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Every Boy's Book: A Complete Encyclopaedia of Sports and Amus.e.m.e.nts.
by Various.
PART I.
EASY GAMES WITHOUT TOYS.
OUTDOOR.
[Ill.u.s.tration]
HOP, STEP AND JUMP.
Make a mark on the ground at a place called the "starting point." At ten yards' distance from this make another, called the "spring." Then let the players arrange themselves at the starting point, and in succession run to the second mark called the spring. From the spring make first a _hop_ on one leg, from this make a long _step_, and from the step a long _jump_. Those who go over the greatest s.p.a.ce of ground are of course the victors.
HOPPING ON THE BOTTLE.
Various games are in vogue among boys, in which hopping on one foot is the princ.i.p.al object. Among these is one which not only a.s.sists in strengthening the limbs, but also teaches the performers the useful art of balancing themselves upon a movable substance. A wooden bottle, a round wooden log, or something of that description, is laid upon the ground, a mark is made at a certain distance, and the players have to hop from the mark upon the bottle, and retain their possession while they count a number agreed upon. In the olden times of Greece, this was considered an exercise of sufficient importance to give it a place at the public games. The performer in this case had to hop upon inflated leather bags, carefully greased, and of course, by their inevitable upsettings and floundering, caused great amus.e.m.e.nt to the spectators.
The sports took place on the Dionysia, or festivals of Bacchus, when the vintage was gathered in, and the victor was appropriately rewarded with a cask of wine. The rustics in many parts of England introduce a modification of this game in their rural festivals. Two men place themselves opposite to each other, the right knee of each being supported on a wooden cylinder, while the remaining foot is totally unsupported. When they are fairly balanced, they grasp each other by the shoulders, and endeavour to cast their opponent to the ground, while themselves retain their position upon their fickle support.
HOP-SCOTCH.
This is a game played by hopping on one foot and kicking an oyster-sh.e.l.l or piece of tile from one compartment to the other, without halting the lifted foot, except in one case, to the ground, and without suffering the sh.e.l.l or tile to rest on any of the lines. A diagram is first drawn similar to the subjoined. It consists of twelve compartments, each being numbered, and at its further end the pleasant and inviting picture of a plum pudding with knife and fork therein stuck. In commencing the game, the players take their stand at the place marked by a star, and "quoit"
for innings. The object is, that of doing what every boy is supposed to like above all things to do, _i. e._ "pitch into the pudding," and he who can do this, and go nearest to the plum in the centre, plays first.
[Ill.u.s.tration]
_Method of Playing._--The winner begins by throwing his sh.e.l.l into No.
1; he then hops into the s.p.a.ce, and kicks the tile out to the star *; he next throws the tile into No. 2, kicks it from No. 2 to No. 1, and thence out. He then throws it into No. 3, kicks it from 3 to 2, from 2 to 1, and out. He next throws it into No. 4, kicks it from 4 to 3, from 3 to 2, from 2 to 1, and out; and so he proceeds till he has pa.s.sed the cross and comes to No. 7, when he is permitted to rest himself, by standing with one foot in No. 6 and the other in No. 7; but he must resume hopping before he kicks the tile home. He then pa.s.ses through the beds 8, 9, 10 and 11, as he did those of 1, 2, 3, 4, 5, &c., and so on, till he gets to plum pudding, when he may rest, and placing his tile on the plum, he is required, while standing on one foot, to kick it with such force as to send it through all the other beds to * at one kick. If one player throws his tile into the wrong compartment, or when he is kicking it out, he loses his innings, as he does also if the tile or his foot at any time rests on a line, or if he kicks his tile out of the diagram.
FRENCH AND ENGLISH.
This is an old Greek game, and, like very many simple boys' games, has retained its popularity to the present day. Its Greek name was rather a jaw-cracking one, but may be literally translated by "Pully-haully." It consists of two parties of boys, who are chosen on different sides by lots. One party takes hold of one end of a strong rope, and the other party of the other end. A mark being made midway between the parties, each strives to pull the other over it, and those who are so pulled over, lose the game.
