MINNEAPOLIS PUBLIC SCHOOLS DEPARTMENT OF HYGIENE AND PHYSICAL TRAINING CHAS. H. KEENE, M. D., SUPERVISOB. OUTLINE IN GAMES AND MASS COMPETITIONS Grades 1 to 8 inclusive August 1, 1911. EToREi U.l ET e: ri OUTLINE IX GAMES AND MASS COMPETITIONS Grades 1 to 8 inclusive Copyright 1911 BY Charles H. Keene CI.A304252 :% %l vw ORGANIZED PLAY FOR RECESS AND INTERMISSION. The children in the grades are not getting all they should out of recess. They stand about or sit in the shade, and even fight at times. This loafing is due, not to the fact that they do not want to play, but to the fact that they know of no games to play. As a result they do not come in from recess rested, and with mind and muscle refreshed, but, having worked off little surplus energy, are in the same condition of restlessness that they were before. It is to correct this lack of games that the following provisional course of games is issued. Those marked with an "K" may be played in the schoolroom. The figures after the name of the game indicate the grades for which the game is most suitable. Cat and Rat. (i, 2, 3, 4.) R. Children join hands in a circle (at front of room). One is chosen cat and another rat. The cat tries to catch the rat; players help the rat and hinder the cat by raising and lowering the arms, and by not allowing the cat to break the ring of hands. Choose different cats, and later, play having more than one cat. During first part of year, cat chases rat without hindrance. Crow Race. (1, 2, 3.) The children start at a line. Each stoops and clasps his hands about his ankles. In this position they start at a signal and may either hop or walk, racing to the finish line. Anyone removing the hands from the ankles must drop out. Bean Bag Relay Race. (All Grades.) The children are formed in two files, behind a line. A mark is made about thirty feet away. Each leading child has a bean bag, which, at a signal, he carries about the mark, and hands to the next, who in turn runs around the mark. Throwing the bag is barred. The side running all its players about the mark first, wins. Bean Bag Passing Race, (i, 2, 3.) R. The children are divided into two or more teams or sides of equal numbers. Each team is lined up in an aisle on the rear desk of which are a number of bean bags. At the front of each aisle is a box or a basket. At a signal the bags are taken one at a time from the desk, passed down the line by each child and thrown into the basket by the one in front. The team finishing first, wins. Imitation. (1, 2, 3.) R. The teacher or a chosen child acts as leader, doing various sorts of gymnastic exercises. The others imitate. The best imitator may be chosen as the next leader. RabbitChase. (1,2,3.) R. Two different colored bean bags are used, one color to represent the "rabbit," the other the "hound." One child in the circle receives the "rabbit," and the "hound" is given to a child in the opposite side of the circle. As soon as the signal is given the "hound" and "rabbit" are passed along from player to player. The "hound" chases the "rabbit." Thus the game goes on, the children helping the "rabbit" to get away and the hound to reach the "rabbit." If the "rabbit" has circled around three times without having been caught by the "hound," the "rabbit" is safe. After a moment's rest the game may be repeated, but "rabbit" and "hound" must travel in the opposite direction. Any two adjoining children, i. e., passer and receiver, who let the "rabbit" drop must step into the center of the circle when the next "rabbit" chase begins. Fly Feather. (1, 2, 3.) R. The players form a circle. A small downy feather is thrown into the air. No player is allowed to touch it, but it must be blown away as it comes near. The circle may lightlv dance about to music while blowing the feather. The players may be divided into sides; the feather falling upon a player scoring a point for the opposite side. Lame Wolf. (1, 2, 3, 4.) One player is chosen "lame wolf," the other players are "children." A den is marked off for the "wolf" on one end of the field of play, and a house for the "children" at the other end. As soon as the "wolf" has entered his den the "children" run out of their house and begin teasing the "wolf," calling "Lame wolf, can't catch anybody." Upon hearing this the "wolf," if he ihinks it a good chance for catching some "children" runs out of his den, but he can L A take only three steps when his lame leg gives out and he is forced to continue his chase, hopping on one foot. Any "children" he catches must go at once to the "wolf's" den. When all the rest of the "children" are again safe in their homes the "wolf" returns to his den; upon seeing this, the "children" venture out again and begin their teasing once more. Now the "children" who are in the "wolf's" den join the "wolf" in his chase as "lame wolf." The game continues until only one "child" remains. This "child" is the "wolf" if the game is repeated. If the "wolf" or any of his young "wolves" run after the first three steps, instead of hopping on one foot only, the "children" drive them back to the den, but as soon as the last "wolf" has crossed the line of the den, the "wolves" may start their chase again. Any "child" or "lame wolf" may at any time return to their home for rest. The Washerwoman, (i, 2, 3, 4.) R. PART I. Formation. — In couples, facing each other, in circle around the room. 1. Scrub, — scrub, — scrub! scrub! scrub! Repeat. 2. Wring, — wring, — wring! wring! wring! Repeat. 3. Drythe clothes, — drvthe clothes, — dry the clothes. (Hands joined and arms swing back and forth.) Repeat. 4. Take them in, — take them in. (Hands joined, turning, with hands overhead and in six short steps.) Repeat. PART II. Partners side by side. 5. Step outside foot — inside foot — outside foot. (Hands joined.) 6. Turn, step outside — inside foot — outside foot. (Hands joined.) 7. Hands not joined, partners facing. Slide bend, slide bend, slide pirouette. 8. Finish facing partners with three stamps. Repeat. 