the boundary line.
SCORE.—One point is scored by the throwing party every time a ball is thrown beyond the opponents' rear boundary line. Five points constitute a game.
10 to 30 players.
Playground; gymnasium.
Tennis ball; hand ball.
This game somewhat resembles tennis, but is played over a lower dividing line, and the ball is batted with the hand instead of with a racket; it is always played from a bound, never "on the fly."
GROUND.—Boundary lines for the entire court should be outlined, measuring about fifty feet in length by twenty-five in width, though these dimensions are not invariable. The ground is then divided by a line into two equal parts. In a gymnasium balance beams may be set up for this purpose. Out of doors a board or log may be used, or the mere drawing of a line on the ground will suffice.
PLAYERS.—The players are divided into two equal parties which take their places on either side of the dividing line, scattered over their respective courts without regular formation.
OBJECT.—The game consists in batting a tennis or hand ball with the hand from one side to the other of the dividing line, after it has first bounded in one's own territory.
START.—The leader of the game, or any player on either side, puts the ball in play by throwing it among the players of the opposite side. Whoever catches the ball acts as the first server. The server serves by bounding the ball once and then hitting or batting it with the open palm on the rebound, so that it will go over into the opponents' court. Should a served ball fail to rebound in the antagonists' court, it is returned to the party from which it came, that they may have a second trial. One player continues to serve until his side scores five, when the ball is thrown to the opponents. The players on a side serve in rotation.
RULES AND POINTS OF PLAY.—In returning a serve or keeping the ball in play at any time, it may be bounced any number of times before being sent into the opponents' court. The one essential point is that it should be kept bounding, a ball that is dead being thrown back to the server. In bounding the ball it must always be hit or batted from the upper side with the palm of the hand. Should the ball bound very low so as to give slight opportunity for batting into the opponents' court, a player may coax it to a higher point before batting. A ball may also be worked forward or to any advantageous point of the ground by bounding or "dribbling" in this way before batting it. Whenever a ball enters a court, any member of the party on that side may play upon it. The players in each court will naturally scatter to be ready to receive the ball. Players will use in this game many points of tennis, such as sending the ball into the opponents' territory with a long glancing stroke, which may make it bound unexpectedly toward the rear of the opponents' court; or on the contrary, with a small bound that shall just barely cross the line. A ball going out of bounds is out of play, and must be returned to the server unless it should rebound in the court for which it was intended, when it should still be considered in play.
SCORE.—The score is entirely for a defensive game, being wholly on the opponents' failures. If desired, the score may be the same as in tennis, but is generally as follows:—
One point is scored for (a) failure to strike the ball as directed (from above with the open palm); (b) failure to bound the ball before sending it into the opponents' ground; (c) failure to return a good serve or play.
10 to 30 or more players.
Playground; gymnasium.
Hand ball.
The players are numbered and scatter promiscuously over the playground or gymnasium. One tosses a ball, at the same time calling the number of some other player. This player must run forward and catch the ball before it has bounded more than once. Any player who is successful in this takes the place of the first tosser. Any player who fails rejoins the others, but three failures put him out of the game. For large numbers it is well to have two balls, tossed by two different players.
The one who is tossing the ball will add much to the interest of the game by calling the names of players who are at a considerable distance from the ball, or for any other reason may have a particularly difficult task in reaching the ball in time; or he may take them unaware, as by calling the same name twice in succession, etc. There is no limit to the number of times a player may be called.
Captain Ball is one of the best and most popular games for both children and adults, boys and girls. It is one of the most useful forms of games for the period when pupils are beginning to enjoy organization, as it calls for comparatively simple, though pronounced, team work.
There are many variations in Captain Ball, the differences being in (1) the plan of laying out the ground, and consequently the relative position of players; (2) the points of play that score; and (3) the rules restricting the players. While almost any rules of play or points of scoring may be used on almost any plan of ground, certain methods of play seem to have grown out of, and naturally to belong to, certain diagrams. An umpire, referee, and scorer are desirable in any form of the game, but not absolutely necessary except for match games.
Six distinct forms of Captain Ball are here presented, Captain Ball I, II, III; Emperor Ball (IV); Progressive Captain Ball (V) (a new form of the game originated by Miss Cora B. Clark of New York); also a schoolroom adaptation, Schoolroom Captain Ball (VI). Some forms which offer minor variations have been omitted in favor of these, which form distinct types. The games are grouped in this place to facilitate comparison.
For NEW YORK CAPTAIN BALL (rules of Girls' Branch, Public Schools Athletic League), see Appendix.
14 players.
Basket ball; volley ball.
This is in some respects a simpler form of Captain Ball than those that follow, as there are but three bases or homes on each side of the field, and the captain is on one of these instead of in the center. His position at the farthest point from the dividing line tends to distribute the play equally among all of the players. The number of players is smaller than in other forms of the game. The ball does not score for completing the circle (or triangle) of players, as in other forms of the game. Although very rapid, this form may be less confusing for beginners than in larger formations where there are more players.
