C OF-CA1IFO% ^SffUNMRS^ .^vHIBl ATHLETES ALL TRAINING, ORGANIZATION, AND PLAY SCHOOL, COLLEGE, AND SERVICE ATHLETICS ATHLETES ALL TRAINING, ORGANIZATION, AND PLAY BY WALTER CAMP ILLUSTRATED NEW YORK CHARLES SCRIBNER'S SONS 1919 COPYRIGHT, 1919, BY CHARLES SCRIBNER'S SONS Published April, 1919 . /$* -^ <\x> |7| TOBOGGAN X- \ f ' I r t * N t 1 g IL 1 I 5 t *! 1 o t u 1 t t ; TEA 1 * "... 1^ " <' . * 1 Oi ART AND FJNI8H START AN TEAM 2 t , v.... M N z --- ' g ".".... a FINISH 2 M N .. ...! ' " *M' N' ' k ' N O >> N"" 8 V.... DIAGRAM OF CHARIOT RACE. 82 ATHLETES ALL TRENCH BALL Using an ordinary football-field, or even larger grounds, teams of as many as seventy- five men line up on the 30-yard line. One of the teams is given three of the trench balls, which are made of leather and are about the same size as a 12-inch indoor baseball. There is a loop handle on one side through which to slip four fingers. The balls are thrown with an overhand motion similar to that used in throwing hand-grenades. If the balls are caught on the fly the catcher is allowed to ad- vance three steps before throwing them in return. If they are not caught on the fly they are thrown from the spot where they are picked up. The throws are consecutive, no team being allowed to throw the same ball a second time, until a return throw is made by an opponent. The game is continued, the two teams ad- vancing and retreating until the balls are thrown over the goal-bar. When a ball is thrown over the bar it counts one point and is out of play. The game continues until the three balls FORMS OF CONTESTS 83 have been thrown for goals. As a rule the game requires between nine to fifteen minutes before the three goals are thrown. Most of the games end with a score of 2 to 1. NOTE. This has proved a popular game at stations where it is desirable to keep 150 to 250 men interested in a light recreational sport. It calls for constant running, catching, and throwing. HARMLESS FOOTBALL The ball is kicked off from the centre of the field or, if the length of the playing-field is limited, from some point sufficiently distant from the receiving team's goal to allow its members to run the kick back. In a small playing space, for instance, the team kicking off would kick from its own goal-line. Following kick-off, the game proceeds ex- actly the same as regular football, with the following changes: 1. No tackling is permitted; a tag or a grasp stops the man. 2. Interferers for the runners may use their hands and arms to block an opponent. 3. Any number of forward passes may be 84 ATHLETES ALL made in each scrimmage, but no forward pass may be made after the ball has crossed the line of scrimmage. 4. Less than eleven men may play on a side. Furthermore, I have used the game as a warm-up and relaxation from the regular grind of practice, with fifteen or twenty men on a side, although confusion is apt to result from large numbers. NOTE. No equipment except a football is required. Any number of men up to, say, fif- teen can play the game. The rougher fea- tures of the game are eliminated, and it affords much recreation. Tripping, holding, and such features are, of course, barred. A similar game, devised in Australia, is known as tiggi tiggi touchwood. CAGE BALL An inflated, canvas-covered ball, 24 to 30 inches in diameter, is used on a playing-field 140 by 100 feet in dimension, one-third the size of a football-field. Two net cages, 20 feet in length, 4 feet in width, and 18 inches deep, made of rope and stretched between cross- arm uprights 30 by 50 feet apart, form the FORMS OF CONTESTS 85 goals, which are placed ten feet from the end of the field, the playing space therefore ex- tending ten feet beyond each goal. The official ball should be the Wilson No. 221 Cage Ball. The cages should stand ten feet from the floor to the upper edge, the goals attached to the regulation official up- rights, which are made of wood or pipe, with two cross-arms on each. One cross-arm is placed ten feet above the ground and is six feet in length, the other eight feet above the ground and six feet in length. Holes or eye- bolts are placed in the ends of the cross-arms. The cage is anchored by ropes coming from each corner to the cross-arms of the uprights. The field may be marked off by either whitewashed lines or by four flagpoles, one at each corner of the playing-field. The officials consist of a referee and four umpires, one at each side and each end of the playing space, to rule upon out-of-bounds plays, and to watch for all infractions of the rules, reporting them to the referee. To begin the game, the two teams line up twenty feet apart, facing each other in the centre of the field. One player from each 86 ATHLETES ALL side walks to the centre of the field, both grasping the ball. At the referee's whistle the rival teams rush toward the ball and the two players in possession of it strive to