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Games for the Playground, Home, School and Gymnasium Part 80

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(See _Zigzag Games_.)

MOUNT BALL

_10 to 100 players._

_Playground; gymnasium._

_Basket ball; hand ball._

This is a game of ball played by half of the players while mounted on the backs of the other players. It is therefore desirable that the players be paired off so that the two in each pair should be of nearly equal weight and size.

The players form a circle in pairs. To do this they line up two abreast, each with his selected partner. This double line then marches in circle, halts, and faces inward. This will form two concentric circles. There should be considerable s.p.a.ce between couples; in other words, the circle should be rather large in comparison with the number of players. It is then decided by a toss-up or otherwise which of the two circles shall first be "ponies" and which shall be riders. The ponies bend forward from the hips, pressing their hands against the knees, or thighs just above the knees. The knees should be stiff, not bent. The backs are thus bent forward and the riders mount, straddling the shoulders of the players who are ponies.

The ball is put in play by being tossed from any player to another, and the game consists on the part of the riders in trying to keep the ball in as active play as possible in a simple game of toss and catch, and on the part of the ponies in trying to prevent the catching of the ball. To do this the ponies must grow restive and turn around in any way they see fit, but must not lose their general places in the circle.

When a rider fails to catch a ball, all of the riders must at once dismount and run in any direction; the pony belonging to the rider who missed the ball picks up the ball immediately, and as soon as he has it calls "Halt!" All of the riders must then stand still, and the player who holds the ball tries to hit his recent rider. The rider aimed at may try to evade the ball by stooping or jumping, but must not otherwise leave his place on the floor. During this part of the play the other ponies remain in their position in the circle, so that the one who is throwing the ball will not confuse them with the riders. If the player (pony) who throws the ball at his dismounted rider succeeds in hitting him, all of the ponies and riders exchange places, the riders becoming ponies and the former ponies mounting them. If the player aiming the ball at his dismounted rider does not succeed in hitting him, the riders remount and the game goes on as before.

It is not permissible for a rider to hold a ball at any time, no matter how difficult his position at the moment may be; he must toss it at once. It is well to have a leader, whether one of the players or not, who watches for mistakes, gives the commands to mount and dismount, and announces misses and hits.

This game was played by the ancient Greeks, and is found in various forms in many countries. It is needless to say that it is one of the more strenuous games. When properly played it contains great sport.

NINE-COURT BASKET BALL

_18 to 60 players._

_Playground; gymnasium._

_Basket ball._

This is one of the comparatively few games that gives a large amount of activity to a large number of players playing at the same time. The game as here given is the invention of Miss Cora B. Clark and Miss Caroline M. Wollaston of New York City, by whose kind permission the game is here printed. It has proven to be a most popular and interesting game.

GROUND.--The playground or court should measure about forty by forty feet in outside dimensions, the basket ball goals being placed at the usual height (ten feet) on opposite sides of the court. One basket belongs to each team. For instance, the teams are designated as Red and Blue; one basket belongs to the Red team and the other to the Blue team. The ground is then further divided into nine even squares.

This may be done in any of the usual lining methods as described on page 301. The small squares are numbered in consecutive order around the outside, starting in one corner; the ninth one is in the center.

When players are learning the game it may be advisable to mark these numbers on the ground, but for players familiar with the game this may be dispensed with.

[Ill.u.s.tration diagram: NINE-COURT BASKET BALL]

TEAMS.--While from eighteen to sixty players may play this game at once, eighteen makes the best playing number. Where there is a larger number it may be found best to divide them into two sets, each set to play for ten minutes and then give place to the other, and so on alternately.

The players are divided into two teams, each with a captain. The teams are chosen by the following method:

The players are lined up according to height and either by marching (one to the right and one to the left) or by numbering off (the even numbers stepping out of the line) are divided into two files standing side by side. Each file const.i.tutes a team, and each member of a team is paired off with the opponent standing in the file beside him. By this method the two opponents forming a couple are of practically equal height.

The couples are numbered as they pair off, the number indicating to which court they shall go for the opening of the game. Thus, couple Number One will go to the small court marked 1, couple Number Two to the court marked 2, etc. Should there be more than nine couples, the tenth couple will go to court number 1, the next couple to court number 2, etc. Usually only one or two couples go to each small court, but sometimes three or four couples must be so a.s.signed, to accommodate a large number of players. Where there are so many, however, it will be found best to divide the number into halves, one half playing at a time, as previously mentioned. Should there be an odd player (without a partner), he is placed in the center court (number nine), and remains there throughout the game. A good leader, however, will see that some player changes off with this odd individual during the game.

It will thus be seen that each court contains an equal number of players of each team. For instance, if there be but two players in a court, one of them belongs to the Red team and the other to the Blue team. If there be four players in the court, two of these belong to the Red team and two to the Blue team, etc.

OBJECTS OF THE GAME.--The objects of the game for each team are, (1) to throw the ball into its own basket; this may be done from any court in the diagram; and (2) to prevent the opponents from putting the ball into their basket.

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.--The 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.--The ball may be thrown for a basket from any of the courts. In other words, it is not necessary for the ball to be pa.s.sed 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 ma.s.sing 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 pa.s.ses 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 pa.s.sing. 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 a.s.signed, 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 opponents--that is, to the opponent who has been paired off with him.

FOULS.--No 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.--A 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 RELAY

_10 to 100 players._

_Playground; gymnasium; schoolroom._

_b.a.l.l.s; bean bags; subst.i.tutes._

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 pa.s.sing relay, the files competing against each other. The leaders of each file have two b.a.l.l.s, bean bags, or blackboard erasers. At a signal, a ball (or whatever is used) is pa.s.sed 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 pa.s.ses back the second ball between his feet, the players bending over to pa.s.s 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 pa.s.ses one ball backward overhead, counts ten, and pa.s.ses 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 b.a.l.l.s. 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.

OVERTAKE

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