UC-NRLF JO *. CO rGGESTED ATHLETICS FOR ARMY CAMPS A. E. MARRIOTT SUGGESTED ATHLETICS FOR ARMY CAMPS By A. E. MARRIOTT Author of "Hand-to -Hand Fighting" ASSOCIATION PRESS NEW YORK: 347 MADISON AVENUE 1918 COPYRIGHT, 1918, BY THE INTERNATIONAL COMMITTEE OF YOUNG MEN'S CHRISTIAN ASSOCIATIONS CONTENTS I. INTRODUCTION 1 II. MILITARY BOXING 6 III. MILITARY ATHLETICS SECTION I 20 SECTION II 40 IV. SEMAPHORE ATHLETICS 50 V. ATHLETIC MANEUVERS 61 VI. MILITARY FOOTBALL 75 VII. WRESTLING 84 VIII. MILITARY PUSHBALL . 87 393019 PREFACE This manual was prepared by Mr. Marriott, primar- ily for Y. M. C. A. Athletic Directors in the Army Camps, though the Military Athletic Officers also will find it full of many valuable suggestions. The plans proposed have been worked out in actual experience at Camp Sevier. In a single week at this camp six- teen thousand men were given instruction in hand to hand fighting and in military boxing in three periods. The work was so attractive and worth while that the military authorities took an interest in it and requested that it be extended and several of the regiments were detailed to take it. The methods proposed by Mr. Marriott are such as to enable the instructors to handle and engage large numbers of men simultaneously and to adapt them to every individual soldier. This is absolutely essential in work for soldiers. The book, therefore, will be found very useful, as it fills a great need. GEORGE J. FISHER Secretary Physical Work Bureau National War Work Council of Young Men's Christian Associations. INTRODUCTION In the Manual on Physical Training of the United States Army, War Department document No. 436, issued 1914, the following reference to athletics ap- pears (page 309) : "The value of Athletic Training in the Service is dependent upon the effect it has upon the mass, and not upon the effect it has upon the individual few. The training in order to meet the "requirements of the Service should have nothing in common with competitive athletics, but should be broad enough in the method of its application to reach out and include the development of every man to the extent of his capabilities in those branches of athletics, the utility of which to the Service is unquestioned. In other words, it should have an applicable value, be educational, and not spectacular ; for it is the ability of the average of the mass that determines the effi- ciency of the fighting machine. Consequently, it should be the aim of the instructors to place this phase of the training of the men upon precisely the same plane as that of other portions of the soldier's education." 1 2 f , - ATHLETICS FOR ARMY CAMPS The Manual on Physical Training of the United States Army, from which the preceding paragraph is quoted, was issued by order of the Secretary of War under the signature of Leonard Wood, Major- Gen. Chief of Staff. The Manual was prepared by Col. F. W. Sladen, Major H. J. Koehler, and Lieut. Philip Mathews. It is very evident that the military experts who prepared the Manual were familiar with the needs of the soldier. They were also, no doubt, familiar with the system of individual com- petitive athletics in vogue in this country. The paragraph clearly indicates that the individual com- petitive athletics in which most of us have been trained and educated will not fill the need of an army, because of its specialized and individual char- acter. Athletics to be effective as a training agency in the army must reach every man in the Service, for the ability of the average of the mass determines the efficiency of the fighting machine. To find a place in the army, athletics of the type now in vogue must don a new suit of clothes. It must put on the regulation uniform or remain a civilian agency. The type of athletics that cannot be re- modeled to meet military needs should be elim- inated. INTRODUCTION 3 We pride ourselves on being a nation great in athletics. We are great in a sense because of our performances in specialized individual athletics. Our runners can make better time, we can jump and vault greater distances than many other nations; but have we given our millions of men in America an athletic training? Far from it. We have about one per cent of the population that we can place in the athletic class. A survey at Camp Sevier shows less than two per cent of the men in the division who have ever had a boxing glove on their hands before entering the army. Men who have had instruction in wrestling are very few ; about four per cent have had some athletic training in basket ball and track and field athletics. The base- ball percentage runs a little higher ; but the experi- ence and training have been of the back lot variety in their boyhood days. Very few have continued in athletic work beyond the sixteenth year. Conditions are not much better in the other camps. One camp may average a little higher, and another a little lower, but the general average will not go much above Camp Sevier. Our athletic sys- tem in America has been built upon an individual basis. Our athletics, games, and contests are for small groups of men. Few games will permit more 4 ATHLETICS FOR ARMY CAMPS than eleven men on a team. With such a system it can be readily seen that an army of millions of men can never be effectively trained. I do not want to be misunderstood in my statement regarding the athletics now in vogue. They are excellent as a recreative agency in connection with military train- ing; but their present form makes it impossible for all of the men to participate. What the army needs is a system of athletics that can be used as a military training agency apart from the recreative work. It is, therefore, very evident that an entirely new system of athletics must be developed. Individual and special types of work that we now have which will lend themselves to modification to meet the military requirements will find a place in this new military system. Those that will not must be placed in the Military Recreation class, for soldiers to enjoy themselves with in their off hours. This type of work will play an important part with the men in the army, but such work will reach only a small percentage and will not fill the military need at the present time. At Camp Sevier we have kept in mind the state- ments of our military men as to their needs. Early in August, 1917, a policy was decided upon. We recognized the need of educational mass work for INTRODUCTION 5 a division of 30,000 men. We have been climbing steadily and have reached the. point where we be- lieve we have the basis upon which a satisfactory system of military athletics can be built. It is not complete, but has proven itself so effective that our .military men at Camp Sevier are enthusiastic about its results and possibilities. We will continue to develop along these lines, and hope in the near future to have a complete system of work that will meet the needs of every branch of the Service. II MILITARY BOXING It is very evident from the statements of our military authorities that personal combative train- ing will aid greatly in the development of qualities that are essential in bayonet fighting. One prominent authority states that the "hand-to- hand" fighting introduced into the British system of bayonet fighting adds greatly to the system as a whole. A knowledge of hand-to-hand fighting (in- fighting) has become an integral part of the training given the soldiers before they go to the front. In an article on "Bayonet Fighting and Physical Training" in The Infantry Journal, August, 1917, Major Percy Hobbs of the Canadian forces writes : "After a bayonet attack, in nine cases out of ten, trench or open warfare, the men grapple. The man who has never been there before doesn't know what to do. He has been shown shortening arms, and jabbing and dropping his weapon and disarming the other fellow and a lot of counters and trips and tricks. Well, your average trained men tie them- 6 MILITARY BOXING * 7 selves in a knot and roll about on the ground and forget everything." There appeared in a newspaper article under the head of Amsterdam, Jan. 21st, 1918, the following: "The German General Von Stein, speaking of the war situation, said : 'The moving and decisive power is the individual man/ He declared that the Germans are not afraid of the wonders of technical science, but of the individual soldier." The individual soldier is playing an increasingly large part as the great war progresses. We have the various branches of the service necessary in modern warfare, all doing their share in determining the final outcome ; but the final result of all engage- ments in the last few years of the war seems to have rested with the Sammy who goes over the top. It is the individual soldier who determines the final result. One of the activities in which Sammy engages at times in his travels over the top is "hand-to- hand" encounter. He oftentimes has a set-to in which his hands, feet, and even teeth, play an im- portant part. Such encounters happen when he loses his head and drops his weapon to take a shot at Fritz in the old fashion rough-and-tumble fight. Such encounters continue as a rule until a fellow- soldier happens along and sticks a bayonet through 8 ATHLETICS FOR ARMY CAMPS one or the other, according to the side he belongs to. To round out Sammy to meet such emergencies, athletics of various types are fast coming to the front. One of the activities that is receiving con- siderable attention in our training camps is boxing, not of the pugilistic type, but rather a system that is fast shaping into a class by itself. There is a similarity between the leads and footwork in boxing to the leads, thrusts, parries, etc., in bayonet fight- ing. The boxing instruction aids materially in bayonet-fighting efficiency. It is a great help in developing footwork, parries, thrusts, etc. That fact has been recognized. Most of us have been quite satisfied with this relation and outlined our work with this as a basis upon which to build a military system of boxing. Have we placed the emphasis correctly? In stopping here, are we not overlooking its most valuable point? If the statements of our military experts are carefully analyzed, you will notice that they find no fault with Sammy's footwork, his parries and thrusts upon the battlefield ; but they do find that after all his training and expertness with the bayonet, he loses his head, drops his gun at times, and closes with the enemy in the primitive style of settling the argument with his fists. The need of fighting generalship and headwork stands out MILITARY BOXING 9 clearly above all others. We are far below the real significance of boxing, when we relate it to the footwork, parries, and thrusts alone. Now, why this hand-to-hand encounter, when the bayonet is a more satisfactory means of disposing of the enemy? The reason is easily explained. This fellow who jumps at the enemy with his hands con- trary to orders is minus the training in fighting generalship and experience. If he happens over the top often enough he will no doubt settle down, size up the enemy, and hold to his bayonet until it is to his advantage to drop it. He may live long enough to get his fighting experience and general- ship by going over the top, but experience in gen- eralship by going over the top is rather dangerous and costly. Personally, I would rather take my fighting generalship and head training with the boxing gloves. The mental attitude of men in a killing fight is not stimulated or modified by the kind of weapon used. Fighting is fighting; it makes no difference what kind of weapon you have in your hands, the psychic element involved is the same. It is the generalship and spirit that form the deciding factor in the contest between individuals or armies. If you know how to fight you will be a hard nut to crack with fists, knives, guns, swords, or bayonets. 