toss it to their respective team-mates. The members of the opposing teams try to bat, punch, or throw the ball till it is lodged in their oppo- nents' cage. When the ball touches the ground the ref- eree's whistle is blown and the players who possess the ball are made to raise it into the air, play momentarily ceasing till this is done. If the ball goes out of bounds, either at the end or side lines, the officials do not stop the play unless in their judgment the ball is being carried too far to make scoring possible. Then the referee blows his whistle, takes the ball, carries it to the side-line, and throws it into the air twenty feet into the field of play. Play continues thirty minutes, although two halves of different length, with five minutes' intermission, may be agreed upon. Three possible fouls may be committed: running with the ball, interfering with the cage, or kicking the ball. In case one is committed, the offended team is given the ball thirty feet FORMS OF CONTESTS 87 from the opponents' goal. The offenders must line up inside a point twenty feet in front of their own goal before play is resumed. A goal counts a single point and the total tally of goals is the final score. In case of a tie score at the expiration of time, play continues until one side has scored a goal. NOTE. This is one of the most successful games devised for mass play, and can be played by any number of contestants, from, say, 8 to 2,000. It is rugged, yet not over- strenuous. If played indoors the goals should be fas- tened by ropes to eye-bolts or cleats fastened to the side walls at each end of the playing space at the appropriate height above the floor. TUG OF WAR A manila three-stranded rope not less than 4^ nor more than 5 inches in circumference is used. A tape is affixed to the centre of the rope, and fifteen feet on each side are placed side lines. 88 ATHLETES ALL A centre line is marked on the ground, and fifteen feet on either side are two parallel side lines. The rope is taut at the start of the pull, with the centre tape over the centre line, and with the competitors' outside lines. A pistol-shot indicates the start and finish of the event. No mechanical device is used for holding the rope, but a belt is worn to protect the body of the anchor man. No man can pull on more than one team in competition, but preliminaries, semifinals, and finals may decide the winning team of a series. The event is won when one team pulls the side tape on the rope of the opposing side over the centre line, or at the end of three minutes, by the team whose side tape is farthest from the centre line. The pull must be made in a path not ex- ceeding fifteen feet in width, marked bylines for at least 100 feet away from the centre. No competitor is allowed to wear boots or shoes with projecting nails, or to make holes in the earth before starting the event. FORMS OF CONTESTS 89 Only the anchor man is allowed to pass the tape around his body. Each team is allowed one coach, who may count and use a megaphone. Every contestant pulls in a standing posi- tion and without any artificial aid. NOTE. Any number of participants can play this game, but thirty-five on a side are recommended. Seventy-five on a side makes an interesting game. Recommended for mass recreation in good-sized stations. VOLLEY-BALL, A playground measuring some 20 by 40 feet and a hollow ball somewhat larger than a tennis-ball are necessary for this game. The field is divided by a narrow net or a rope stretched across the short dimension, the top of the net reaching seven feet above ground. The object of the game is to keep the hol- low ball, or volley-ball, passing from one side to the other over the top of the net or rope, by batting it with either one or with both hands. When playing with young or inexperienced players the ball may be returned over the line 90 ATHLETES ALL either on a "fly" or after the first bound. If the ball is not returned over the line in this manner that is, if it touches the ground twice before it is started on its return, or twice during its passage from one player to another of the same team a point is scored against the side that has failed i. e., the serving side scored one point. If the serving side bats the ball outside of the bounds of the playground it is a foul, and the opposite side then serves the ball. Experienced players must return the ball on a "fly" i. e. 9 the ball must never touch the ground. If it does, the side that last batted the ball over the net scores a point. Teams may play either for a certain number of points or for a certain length of time. NOTE. As an active conditioning exercise for two teams of either eight to sixteen play- ers each, either indoors or outdoors, this game compels enthusiasm. MODIFIED FOOTBALL In modified football there is no running with the ball, tackling, or hard blocking, and groups of men can play the game without the FORMS OF CONTESTS 91 regular equipment. It can readily be played by service teams, as the only equipment really needed is a football. The game can be played on a regulation football-field marked out and with or with- out goal-posts. Or a space can be measured or paced out. Flags can be used instead of the white markings with very little change to the game. The game is entirely a passing or kicking game, and groups of men can play it in an informal way with considerable enthu- siasm. The rules are simple and can be un- derstood in a few moments. In case of dis- cussions the rules of football as explained in the Official Guide will be followed. Length of Field. 