GROUND.—On each side of the ground at corresponding distances from the center three small circles are drawn for bases at the points of a triangle. The circles should be from two to five feet each in diameter, the more skillful the players the smaller the circle. The distance between each two circles forming a triangle should be at least fifteen feet, and the distance across the center of the field between the two inner circles, from fifteen to twenty-five feet.
TEAMS.—The players are divided into two teams, each consisting of three basemen, three base guards, and one fielder. One of the basemen is captain and stands in the base at the end of the ground farthest from the center. Each team has a guard stationed near each of its opponents' bases, and a fielder whose general place should be near the center of the ground but who is free to run to any part of the ground, and who should pick up the ball whenever it goes afield. The ball should then be put in play again from the center as at the start.
OBJECT OF THE GAME.—The object of the game is to have a captain catch a ball from one of his basemen. A ball caught by the captain from the guards or fielder of his team, does not count. Of course the guards will try to prevent the ball being caught by a captain from one of his basemen, or by one of the basemen from his fielder, and on the other hand will try to secure the ball and send it back to their own basemen or fielder.
START.—The ball is put in play by being tossed up in the center of the ground by a third party between the two fielders, both of whom try to catch it. The one who succeeds has first throw. Touching the ball is not enough for this first catch: it must be caught in both hands. In case of dispute, the ball should be tossed again. The ball is again put in play in this way after each point scored; also after going afield and being picked up by one of the fielders.
RULES.—The basemen may put one foot outside of their bases or circles, but at no time both feet. Each guard must remain near the base he guards but may not step within it even with one foot. Should either side transgress these rules or make any other foul, the ball is thrown to one of the basemen on the opposite side, who is given free play to throw to his captain without interference of his own guard, though the captain's guard may try to prevent its being caught. A ball that goes afield is put in play again at the center, as at the opening of the game.
FOULS.—It is a foul (1) to transgress any of the rules given above; (2) to snatch or bat the ball from an opponent's hands; (3) to bounce the ball more than three times in succession; (4) to run with the ball; (5) to kick it; (6) to hand instead of throwing it; or (7) to hold it longer than time enough to turn once around quickly, or three seconds. Penalty for fouls consists in allowing opponents a free throw from one of their basemen to their captain, as described under Rules.
SCORE.—The ball scores one point whenever a catch is made by a captain from one of his basemen. It does not score when the captain catches it from a guard or fielder.
The game is played by time limits, ranging from ten to thirty minutes. The time is divided in halves, and at the end of the first half the teams have an interval of rest, and the basemen and guards change places. The team wins which has the highest score at the end of the second half. The ball is put newly in play after every point scored.
18 to 60 players.
Playground; gymnasium.
Basket ball; volley ball.
The distinctive features of this form of Captain Ball are: (1) the captain occupies a place in the circumference of the circle as in I, instead of in the center as in succeeding forms of the game; (2) the captain's place is near the dividing line, instead of at the farthest point from it as in I; this gives the guards of his team, on the opposite side of the ground, a greater opportunity to reach him than in I, while any increased tendency to concentrate play near the dividing line is offset by the scoring of the ball through completing a round of the circle, and by the greater freedom allowed the guards; (3) the guards may run at large, not being confined to guarding any one baseman; (4) there are no fielders, the free action of the guards making these unnecessary; (5) the ball scores for completing a circle and also for any catch by the captain from one of his team, whether it be baseman or guard; also for a catch by any one baseman from another baseman of his team; or for a catch by the captain after it has passed through the hands of two or three basemen successively; (6) fouls differ from those in some other forms of the game, and are penalized by scoring for the opponents instead of by a toss of the ball.
GROUND.—The ground is divided into two equal parts by a line across the center. In each part a series of small rings or bases is arranged in a circle, at equal distances apart, the number and distance depending on the space at disposal and the number of players; the small base rings should not be closer to each other than four or five feet, and should measure from two to four feet in diameter. The captain's place is in one of these bases nearest the center of the ground or dividing line.
TEAMS.—There should be from eight to thirty players on each side, exclusive of the captain. Half of these players stand in the bases on their own side, the captain's base completing the circle and being nearest the dividing line. The other players of the team, called guards, are stationed at the opening of the game each near one of the opponents' bases on the opposite side of the ground from his own basemen. Each guard is chiefly responsible throughout for guarding his particular base; but all guards may move about freely in the opponents' territory without stepping within the rings (bases).
OBJECTS OF GAME.—The objects of the game are, (1) to pass the ball from baseman to baseman in one circle; or (2) entirely around one of the circles without its being caught by the opponents' guards, who seek to gain possession of it; and (3) for any baseman or guard to throw the ball as many times as possible to his own captain. The guards try not only to prevent the passage of the ball around the circle or its reaching their opponents' captain, but also to gain possession of the ball and throw it over to the opposite side to their own basemen and captain.