10 ATHLETICS FOR ARMY CAMPS You are a fighter ; you have generalship ; you have confidence, which is more than half the battle, be- cause you have the bed-rock principles of all fight- ing. You know when to be aggressive and when to be cautious ; you see an opening, and take advan- tage of it ; you know how to think under fire, be- cause you have the faculty of making your brain the most important factor in the encounter. Now, you take a rookie, hand him to a bayonet expert, and in a few weeks you have a skilled sol- dier with this particular weapon. He is a bayonet expert. Now add to this an intensive course of fighting experience and generalship with the boxing gloves, and you have a fighter, as well as a bayonet expert. To defeat him you must have the same stuff he has, and some more. He can hand an opponent a whole lot of extra training and soldierly efficiency and beat him. He will never lose in a bayonet or hand-to-hand encounter, unless, per- chance, his opponent be by far his superior. Bear in mind the conditions under which the final result of a battle is obtained ; take into consider- ation the statements of our military men as to the behavior of the soldier on the battlefield after a bayonet attack ; weigh well the fighting generalship that governs all personal encounter ; consider that millions of inexperienced men must be taught in a MILITARY BOXING 11 short period of time ; keep in mind the military dis- cipline and principles then you are ready to outline a system of military boxing that will be an effective agency in training soldiers. We have outlined a system of military boxing to fill the need as we see it. We have a system of fighting generalship in which boxing gloves are used, if I may express it that way, in outlining the course. Military methods have been used ; the mili- tary training is intensive, the boxing is intensive ; military methods, discipline, and formations must not be violated. The work is elementary, contain- ing only the fundamental principles of scientific boxing. The object is to get the gloves on the pupil as soon, and as often, as possible ; to give him the actual fighting experience. We have outlined a course that experience may help us to improve; but to date it is giving satis- factory and gratifying results. MILITARY BOXING INSTRUCTION TECHNIQUE OF COMPANY INSTRUCTION The instructor should have four assistants de- tailed for each company. 12 ATHLETICS FOR ARMY CAMPS The assistants will put on and remove gloves from No. 2 in front rank upon command of the instructor. They will aid in boxing instruction when needed. The front rank will stack gloves on a straight line in sets at a distance of 2 ft., in boxing square formation. Platoons will assume a position of attention on a straight line with the gloves, at a distance of two feet, forming a square, the front rank on the inside, the rear rank on the outside square. Upon command, "Take gloves," the men in the front rank will step forward upon the left foot, and take up gloves from the ground in front of them. The front rank will about face, adjust the gloves upon the men in the rear rank. Then Nos. 2 and 4 in the front rank will place gloves on Nos. 1 and 3 in the front rank. No. 2 will then adjust gloves upon No. 4. The assistants will then, adjust gloves upon No. 2. Upon command, "Take intervals," the front rank will about face. Platoons will give way to the left and right, assuming the boxing formation, with in- tervals of 6 ft. distance of 36 in. (In giving way to left and right, ranks raise the arms to side hori- zontal position ; a few inches clearance between finger tips will give the desired interval.) MILITARY BOXING 13 Upon command, "Toe guard," the soldier will step forward upon the left foot (12 in. from the toe of the right to the heel of the left foot) and assume boxer's position. Upon command, "Action," the officer who is keep- ing time will blow the whistle, which will start the bout. At the end of the time set for the round, the timekeeper will blow the whistle and the bout will end. Upon command, "Remove gloves," assistants will remove gloves from No. 2, No. 2 will remove gloves from No. 4, Nos. 2 and 4 will remove gloves from Nos. 1 and 3. Front rank will then remove gloves from rear rank. Tie strings in bow knot and stack gloves upon the ground, upon command. Attention. The position the unarmed soldier as- sumes upon the command, "Attention," given by the officer. Action. Company ready. Signal to the timer to start the boxing with the whistle. Distance. The distance between the front and rear rank from the chest of the man in the front rank to the chest of the man in the rear rank. Interval. The distance between men in rank from elbow to elbow. Recover. Return to starting position. 14 ATHLETICS FOR ARMY CAMPS Remove gloves. The command to remove the boxing gloves. Stack gloves. The command given to stack the gloves in sets upon the ground by the front rank. Take gloves. The command for the front rank to take the gloves and adjust them on rear rank and on 1-3-4 in front rank. Points of Attack: 1. Jaw. 2. Solar Plexus. 3. Heart. Four blows, of which all others are more or less variations, are the only ones to be taught in com- pany instruction. The soldier that will master them has a firm foundation upon which to become an ex- pert in the art of self-defense. These four blows are : 1. Left lead for the jaw. 2. Right lead ior the jaw. 3. Left lead for the body. 4. Right lead for the body. IMPORTANT POINTS TO OBSERVE: 1. How to hold the hands. 2. Never close the eyes. 3. Keep the chin well down while boxing. MILITARY BOXING 15 4. Keep the teeth evenly together. Prevents cutting. 5. Extreme roughness should be avoided. 6. The right or guarding arm should not go far from the body. 7. Hit with palm down and back of knuckles. 8. Close fists tight just before striking blow. 9. Do not permit wrist to bend when striking blow. 10. Position of feet : left foot flat on the ground, right heel off about one inch. NOTE : The emphasis placed upon making fighters rather than boxers. The aim is to fit the men for bayonet fighting, to make them aggressive, clear- thinking soldiers under fire. (Stress headwork.) PERIODS OF INSTRUCTION 1. Points of attack. Ten points to be observed. Commands. Demonstration and practice right and left leads to head. 2. Repeat points of attack. Ten points to be observed. Commands. 16 ATHLETICS FOR ARMY CAMPS Demonstration and practice, right and left leads to head right and left leads to body. 3. Review points of attack. Ten points to be observed. Commands. Demonstration and practice four leads. 4. General review ten minutes. Practice four leads. Two rounds of sparring of two minutes each with gloves. Only the four leads to be used. Two minutes between rounds. 5. Practice four leads. Ten minutes. Three rounds sparring. Only four leads per- mitted. Explain errors as noted in men. 6. Cover four leads in 10 minutes' practice. Three rounds sparring.. Men should be per- mitted to use only the four fundamental blows. 7th, 8th, 9th, and 10th periods same as No. 6. After the first ten periods, boxing and sparring for aggressiveness, fighting, generalship, etc. The longer the work is continued, the more satisfactory the result. Regular boxing periods should be con- tinued. MILITARY BOXING 17 BOXING RULES Object To develop quickness of eye, hand, and foot, and thereby add to one's efficiency in the use of the bayonet. To develop skill and confidence in hand-to-hand encounter, to learn the art of self-defense. Scale of Weights Bantam, 115 Ibs. or under Feather, 125 Ibs. or under Light, 135 Ibs. or under Welter, 145 Ibs. or under Middle, 160 Ibs. or under Light-Heavy, 175 Ibs. or under Heavy, over 175 Ibs. The boxer should aim to hit and get away rather than to give and take rough-house. The emphasis should be placed upon skill, accuracy, and aggressive- ness, rather than the knock-out. The Ring The ring shall be 24 feet square, or as near that size as possible. The ring shall be enclosed with two strands of rope, one above the other, forming a square of 24 feet. The top strand of the rope shall not be higher than 4 feet from the floor, the bottom strand about 24 inches. 18 ATHLETICS FOR ARMY CAMPS There shall be no obstructions inside the ring. At the sound of the gong, corner chairs shall be instantly removed. Gloves The gloves shall weigh not less than seven ounces. Should the gloves come off or become damaged in such a manner as to endanger either of the contestants, the referee shall stop the bout until the gloves have been replaced. The bout will then proceed. Hitting with the gloved hand only will be permitted. Rounds The rounds shall be of three minutes' duration, with one minute rest between the rounds. Five rounds shall be the duration of bouts. No hugging or wrestling will be allowed. The contestants must break away immediately. Both hands must be free upon delivery of a blow in the break-away. Down A man on one knee shall be considered as down. If struck in this position, he shall be awarded the deci- sion. A man hanging on the ropes in a helpless state shall be considered down. If a man falls he must get up unassisted. Ten sec- onds will be allowed him to do so. The opponent shall MILITARY BOXING 19 in no way obstruct or interfere with the fallen man in his efforts to regain his feet. When the fallen man is on his feet, the bout will be resumed until three min- utes have expired. If one man fails to regain his feet within ten sec- onds, it shall be in the power of the referee to award the decision to the opponent. The referee can at any time stop the bout and award a decision, if he believes a man out-classed or in a helpless state. Ill MILITARY ATHLETICS SECTION I MASS WORK The mass athletics are outlined with a view to making possible the participation of entire com- panies, battalions, or regiments in athletics at one time. All events that will not lend themselves to' modification to meet the military requirements have been discarded and only those in which entire com- panies can participate in relays, games, etc., are used. The events enable men of no experience as well as experts to participate on an equal footing. The utility of the work to the service is very evi- dent. COMPANY ROPE HURDLES Companies will line up in columns of fours at the starting-mark for the Company Hurdles. Five or more pieces of sash cord 15 feet long will be needed. The hurdles should be placed 5 yards apart. Two men should be detailed to hold each rope. They 20 MILITARY ATHLETICS 21 will sit upon the ground, with knees drawn up for a brace, and pull the rope taut, holding it shoulder high. A loop can be made in each end of the rope and a stick inserted; this will permit the men to hold the rope steady. Upon the command, "Go/' the first four in the column will run and clear the hurdles. As soon as the first four have cleared the first hurdle, the second four will start, etc., until the entire company have cleared the hurdles. This work will afford excellent training for the men in clearing wire entanglements, trenches, etc. NOTE : The officer should see that the rope holders do not raise the rope when the men are clearing, as injury to the runners may result. SHUTTLE BROAD JUMP The number of men on a team is unlimited. Teams will line up single file, facing each other at a distance of 15 feet. The first man of Team A will step forward, place his toes at the starting mark or take-off, and jump. His jump should be marked clearly. The first man of Team B will step out to the place where his opponent jumped, place his toes at the heel mark, and jump back. The second man of Team A will jump from the mark set by the first man on Team B, etc., until 22 ATHLETICS FOR ARMY CAMPS all of the men of both teams have jumped. The winner of the jump will be determined by the dis- tance from the starting mark, or take-off, on one side or the other. If the final jump is in front of the take-off, Team A wins; if over the take-off, Team B wins. SQUAD BROAD JUMP Squads line up single file at the starting mark at intervals of 10 feet. The first man in the file places his toes on the starting mark, or take-off board, and jumps. The judge will mark clearly on the ground the distance jumped. The squad moves up; the second man jumps from the point or mark made by the first man, etc., until the entire squad have jumped. The total distance jumped by the squad is then measured and the squad jumping the farthest wins the event. THREE-LEGGED RACE The two competitors stand beside each other and strap together the inside legs just above the ankle and above the knee. The competitor on the left places his arm around the back with the hand in the armpit of his teammate. The competitor on the right will place his left arm over this teammate's MILITARY ATHLETICS . 