300 feet same as the regulation football-field without the end zones. Width of Field. 160 feet same as the regulation football-field. Goal-Posts. 18 feet 6 inches apart in cen- tre of the goal-line, 20 feet high, with cross- bar 10 feet from the ground. Field of Play. Marked off in 20-yard lines parallel to the goal-line. (NOTE. FLAGS CAN BE USED TO MARK OFF THESE 20-YARD LINES, PLACED ON THE SIDE-LINES, AT THE SAME TIME 92 ATHLETES ALL MARKING THE SIDE-LINES. WlTH THE FLAG MARKINGS FOR THE GOAL THE BALL MUST GO OVER THE HEADS OF THE OPPONENTS TO COUNT.) Players. Any number, preferably 11 men on a side. Length of Game. 40 minutes divided in two periods. The periods can be lengthened or shortened. Five minutes' rest allowed be- tween periods. Ball. Regulation football. Official. Referee with whistle or horn. Winner of the toss shall have the choice of goal. If winner selects goal, loser will kick- off. Loser of the toss shall have the same privileges at the beginning of the second period. Team kicking-off shall be on-side and shall line up as in regular football and shall kick- off from the regular 40-yard line. Opponents will line up as in regular football, or if there are more or less than 11 players they shall be arranged by the captains, except that they shall be 10 yards away from the kicker. On the kick-off the ball is punted out and not kicked off as in regular football. FORMS OF CONTESTS 93 PENALTY OFF-SIDE ON PUNT. BALL is BROUGHT BACK AND PUNTED FROM A MARK 10 YARDS BEHIND THE 40-YARD LINE. OP- PONENTS MOVE UP 10 YARDS. In receiving ball these rules will be followed : If the ball is caught before hitting the ground, the player catching same is allowed three long steps or jumps, and can return ball by either punt or drop-kick, one extra step being allowed for the kick. If the ball is missed on the fly, it is re- turned by a forward pass from a position where it is stopped farthest away from the opponents' goal-line, one step being allowed for the pass. If the ball hits the ground before it is re- ceived by a player, it is returned by a drop- kick from a position where it is stopped far- thest away from the opponents' goal-line, one extra step being allowed for the kick. A kick-over (touch-down) is scored by a drop-kick only over the opponents' goal-line, at any place between the side-lines. Two POINTS ALLOWED FOR THIS. The ball is then brought out 15 yards and a try for a goal is made, ONE POINT being allowed for the goal 94 ATHLETES ALL if made. If flags are used instead of goal- posts, the ball must go over opponents' heads between the flags. When a goal is being kicked, the opponents will line up behind the posts or flags and at a signal from the referee that the ball has touched the ground, they can run out and attempt to block same. If kick-over (touch-down) is made at a point near the side-lines and it is a difficult try for a goal from the allowed 15 yards, a punt-out will be allowed. With the kicker behind the goal-line at a point where the ball was kicked over, the opponents will line up behind the goal-line 5 yards away from the kicker, and when the referee's whistle has announced that the ball has been punted out, they may run out and attempt to prevent the kicker's side from making a fair catch. If a fair catch is made, the scoring side will make a try for goal from the spot where the ball was caught. If the ball is not caught, no try for goal is al- lowed. The loser of goal has the choice of the kick- off (punt-out) or receiving the ball. If the ball goes outside it is brought back Carlisle w. Yale, Polo Grounds, N. Y. MASS PLAY. FORMS OF CONTESTS 95 into the field of play 25 yards from where it went out of bounds, and the side who were in the act of receiving the ball will punt or drop-kick the ball, players on the kicking side being on-side. The opponents must be 10 yards in front of the kicker. Penalty for off-side play, 10 yards, the ball being brought back, and after penalty the team will again kick. IF THE PLAYER OF A TEAM DELIBERATELY TOUCHES THE BALL BEFORE IT IS RETURNED BY THE OPPONENTS, THE OTHER TEAM WILL RECEIVE A 10- YARD PENALTY FROM WHERE IT WAS FIRST TOUCHED, AND THE BALL WILL BE PUNTED OR DROP-KICKED FROM THE NEW