START.—The ball is put in play at the opening of the game, and after each catch by a captain, and after each foul, by being tossed by a neutral person in the center of the ground, the guards on both sides trying to get possession of it. The ball is not considered caught unless it be held in both hands. Any guard so catching it has an opportunity to throw it to his own captain or one of his basemen. The guards on the opposite side of course try to prevent such a catch.
RULES.—It is considered a fair catch for any baseman, including the captain, if the ball be caught on a bound either from the floor, ceiling, or any other object, or from hitting another player.
A ball that goes afield is secured by the guard standing nearest the point where it left the circle. He puts it in play from the point in the circle where it went out.
Other rules are indicated under "Fouls."
FOULS.—It is a foul (1) to kick the ball; (2) to run with the ball; (3) for a guard to step over the dividing line or inside one of the bases; (4) for a baseman to step outside of his own base, even with one foot; (5) to hand the ball instead of tossing; (6) to snatch or bat the ball from an opponent's hands; (7) to hold the ball longer than time enough to turn around quickly, or three seconds.
One point is scored by the opponents whenever a foul is made, and the ball is then put in play again from the center.
SCORE.—One point is scored for a team every time a baseman catches the ball from another baseman of the same team.
Two points are scored for a team every time its captain makes a fair catch, whether the ball has gone around his circle or not, and whether the ball was thrown by one of his basemen or one of his guards on the opposite side of the field. Three points are scored if the ball reaches two different basemen and the captain successively, whether in regular rotation around the circle or not.
Four points are scored if the ball reaches three different basemen and the captain successively, whether in regular rotation around the circle or not. Five points are scored whenever the ball passes entirely around the circle on one side, in regular rotation of basemen, whether the start and finish of that circle be with the captain or some other baseman. Each foul scores one for the opposing team, as described under "Fouls." After the captain catches the ball, no further points may be scored on it in that play and it then goes back to the center to be put again in play.
20 to 40 players.
Playground; gymnasium.
Basket ball; volley ball.
This form of Captain Ball is the most strenuous of any, as freer mass play is encouraged among the guards, and there are fewer restrictions in the form of play, batting and hitting the ball being allowed, which are fouls in other forms of the game. The method of punishing fouls is optional and should be determined before the game begins. The ground is divided somewhat differently than in other forms of the game, by a neutral space between the two fields, where the ball is tossed for sides. The ball scores both for completing a circle and being caught by a captain, but not for catching from one baseman to another, as in II. The captain is stationed in the center instead of in the circumference of the circle, as in I and II.
GROUND.—The ground is divided into two equal parts by a neutral strip about three feet wide through the center. In each half are marked five or more bases in the form of small circles from two to five feet in diameter (or rectangles), outlining part of a large circle or square open toward the center. In the center of each half is marked a small circle or base for the captain. The interest of the game may be enhanced by placing a springboard in the captain's base, on which he should stand.
TEAMS.—The players are divided into two equal teams, consisting each of (1) a captain, (2) a baseman for each base in the outer circle, (3) guards. There should be one less guard on each team than the number of players in its outer circle. For instance, for five basemen, as in the diagram, there should be four guards. The guards belonging to a team are stationed in the opponents' field, and generally begin the game lined up near the neutral territory that runs through the center of the ground. As the game progresses, the guards may scatter in any way that they choose. There are no center runners or fielders in this form of the game, as in some others An umpire is desirable, and a scorer and referee are needed for skillful teams.
OBJECTS OF GAME.—The objects of the game are (1) for the ball to be thrown and caught around the complete circle of basemen; (2) for the outer basemen to throw the ball to their captain in the center; the guards trying (1) to intercept the ball before it can complete a circle; (2) to prevent it being caught by the captain; and (3) to secure possession of the ball and send it to the basemen in their own (the opposite) field.
START.—The ball is put in play in the center of the neutral strip by an umpire or referee. He tosses the ball, and the guards from both sides try to gain possession of it. For this purpose the guards may run anywhere they choose, being permitted on the neutral territory; but as soon as possession of the ball is decided, the guards must return to their respective fields, and may not again leave them until the ball is again put in play. To touch the ball does not give a guard possession of it; he must hold it in both hands. In case of dispute the referee should again toss the ball. When a guard has secured possession of the ball, he and the other guards return to their home fields, and the one having the ball throws it to one of his basemen in the opposite field. The ball is put in play from the center after every point scored, and after it goes afield.