23 right hand in armpit. Upon the command, "Go," both men step off together. The men must keep in step, or trip up. A little practice will enable men to become quite expert. INDIVIDUAL SACK RACE OR RELAY Individual: A strong sack, extending at least to the waist-line, held in place by the hands, must be held at the waist-line and not permitted to drop down around the knees. A coffee or potato sack will answer the purpose. Upon the command, "Go," the competitor will start by a series of short steps, or jumps, as he may desire. The jumps are the more satisfactory method. If the contestant falls, he must arise immediately and continue to the finish line, or be considered out of the race. Relay: In running a sack relay race, one sack only will be needed for each team. The teams will line up single file, the first man in the sack holding it to the waist-line. Upon the command, "Go," he will race to the turning point, return to his team, get out of the sack and hand it to the second man on the team, who will get into the sack and cover the distance in the same manner as did the first member of the team. He will hand sack to the third man, etc. 24 ATHLETICS FOR ARMY CAMPS CHARIOT RACE The company will line up in columns of fours, the columns numbered from 1 to 4 from left to right. No. 1 will take hold of left hand of No. 2 with his left, and the left hand of No. 3 with his right. No. 2 will hold the left hand of No. 4 with his right. No. 3 will hold the right hand of No. 4 with his right. The race can be of any distance, preferably 50 to 100 yards. The men must hold hands throughout the entire race. In relays, care should be taken to have the run- ning four finish on the left side of the waiting column. As soon as the first four have run over the finish line, the next four will start, and so on until the entire company has run the distance in relays of fours. This event is an ideal company relay. TUG O' WAR A rope will be needed not less than 60 feet long and \y 2 inches in diameter, without knots or other holdings for the hands. The rope should be marked in the center with adhesive tape or a permanent mark. MILITARY ATHLETICS 25 Teams of eight men are preferable for inter- company and inter-regimental competition. Any number of men can pull on a team. The entire company or platoon teams can pull by lengthening the rope. A center line should be marked upon the ground with side lines parallel with the center line 6 feet on each side. The men on the teams should take up their positions outside the side lines. Upon command to get ready, teams will take up their positions. The rope should be pulled taut, 'with the center mark of the rope over the center line. At the command, "Go/' both teams pull. The team pulling the center mark of the rope over the 6 foot side line wins the tug. The best two out of three trials decide the winner of the contest. CENTIPEDE RACE A pole, preferably a green sapling, two inches in diameter and ten feet long, will be required. Teams of seven men. Poles can be cut longer and any number of men can make up a team, accord- ing to the length of pole. DISTANCE: 50 to 100 yards most popular. The team is lined up single file, the pole being carried between the legs of the men. The men 26 ATHLETICS FOR ARMY CAMPS grasp the pole with the left hand, placing the right hand upon the shoulder of the man in front. The first man can hold the pole with both hands or be designated to carry a flag in the right hand. Upon starting command, the team should step forward upon the left foot. They must keep step or they are liable to trip up. SEVIER MILITARY RELAY IN SQUAD OR COMPANY Company or squad will line up, march 50 yards, and stack their guns on a straight line the guns to be stacked on the 50-yard mark march back to starting point, and line up single line for a hustle ball race. 1. The regular hustle ball race will be run through. Upon finishing, men will take hold of hands, run 50 yards, secure their guns, and return to starting position. The company that has its last man over the finish line first wins. NOTE : The entire team must be over the line to win. One man, the last one, is the deciding factor in the event. (See page 27 for description of Hustle Ball Re- ay.) MILITARY ATHLETICS 27 RED CROSS RELAY Any distance or number of men on a team. Teams will divide into two sections half a squad, platoon, or company, according to the number on a team which will line up single file, facing each other, 50, 75, or 100 yards apart. The first man of each half of the team will hold a Red Cross flag. Upon starting command, the first men will run toward each other, exchange flags, and return to their units, handing the flags to the second runners, who will run the distance, exchange flags, and re- turn, handing flags to third men, etc. The last on the team will run toward each other, meet, join hands and run to the finish line of Section A. NOTE : Team should be designated Sections A and B. MEDICINE BALL RELAY (Hustle Ball) The team will line up company front ; the front rank, upon command, will march off six paces ; halt. The company will then face to left or right ; spread the legs 24 to 30 inches apart. The *first man at the head of the file will place the ball on the ground between his legs. Upon the command, "Go," the balls will be rolled through the legs of the men to the last man on the end of the file. He will pick the ball up, run to the head of the file, spread his legs, 28 ATHLETICS FOR ARMY CAMPS and roll the ball through to the man at the end of the file, who will pick it up, run forward to the head of the file, spread his legs, and roll the ball through to the last man, who will run forward. This will continue until the man who started at the head of the file carries the ball forward, making a complete round, each man carrying the ball the length of the file to the head of the line. When the starter returns to the head of the column with the ball the race is finished. The rank finishing first wins the relay. NOTE : Teams of any number can play : squad, pla- toon, or company. Three squads make the liveliest re- lay, however. PRONE STARTING RELAY RACE Any distance or number of men on team. The contestants will lie flat on the ground (face do\vn). Upon the starting command, the first man will raise himself up, and run the distance specified ; when he returns the second man will raise himself up and run. The entire team will run the required distance in this manner. A team will be disquali- fied if they raise themselves up before the relay runner crosses the finish line. NOTE : A relay starter should be stationed with each team to give the starting commands to each man the runner crosses the finish line. MILITARY ATHLETICS 29 CROSS COUNTRY RUN Material needed : Enough flags to mark the course properly, three stop watches, starting gun, record blanks and score sheets, pencils, worsted finish line. A cross country race can be run over a course from three to seven miles. The distance of the event can be determined by the officers. The course should be over fields, hills, roads, etc., and shallow streams, fences, or like obstructions are not objectionable. Before the day set for the race a pathfinder should outline the course, measure, and properly mark it. The course should be marked as follows : A red and white signal flag indicates that the course is straight ahead. A Red Cross flag indicates turn to the left. An American flag indicates turn to the right. The flags should be on stakes about three feet from the ground. Scoring The team scoring the lowest number of points wins the race. First place will count one point ; second two points ; third three points, etc. ; up to the last man to finish. The number to count in the scoring on a team will be 10 per cent, less than the number entered. If a ten-man team is entered, the first nine men on the team to finish will count against the team they repre- sent. If it is a twenty-man team, the first eighteen 30 ATHLETICS FOR ARMY CAMPS men on each team will count. Each team shall have scored against it the first 90 per cent, of its entries to finish. If more than 10 per cent, of the entries fail to finish, the team is out of the race. Officials Needed One referee, one starter, three to five judges of fin- ish, one clerk of course, three timers, one scorer, and an ample number of marshals to cover the course mounted marshals preferable. ARMY MEDLEY RELAY RACE 50 YARDS Number of Men on Each Team 36 The first man will run a 50-yard dash. Second two men will run the three-legged race. Third three men will run a saddle-seat man-carry race. Fourth four men will run the chariot race. Fifth five men will run the litter-bearer's race. Sixth six men will run the whip snap race. Seven seven men will run the centipede race. Eighth eight men will run the pole race. Diagram of Line-up . 50-yard dash . . Three-Legged Race . . . Saddle Seat Man-Carry MILITARY ATHLETICS 31 .... Chariot Race Litter Bearer's Race Whip Snap Race Centipede Race Pole Race The dots show the line-up of the team ready for the start of the race. GUN UP RELAY The team will line up company front, march off the specified distance, stacking their guns parallel with the starting line, return to starting position, and line up company front. Upon starting command, the first four in the front rank will run up, get their guns, and re- turn to starting mark, taking care to finish to the left of the team. The first four in the rear rank will start, take up their guns, and return. Upon their re- turn, the second four in the front rank will run, etc. Men must not start until the last man of each four is over the finish line. As the men finish running, they will fall in behind the rear rank of the team at ease. The company having its last man over the finish line first wins the relay. NOTE : Team can line up in column or company front. When column of fours line up is used, the guns should be stacked on a line at right angles to the fin- ish line. 32 ATHLETICS FOR ARMY CAMPS MILITARY DISPATCH RELAY RACE The race can be of any distance and any number of men on a team. Races of this type have been run from New York to Washington, etc. Previous to the day of the race the course should be outlined and clearly marked at the relay changing points along the course. Flags or markings should be placed upon near- by trees, telegraph poles, etc. A typewritten notice should be tacked up near relay points, giving the in- structions to the officials and contestants as to just where the relay points are. The entire course should be covered by the officials of the race before the event, if possible. This will aid greatly in preventing mistakes and confusion during the race. After the course has been outlined, a sketch with a clear description of the course and relay points, start and finish of the race, turns in the road, and conditions of the course at vari- ous points should be made. The captain of each team should be furnished a copy at least thirty minutes be- fore the contestants leave for their relay points. Ample time should be given the contestants to reach their relay points. Suitable conveyances should be furnished to distribute the men over the course. The contestants who are to run the 2nd, 3rd, 4th, 5th, 6th, 7th, etc., relays should leave in suitable conveyances for their places. The men to run the 2nd relay should be left at that relay point, the 3rd men, at the 3rd MILITARY ATHLETICS 33 point, etc., until the entire course has been covered. The conveyances should then take up positions along the course and pick up the contestants as they finish the relays and return them to the starting point. In a 25-mile dispatch race, there is a team of twenty- five men, each man running one mile. Races have been run covering as much as a thousand miles, each city furnishing its quota of athletes and marking their section of the course. The contestants should be numbered and carry a message or baton, which must be handed to the relay runner at the next changing point. The last man must have the message or baton in his possession at the finish. NOTE : Regular relay rules will prevail. MAN-CARRY RACE BLINDFOLDED This race is similar to the astride the back carry race; but the bearer is blindfolded and the patient, or rider, directs his course. The bearer depends upon the rider or patient to keep him going in the right di- rection. The race can be of any distance. The men line up at the starting line, the bearer on the mark and the