MARK. PLAYERS TAKING MORE STEPS THAN AL- LOWED WILL BE PENALIZED 10 YARDS. RE- CEIVERS OF THE BALL WILL RECEIVE THE PENALTY AND BE ALLOWED TO PUNT OR DROP- KICK THE BALL. IF A GOAL IS MADE ON THE PLAY, IT DOES NOT COUNT, AND RECEIVERS WILL BRING BALL OUT 10 YARDS AND PUNT OR DROP-KICK. REFEREE WILL HAVE FULL JURISDICTION OF THE GAME. 96 ATHLETES ALL MOUNTBALL This is a game of ball played by half of the players while mounted on the backs of the other players. It is therefore desirable that the players be paired off so that the two in each pair should be of nearly equal weight and size. The players form a circle in pairs. To do this they line up two abreast, each with his selected partner. This double line then marches in a circle, halts, and faces inward. This will form two concentric circles. There should be considerable space between couples; in other words, the circle should be rather large in comparison with the number of play- ers. It is then decided by a toss-up or other- wise which of the two circles shall first be "ponies" and which shall be riders. The ponies bend forward from .the hips, pressing their hands against the knees, or thighs just above the knees. The knees should be stiff, not bent. The backs are thus bent forward and the riders mount, straddling the shoulders of the players who are ponies. The ball is put in play by being tossed from FORMS OF CONTESTS 97 any player to another, and the game consists on the part of the riders in trying to keep the ball in as active play as possible in a simple game of toss and catch, and on the part of the ponies in trying to prevent the catching of the ball. To do this the ponies must grow restive and turn around in any way they see fit, but must not lose their general place in the circle. When a rider fails to catch a ball all of the riders must at once dismount and run in any direction; the pony belonging to the rider who missed the ball picks up the ball immediately, and as soon as he has it calls "Halt !" All of the riders must then stand still, and the player who holds the ball tries to hit his recent rider. The rider aimed at may try to evade the ball by stooping or jumping, but must not other- wise leave his place on the floor. During this part of the play the other ponies remain in their positions in the circle, so that the one who is throwing the ball will not confuse them with the riders. If the player (pony) who throws the ball at his dismounted rider suc- ceeds in hitting him, all of the ponies and riders exchange places, the riders becoming 98 ATHLETES ALL ponies and the former ponies mounting them. If the player aiming the ball at his dismounted rider does not succeed in hitting him, the riders remount and the game goes on as before. It is not permissible for a rider to hold a ball at any time, no matter how difficult his position at the moment may be; he must toss it at once. It is well to have a leader, whether one of the players or not, who watches for mistakes, gives the commands to mount and dismount, and announces misses and hits. NOTE. This is one of the most strenuous games physically of its kind, and between ten and sixty players are the best number to at- tempt it. It is adapted to the playground or gymnasium, and a basket-ball or handball is used. JUMPING RELAY RACE A starting line is drawn anywhere between ten to forty feet from and paralleling a finish- ing line, in accordance with the distance it is desired to make the race, and the players line up in single file behind the starting line. When the signal is given, the first players in each file, who are standing toeing the start- FORMS OF CONTESTS 99 ing line, jump ahead with both feet till they reach the finish line. Then they turn and run back to the starting line. On his arrival at the starting line every player should touch the hand of the next player in his file, who should begin his relay in jumping as soon as his hand is touched by the returning player, who, after touching his successor in the relay, goes to the end of the file of contestants, thus allowing every player in the file to move up. The team or file wins the race whose final player is first to reach the starting line. NOTE. This game is popular at small sta- tions. No apparatus or training is necessary. Between ten and fifty players are recom- mended. OVER AND UNDER RELAY The players stand in two or more files, the files containing an equal number of players. The game is a passing relay, the files compet- ing against each other. The leaders of each file have two balls, bean-bags, or blackboard erasers. At a signal a ball (or whatever is used) is passed back over the heads of the players until it reaches the last one in the 100 ATHLETES ALL line, who keeps it. The leader counts ten after the ball leaves his hands and at once passes back the second ball between his feet, the players bending over to pass it along. When this