5 Follow my Leader, (i, 2, 3.) R. The teacher may suggest many little movements for the children to imitate, such as standing with feet apart, jumping to the stride standing position, jumping and touching high mark on the blackboard, stooping forward trying to touch the floor with finger tips while keeping the knees straight, blowing feathers. (Take deep breaths and blow hard.) Catch the Handkerchief. (2, 3, 4.) Use small handkerchief. One player, A, is chosen to be "it." The other players stand in a ring, with feet apart and their hands open behind their back and their palms up. A runs outside of the ring, drops the handkerchief into the open palms of some player, B, and runs on in the same direction he has been pursuing. As soon as the player B feels the handkerchief in his hand he runs also outside the circle, but in the opposite direction of player A. Both tr} 7 to reach first the open place which B. left. When they meet on their run around the circle they pass each other on their left sides. Whoever reaches the open place last is "it" for the next play. May use a bean bag. Spinning the Plate. (2, 3, 4.) R. The players are numbered around the circle. One takes a tin plate and spins it in the center, at the same time calling a number. The one called must catch the plate before it falls. The class may be divided into sides, each catch scoring a point. Bag Board. (2, 3, 4, 5.) R. Need an inclined board with a hole in it about 10 inches square. The game is to throw bean bags through this hole. Sides may be chosen, each side taking a throw alter- nately. Three Deep. (3 to 8 inch) Twenty-four or more players form a circle of pairs with space enough between the players (who stand closely one behind the other, facing the center of the circle) to allow the runners to turn and run in all directions. Two players on the outside of the circle and at a distance from each other begin the game. One of them, the "Tagger", seeks to tag the other player before he can secure a place in front of any of the pairs forming the circle. If he succeeds in this, roles are changed, the player tagged becoming "tag- ger", and the former "tagger" in return endeavors to secure a place in front of some pair. But whenever the runner (the player pursued) has succeeded in getting in front of a pair before being tagged, then the hindmost (the last or third, in the respective rank) must take to his heels and seek to evade the unsuccessful "tagger," who now turns his attention to him. In seeking to evade a tagger the suc- cessive players may run in any direction, either left or right and across the circle, but not pass in front of any one rank to another rank in such a manner as to induce wrong starts. A hindmost player may also form in front of his own rank, making the second player in such rank, hindmost or "third." The play is alwaj^s directed against the third or last of a rank, two players being the number limited to each pla}^. (When classes of players are too large the circle may be formed by rows or ranks of threes, instead of twos or pairs.) The Snake, (i, 2.) One player drags a rope about, the others trying to catch the end of it with the hands. Must not step on it. Bean Bag Passing Overhead. (1, 2, 3, 4.) R. Teams form lines in files and race by, passing bean bags, one or more to each file, from front to rear, each pass- ing bag over his head. The last is to throw into a basket. Klapdans. (2, 3, 4.) R. Arrange couples in a circle or straight line. Partners face each other. 1. Clap! Clap! Bow! (Bow to right first.) 2. Clap! Clap! Bow! (To the left.) 3. Stamp right foot. Stamp left foot. 4. Take three hops around to place. Boiler Burst. (3, 4, 5.) A chosen player tells a story; at some point the story teller says "and the boiler burst." On this signal all the players run to a designated goal. If any one is caught by the storyteller he becomes "it," and must tell a story. If no one is caught the same story teller must repeat. Squat Tag. (1, 2, 3.) A simple game of tag. The players cannot be tagged when squatting. Duck on the Rock. (3 to 8 incl.) Playing space 20 ft. by 30 ft. Players 6 to 20. Near one end is placed a stone about a cubic foot in size called The Rock; each player has a small stone about the size of a base ball, these being the Ducks. A goal line is drawn about 25 feet from the Rock or duck perch, and putting lines radiate from the rock to the goal. To begin the game, each player tosses his duck toward the rock and the one which lies farthest away becomes duck on the rock while others secure stones and stand behind goal. The object of the players now is to toss their stones and displace the duck on rock and then return to the goal line with their ducks before the guard can replace the duck on rock and tag them. Anyone missing the duck must await a favora- ble opportunity to secure his duck and run "home", as he is liable to be caught by the guard whenever he touches his duck. But the guard must replace his duck on rock before he may tag anyone and the players keep each other in- formed by calling "Ducks off" when it is displaced. A plaj^er caught outside goal after touching his duck becomes the new duck-guard. The guard, when catching a player, may be required to say "guard duck" to make his play count, for if the player caught can shout "double duck" first, both players must occupy the rock, each guarding his own duck. A player at goal may relieve one in field by making his duck strike the other, — called "kissing." This game may be played in-doors using a soft medicine ball or Indian club for the rock, and bean bags for ducks. The floor should be covered with mats to prevent noise and rolling of balls. Wrestling Circle. Poison. (3 to 6 incl.) A few upright Indian clubs are placed within the circle of players who grasp hands and on signal try to make some one upset one or more clubs by pushing and pulling. Any player who knocks a pin must drop out of circle until one remains or, better, he leaves the circle until the next one drops out when he may return. Various grips should be specified by the umpire for each round, as, — right hand on neighbor's left wrist, left hand grasping right wrist, ordi- nary hand clasp, "Indian grip" or hooked fingers, etc. The one responsible for a break in circle may be dropped. "I Put my Right Hand In." (3 to 6 incl.) R. Children standing in a circle, or in aisles, may sing when taking the exercises in this play. The play begins with hands first; as, "I put my right hand in, and I put my right hand out. I give my hand a shake! shake! shake! and turn myself about." Same with left band, then both hands. The same with each foot and then with both feet; in executing- movements with feet, children advance one step with left foot toward center, then turn about (half turn.) Advance one step with left foot, after which they shake tbe foot vigorously and turn about (full turn) by hop- ping around on toes. Repeat with right foot. In doing tliis movement with both feet children jump in toward center and in the same manner jump out. They try to shake both feet and then turn about, hopping on toes. French Blind Man's Buff. (4, 5.) All the players are numbered, and one player is blind- folded. The others, standing some distance apart form a ring about him. The one in the center calls out two of their numbers, and players having these numbers change places at once. While they are changing, the center player tries to catch one of them. If he succeeds he takes the place of the player he has caught, and that player goes to the center, and is blindfolded in his turn. Mr. Slap Jack. (4, 5, 6.) The players form a circle. Special care must be taken that there are no large open spaces between the players. There should be a distance between each player of about two feet. One player is "it," and with a "towel" in one hand walks around the outside of the circle. The players hold their hands behind their backs with palms up. "It" drops the towel into some player's hand, and quickly escapes by running around the circle in any direction he chooses. The one who received the towel quickly runs after "it," and slaps him as much as he can until "it" is exactly in place where the player stood when he received the towel. The one who received the towel now continues as "it." Umbrella Ball. (4, 5, 6.) The players place the bean bags on their heads, and march around the room, halting so as to form a hollow square. Four umbrellas or boxes or baskets are placed on tops of desks or in the chairs, so that each may be a goal for one-fourth the players, and be about six feet from each person. At a given signal the players throw their bags or balls into the nearest umbrella. The bags are taken from the umbrellas and the players throw again. When they can throw fairly well, they should be re- quired to use each hand alternately. 