patient directly behind him with his hands upon the shoulders of the bearer. Upon the command, "Go," the patient or rider jumps on the bearer's back and the race starts. The regular astride the back carry 34 ATHLETICS FOR ARMY CAMPS is used (see page 90 Service Manual for Sanitary Troops United States Army). BLIND MAN TOTING RACE In this race one of the men is blindfolded and is toted along by the leader on the end of a rope 6 feet long. The men take their places at the starting mark, the leader on the mark and the blindfolded team-mate directly behind him, the full length of the rope. The rope should be held taut, otherwise when the race is started the rope may be pulled from the blindfolded team-mate. Upon the command "Go," both men run, the leader setting the pace. The first team over the line wins the race. The team is not over the line until the blindfolded man has crossed. If the blindfolded team-mate loses the rope, the leader must go back and hand him the end of the rope and continue the race. Both men of the team must have hold of the rope at the finish line, or be disquali- fied. HOW TO USE THE MEDICINE BALL With Squad, Platoon, or Company The company will line up company front. The front rank will take four paces forward and about face. Four balls will be started at the head of the company MILITARY ATHLETICS 35 to the left. The first man in the front rank starting the balls will throw the ball to No. 1 in the rear rank, who will throw it to No. 2 in the front rank ; No. 2 in front rank will throw the ball to No. 3 in rear rank, who will throw to No. 3 front rank, etc. When the first ball reaches No. 4, No. 1 in front rank will start the second ball in the same manner as the first. - The third ball and fourth balls will be put in action in the same manner. When the first ball has reached the end of the line, it will be returned by the rear rank No. 1 ; throw to No. 2 rear rank ; No. 2 to No. 3 ; No. 3 to 4, until it reaches the head of the column, where No. 1 rear rank head of the line will start the ball in action over again. JDiagram ZIGZAG FORMATION RETURN OVERHEAD FORMATION 10 Ito3 advance one man 20 2 to 4 each throw 30 40 TENT PITCHING CONTEST The tent pitching contest can be between individuals, squads, platoons, or companies, and must be done ac- 36 ATHLETICS FOR ARMY CAMPS cording to military regulations. (See paragraph 792, Infantry Drill Regulations, U. S. Army.) Upon com- mand, "Form For Shelter Tents," the squad, platoon, or companies will take their proper positions. The of- ficer commands the contestants to take intervals. Upon command, "Pitch Tents," the contest starts. The equipment is unslung, tents erected, each man arranges his equipment and the contents of his pack, and stands at attention in front of his own half of the tent on a line with the front guy-rope pin. The first men to fin- ish win the contest, providing their tents pass the in- spection officer. The contest will be awarded to the first men to finish that meet the military requirements. TENT STRIKING CONTEST The men assume position of attention in front of their own half of the tents on a line with the front guy- rope pin. Upon command, "Strike Tents," the contest starts. The equipment is removed from the tents; tents are lowered; packs are made up, and the men stand at position of attention originally occupied after taking intervals for tent pitching. The first men to fin- ish who pass inspection win the contest. Tent pitching and striking contests can be held with the common and wall tents, the conical wall tent, and pyramid tents. MILITARY ATHLETICS 37 AMBULANCE RACE The ambulances will line up at the starting mark. Upon the command "Go," they will race the specified distance 100, 200, 440 yards, or a half mile. The first over the finish line wins. AMBULANCE LOADING RACE One litter, two bearers, a patient, and a driver, will make up the crew. The loaded litter with the bearers can be loaded at the start, or the ambulance can race a given distance, load, and return to the starting point. The first over the line wins. (See illustration No. 198, page 96, Service Manual for Sanitary Troops. The position of the ambulance and bearers in loading at the start ; the ambulance at the starting mark. Also 204 pages 98 and 99.) CARRY TO AMBULANCE RACE The litter bearers with loaded litter line up at the starting mark ; the ambulances line up 25 or 50 yards distant. Upon the command, "Go," the litter bearers will lift the litter, run to the ambulance, load the ambu- lance, and then race the specified distance. The first over the line wins. 38 ATHLETICS FOR ARMY CAMPS ARMY WAGON RACE The army wagons line up at the starting line; any number can enter the race. The horses or mules must not go over the starting mark until the command, "Go," is given. The distance can be for 220 or 440 yards or half-mile, or more, with or without turn. Upon the command "Go," the wagons will make the start. The first one over the finish line wins. Wagons should be lined up at intervals of 25 feet. ARMY WAGON LOADING RACE This race is similar to the army wagon race. From two to eight men, driver not included, are detailed to each wagon. At the starting point, a given load of barrels, boxes, bricks, or whatever may be available, is stacked. The wagons will line up at the starting mark. Upon the command "Go," the wagon will race to the load at the turning point. The detail of men will jump out, load the wagon with the material stacked for them, swing around, and return to the starting mark. First wagon over the line wins the race. ARMY WAGON HITCHING RACE The wagons are lined up at the starting mark, mules or horses are unhitched and placed at the rear of the MILITARY ATHLETICS 39 wagons. Upon the command, "Go," the drivers will place the mules, hitch them to the wagons, jump to their seats, and race the distance specified. The first over the finish line wins the race. ARMY WAGON UNHITCHING RACE The wagons line up at the starting mark ; upon the command, "Go," the wagons race off the specified dis- tance, halt, the driver jumps from the seat, unhitches the mules, and rides them back to the starting mark. The first over the line wins the contest. The team is not over the line until both mules or horses have crossed. ARMY WAGON UNLOADING RACE Similar to army wagon loading race : the load is on the wagons at the start. The wagons will race to the unloading point, discharge their load, and race to the finish line. DUMP THE ROOKIE A squad of men form a circle and join hands ; in the center of the circle, an Indian club, or a stick of wood 2x4x12 inches long, is stood on end. Upon the com- mand, "Go," the squad will try to make one of their number knock over the club or stick with his feet by pulling him on to it. When a member of the squad 40 ATHLETICS FOR ARMY CAMPS knocks over the club, he is out of the contest. The seven men remaining continue until they eliminate an- other of their number, etc., until only one remains. He is the winner of the contest. SECTION II This section is especially fitted for Sanitary Troops. However, all men in the Service should participate in these events. This section is the Drill Regulations and Service Manual for Sanitary Troops, of the United States Army, put into athletic form, issued 1917, War De- partment, Document No. 438. Illustrations of work will be found in the Manual. IN ARMS RACE The contestants take up a position at the starting mark. The man representing a wounded soldier lies face down, with his head toward the starting mark; the bearer stands astride his body, facing toward the starting line. Upon the command, "Go," bearer will place his hands under the patient's armpits, lift him to his knees, then, lowering arms over the abdomen, lift him to his feet. Seize the left hand of the patient at the wrist, draw it around the neck, MILITARY ATHLETICS 41 slip the right arm around the waist, then pass the left arm under the thighs and lift the patient into the In Arms position. Relay can be run with any number of men. As the first bearer starts away from the mark, the second moves up to starting position. As the first bearer crosses the finish line, the second will start off, etc., until the entire team has run the race. (For illustration of carry see page 88, Sanitary Troops Manual.) ACROSS THE BACK RACE The contestants will line up at the starting mark, the man representing a wounded soldier in front with his back to the starting mark, the bearer facing him. Upon the command, "Go," the bearer will seize the left wrist of the patient with his right hand, draw the left arm over his head, and down upon his left shoulder, pass the right arm between the legs of the patient, grasp the right wrist, then with the left hand, grasp the patient's left. This will steady and hold him in position. Run the dis- tance decided upon. The bearer over the finish line first wins the event. A relay can be run in this event. The teams can be a squad, platoon, or company. They line up single file, each bearer and patient in the position 42 ATHLETICS FOR ARMY CAMPS described above. When the first bearer on the team leaves the mark, the second bearer on the team will move up and get ready to start. As soon as the first runner returns over the finish line, the second will run. The entire team continue in the same manner, until all of the men have run. The team having the last man over the finish line first wins the contest. (See carry illustrated on page 89, Sanitary Troops Manual.) ASTRIDE THE BACK RACE The contestants will take up a position at the starting line, the bearer in front, and the man rep- resenting a wounded soldier in the rear. Upon the command, "Go," the patient will be permitted to jump into position upon the bearer's back. Reg- ulations governing the astride the back carry to govern here. (For these see page 90 of Manual.) This event can be run in relay, with any number of men on a team. Line up single file; when the first bearer returns to the starting mark, the second will leave, etc., until the entire team has run the distance. (See carry illustrated on page 90, Sanitary Troops Manual.) MILITARY ATHLETICS 43 HEAD AND FEET RESCUE RACE This event will make a good relay. To run a relay race, the men should be divided off in threes ; any number of men can compete. The teams line up single file, the first three men get ready and start upon command. When they return to the starting mark, the next three men run, etc., until the entire team or company have run the distance. The team having the last bearers over the finish line first wins the relay. The three competitors will line up single file at the starting line. The wounded soldier in the cen- ter will lie flat on his back. No. 1, the front bearer, will take a position between the wounded soldier's legs ; No. 2, the rear bearer, at the head, both facing toward the starting line. Upon the command, "Go," the bearers will lift the patient, and run the required distance. The bearers over the finish line first win the race. (See carry illustrated on page 91, Sanitary Troops Manual.) SQUAD RESCUE RACE This is similar to a potato race. A starting line should be drawn upon the ground plainly discernible; a straight line, 28 yards long, 44 ATHLETICS FOR ARMY CAMPS should be drawn at right angles to the starting mark with distance marks every 4 yards. The squad will take up positions one on the starting mark, and one man at each distance mark (distance of 4 yds.). The seven men at the seven distance marks will lie flat on their backs ; the man at the starting mark remains standing. Upon the command, "Go," the man on the starting mark will run out, pick up one of the squad and return to the starting point. The rescued soldier will then run out and bring in one member of the squad ; the second man rescued will then run out and pick up one of his teammates, until all of the men have been rescued. The team rescuing their men first wins. NOTE : The carries must be done in regulation mili- tary fashion. The wounded men must not arise, but must be lifted by the rescuer. A team will be per- mitted to rescue any man first or last. The following carries can be used, but must be agreed upon before the race starts. (For the across the back carry, see illustration 188, page 89, Sanitary Troops Manual.) SADDLE SEAT RACE The two bearers will make a square seat with their hands by No. 1 grasping right wrist with