In this game, two leaders should be appointed, who must calculate the powers of their own side, and concert plans accordingly. The leader of either side should have a code of signals, in order to communicate with his own friends, that he may direct them when to stop, when to slacken, or when to pull hard. So important is the leader's office, that a side with a good leader will always vanquish a much superior force which has no commander to guide it. For example, when all the boys are pulling furiously at the rope, the leader of one side sees that his opponents are leaning back too much, depending on their weight more than on their strength. He immediately gives the signal to slacken, when down go half the enemy on their backs, and are run away with merrily by the successful party, who drag them over the mark with the greatest ease. Or if the enemy begins to be wearied with hard pulling, an unanimous tug will often bring them upright, while they are off their guard, and once moved, the victory is easily gained. We have seen, a.s.sisted, and led this game hundreds of times, and never failed to find it productive of very great amus.e.m.e.nt. No knots are to be permitted on the rope, nor is the game to be considered as won, unless the entire side has been dragged over the line.
DRAWING THE OVEN.
This is a game not very dissimilar to the preceding, but not so much to be recommended, as the clothes are very apt to be torn, and if the players engage too roughly, the wrists are not unfrequently injured. The method of playing the game is as follows:--Several boys seat themselves in a row, clasping each other round the waist, thus fantastically representing a batch of loaves. Two other players then approach, representing the baker's men, who have to detach the players from each other's hold. To attain this object, they grasp the wrists of the second boy, and endeavour to pull him away from the boy in front of him. If they succeed, they pa.s.s to the third, and so on until they have drawn the entire batch. As sometimes an obstinate loaf sticks so tight to its companion, that it is not torn away without bringing with it a handful of jacket or other part of the clothing, the game ought not to be played by any but little boys.
I SPY.
This is a capital game for the summer months. The players divide themselves into two parties, one party remaining at a spot called "Bounds," and concealing their faces, while the other party goes out and hides. After waiting for a few minutes, the home party shouts, "Coming, coming, coming." After a short pause they repeat the cry, and after another short interval they again shout, "Coming." If any out-player is not concealed, he may cry, "No," and a few minutes more are allowed. At the last shout, the home players, leaving one to guard bounds, sally forth in search of their hidden companions. Directly one of the seekers sees one of the hiders, he shouts, "I Spy," and runs home as fast as he can, pursued by the one he has found, who tries to touch him before he can reach bounds. If he succeeds, the one so touched is considered taken, and stands aside. If the hiding party can touch three, or more, if especially agreed upon, they get their hide over again. The object of the hiders is to intercept the seekers, and prevent them from reaching bounds without being touched. The worst player is left at the bounds, in order to warn his companions, which he does by the word "Home," as any hider may touch any seeker.
PITCH-STONE.
This game is played by two boys, each of whom takes a smooth round pebble. One player then throws his pebble about twenty feet before him, and the next tries to strike it with his stone, each time of striking counting as one. If the two pebbles are near enough for the player to place one upon the other with his hand, he is at perfect liberty to do so. It is easy enough to play at this game when the pebbles are at some distance apart; but when they lie near each other, it is very difficult to take a good aim, and yet send one's own pebble beyond the reach of the adversary's aim. Two four-pound cannon b.a.l.l.s are the best objects to pitch, as they roll evenly, and do not split, as pebbles always do when they get a hard knock.
DUCK-STONE.
This game may be played by any number of players. A large stone is selected, and placed on a particular spot, and the players first "Pink for Duck," that is, they each throw their stones up to the mark, and the one who is farthest from it becomes "Duck." The Duck places his stone on the other, while the rest of the players return to the bounds, and in succession pitch their stones at his with the endeavour to knock it off.
If this is accomplished, Duck must immediately replace it, and the throwers must pick up their stones and run to the bounds. As soon as Duck has replaced his stone, he runs after any of the other players, and if he can succeed in catching or merely touching any one of them, the player so touched becomes Duck.
[Ill.u.s.tration]
PRISONER'S BASE, OR PRISON BARS.
This is a most delightful game, and is a very great favourite among boys of all cla.s.ses. It is commenced by choosing Captains, which is either done by lot or by the "sweet voices" of the youths. If by lot, a number of straws of different lengths are put in a bunch, and those who draw from one end, the other being hidden, the two longest straws, are the two "Captains;" each of which has the privilege of choosing his men: the drawer of the longest of the two straws has the first choice. When this has been arranged each Captain selects, alternately, a boy till the whole are drawn out.
This method is, however, often attended with considerable inconvenience, as it is not impossible that the lots may fall on the two worst players.
It is very much better to let the boys choose the two Captains, as the two best players will then a.s.suredly be elected, and most of the success of the game depends on the Captains.
The leaders being thus chosen, the next point is to mark out the homes and prisons. First, two semicircles are drawn, large enough to hold the two parties, the distance between the semicircles being about twenty paces. These are the "homes," or "bounds." Twenty paces in front of these, two other semicircles, of a rather larger size, are marked out.