9 Hill Dill. (4 to 7 incl.) Two parallel lines are drawn near the center of the field of play from ten to twenty-live feet apart. One play- er, "it," stands between theni and calls — "Hill dill, Come over the hill, Or else I'll catch you Standing still." The other players who stand on both sides of the center field, more or less distance away, then run across the marked play area. While they are crossing this area they may be tagged, and all those tagged must join "it" and help tag the rest. The game continues until every player has been tagged. Tag the Wall Relay Race. (4 to 7 incl.) The players are divided into four, five or six equal teams, or captains are appointed to choose teams. A line is marked parallel to a wall or fence thirty to fifty feet away from wall. Mark on the wall, opposite each team the number of the team. This mark will be the spot the runners have to tag. If there is no wall or fence at one end of the field of play, place some objects, like chairs or boxes, to represent the wall. The teams, in file formation, and with six or eight feet distance between each team, line up behind the thirty-foot line. At the word "go", the first runner of each team crosses the line, runs as fast as possible to the wall, touches the wall, returns, tags the next member of the team, and takes his position close behind the last runner of his team.* The second runner, as soon as tagged, runs in the same manner as the first, and so on, every member of each team running as soon as tagged. The race is finished as soon as the last runner has tagged the first runner. The team first finishing wins the race. Heats may be run as follows: First Heat — Running to the wall and tagging wall with right hand, returning on left side of team and tag- ging next runner with left hand. Second Heat — Tagging wall with left hand, returning on right side of team and tagging next runner with right hand. Third Heat — Same as first, but walking. Fourth Heat — Same as second, but skipping. Fifth Heat — Running on hands and feet (rabbit race). 10 Hunt the Key. (4, 5.) R. A key is hung" on a long piece of twine. The players form a ring, hold the twine, and pass the key back and forth, keeping their hands constantly in motion. One player stands in the center, and tries to discover who has the key. Occasionally someone may whistle on the key to show where it is, and then pass it rapidly on. When a player is caught with the key in his hands, he changes places with the player in the center. Relay Flag Race. (4,5, 6.) R. A long chalk line is drawn across the schoolroom in front of the desks. The children are seated in files, which have each the same number of pla3'ers, and a state flag is given to the first child in each file. The child takes the flag to the back of the room and stands opposite his aisle, with his foot touching the wall. At the signal "Start" he runs down the aisle to the chalk line, makes an about-face, and runs back to his starting-point. There he is met by the second child in his file, who takes the flag as quickly as possible, and runs with it as the first runner did. This continues until every child in the file has run. The file which finishes first receives the United States flag, and keeps it until some other file wins it away. The race may be varied by having the children jump between desks of adjacent rows, by having them hop down the aisle on the right foot and hop back on the left, or by having them stop between desks or chairs to perform defi- nite tasks, such as picking up and replacing beans or stones or performing some gymnastic exercise. Touch Ball No. 1. (4, 5, 6.) The players form a circle, with one arm-length open space between players. Each player must stand in stride position with both feet on the circle. One player is "it," and his position is on the outside of the circle. The players on the circle pass a basket ball, eraser, bean bag, etc., quickly around the circle, no player may be skipped, but the direction of the movement may be changed at will. "It," on the outside, tries to touch the moving object with his hands. If he succeeds the player having the ball or having last handled it, becomes "it," and the player's place is taken by "it." Rule 1. The object must not be batted, or passed with onehand. ' Rule 2. A player may not move his feet when in actual contact with the ball. He may stoop or bend or twist in any direction. Rule 3. "It" may not push or touch any player. If he does this while making a "touch," his play shall not count. Rule 4. If the ball is dropped and rolls inside the circle any player may recover it, but if it drops or rolls out- side the circle, the ball goes to "it," and the player who last handled it becomes "it." Dodge Ball No. i. (5, 6.) All the players join hands and form a circle, and then number off by three. All those who counted "one" go inside the circle. A volley ball or practice ball is used. The "twos" and "threes" upon a given signal begin to pelter the "runners" on the inside of the circle, while they try to "dodge" the ball. If anyone is hit, he must join the circle and assist in "killing" the runners. This continues until only three runners are left. As soon as only three of the number "ones" are left in- side, the first inning is ended. The second inning is played as the first, only the "twos" go inside the circle. The third inning all the "threes" go inside the circle, and "ones" and "twos" pelter from the circle. A fourth inning may be played to determine the smart- est "dodger" of the class. For this purpose all the last three players of each number enter the circle, i. e., nine players, and all the rest pelter. This inning is continued until one player is left inside the circle. Rule 1. Any runner is "dead" and must join the circle if the ball touches any part of his body. Rule 2. One throw may "kill" one or more runners, i. e., if it should bounce from one to another, or more. Rule 3. The throwers on the circle may run into the circle to recover the ball, and may throw it to one of the players in the circle, but in order to make a "killing" the thrower must have both feet on or behind the circle. Catch Ball. (5, 6.) A circle of six feet diameter is marked in the center of the field of play. Into this circle "it" steps with a basket ball. The players join hands and form a concentric circle outside the 6-foot circle. "It" tosses the ball into the air in such a manner that it would fall inside his 6-foot circle if the ball is not caught or otherwise deflected by a player. Just before "it" throws the ball into the air he calls the name of a player in the circle. The one called must try to catch the ball before it reaches the ground. If he suc- ceeds, he takes the center and becomes "it," while "it', joins the circle. If he does not succeed, he returns to the circle and "it" tosses the ball again, while calling some other player. The ball must be tossed into the air to a height at least equal to the radius of the circle formed by the players. 