his MILITARY ATHLETICS 45 left hand, No. 2 grasping his right wrist with his left hand, No. 1 then grasping No. 2 by the left wrist with his right hand, and No. 2 grasping No. 1 by the right wrist with his right hand. The patient will place both arms around the neck of the bearers, sitting upon the square seat formed by the hands of the bearers. Upon the command, "Go," the bearers will run with their patient to the finish line. The first bearers over the line win the race. The patient must not be put down during the race. Bearers will be disqualified if the patient's feet are placed upon the ground between the starting and finish line. SHOULDER CARRY LITTER RACE The contestant will take up a position at the start- ing line, with the litter at the shoulder canvas held down on the shoulder, the right hand grasping the right stirrup, the left hand at the side. Upon the command, "Go," the contestant will run the dis- tance. The first over the finish line wins the event. A relay race can be run in this event with teams of any number of men and one litter. The team will line up single file. Upon the command, "Go," the first man will run and the remaining file will move up to starting mark. Upon return of the first run- 46 ATHLETICS FOR ARMY CAMPS ner, he will hand the litter to the second man, who will run the distance ; when he returns, the third man will run; and so on until all the men in the team have run and carried the litter the prescribed distance. The team having its last man over the finish line first wins. (For the shoulder carry, see illustration 99, page 45, Sanitary Troops Manual.) STRAPPED LITTER BEARERS' RACE The litter bearers will take up a position at the starting mark, the forward litter bearer on the mark, the rear bearer behind him, facing the starting mark. The litter should be closed, securely strapped, and carried in the left hand by the front bearer, and the right hand by the rear bearer. Upon the command, "Go," the bearers will run the speci- fied distance. The bearers crossing the finish line first win the event. The bearers are not over the line until the rear bearer has crossed. A relay can be run in this race, with any number of bearers. The team will line up single file, the first bearers starting upon command ; when they re- turn, they hand the litter to the next two bearers, etc., until entire team has carried the litter. MILITARY ATHLETICS 47 NOTE: In finishing this race, the running bearers should finish to the left of the waiting team ; the for- ward bearer will go straight over the line, handing his end of the litter to the rear bearer, No. 2, and the rear bearer of the runners handing his end to the for- ward bearer, No. 2. OPEN LITTER BEARERS' RACE This race is the same as the Strapped Litter Bearers' race, but the litter is carried upon the end of the poles in each hand of bearers. The litter is placed upon the ground and picked up when start- ing command is given. (See illustration No. 106, page 50, Sanitary Troops Manual.) TWO-BEARER LOADED LITTER RACE This race is similar to the Open Litter event, but there is a patient upon the litter. The bearers take their position at the starting mark as in open litter race. THREE-BEARER LITTER RACE In this race one bearer will carry in the front and two in the rear, one bearer on rear end of each pole. 48 ATHLETICS FOR ARMY CAMPS THREE-BEARER LOADED LITTER RACE Same as three-bearer race with patient on the litter. FOUR-BEARER LITTER RACE The squad take up a position at the starting mark with the litter upon the ground ; the forward bearers are on the starting mark, the rear bearers to their rear, facing the starting point. Upon the command, "Go," the squad lift the litter, one on each end of the poles, and run the specified distance. FOUR-BEARER LOADED LITTER RACE This race is the same as the four-bearer litter race, with a patient upon the litter. (See illustration 164, page 72, Sanitary Troops Manual.) TWO-BEARER LOADED LITTER OBSTACLE RACE This race is similar to the two-bearer litter race and two-bearer loaded litter race. An obstacle three or four feet high is placed half way between the start and finish line. The bearers must lift the litter over the obstacle and climb over it themselves. (See illustrations on pages 75 and 76.) MILITARY ATHLETICS 49 FOUR-BEARER LOADED LITTER RACE Same as two-bearer race in every respect except that there are four bearers, one on each end of the poles, in place of two. NOTE: All of the litter bearer races can be made obstacle races, the only change being the going over the obstacle, which must be done in regulation military fashion. Various litter-loading methods can be used in all the events, or the bearers can be placed at the starting mark loaded ready to start. This will add variation to the races, which have been pronounced by many of our military men as the finest athletic training yet evolved. IV SEMAPHORE ATHLETICS In semaphore athletics we have an entirely new field. Semaphore work will readily lend itself to a type of athletics, the utility of which to the service is unquestioned. It is educational, not spectacular, will reach every man, and can be placed upon the same plane as other portions of the soldier's education. It has an unlimited field of development, and can be made into a system of athletics of special value to the signal corps. NOTE To signal officers : The signal officer in all games and races where the men represent a letter in the code, must mark upon a paper or board the order in which he will call the men from their places. He should have an assistant, who will call the letters to him in ample time to permit him to send the signal to the teams at the starting mark. This will prevent con- fusion and the calling of a letter a second time. NOTE : Men on the team must not repeat the letters signaled aloud. Each man must read all of the signals given, and run when his is given. Officers should see that this rule is carried out. Then, too, men reading signals aloud may make a mistake and confuse the entire team. 50 SEMAPHORE ATHLETICS 51 SEMAPHORE MESSAGE RACE In this event the number of men is determined by the length of the message. A man is needed for each letter in the message. For illustration, a message of this type is to be sent: Send Reinforcements, There are eighteen letters in the message. Each man represents a letter. They line up single file, at the starting mark ; upon the command "Go/' the first man runs to the turning point of the relay, picks up the signal flags, and wags his letter to the officer. If cor- rect, he runs back to the mark and the second letter runs, sends his letter, and returns ; then the third man runs out, sends his letter, etc., until the message has been sent and the last man has crossed the finish line. First team to finish wins the event. SEMAPHORE CODE RELAY Each team will require one set of twenty-six blocks from three to six inches square, with one letter of the alphabet painted upon each. The blocks will be placed in a row, parallel with the starting mark, at a distance of 25 or 50 yards. The signal officer will take up a position where he can be seen by the teams. Teams will line up at the starting mark, single file. The signal officer will signal a letter in the code, and the first man on each team will run to the blocks, pick up the letter designated by the officer, and run back to the starting 52 ATHLETICS FOR ARMY CAMPS mark. When he picks up the block, the signal officer will signal the letter that the next runner on the team is to pick up. The second runner will not start until the first man has crossed the mark. He must have the block in his possession. The second man will run out, pick up the letter signaled, and return. The third man will receive his letter and run when the second man returns. This will continue until all of the blocks have been brought in by the team. The first team to finish wins the race. NOTE: Signal officer must outline the letters and have them called to him, in order not to repeat. SEMAPHORE RELAY The Semaphore Relay is run by twenty-six men, each man representing a letter in the semaphore code. The signal officer will take up a position in front of the team at a point where his signals will be clearly dis- cernible by all teams entered in the event, preferably upon an elevated platform. The teams will line up upon the starting mark. The signal officer, following the preparatory command which will be, "Get Ready/' will then signal any letter in the semaphore code. If it be S, the man representing that letter on the team will run the specified distance, which may be 25, 50, 75, or 100 yards, preferably 50 yards 25 yards to a turning point and back to the starting mark. When the SEMAPHORE ATHLETICS 53 runner makes the turn, the signal officer will indicate the next man on the team to run by signaling a letter ; the man who represents that letter will run the next relay, but must not start until the first runner has returned. This will continue until the signal officer has called each man into the relay by his letter in the code. SEMAPHORE SIGNAL RACE The Semaphore Signal Race can be run by any num- ber of men. Teams will line up at. the starting mark, single file. A signal officer will be needed for each team in this event ; he will take up a position near the starting mark, where he can see the runner at the turning point. Upon the command, "Go," the first men in the teams will run the specified distance, preferably a 50-yard event. At the turning point, 25 yards from the starting mark, the runner will stop, pick up the two signal flags and send five letters designated before the race to the signal officer. If the letters are correct, the officer will indicate by raising a flag, and sharply bringing it down to the side. The runner will then run the remainder of his relay. If the runner makes a mistake in his sig- nals, the officer will signal error, and the runner must go over his signals and get them correct before he can run back to the starting mark. Upon his return 54 ATHLETICS FOR ARMY CAMPS to the starting mark, the second man on the team will run the distance, send the signals, and return to the mark, whereupon the third man on the team will run, etc., until all of the team have run and wagged the signals. The first team to finish the race wins. The race is not finished until all of the team have given the proper signals and the last man on the team crosses the finish line. SEMAPHORE GAMES The use of the semaphore signaling in athletics and games opens an entirely new field in which men may be trained in semaphore efficiency. These games will afford recreation, exercise, and practice in the sema- phore work. The two-arm semaphore code will be used to signal teams. SEMAPHORE RUSH The game can be played by any number of indi- viduals or teams, a squad, platoon, company, battalion, etc. Two teams of any number of men are selected. The men are lined up facing each other in the center of the field at a distance of fifteen feet. A safety zone is established 75 feet behind the front line of each team. Each team will have its signals of retreat. When SEMAPHORE ATHLETICS 55 the signal of retreat of team A is given, all team A men will run or retreat to their safety zone. Team B will run after them and endeavor to catch the men on Team A, before they reach the safety zone. If any of the team men are captured by the opponent, they are out of the game. Team B has its signals and retreats to the safety zone upon signal, and team A chases the men in. Retreat Signals of Team A : 0-2-4-6-8 Retreat Signals of Team B : 1-3-5-7-9 If No. 2 is signaled, A retreats. Any number or letter in the semaphore code can be signaled, not all of them being retreat signals. The signal officer should try various letters and then signal for one or the other to retreat. Care should be taken not to indicate which one is to retreat before signal is given. Diagram of the Field : Safety Zone Team A. Team A. Line up here. No Man's Land. Team B. Line up here. Safety Zone of Team B. 56 ATHLETICS FOR ARMY CAMPS RULES OF SEMAPHORE RUSH Field Two lines, 15 feet apart, should be drawn through the center of the field. The territory between the lines through the center of the field shall be known as No Man's Land. A line shall be drawn on each end of the field 75 feet from the center lines. The territory between the end or safety lines shall be