reaches the last player he runs forward with a ball in each hand and takes his place at the head of the line, which moves back one place to give him room. At once he passes one ball backward overhead, counts ten, and passes the other between his feet. This continues until the original leader, who has been gradually backing to the rear of the line, reaches the front again, carrying both balls. The line wins whose leader first ac- complishes this. This game has some admirable exercise in it, keeping the players bending and stretching alternately. Quick play should be encour- aged. NOTE. This game is a combination of archball and strideball. It is adapted to out- door and indoor competition, and between ten and fifteen players make the best combi- nation. FORMS OF CONTESTS 101 STRIDEBALL The players are divided into two or more groups, which compete against each other, each having a ball. Each group stands in single file in leapfrog position, feet wide apart, to form a tunnel through which the ball is passed. The first players (captains) of each file toe a line drawn across the ground, and at a signal put the ball in play by passing it backward between the feet. When players become expert, one long shot will send the ball to the end of the line. The other players may strike it to help it along as it passes them, if it goes slowly. Should the ball stop or go out of bounds at any place, the player before whom this occurs must put it in play again, starting it between his feet. When the ball reaches the rear of the file the last player runs with it to the front, the line moving back- ward quickly one place to make room for him, and immediately rolls the ball back again be- tween the feet. This is repeated until the "captain" is the last player. He runs for- ward with the ball, places it on a marked spot twenty feet in front of his line, and returns to 10 * ATHLETES ALL his place at the head of the file. The file wins whose captain is first to return to his original position. Should there not be space for a point at which to leave the ball, the game may be fin- ished by the last player holding up the ball when it reaches the end of the line, or by his running forward with it to the head of the line. An Indian club instead of a ball makes a much more skilful game, the club being shoved over the ground, neck first. It is much more difficult to guide than a ball, re- quires greater deliberation for a long shot, and more easily stops or goes out of bounds. A basket-ball or small ball may be used. This is one of the best games for training self-control under excitement, as the precision needed for a long shot, especially with the Indian club, is very difficult under the cir- cumstances. NOTE. This is played both as an indoor and an outdoor game, adapted to between a dozen and a hundred players, with any ball, small club, or bean-bag as apparatus. FORMS OF CONTESTS 103 PASS AND TOSS RELAY The players are divided into two equal groups, which compete against each other. Each group is divided into two lines or ranks, which stand facing each other. There should be from ten to twenty feet of space between the two ranks. The game consists of passing a bean-bag up one of these lines to the end, when the last player runs across to the opposite line, tossing the bag as he goes to the end man in that line, who catches it and passes it down the line. The same play is performed at the other end, the last player running across to the opposite line, tossing the bag as he goes to the last player there. The lines move up or down one place each time a player runs across to the opposite rank. This play is repeated until the first one reaches his original position again, and the bag is passed to him there. Immediately on receiving it he should lift it high, as a signal that the play is completed in his group. The group wins whose first player is first to do this. 104 ATHLETES ALL The game may be made a little more definite by the first one having some distinguishing mark, as a handkerchief, tied on his arm. When players have some proficiency in the game, as prescribed, they may play with two bags instead of one, keeping both in play at once. In this form of the game the diagonal opposites start each a bag at the same time, that is, players Number 1 and Number 9. The game becomes thus just twice as rapid. The team wins whose Number 1 and 9 first succeed in both returning to their original positions, where they should hold the bags aloft. A score should be kept, each team scoring two points for winning a game and one point for every time that its opponents' bags touch the floor, either through poor throwing or bad catching. NOTE. Any kind of a ball or similar object may be used as equipment. Between sixteen and sixty players are recommended. The game is a year-around indoor and outdoor affair. FORMS OF CONTESTS 105 TARGET TOSS Three concentric circles should