12 Straddle Ball. (5, 6, 7.) The players form a circle, feet in straddle (stride) posi- tion and toes touching toes of the adjoining player. "It" stands in the center with a basket ball and tries to roll the ball out of the circle between- the feet of some player. The player tries to prevent this by stopping the ball with his hands, and if successful must roll the ball back to "it" in the center. If "it" succeeds in getting the ball out of the circle, the player through whose feet the ball passed, becomes "it" and "it" takes that player's place in the circle. Bears and Cattle. (5, 6, 7, 8.) Two "barns" are marked, one each on the side lines of the field of play. A "den" is marked midway between these "barns" but on the other side of the field. One player is "bear" and stands in his "den." All the other players are "cattle" and take their places in the "barns," about half the players in each "barn." Upon a given signal the "cattle" must cross over to the other "barn," and while they are changing, the "bear" runs out of his "den" and tags as many "cattle" as possible. He should be careful to tag first a good lively "steer." All tagged cattle return with the "bear" to his "den" and now become "bears." The "bears" must now form a line by joining hands; the old "bear" and the first one tagged must take the ends of the line, and these two alone may tag dur- ing the subsequent chase. All newly tagged "bears" must join the line anywhere between the two end "bears". A signal must be given for each new chase. The "bears" may only chase in an unbroken line. If during a chase the line breaks, all "cattle" tagged during that chase are free again, and the "cattle" must drive the "bears" back to their "den." The last "cattle" caught becomes "bear" in the next game. Tossing Race. (4, 5, 6.) The players are divided into six or more teams of equal numbers. The teams line up in front — formation, one be- hind the other, all facing in the same direction, and each player about 8 feet distant from his next team mate. The first player in each team is captain and receives a bean bag, basket ball or medicine ball. The players stand in stride standing position, and must not move their feet while handling the bag. If ball or bag is dropped the player must quickly recover it, return to his place, resume position and then toss. The following order of heats is suggested: First Heat — Toss the bean bag with right hand to next neighbor, who must catch with both hands, and toss with right hand. Ball must travel from player to player to the end of the line and back again to the leader. Second Heat — Same, tossing with left hand. Third Heat — Same as No. 1, but catching and tossing with right hand. Fourth Heat — Same as No. 1, but catching and tossing with left hand. Fifth Heat — Same with basket ball, using both hands for tossing and catching. Sixth Heat — Same as No. 5, twice up and down. Seventh Heat — Same as No 5, five times up and down. Eighth Heat — Team face to right (left) and are now in file — formation, one player behind the other. Toss ball with both hands over your head back to next player, then face about and await the return of the ball, toss and again turn about. Fouls: 1. Moving feet while handling the ball. 2. Passing the ball while out of position. 3. Any offense against the special direction for each heat. Bean Bag Drill. (4, 5, 6.) R. The players are all seated at their desks. A bean bag is placed on the floor at the head of each aisle. At the com- mand — "Are you ready — go!" all pla} r ers in front line leave their seats, seize their bags, run and touch the rear wall and back to their seats, leaving the bags on the floor at the side of the second row of desks. The second line of play- ers do likewise. The row wins which finishes first. The second time this is played it is well to place the bean bags at the foot of each aisle and let the last line of players start the game so as to equalize the running for all of the players. Simon Says. (3, 4, 5.) R. One player is chosen leader. The other players stand at their desks. The leader faces the players and com- mands, "Simon says arms sideways fling!" or "Simon says position!" or "Simon says jump forward!" or "Simon says rise on toes!" etc. Whereupon the players do what is com- manded. But if the command is not prefixed with "Simon says!" the players do nothing. Any player following this last command must drop out of the game and sit down. The plaj r continues until all are caught, x 14 Jolly Fisherman. (4, 5, 6.) (Jump the Shot — Jumping Circle) Players (6 to 25) form a circle about the teacher who whirls a weighted rope in circles close to the floor. The high jump rope weighted with shot bags or rubber ends is suitable. The "fisherman" attempts to catch the players who must jump the rope, by varying the speed of the whirling line and passing it readily from hand to hand to obviate turning his body. When a "fish" is caught (gen- erally the rope winds about on ankle) the fisherman should "pay out the line" or let go entirely to prevent pulling on the jumping player. A player caught or allowing the line to touch him must drop out but he may be allowed to re- turn when the next one fails. The fisherman adds to the interest for children by naming the fish, and fisher talk in general. Touch Ball No. 2. (6, 7, 8.) The players join hands and form a circle. If there are more than thirty players, two or more circles must be formed. A basket ball is given to a player in the circle. The ball is rolled from one to another, from side to side, here and there, anywhere a player chooses, but always in such a manner that "it" cannot easily tag it. One, two or three players are "it" and take their places anywhere inside the circle. If anyone of them succeeds in "tagging" the ball, the player who last handled the ball becomes "it" and the successful "it" joins the circle. All players must stand with both feet on the circle, and may not leave the circle to recover the ball if it is inside the circle. A player may fall forward on his hands to re- cover or pass a ball, providing both his feet are on or be- hind the circle. The ball may be passed with one or two hands or it may be batted, but the ball must be kept rolling. If the ball rolls out of the circle, the player recovering it must first take his position on the circle before he may pass the ball. Any player is responsible for the ball as soon as any part of his body has come in contact with the ball. Any player fouling against these rules must leave the game. Towel Race. (6, 7, 8.) The players are divided into three or more teams of even numbers, or captains may choose sides. The teams are lined in file formation, with 6 to 8 feet distance between each two adjoining teams. 