RULES.—The guards are not allowed to step within the bases; they may not cross the boundary lines into the neutral territory, except when the ball is being put in play. Basemen may not step outside of their bases, even with one foot. Should the captain, in catching a ball, step over his base, the catch does not score, but if this be with only one foot, he has the privilege of throwing the ball to one of his basemen without interference from the guards. A throw from a guard in the opposite field to his own captain does not score. Kicking or striking a ball out of a player's hands is allowable. In trying to block a throw, guards may not touch basemen nor step within the bases. Guards will naturally be very watchful of the center, as successful catches by the captain score.
FOULS.—Transgression of any of the previous rules constitutes a foul, penalized by giving the ball to the opposite side or by allowing them to score one point. Which of these two methods is to prevail during a game should be decided before the game starts.
SCORE.—One point is scored for a team every time that the captain catches a ball thrown by one of his basemen. One point is scored for a team whenever the ball is thrown from base to base successively until it completes an uninterrupted circle. Fouls may score or not, as explained under "Fouls." After every point scored, the ball is returned to the umpire and put again in play.
The game is played in two halves of fifteen or twenty minutes each, with a rest of five or ten minutes between the halves. Teams change sides at the beginning of the second half, but they do not change players; that is, guards do not become basemen, and vice versa, as in some other forms of this game.
30 to 40 players.
Playground; gymnasium.
Basket ball.
This game is really a form of Captain Ball, but differs from any of the previous forms in the following points:—
A neutral officer, called the Emperor, is stationed in the center of the field between the two teams, and the ball scores its highest when it has been thrown entirely around one of the circles, from there to the captain in the centre, and from him to the Emperor. There are two fielders, or players at large, who try to intercept the ball before it reaches the Emperor, or to block it in any other part of the play.
GROUND.—In the center of the ground is placed a springboard, box, stool, or other platform for the impartial ruler of the game called the Emperor. The ground on each side of this point is marked out as follows: A series of bases or small circles (the number to vary with the number of players) is drawn so as to form together a large circle with from four to ten feet between each two small ones. The small circles should be from two to five feet in diameter. In the center of this large ring another small circle or base is marked for the captain of the team.
TEAMS.—The players appoint one impartial officer who is the Emperor and stands in the center on a raised base (box, jumping board, or other improvised platform). The balance of the players are divided into two equal teams, consisting each of a captain, two center players, or fielders, and a number of basemen and base guards. The two fielders may go anywhere on the field, but their main duty is to prevent the ball reaching the Emperor from an opponent. They also pick up the ball when it goes afield and hand it to the Emperor for starting again.
Each captain takes his place in a center base; the basemen stand each in a base in the circle surrounding his captain; the guards, of equal number with the basemen, take their places in the opposite field, each being assigned to guard one of the basemen, including the captain of the opposing team, and may not go from the immediate vicinity of the circle he guards.
OBJECTS OF THE GAME.—The objects of the game for each team consist (1) in throwing the ball from baseman to baseman completely around its circle; (2) around the circle as in (1) and in addition, to throw from the last baseman to the center player or captain; and (3) having completed the previous two points, to throw from the captain to the Emperor, who stands between the two halves of the field. The object of the guards, of course, is (1) to intercept the ball so as to prevent the completion of this play in any of its points; and (2) to gain possession of the ball so as to throw it across the field to their own basemen on the opposite side.
START.—The ball is put in play at the beginning of the game, and always thereafter, when necessary, by the Emperor. He must naturally be perfectly impartial, and may toss the ball to either side, in turn, or use his judgment in choosing which side shall have it. He will, of course, do his best to catch the ball for either side that throws it to him. The ball is put newly in play after every point scored, after every foul, and after going afield.
RULES.—No baseman may step outside of his base even with one foot. A ball caught by the captain with one foot out of his base does not score, nor if so caught by a baseman does it count in completing the round of the circle; but this does not count as a foul, and a captain so catching a ball may toss it to one of his team. No mass play is permissible among the guards, each one being obliged to guard only the baseman to whom he is assigned. This does not apply to the two fielders, who may move anywhere on the field, and who pick up balls that go out of the large circles.
FOULS.—It is a foul (1) to hit, bat, or snatch a ball from an opponent; (2) to hand a ball instead of throwing it; (3) to hold a ball longer than time enough to turn around quickly, or three seconds; (4) for a guard to step inside a base. Each foul scores one point for the opponents, and the ball is then put newly in play by the Emperor.
SCORE.—A team scores one point when a ball has successfully completed the round of its circle of basemen, but is intercepted in a throw from that to the captain; a team scores two points when its ball has completed the round of the circle of basemen and been caught by its captain in the center, but fails to reach the Emperor; a team scores five points when its ball has completed the full play of the circle, its captain, and the Emperor. A team scores one point for every foul made by the opponents. The ball is put newly in play by the Emperor after every point scored.
The game is played in time limits of fifteen-minute halves, with a rest of five or ten minutes between the halves. The team wins which has the highest score.
The teams change sides and places for the second half, guards becoming basemen, and vice versa.