known as the field of ac- tion. The territory behind the end lines shall be known as the safety zone. No Man's Land A man crossing over the line into No Man's Land before the signal is given will be considered captured. Safety Zone A man reaching the safety zone cannot be captured. The end line is the goal of the retreating team. Ad- vancing teams can capture the opponent only in the field of action. Capture A man is captured when he is touched by the oppo- nent. It will not be necessary to hold or tackle a man to capture him. Time A set period of time, such as ten to thirty minutes, is optional with the teams, or the game can run until SEMAPHORE ATHLETICS 57 all of one side have been captured. When a set per- iod of time is agreed upon, the team capturing the larg- est number of prisoners wins the contest. Signals Signals for Team A Nos. 0-2-4-6-8. If any of. these numbers are signalled, team A will retreat to the safe- ty zone to avoid capture. Signals for Team B Nos. 1-3-5-7-9. If any of these numbers are signaled, Team B will retreat to their safety zone to avoid capture. The signal officer will use any letter in the sema- phore code. He will use various letters in the code in addition to the numbers of retreat, in order to keep the men on the alert and to draw men into No Man's Land if they are not awake and are prone to start be- fore the signal is given. SEMAPHORE BALL Semaphore Ball can be played by any number of men or teams. Twenty-six runners and three bombers make up a single unit team. The number can be doubled, or four or five times the number can enter at one time. For illustration a twenty-six man team will be used, each man representing a letter in the two-arm semaphore signal code. A field 75 feet wide will be used, one side being the starting line and the other the safety zone. The 58 ATHLETICS FOR ARMY CAMPS team will line up at the starting mark, facing the signal officer and the bombers, the signal officer taking up a position to the rear of the bombers, so that they will not see the signals given. The signal officer will signal any letter in the code. The man whose letter is sig- naled, must run across the field of action to the safety zone on the other side 75 feet distant. As soon as he steps off the starting line the bombers will be permitted to hit him with the balls. The runner will try to reach the safety zone without being hit by the balls thrown at him by the bombers. If the bombers succeed in hit- ting him, he is captured and is out of the game until all of his men have been captured. The game will then start over again if time permits. Captured men must run after the balls thrown and return them to the bombers. Each bomber will have only one ball, but all three bombers may take a shot at the runner. Basket balls, soft indoor baseballs, or volley balls can be used as ammunition by the bombing squad. The game will be found an excellent recreative sport, good exercise, and training in the semaphore code. RULES Field Two lines should be drawn across the field 75 feet apart. A line should be drawn 25 feet from the starting line. This will be known as the SEMAPHORE ATHLETICS 59 bombers' foul line. One of the lines should be known as the starting line; the other the safety line or zone. Diagram of Field Safety Zone or Line. X Signal Officer. 75 ft. Bombers. XXX Bombers' Foul Line. 25 ft. Starting Line. Team lines up here. Team Safety Zone A man reaching the safety zone cannot be cap- tured. If hit after he has crossed the line, he will be given a free shot at the bomber who threw the ball, at distance of 25 feet. The bomber will turn his back to the thrower. Capture A man is captured when hit with a ball by the bombers. 60 ATHLETICS FOR ARMY CAMPS Signals Each man will have his own signal, corresponding to the letters in the semaphore core. When this letter is signaled by the signal officer, he will cross the field of action to the safety zone. If he is hit he is captured. Prisoners Prisoners will run down the balls for the bombers. Prisoners will not go into the field of action after they are captured. They will take up a position designated by bombers at a point outside of the field of action. Referee A referee should be appointed who will decide when men are hit, enforce rules, etc. ATHLETIC MANEUVERS Athletic maneuvers are athletic games clothed in a regulation uniform. The athletic field of peace times is changed into a battlefield, upon which sol- diers or armies maneuver in the games and contests and play them as a real battle is fought. The sig- nals, formations, advance, and defence are the sig- nals, advance, and defence of armies on the battle- field. The commanding officer and field officers have ample opportunity to out-maneuver their op- ponents and win the victory in much the same manner as they would win or lose a battle. If the opponent succeeds in reaching the objective you are lost or captured. Reinforcing the various units is permissible. The commander can draw men from one team or unit and place them upon another. He is perfectly free to use his forces in any way, pro- viding he observes the rules regarding territory and the handling of the ball. This type of work affords opportunity for an en- tire regiment to join in the maneuvers. Any num- ber of balls can be used, with any number of men 61 . 62 ATHLETICS FOR ARMY CAMPS attached to a ball or unit. Each ball has its own lane of operation in which it must travel. All balls are kicked off at one time and the maneuver can last until one or the other army is defeated, or for a given period of time. MILITARY SOCCER The Objective The objective of each force, or team, is the goal at the ends of lanes of operations. The five or more balls are five separate armies, or columns, with the goal posts as their objective. The commanding officer of the team, or force, should plan and execute the campaign, which will last for thirty or more minutes, divided into two or more periods. The commander should place his forces in such a manner as to prevent the balls from reaching their objective. He can plan an offensive or defensive scheme. The object is to run up the highest score against the opponent. The team will line up in position ready for play. On a given signal from the bugler (see bugle code) the five or more balls are kicked off from the center line in the direction of the opponent's goal line by the team that won the toss. The balls must be kept in their own lanes of operation ; if a ball is ATHLETIC MANEUVERS 63 kicked out of bounds it will be put in play at the point where it left the lane, by a player on the oppo- site side from the one who kicked it out. Team work, combination plays, maneuvers, etc., are left to the commanding officer to work out and execute. He plans and directs his attack or defense according to military principles. The commander may use his forces in any manner that he may desire, so long as he does not violate any of the rules governing the contest. The commanding officer is a non-competing player, he directs the play from the side lines. He will have a signal officer, who will signal his orders to the field officers, directing them to shift their po- sition, send reinforcements, etc., to various points. He will be permitted to reinforce units by drawing men from other units. One field officer only will be allowed for each unit. ATHLETIC MANEUVER DEFINITIONS Theater of Operations. The field of play. Lanes of Operation. That portion of the field that is traversed by the unit of each team or forces. Objective. The goal posts in the lanes of opera- tion, on the goal lines, at each end of the field or theater of action. 64 ATHLETICS FOR ARMY CAMPS Field Units. The unit of a force allotted to a lane of operation. Field Officer. The officer in charge of field units. Signal Officer. Officer of communication. Commanding Officer. The officer in charge of a force or team. Referee. The official who handles the field units, enforces rules, etc. Umpire. Assistant to referee. Bugler. Assistant to signal officer. Timer. Keeps the time of maneuver. Scorer. Keeps a record of the field unit and force results. Signal Code Each unit should be marked, or designated by a color. The ball should also be marked, in red, white, green, yellow, black, red and green, black and white, etc., according to the number of units in the force. Each unit shall have its own color and flag. The signal officer of each force shall have a signal flag for each unit in his force. The signal officer shall send orders to the field officer by means of wig-wag signals. Unit officers shall receive their orders from the signal officer. Each force shall have a distinctive bugle call, ATHLETIC MANEUVERS 65 which will be used to attract the attention of field officers. The signal officer will indicate the unit wanted, by holding the flags at side, horizontal, and vertical. The flag at side, horizontal, held in the right hand, will indicate the team wanted. The flag held at ver- tical will indicate the team he is to reinforce. The number of men to despatch to reinforce a unit will be indicated by lowering the left hand, from vertical to horizontal (side). Lowering it once, send one man ; twice, two men ; three times, three men, etc. Illustration: The red ball of the home force has broken through the line and is dangerously near the objective (goal). The white unit is strong and can spare a few men, for a short time, to reinforce the red unit. The bugle call of the force is sounded. The signal officer holds the white flag in the right hand at side horizontal and the red flag at vertical. The field officers of the red and white units imme- diately know that their unit is concerned. Other officers continue their play until further orders. The white flag indicates that the white is to reinforce the red, the red flag is lowered to side, horizontal, twice. The white field officer will immediately despatch two men to reinforce the red team. Signals of "hold fast," "flank left or right," etc., can be outlined by each commanding officer. 66 ATHLETICS FOR ARMY CAMPS RULES Number of Players The game can be played by any number of units of twelve or more men to each unit eleven or more players and one field officer. Dimensions of Field The dimensions of the theater of operations (field) shall not be less than 40 by 60 yards, nor more than 75 by 200 yards, for each lane of opera- tion. The larger the number of units, the greater the length of field. Field of Operation The theater of operations should be marked by boundary lines, with a flag, five feet high, on each corner. The lines on vhe sides, known as the side lines, shall be drawn at right angles to the goal lines on the ends. The lane lines shall be drawn parallel with the side lines from 40 to 75 yard inter- vals. A center line shall be drawn through the cen- ter of the theater of operations, parallel with the goal lines. A foul line shall be drawn parallel with the goal, or objective, at a distance of fifteen yards. Goals or Objectives The goals shall be upright posts on the goal lines, in each lane of operation. The goal posts shall be ten yards apart, with a bar or line across them, eight ATHLETIC MANEUVERS 67 feet from the ground. Each unit shall have its own goal. Duration of Maneuvers The duration of the maneuvers shall be thirty min- utes or more, divided in halves or quarters. The dur- ation of the maneuver may be of any period agreed upon. The Ball or Separate Army The circumference of the ball shall not be less than 27 or more than 28 inches in championship con- tests. Anything available may be used in ordinary contests basket balls, if soccer balls are not avail- able. Choice of Goals or Objectives The winner of the toss shall have option of the goals or kick off. Starting Game One ball shall be placed upon the center line, in the center of each lane. The game shall start with the kick off of all the balls, at one time, in the direc- tion of the opponents' goal line. The kick off forces shall not go over the center line until the balls are kicked off. Changing Goals Goals shall be changed at the end of the first half, or after all the balls have been scored. 