15 The first player of each team must toe the base line. Thirty to fifty feet from the base line and parallel to it the marks are placed. These may consist of chairs, posts, jumping stands, baskets, etc. There must be one mark for each team and exactly opposite the team's position. The first player, who is captain, holds the towel. The following order of variations should be followed: First Heat — Running up to the mark on the right side* rounding the mark and coming back on the left side of the team and delivering the towel to the next player with the left hand. Second Heat — Running up to the mark on the left side, rounding the mark, returning to the team on the right side and delivering the towel with the right hand. Third Heat — Combination of one and two heats as one heat, i. e., the second heat follows the first one without a new starting signal. Fourth and Fifth Heats — The same as 1 and 2, but walking instead of running. Sixth Heat — The same as 1, but on hands and feet. Fouls: 1. Runner leaving base line before he has the towel. 2. Tossing the towel. 3. Rounding the mark on the wrong side. 4. Returning to the team on the wrong side. 5. Delivering the towel 'with the wrong hand. 6. Disturbing the mark while rounding it. Steps. (4, 5, 6.) R. The players are drawn up in line, each one equally dis- tant from the goal, which is some object as a wall or a line marked on the floor. One player is chosen to be "it," and stands in front of the others, facing them. He closes his eyes and counts ten aloud, then instantly opens his eyes. Whilehis eyes are closed the other players may run, walk, or move toward the goal in any "way; but before his eyes are open they must stop. All whom he sees moving he will send back to the starting line. The players win in the or- der in which they reach the goal; or, if preferred, the first player -who reaches the goal is "it" in the next game. One= Legged Relay. (6, 7, 8.) Bean bags are arranged on the floor in two parallel rows, each having the same number of bags placed at the same distances apart. Sides are chosen and each player in turn races with some player of the other side. Each player hops on one foot down the line and back, going over each bean bag, and then hops down and back a second time, going around each bag. Any player who touches the other 16 foot to the ground must begin over again. The first to finish wins; and the side which has the larger number of winning players is the winning side. Ball Drill. (5, 6, 7.) R. Hand or Hands Used Position of Player. Position of Ball. Kind of Pass. Both. Facing partner, astride Ball held above head Throw Both. Facing partner, astride Ball held close to chest Push Both. Facing partner, astride Ball held low between feet Toss Both. Back toward partner, astride Ball held above head Throw backward Both. Back toward partner, astride Ball held low between feet Toss between feet fRight. Facing partner, astride Ball held in curve of right arm Bowling toss fRight. Left side toward partner, astride Ball held in curve of right arm Throw sideways over head fRight. Left side toward partner, astride Ball held in curve of right arm Toss in front of body fRight. Left side toward partner, astride Ball held in curve of right arm Horizontal swift pass with twist of body fRight. Left side toward partner, .left knee in front Ball held in curve of right arm Toss in front of body and under knee. f May reverse exercise. Hopping Race. (4, 5, 6.) R.* A line is drawn across the front of the schoolroom to serve as goal, and the children are seated at their desks so that there are the same number of players in each row. The leader of each row takes his place at the back of the room opposite his aisle. The teacher gives the command "Stoop!" and each takes a stooping position, with his hands clasped under his knees. The teacher then says "Go!" and the children hop down the aisles to the goal and back to their seats. The child who first returns to a good sitting position at his own desk, after hopping down and back without touching his hands to the floor, is the winner of the race. When the leaders have finished, the players who are second in the rows have their turn, and so on. The game can be played with similar rules in a field or gymnasium. Hurly=Burly Bean Bag. (7, 8.) R. The children are seated so that all the rows have the same number of players in them. The bean bags are dis- tributed by the players in the front seats. At a given sig- nal, each child who has a bean bag throws it over his head. The child immediately behind clasps his hands after the * Only when aisles are wide. 17 bean bag has been thrown, then catches it or picks it up, and throws it back to the next player. So it passes up the row to the last child, who, immediately after catching it, stands on one foot, holds the other in his hand, and hops down the aisle to the front of the room, where he exercises some gymnastic movement previously agreed upon. While he does this, each player in the row moves back one seat. As soon as he ends his gymnastic movement, he seats him- self in the front seat, which has just been vacated, and starts the bean bag as it was started at the beginning of game. The game continues until this player again occu- pies the rear seat. The row that accomplishes this first wins the game. Variations may be made by having the bag caught with the right hand thrown with the left, or by having some gymnastic exercise substituted for the clapping of hands. Leap Frog. (7, 8.) Team races of leap frog, each boy leaping over the stooping back of each of his team mates. The team com- pleting the circuit first, wins. All Up. (5, 6, 7.) R- Four circles are drawn in a row near the front of the room, and three crosses marked in each circle. The six Indian clubs are placed on the crosses in the two outside circles, and the players are arranged in two equal files at the back of the room. Starting-points are marked back of the two aisles which are to be used by the runners. One player on each side stands ready, and at the signal runs to the outer circle on his side, carries the clubs one at a time to the inner circle, and places them on the crosses. When the clubs are placed in an upright position, the player re- turns to his file by the center aisle. The one who first reaches a given point in the file scores one for his side. The next two runners return the clubs to the outer circles, and so on. The game continues until all have had a chance to run. The side scoring the greater number of points