These are the prisons; the prison of each party being in a line with the enemy's home. These preliminaries being settled, the sides draw lots; the side drawing the longest straw having to commence the game. The Captain of side A orders out one of his own side, usually a poor player, who is bound to run at least beyond the prisons before he returns.
Directly he has started, the Captain of side B sends out one of his men to pursue, and, if possible, to touch him before he can regain his own home. If this is accomplished, the successful runner is permitted to return home scathless, while the vanquished party must go to the prison belonging to his side; from which he cannot stir, until some one from his own side releases him, by touching him in spite of the enemy. This is not an easy task; as, in order to reach the prison, the player must cross the enemy's home. It is allowable for the prisoner to stretch his hand as far towards his rescuer as possible, but he must keep some part of his body within the bounds; and if several prisoners are taken, it is sufficient for one to remain within the prison, while the rest, by joining hands, make a chain towards the boy who is trying to release them. When this is accomplished, both the prisoner and his rescuer return home, no one being able to touch them until they have reached their home and again started off. But the game is not only restricted to the two originally sent out. Directly Captain A sees his man pressed by his opponent, he sends out a third, who is in his turn pursued by another from side B; each being able to touch any who have preceded, but none who have left their home after him. The game soon becomes spirited; prisoners are made and released, the two Captains watching the game, and rarely exposing themselves, except in cases of emergency, but directing the whole proceedings. The game is considered won, when one party has succeeded in imprisoning the whole of the other side. Much depends upon the Captains, who sometimes, by a bold dash, rescue the most important of their prisoners, and thereby turn the fate of the battle; or, when the attention of the opposite side is occupied by some hardly-contested struggle, send some insignificant player to the rescue; who walks quietly up to the prison, and unsuspectedly lets out the prisoners one by one. No player is permitted to touch more than one person until he has returned to his home; when he can sally out again armed with fresh strength, like Antaeus of old, who could not be conquered at wrestling, because whenever he touched the ground his strength was renewed by his mother Earth.
FOX.
This game was extensively played at the school where our boyhood was pa.s.sed; but we never saw it elsewhere. It used to afford us such amus.e.m.e.nt in the long summer evenings, that it deserves a place in this collection of sports. One player is termed Fox, and is furnished with a den, where none of the players may molest him. The other players arm themselves with twisted or knotted handkerchiefs, (one end to be tied in knots of almost incredible hardness,) and range themselves round the den waiting for the appearance of the Fox. He being also armed with a knotted handkerchief, hops out of his den. When he is fairly out, the other players attack him with their handkerchiefs, while he endeavours to strike one of them without putting down his other foot. If he does so he has to run back as fast as he can, without the power of striking the other players, who baste him the whole way. If, however, he succeeds in striking one without losing his balance, the one so struck becomes Fox; and, as he has both feet down, is accordingly basted to his den. The den is useful as a resting-place for the Fox, who is often sorely wearied by futile attempts to catch his foes.
[Ill.u.s.tration]
BASTE THE BEAR.
This is a funny game. The players generally draw lots for the first Bear, who selects his own Keeper. The Bear kneels on the ground, and his Keeper holds him with a rope about four feet long, within a circle of about five feet in diameter. The other players tie knots in their handkerchiefs, and begin to strike or baste the Bear, by running close to, or into the ring. Should the Keeper touch any of the boys while they are at this sport without dragging the Bear out of the ring, or should the Bear catch hold of any player's leg, so as to hold him fast, the player so touched or caught becomes Bear. The second Bear may select his Keeper as before, and the play continues.
[Ill.u.s.tration: AN INSTRUMENT OF TORTURE.]
LEAP-FROG.
This is an excellent game of agility, and very simple. It consists of any number of players; but from six to eight is the most convenient number. Having by agreement or lots determined who shall give the first "back," one player so selected places himself in position, with his head inclined and his shoulders elevated, and his hands resting on his knees, at ten yards' distance from the other players; one of whom immediately runs and leaps over him,--having made his leap, he sets a back at the same distance forward from the boy over whom he has just leaped. The third boy leaps over the first and second boy, and sets a "back" beyond the second; and the fourth boy leaps over the first, second, and third, and sets a "back" beyond the third, and so on till the players are out.
The game may continue for any length of time, and generally lasts till the players are tired; but the proper rule should be, that all who do not go clean over should be out. Those who "make backs" should stand perfectly stiff and firm; and those who "make leaps" should not rest in their flight heavily upon the shoulders of their playmates, so as to throw them down, which is not fair play.