68 ATHLETICS FOR ARMY CAMPS Dead Ball A ball is dead when kicked through the goal, or reaches its objective. It cannot be put in play again until all of the balls have been scored, or until the end of the half. Out of Bounds When a ball leaves the lane of operation it is out of bounds, unless it immediately rebounds into the lane. When a ball leaves the lane it will be put into play by a player on the opposite side from the one who kicked it out. A goal cannot be scored from an out-bound play, or throw in. Throw In When a ball is out of bounds, it will be put in play by throwing it in, at the point where it left the lane. The ball must not be kicked into play from out of bounds. Rebound A ball is in play if it leaves the lane and rebounds into the lane immediately. Gaining Objective A goal is scored when a ball is kicked between the goal posts under the bar, or top lines. Hands on Ball The hands can be used to stop the ball ; a player ATHLETIC MANEUVERS 69 cannot hold the ball, and must place it upon the ground before kicking it. The ball must be kicked within five seconds after being stopped with the hands. Fouls Kicking, tripping, holding, striking, charging an opponent, shall be considered fouls. The penalty shall be a free kick at the goal. Kicking Fouls Fouls will be kicked at the end of the halves. The ball will be placed upon the foul line, at any point, and a free kick taken. No interference shall be offered the player kicking the foul. To score the goal the ball must pass through the goal, under the bar or line guarded by the goal keeper. The goal keeper must stand on the goal line. He shall be permitted to prevent the ball from going through the goal. A free kick will be allowed for every foul by the opposing team. A record of the fouls committed will be kept by the unit score keeper, who will notify the referee, who will grant the free kicks. Scoring A field goal or objective will count two points; a foul goal one point. 70 ATHLETICS FOR ARMY CAMPS Men on Ball Any number of men can play a ball at one time. Reinforcements The commanding officer can shift any number of men from one lane of operation to another, after the kick off. He may have two full teams playing in one lane by drawing one or two men from other points. Defeated Unit When a unit is defeated it is destroyed and cannot be used to reinforce another unit until the end of the half, or after all the balls have been scored. Using Adjoining Lanes When a unit is defeated its lane cannot be used by teams in the next lane of operation. The ball must be kept in its own lane. Penalties Violations of the rules gives a free kick to the opposing team or force. Goal Tender One player on each team should be designated "goal tender." Only one will be permitted to play this position, however. Players Numbered Each player should be numbered and have a six- ATHLETIC MANEUVERS 71 inch number pinned or sewed upon his back. In units of twelve the players in .the unit should be numbered from one to twelve. Field Officers The field officers shall not play the ball, but direct the play. They must not obstruct the play of op- posing team. Signal Officer The signal officer shall send signals to the field officers. He shall not play the ball or go upon the field. Officials Their Duties Referee Unit The referee shall put the ball in play, decide when it is in play, to whom it belongs and when it has been scored. He shall call all fouls. He shall de- cide upon violation of rules and administer all pen- alties. He shall order "time out" in his unit when necessary. Umpire The assistant referee shall assist the unit referee. General Referee He shall give the signal to start the game, can call time for both forces and shall be the final authority upon questions or rules. 72 ATHLETICS FOR ARMY CAMPS General Scorer The general scorer shall tally the score of both forces and notify the referee of the result. He shall make a permanent record of the contest. Unit Scorer The unit scorer shall keep the score of his unit, record all fouls, notify the referee and general scorer of the results in his unit at the end of each half. Timer The timer shall keep the time of the maneuver. He shall deduct time consumed for stoppages of the forces only. He shall indicate, by blowing a whistle, the expiration of each quarter or half of the playing. Time Out When a single unit takes time out, it will not be deducted. Two time-out periods, or stoppages, of not more than two minutes each, will be permitted. One point penalty will be granted to opponent for each stoppage over two, in each quarter. TUG OF WAR The teams or forces can be made up of any num- ber of units, consisting of eight or more men to each unit. In a ten-unit force, of eight men to each ATHLETIC MANEUVERS 73 unit, the total force on each side will be eighty. Each force will have a commanding officer, a signal officer, one field officer, and one bugler, for each unit. The commanding officer of each force will maneuver his army, or force, to win and prevent loss of unit contests. The commander can shift any number of men to any unit. His entire force can be concentrated in one unit. He can place six men in one and twelve in the other unit. Shifting men, however, cannot be done until after the tugs have been started. Eight men must be on each side of the rope when the start is made. When a unit has been defeated, the men may be considered captured or destroyed. Or they can be distributed to other units, or used on a single unit as the commanding officer deems wise. Permitting destroyed or de- feated units to reinforce other units can be done only when the commanding officer of the opposing forces agree, otherwise the unit losing a tug is de- stroyed. If the forces are maneuvered skilfully the last units holding out will find the eighty men on each side on the one rope. The standard athletic maneuver bugle signals will be used; also the athletic maneuver signal code will be used to send orders to the field officers of each unit. 74 ATHLETICS FOR ARMY CAMPS Materials Needed for a Ten Unit Force of Eighty Men Ten ropes, not less than 125 feet long and one and one-half inches in diameter, without knots or hold- ing for hands. The rope should be marked, in the center, with adhesive tape, or a permanent mark. Theater of Operation or Field A center line should be marked upon the ground, with the side lines parallel to the center line at a distance of fifteen feet. Ropes should be stretched upon the ground, at intervals of fifteen feet, at right angles with the center and side lines. The units should be designated by different colors (See Athletic Maneuver Signal Code). When the bugle calls, "Assembly," the men will take up their position and make ready for the contest. Upon the bugle call, "Attention," the ropes should be pulled taut. The men of each force should be outside the side lines and the center of the rope over the center line. The bugle call, "Forward march," will be the signal to start the tug. The force winning the most unit tugs wins the trial. The winner of two out of three trials wins the maneuver or battle. VI MILITARY FOOTBALL NOTE: Any question of rules not covered in the maneuver regulations will be found in the Official Football Guide, published by American Sports Com- pany, 45 Rose St., New York City, N. Y. Not more than two units should be used in the early stages of the game. In the beginning at least half the men should be experienced football players. As the officers and men learn the maneuvers, addi- tional units can be added until the men can play with unlimited forces. The fouls and penalties in football will apply in the football maneuvers, in so far as they do not con- flict with the rules laid down in this section. It may be found necessary from time to time to change the rules, style of play, etc. We have only made a> beginning in the maneuvers, and experience will no doubt enable the games to be perfected and the objectionable features eliminated. The company football with 100 or more men on a side will no doubt be a reality this fall. Some very good work was done at the 105th Engineers 75 76 ATHLETICS FOR ARMY CAMPS by Col. Furgerson, but there are a number of prob- lems to be solved before the game can be consid- ered workable. The objective of each force or team is the goal at the end of the lanes of operations. The five or more balls are five separate armies or columns with the goal posts as their objective. The commanding officer of the team or forces should plan and execute the campaign, which will last for thirty or more minutes, divided into two or more periods. The commander should place his forces in such a manner as to prevent the balls from reaching their objective. He can plan an offensive or defensive scheme. The object is to run up the highest score against your opponent. The teams line up in position ready for play. On a given signal from the bugler (see Bugle Code), the five or more balls are kicked off from the center line in the direction of the opponents' goal line by the team that won the toss. The balls must be kept in their own lanes of operations ; if kicked out of bounds the ball will be put in play at the point where it left the lane. Team work, combination plays, maneuvers, etc., are left to the commanding officer to work out and execute. He plans and directs his attack or defense according to military principles. The commander may use his forces in MILITARY FOOTBALL 77 any manner that he may desire in so far as they do not violate any of the rules governing the contest. The commanding officer is a non-competing player, who directs the play from the side lines. He will have a signal officer who will signal his orders to the field officers, directing them to shift their posi- tion, send reinforcements, etc., to various points. He will be permitted to reinforce units by drawing men from other units. One field officer only w r ill be allowed for each unit. The Athletic Maneuver Signal Code will be used. (See Signal Code in Military Soccer section.) RULES Players Numbered Each player should be numbered and have a six- inch plain number pinned or sewed upon the back of his shirt. In units of twelve the players should be numbered from one to twelve. Field Officer The field officer shall not play the ball, but direct the play. He must not obstruct the play of oppos- ing team. Signal Officer The signal officer will send signals to field officers. He shall not play the ball or go upon the field. 78 ATHLETICS FOR ARMY CAMPS Officials Their Duties Unit Referee. The referee will put the ball in play, decide when it is in play, to whom it belongs, and when it has been scored. He shall call all fouls. He shall decide upon violation of rules and admin- ister all penalties. He shall order time out in his unit when necessary, etc. Umpire. The umpire shall assist the unit referee. General Referee. He shall give the signal to start the game ; can call time out for both forces. He shall be the final authority upon question or rules, etc. General Scorer. The general scorer will tally the score of both forces and notify the referee of the result. He shall make a permanent record of the contest. Unit Scorer. The unit scorer will keep the score of his unit, record all fouls, and notify the referee and general scorer of the results in his unit at the end of each half. Timer. The timer will keep the time of the man- euver. He will deduct time consumed for stoppages of the forces only. He shall indicate by blowing a whistle the expiration of the playing of each quar- ter or half. MILITARY FOOTBALL 79 Time Out When a single unit takes time out, it will not be deducted. Two time out periods or stoppages of not more than two minutes each will be permitted. One point penalty will be granted to opponent for each stoppage over two in each half. Number of Players The game can be played by any number of units of twelve or more men to each unit eleven or more players and one field officer. Dimensions of the Field The dimensions of the lanes shall not be less than 40x60 yards, nor more than 75x200 yards for each lane of operations. The larger the number of units, the greater the length of lane. Field, or Theater of Operations The field should be marked by boundary lines with a flag on each corner, 5 feet -high. The lines on the sides, known as the side lines, should be drawn at right angles to the goal lines on the ends. The lane lines should be drawn parallel with the side lines at intervals of from 50 to 100 yards. The field or theater of operations should be marked with white lines every five yards, parallel with the end lines. 