wins the game. If there is a large number of play- ers, several circles may be drawn, and the players ar- ranged in several files. The game can be played in a gym- nasium or out of doors, as well as in the schoolroom. Japanese Tag. (3, 4, 5-) Rules of tag, but "it" must tag with his left hand while the right hand is held constantly against the spot on his body where he was previously tagged. By tagging a 18 player ia an awkward place for him to hold his hand, as the left knee, he becomes crippled, when every one should play close up to tease him. Touch Ball. No. 3. (7, 8.) The players form a circle. One, two or three players are "it," and stand inside the circle. A player tosses a basket ball to any player he chooses, and so on the ball is kept moving rapidly from one player of the circle to an- other. "It" must tr}' to tag the ball, and if successful the last player having tossed the ball or in any way having come in contact with the ball becomes "it," and "it" who tagged the ball joins the circle by taking that player's place. Rule 1. The ball must be tossed with one or both hands. Rule 2. A player may not go inside the circle to re- cover the ball. Rule 3. The ball may not be batted. Rule 4. If the ball falls outside the circle, any player may recover it, but he cannot put it back into play again until he is back in his place. Rule 5. A player becomes responsible for the ball as soon as the ball has come into contact with any part of his body. Rule 6. A player may refuse to accept a ball if by ac- cepting he runs danger of being "it," but he cannot leave his place in the circle, but may "duck" to get out of the way of the ball. Rule 7. If the b^ll is tossed too high and passes over the circle "it" may recover the ball and the player having tossed the ball becomes "it." Rule 8. "It" may tag the ball at any time, but if he fouls a player by running into him, or otherwise touches a player, his "tag" shall not count. Dodge Ball No. 2. (7, 8.) Players (20-60) divide equally, one side taking the center of the floor while the opponents equally distant, form on a marked circle about them or in touch with the four gymnasium walls. The circle players have a basket ball which they throw at the inner group, any one of whom being touched leaves the centre and joins the circle throw- ers. The player who stays longest without being touched by the ball, wins. The sides may pla}^ a time game in which all players hit become spectators until their side has its turn at throwing. With active players two balls may be used when only a few remain in the center. Throwers must have one foot touching wall or boundary when throw- 19 ing the ball, and, when necessary to leave the boundary to secure the ball, it must be passed to a circle player to "put in play." Circle Race. (7, 8.) The players join hands and form a circle. After a per- fect circle has been formed, the players are told to drop their hands; on command all must take one step backward. It is important that a true circle be maintained throughout the race. The players stand in stride position, and may not remove their feet except when recovering the ball. The players number off by twos. All those who count one are the first team, and all those who count two are the second team. A medicine ball, basket ball or bean bag is given to the captain of each team, who must stand exactly opposite one another in the circle. Upon a given signal both captains pass the ball to their left team neighbor and he to the next, and so on the ball is rapidly tossed from one member of a team to the next. Thus one ball of one team is racing the other. Each heat shall last two minutes, and the team whose ball has gained upon the other ball at the time the whistle announces the end of the heat, shall win that heat and count one point. The position of the players having the ball at the time the whistle is blown shall determine the gain or loss. Should one team's ball pass the ball of the other team inside the two minute heat, that heat shall count two points for the winning team, and the moment of passing shall be the end of that heat. The number of heats to be played must be decided upon before the game starts. Fouls: 1. Any player of one team interfering in any way with the ball of the other team commits a foul. Upon noticing this foul the referee shall blow the whistle and the ball of the fouling team shall be put back one player. A new signal shall be given for continuing this heat. 2. If a ball is dropped to the ground, the player dropping it must recover it, but before passing it he must first return to his place. Offense against this rule shall constitute a foul and shall be punished as under No. 1. 3. The ball must be caught and tossed with both hands. Foul must be punished as under No. 1. General Rules: A race shall consist of three, five, seven or more un- even number of heats. At every new heat the balls must 20 travel in the opposite direction to the one previously trav- eled. Ball Tag. (7,8.) The players join hands, form a circle, and number off. One player is "it" and stands in the center of the circle with a practice ball or volley ball. "It" calls out two numbers, and the players having these numbers must quickly change their places. As soon as "it" has called the numbers he tosses the ball to another number in the circle, and this player must quickly toss it back to "it." "It" thereupon tries to v hit one of the two changing numbers with the ball. If he suc- ceeds he joins the circle and the number hit becomes "it." Circle Touch Ball, and Variations. (7, 8.) One player is chosen to stand in the center, and the other players form a circle around him. Space is left be- tween the players so that the one in the center can run in and out. The ball is passed here and there in any direction among those in the circle, and the one in the center tries to touch it. If he succeeds in touching it while it is held by one of the players, that player changes places with him. If he touches it while no one is holding it, the one who had it last must change places with him. A player on going to the center cannot at once touch the ball, but must wait un- til some other player has handled it. To make the game a success, the players should co-operate to keep the ball from the player in the center, and should tease him and make various feints. Variation. Circle Catch Ball. — In this game a lighter ball should be used, one that can be readily thrown and caught. The object of the player in the center is to catch the ball. A mere touch does not count. Except for this, the game is like Touch Ball. Circle Tag. (6, 7, 8.) Make a number of circles (with chalk) upon the floor, at least two feet in diameter. One player, "it," may tag any player who is not standing within a circle. Not more than two players may stand in a circle at one time. The player who first entered the circle may be forced out by a third player entering, and so on. If there is any doubt who was the first to enter the circle, "it" may tag all three and com- pel those players to decide upon the one to be "it." It is not necessary that the players should stand within the circle, except when they wish to avoid being tagged. 