be drawn on the ground or floor, after the idea of a target. Their size will depend somewhat on the skill of the players, but for the youngest players the inner circle should be not more than two feet in diameter and the outer circle six feet in diameter. For those more skilled, smaller circles may be used. From ten to thirty feet from the outer rim of the largest circle a straight line is drawn on the ground to serve as a throwing line. Where there is a small number of players all may use one target. Where there is a large number, several targets should be drawn and the players divided into as many groups. Each group has three bean- bags, or, if out-of-doors, small blocks of wood, stones, or shells may be used. Each player throws in turn, throwing each of the three bags or other objects at each turn. The thrower stands with his toe on the throwing line, and tosses a bag toward the target. If the bag stops within the centre circle it scores fifteen points; if between the centre circle and the next larger one it scores ten 106 ATHLETES ALL points, and if between the middle circle and the largest, or outer one, it scores five points. For very little children a bag that lands on a line may score for the larger circle which it touches. For more expert players a bag landing on a line does not score at all. The player wins who has the highest score in five rounds of the game. NOTE. This is an indoor and outdoor game, practicable for between sixteen and sixty players. Stones, shells, or bean-bags are used as apparatus. ARCHBALL The players line up in two or more single files, which compete with each other as teams, and must therefore contain an equal number of players. The captain or leader of each team or file toes a line drawn across the ground and holds a basket-ball (a bean-bag or other object may be used). At a given signal he passes the ball backward over his head to the player next behind, who in turn passes it backward as rapidly as possible, and so on until it reaches the last player in the line. He at once runs forward, carrying the ball to the FORMS OF CONTESTS 107 front of the line, which moves backward one place to make room for him. He toes the line and passes the ball backward over his head. The play continues until the captain reaches the end of the line, and runs forward with the ball to his original place at the head of the file. As he takes his place there he holds the ball aloft as a signal that he has finished. The file or team wins whose captain is the first to return to his place. The game may be made very enlivening by passing several articles in rapid succession, each of a different and contrasting character, such as a basket-ball, tennis-ball, Indian club, heavy medicine-ball, bean-bag, light dumb- bell, three or five pound iron dumb-bell, etc. In this form of the game the last player must accumulate all of the articles before running forward with them, or the score may be made on the arrival of the last article at the rear of the line. NOTE. As a game compelling rivalry be- tween several teams of about ten players each, this is attractive, in both indoor and outdoor competition. Basket-ball, oat-sack, or bean- bag is used. 108 ATHLETES ALL MEDICINE-BALL TAG Forming a circle composed of ten to twenty players, who face inward, the game is begun with a player who is "it" standing inside the circle and trying to intercept any inflated ball of the medicine-ball type as it is being tossed from one player to the next. When he catches or touches the ball he is entitled to take the place in the circle of the man who has last handled it, and who thereby becomes "it." The game is played on a circle marked on the ground or gymnasium, about 25 feet in diam- eter, and the players may either stand or sit during the game. NOTE. Interest is lost if too great a circle, calling too many players into the game, is formed. DODGEBALL Any number of players form in a circle in two teams, one circle facing in, the players about four feet apart, the other team being collected inside the circle. The team forming the circle has a number of the basket, volley, or soccer balls which are available, and with FORMS OF CONTESTS 109 them attempts to hit players of the team in- side. As a player is hit he drops out and the game continues until all the players are out. The time required is recorded, the teams change places, and the game is again played, the team winning which requires the shortest time to put out its opponents. NOTE. The game is adaptable to either playground or gymnasium use, but a circle composed of not more than twenty -five play- ers is recommended. PRISONER'S BASE After selecting two teams of from eight to fifteen players, positions are taken on a play- field some 30 by 75 feet in dimensions, with a line across the field space marking off a section as a prison, the objective of the sport being to capture three