80 ATHLETICS FOR ARMY CAMPS End Zones A space thirty feet behind the end or goal lines should be marked, to be known as the end zones. Goals The goals should be upright posts on the goal lines, firmly fixed in the ground and equidistant from the side or lane lines. The goal posts should be not less than 20 feet in height, and 18 feet, 6 inches apart, with a cross bar 10 feet from the ground. Each unit will have its own goal. The Ball The regulation football will be used. Duration Duration of the maneuver will be from 30 minutes to one hour, divided in halves and quarters. The rest periods between halves should be ten minutes ; be- tween quarters, two to three minutes. Choice of Goals The winner of the toss will have option of goals or the kick-off. Starting Game One ball should be placed in each lane upon the 40-yard line of the side kicking off. The game will start with the kick-off of all the balls at one time, in the direction of the opponents' goal line. The MILITARY FOOTBALL 81 kick-off forces must not go over the 40-yard line until the balls are kicked off. Changing Goals Goals will be changed at the end of the first half, or after all of the balls have been scored by one or both forces. Dead Ball A ball is dead when it is kicked or carried through the goal. It cannot be put in play again until all of the balls have been scored by one or both teams, or at the end of the half. Men on Ball Any number of men can play a ball at one time. Reinforcements The commanding officer can shift any number of men from one lane of operation to another after the kick-off. He may have two full teams playing in one lane by drawing one or two men from other points. Defeated Unit When a unit is defeated it is destroyed and can- not be used to reinforce another unit until the end of the half ; or after all of the balls have been scored by one or both teams or forces. Men withdrawn from a unit before the ball is within ten yards of the goal will continue in the play on the units which they have been detailed to reinforce. 82 ATHLETICS FOR ARMY CAMPS Using Adjoining Lanes When a unit is defeated its lane cannot be used by teams in the next lane of operations. The ball must be kept in their own lanes. Scoring A touchdown will count 6 points ; goal from touchdown 1 point ; goal from field 3 points ; safety 2 points. Definitions Touchdown. When the ball is carried by a player over the goal line between the goal posts it will be considered a touchdown. Goal from Touchdown. A goal from touchdown is made by kicking the ball over the cross-bar be- tween the goal posts. It must not touch the ground before passing through the goal. Goal from Field. When a ball is kicked from the field over the cross-bar between the goal posts by drop-kick or place-kick, it will be considered a goal from the field. Safety. When a ball is carried by a player over the goal or end line outside the goal posts it will be considered a safety. Winning. A field goal, or its equivalent in points, will win the unit contest. The force winning the largest number of unit contests wins the maneuver. MILITARY FOOTBALL 83 Out of Bounds. A ball is out of bounds when it is outside the side or lane lines. A player stepping over the side or lane lines is out of bounds. Out of Bounds If a ball be kicked out of bounds before crossing the goal line, it shall belong to the opposing team. If a ball at kick-off goes out of bounds without being touched by any of the players, it will be put in play again from kick-off. If the ball is kicked out the second time, it will go to the opponents. If a ball goes out of bounds, it will be put in play 15 yards from the side line at a line with the point where it left the field. If a ball be carried out of bounds by a player, it will be put in play again, 15 yards from the sideline on a line with the point where it left the field. A team will not lose the ball when a player carries or is forced out of bounds. Scrimmage Line When eleven men are on a unit, the lineup is the same as in regular football ; when twenty-two, four- teen men are on the scrimmage line, one quarter- back and seven men in the back-field. Removed From Game When a man is once removed from the game, he cannot return. VII WRESTLING RULES CATCH-AS-CATCH-CAN Scale of Weights : Bantam, 115 Ibs. or under Feather, 125 Ibs. or under Light, 135 Ibs. or under Welter, 145 Ibs. or under Middle, 160 Ibs. or under Light Heavy, 175 Ibs. or under Heavy, over 175 Ibs. The Ring The ring shall be 24 feet square, or as near that size as possible. The ring shall be enclosed with two strands of rope, one above the other, forming a square of 24 feet. The top strand of rope shall not be higher than 4 feet from the floor, the bottom strand about 24 inches. There shall be no obstruction inside the ring. At the sound of the gong, corner chairs shall be in- stantly removed ; posts should be well paaded. 84 WRESTLING RULES 85 Mat The mat or padding on the floor of the ring shall not be less than one inch thick. Duration of Bout The duration of a bout shall be fifteen minutes. If a fall has not been secured in fifteen minutes, two minutes' rest shall be given and the bout then con- tinued for five minutes longer. If no fall has been secured, the referee shall render a decision to the contestant who has displayed the best qualities or who has been most aggressive. By mutual agree- ment the best two out of three falls to a finish will decide the winner. A Fall When both shoulders are pinned to the floor at the same time the wrestler shall be considered down. Seconds Each wrestler will be entitled to one second only. Coaching and Advice Coaching or advice shall not be given the wres- tlers by seconds or spectators. Bandages Bandages on the hands will not be permitted. 86 ATHLETICS FOR ARMY CAMPS Off the Mat If the shoulder of a contestant is off the mat, the referee will order the men back to the center of the mat. The men will assume the holds and posi- tions previously occupied. If the referee is unable to determine holds and positions of the contestants, he will have them assume a standing attitude. Barred Holds The Strangle will be considered a foul. Hammer- lock, Full Nelson, and Toe holds barred by mutual agreement. Gouging, striking, kicking, and hair-pulling will be considered fouls. VIII MILITARY PUSH BALL ARRANGED FOR AN ENTIRE PLATOON RULES Field The dimensions of the field shall not be more than 100 yards in length and 50 yards in width. The field shall be marked by boundary lines with a flag five feet high on each corner. The lines on the sides, known as the side lines, shall be drawn at right angles to the end or goal lines. The field shall be marked with lines every ten yards, parallel with the goal or end lines. Goals The goals shall be upright posts on the goal lines. The goal posts shall be 25 feet apart, firmly fixed in the ground, with a bar across them, seven feet from the ground. Balls The ball shall be not more than six feet in diame- ter with leather cover over an inflated rubber bladder. 87 88 ATHLETICS FOR ARMY CAMPS NOTE : Push balls stuffed with straw or hay should not be used. Officials Their Duties Officials shall be: A referee, umpire, two lines-- men, timekeeper, and scorer. Referee. The referee shall put the ball in play, and decide when it is in play and when it has been scored. He shall decide upon all violations of rules and administer penalties. He can order time out when necessary. Umpire. The umpire shall assist the referee. He shall have power to call fouls and administer penal- ties. He cannot order time out. He has no juris- diction over the ball. Linesmen. The linesmen under the supervision of the referee shall mark the progress or distance gained. The center of the ball will be the marking point. Linesmen shall see that the ball and players are in the proper positions. Timer. The timer shall keep the time of the con- test. He shall deduct time consumed for stoppages only. He shall indicate by blowing a whistle the expiration of playing time. Scorer. The scorer shall tally the score of both teams and notify the referee of the result. He shall make permanent record of the contest. MILITARY PUSHBALL 89 Choice of Goals. The winner of the toss shall have choice of goals. Starting the Game. The ball shall be placed upon the center line, at an equal distance from the side lines. The game shall start upon signal of referee. The ball shall be placed at center at the beginning of each half. Lineup of Teams Teams shall consist of one, two, or three squads, which shall line up as follows: one squad (eight men), four on the 30-yard line, two on the 20-yard line, one on the 10-yard line, and one goal-keeper. With two squads the number is doubled, eight on the 30-yard line, four on the 20-yard line, two on the 10-yard lin'e, and two goal-keepers. With three squads, twelve on the 30-yard line, six on the 20-yard line, four on the 10-yard line, and two goal-keepers. Scoring of Goal A goal is scored when it is pushed between the goal posts under the bar. It will count five points. Top-Goal A top-goal is scored when the ball is lifted over the cross bar, between the goal posts. It will count eight points. 90 ATHLETICS FOR ARMY CAMPS Safety A safety is scored when a ball crosses the end or goal line at any point between the side lines. It will count two points. When a safety is scored the scoring team will be given a free rush from center. Free Rush The ball will be put in play at center. The team entitled to a free rush will line up on the 10-yard line. The opposing team will line up on its own goal line. When the referee gives the signal, both teams will run for the ball. Change Goals After a goal or top-goal is scored, the ball will be put in play at center. Teams will change goals at the end of the half, or after a goal or top-goal has been scored. Duration of Game The duration of the game shall be for one hour, in- cluding rest periods. The game shall be divided into halves of twenty-five minutes each, with a ten minutes' rest period between halves. The game can be played, by mutual agreement, divided into quarters of twelve minutes each, with MILITARY PUSHBALL/ ''. *^: ; - 91 eight minutes between the halves and two-minute rest periods, following first and third quarter. Uniform The regulation uniform of the United States Army shall be worn. Cleats, plates, or nails shall not be worn on the shoes. Fouls Striking, kicking, tripping or stiff arming of the opponent will be considered a foul. A penalty of twenty yards shall be imposed by the referee for the violation of this rule. Holding or pulling an opponent away from the ball with the hands will be considered a foul. Pen- alty, ten yards. No interference shall be offered an opponent before the ball is in play. Penalty, five yards. RULES Out of Bounds A ball will be considered out of bounds when it is outside the side lines. The referee will put the ball in play 25 yards from the side line, on the line with the point where it left the field. Players will line up 20 yards back of the ball, the referee will give the signal, and the play be resumed. 92 ATHLETICS FOR ARMY CAMPS Penalty If a team be penalized a distance that would carry the ball over the 10-yard line, the referee will put the ball in play on the 10-yard line. Distant Penalty Distant penalty will not be levied that will carry the ball nearer than 10 yards from the goal. Fouls in Ten-Yard Line Violation of rules within the 10 yaids will carry a penalty of a free rush to opposing team after goal has been scored. UNIVERSITY OF CALIFORNIA LIBRARY BERKELEY THIS BOOK IS DUE ON THE LAST DATE STAMPED BELOW Books not returned on time are subject to a fine of 50c per volume after the third day overdue, increasing to $1.00 per volume after the sixth day. Books not in demand may be rene%yed if application is made before expiration of loan period. OCT 8 1911 1994 DEC 5 1994 CIRCULATION DEPJ: FEB 1 9 2002 Cay lord Bros. Makers Syracuse, N. Y. PAT. J AH. 21, 190ft U. C. BERKELEY LI CDS13M4 RETURN TO the circulation desk of any University of California Library or to the NORTHERN REGIONAL LIBRARY FACILITY Bldg. 400, Richmond Field Station University of California Richmond, CA 94804-4698 ALL BOOKS MAY BE RECALLED AFTER 7 2-month loans may be renewed by calling (510)642-6753 1-year loans may be recharged by bringing I to NRLF Renewals and recharges may be made 4 prior to due date DUE AS STAMPED BELOW 25 199fi SENt QM if