21 The number of circles should be limited so that there shall be more players than the "limited number" that may stand within a circle. Stride Pass Race. (7, 8.) The players are divided into two, three or more teams, or captains are appointed who may choose sides. A goal line is marked about 8 feet from the side line of the held of play, and a box one foot square is marked for each team from 6 to 8 feet apart on the goal line. A base line is marked about sixty feet from the goal line and parallel to it. The teams line up in file formation, behind the boxes and facing them. The first player of each team must toe the goal line, and the last player must toe the base line, and the rest of the players take position between the first and last players, and at equal distance from each other. One medicine ball is given to each leader of a team. All players take a straddle (stride) standing position. It is important that the players maintain a straight line throughout the race. At a given signal, the first player lifts the ball out of the box and snaps it backwards between his legs and the legs of all his team mates to the last player behind the base line. The ball must roll on the ground, and each player may assist the ball down between the legs to the base line player. Care must be taken not to hit the ball sideways out of its course. As soon as the last player receives the ball, he picks it up, runs with it on the right (left) side of his team, up to and over the box, touching the box with the ball, and in his turn snaps it back like the first player. Every player moves backwards into the position of the man behind him as soon as he has passed the ball. The race is finished when the first "snapper back" has returned the ball to the box. The following order of heats should be observed: First Heat — Running up on right side. Second Heat — Running up on left side. Third Heat — Nos. 1 and 2 in one heat. Fouls: 1. If the ball goes outside any player's feet, it should be recovered as quickly as possible b}^ that player; he must return to his station before he can pass the ball. The penalty for this foul is one point off the score. 2. The "snapper back" before snapping the ball must touch the box with it. Offense against this rule is one point off the score. 22 3. If the last player crosses the hase line before he has the ball, he commits a foul. Penalty, one point. 4. Running up wrong side. Penalty, one point. Relay Race, (7, 8.) Choose teams of equal numbers. The leader of each team makes a complete circuit of the building and touches the next on his side who does the same. This continued until all have run. The team first completing the circuit, wins. Potato Race. (7, 8.) All are acquainted with the old-fashioned potato-race, where an equal number of potatoes for each player are placed in a line (as in the Indian Club Race), the race being finished or won when all the potatoes (one at a time) are placed in the receptacle at the starting line and the final dash made for the finishing line. Rules found in the Official Handbook of the Amateur Athletic Union. Snatch the Kerchief. (7, 8.) Number of players 10 to 40. Apparatus: Indian Club and handkerchief. Equal sides are chosen, which form facing each other on parallel goal lines about sixty feet apart. An upright club or bowling pin on which is loosely hung a handkerchief is placed on a center division line. On signal the right end player from each flank runs to the pin, his object being to secure the handkerchief without overturning the pin, and return to his goal before being touched by his opponent. If he succeeds his opponent drops out or becomes a player on the winner's side, but if he is tagged after touching kerchief or if he causes the pin to fall he loses and must fall in at the left end with the win- ner. After each trial the umpire replaces handkerchief and the play is repeated until all are on one side or until time is called when the side having most players wins. Players when near the pin must keep at least one foot nearer to the goal line than the pin is. When neither player is willing to attempt touching the kerchief the um- pire restarts them after one minute. Corner Ball. (8.) Playing space, the gj^mnasium floor or about 30 feet by 50 feet. Grade, Grammar and older. Apparatus, a bas- ket ball. A division line divides the space and separates the players of two sides. A base is marked (or a mat is placed) in each corner, but at least ten feet from the bound- ary. Two active members from each team are chosen to oc- 23 cupy the bases in the opponents territory while the others spread over their field but may not cross the division line. The ball is then tossed up by the umpire between two op- ponents who face their own players during the jump, but must return to their own field when the ball touches a third person. Two ten minute periods may be played. A point is scored each time a corner player makes a fair catch while having at least one foot on his base (or he may jump up- wards). A player may not run with ball nor bounce it but must throw from a stand, attempting to give his corner player a fair catch. The opponents score a point: 1. When a corner player places all his weight outside his base. 2. When a foul is made; running with ball or step- ping over division line, or placing any weight on corner base of opponents. Pin Guard of Club Circle. (7, 8.) Players form a circle 12 feet to 20 feet in diameter, standing closely about a leader who attempts to protect a club placed upright in the center while the circle players try to cause it to fall by throwing or kicking a basket ball. The player who causes it to fall or who has the ball when the center player knocks it down takes his place as a pro- tector. The one who remains guard longest, wins. The ball should be thrown underhand or should be kicked with the side of the foot. Side Kick. (8.) The players are divided into two teams, or captains are appointed who choose teams. Two drivers' lines are drawn upon the ground 10 feet apart and parallel to each other. Two more lines, the goal lines, are drawn, one outside each drivers' line and parallel to them. These goal lines must be 71/2 feet distance outside the drivers' lines. The lines should not be longer than about three feet for each player of one team. The teams line up behind the goal lines, then join hands and face the opposing team. The first member of each team is driver and takes his position inside the driv- ers' lines, with his back to his own team. The object of the game is to kick the ball over the goal lines, but under the arms of the opposing team. If this is done, a score of two points is made by the side having kicked the ball. As soon as a two-point score is made, one new driver from each team steps into the drivers' field and the old drivers join the team of the other