prisoners. When either team has done this it has won the game. Any player may be made a prisoner by an opponent who left his base later than did the first player. If a member of Team No. 1 advances toward a base of Team No. 2, he may be tagged by any member on Team No. 2. He therefore quickly retreats to his 110 ATHLETES ALL own base to escape being tagged, in case an opposing player pursues him. If he is tagged before reaching his base he is sent to the prison of Team No. 2. Should a player from his own team run out to support him, this new player having left his base later than the pur- suer, he may tag the player from Team No. 2 and place him in the prison of Team No. 1. Prisoners may be freed when one of the players succeeds in tagging a prisoner without himself being tagged. If there are two pris- oners they may grasp hands and stretch toward their own team, thereby assisting in their release. Both are free if the first is tagged. When a prisoner has been captured all players must return to their own base be- fore another play is started. Only one pris- oner may be made at a time. All players must stand behind the line marking the front of their base. If one foot is put over the line, they have left their base and may be made prisoners by an opposing player who is still on his base. NOTE. This rather historic and somewhat complicated tag game allows the participation of only a limited number of players, but re- FORMS OF CONTESTS 111 quires no equipment. It is essentially an outdoor game. A referee is required and order must be insisted upon. Too many play- ers must not be allowed on the field at once. PASS BALL RELAY WITH ENCIRCLING Several teams, each, containing six to ten men, are chosen, the members of every team standing in a straight line next to one another. When a signal is given, the ball or other object which is used is passed sideward from the first to the last player in every team. As soon as the last player receives the ob- ject he turns and runs along the rear of his team, then along the front, then again along the rear until he arrives at the other end of the line, when he immediately passes the ball to the next player, who repeats the play by passing the ball again down the line, the last player in line encircling the team as before. This is repeated until every member of the team has taken his turn in the encircling, and the team members stand again as at the be- ginning. A variation of this game consists in allow- ing the players to stand one behind the other 112 ATHLETES ALL and passing the ball overhead or underneath from the first to the last player. In this case the last player runs along the right side of his team, down the left side, and again up on the right. When running around the ends a runner may hook his arm into that of the player at the end, thus enabling a quick turning. NOTE. Groups between a dozen to a hun- dred players will find this sport a lively game, adapted to agility and quick thinking. FOOTBALL BASEBALL Salient features of both baseball and foot- ball are combined in this game. The objec- tive of play is, as in baseball, to circle the four bases and thereby score in tally. Positions are taken by the nine players, as follows: One behind, one in front, one to the right, and one to the left of the home- plate; one just outside and one somewhat in- side first base; one just outside and one some- what inside third base; one just to the left of second base. The team at bat or on the attack sends a player to open the game. He steps to the FORMS OF CONTESTS 113 home-plate and, standing on it, kicks the ball into the field by means of a punt, drop-kick, or place-kick. In doing this he must not step beyond the home-plate. If he wishes to take one or more steps before kicking the ball he must begin behind the home-plate. Except as follows, the regular rules apply: (a) If the ball is kicked outside the foul-line on a fly the player is out. (6) If the ball lands inside the foul-lines and then bounces or rolls out, this is a fair play. (c) A player on a base cannot leave this base to run for the next one until the ball is kicked. (d) After a kick, a player on a base may run until he is put out, according to the rules governing baseball, or thrown out (see e), or until the ball has been placed on the home- plate by an opposing player. If the runner has passed first base and is approaching sec- ond (or third) base after the ball has been placed on the home-plate, he may continue until he reaches his base. This rule, how- ever, shall not apply to a runner approaching the home-plate; in order to score a run he 114 ATHLETES ALL must reach the home-plate without being touched with the ball. (e) A player is out who when off the base is tagged with the ball in the hands of an opponent, or who when off a base is hit with the thrown ball. (/) A fielder may throw or kick the ball to his team-mates. (