end. 24 If the ball is kicked over the hands of a team this team scores one point, and not the team which kicked the ball. The drivers may not kick the ball over the opponent's goal line, but their duty is to manipulate the ball in such a manner with their feet that their own side may get a good opportunity for kicking the ball. The teams must try to prevent the ball from going over the line by obstructing it with their . legs, bodies and arms, but they may not break the line by loosening their hands. No score can be made by a side if their line is broken at the time the kick is made. If a team obstructs a ball and its line is broken when it is kicked by an oppos- ing player, the other side shall count one point. Rule 1. The ball must be put in play by the referee at the beginning of the game, or inning, and after a score has been made, and -whenever the ball rolls out of bounds. Rule 2. The players must line up behind their goal lines at every new play. Rule 3. The teams may, during the play, move for- ward and backward over the goal lines but may at no time cross the drivers' line. Rule 4. If any player advances over the drivers' line, the other team shall score one point. Rule 5. The drivers may play only inside the drivers' field; if a driver steps over the drivers' lines the other side shall score one point. Rule 6. One inning shall consist of 20 points. Rule 7. A game shall consist of 3 innings. The teams must change goal lines at the beginning of every new inning. The team making the highest total score shall win that game. Combination Race. (8.) Two, three or more teams of equal numbers of players shall be formed, or captains may be appointed who choose teams. The teams are lined up in file formation with eight feet space between each team. A base line is marked, and parallel to it and at thirty to fifty feet distance, a goal line is drawn. Opposite each team a basket, chair or box must be placed on the goal line which serves as goal mark. The first player in each team receives a basket ball, a football or a bean bag. At the starting signal the first player runs to the mark, around it, and after rounding it stops and throws the ball back to the next runner of his team. In turn each player runs and throws until the ball is back again in the leader's hands. After a player has thrown his ball he must quickly run back to his team. 25 The team which first returns the ball to his leader wins the race; the leader must be on the starting line. Fouls: 1. Crossing the base line before the ball is in the runner's hands. 2. Throwing the ball before having rounded the mark. 3. Running or throwing or returning on the wrong side. 4. Throwing with the wrong hand. 5. Interfering in any way with any other competing team's runner or ball. The following order of heats should be followed: First Heat — Running up on right side, rounding the mark to other side and throwing ball back with right hand, and returning on left side. Second Heat — Running up on left side, rounding the mark to other side, throwing the ball with left hand, and returning on right side. Third heat — Nos. 1 and 2 combined. Fourth Heat — Like 1, but bowling the ball back. Fifth Heat — Lake 2, but bowling the ball back. Sixth Heat — Like 1, but snapping the ball back be- tween the legs. Ling: — German Ball. (5, 6, 7. 8.) 10 to 40 players. Playing space, the gymnasium floor or in open air (35 ft. by 70 ft.) (40 ft. by 80 ft.) Home base at one end marked by "foul line" parallel with front edges of batter's boxes and ten feet from end boundary. Players divide equally and fielders spread out over playing space while batters arrange batting order, youngest (or shortest) to bat first. Batter takes position in either box and next youngest batter becomes the pitcher and occupies other box. Being on same side, he tosses the ball vertically about eight feet high to allow his batter an easy strike. Two badly tossed balls count a strike as do the first two foul strikes, the batter being out if after three strikes he fails to bat the ball into fair field. After a fair hit the batter may attempt to run to first base (which is the further boundary of playing space) or he may remain in "home" and run on any subsequent hit made by his team mates. The pitcher becomes next batter. A score is counted whenever a base runner makes the run from "home" to base and back without being tagged or struck with the ball while in the fielders space. After reaching base he may remain there in safety providing he does not leave base with both feet while ball is in field. After once fairly leaving a base he cannot return but must make 26 the next base running the chance of being put out. Three outs retire the side at bat, the fielders becoming batters. An out is scored whenever a batter fails to hit the ball after three strikes; or when a fair hit ball is caught on the tly before it touches a wall or ceiling or other obstruction; base runner is out if touched by ball while he is in field, except that if ball be thrown he is not out if struck by ball above shoulders or if fielder advanced with ball before throwing. Base runners must return to base last touched after a caught fly ball and are liable to be touched or thrown out until such return. A fielder may not advance with ball in making an out (must keep one foot in place), but if progress is made he may toss ball to another fielder who may attempt any play. A base runner may not leave base until ball is actually in playing field. When in batter's space (behind foul line) base runners must have one foot behind base line. The game is decided by the greater score in any number of agreed innings or time. A fair ball is one struc^k by the batter which, if unob- structed, will settle on fair field beyond the foul line, which extends up walls and across ceiling when indoors. Playground Ball. (5, 6, 7, 8.) Spalding's Athletic Library, No. 321. Costs 10c. Volley Ball. (5, 6, 7, 8.) A game similar to lawn tennis,.but the players use the hand instead of a racket, and the ball is a large inflated one, similar to a basket ball. The court is a rectangle 25 by 50 feet. The net is stretched with its top 7 feet from the ground; an ordinary tennis net will do. Any number may play. The game consists in batting the ball over the net with the open palm. A point is gained whenever a side serves or returns the ball over the net legally, the ball falling within the opposite court, and the opponents fail legally to return the ball within the court. The server has two tries to get the ball over the net and within the court. The server continues as such until the opponents score a point. In serving the server must stand on the back line of his court. In serving no dribbling is allowed, the ball must be batted at least ten feet. (Drib- ling is striking the ball quickly and repeatedly into the air.) When server's side loses a point, one of the op- ponents becomes server. If any player touches the net he makes a foul, said foul forfeiting the ball if made by the server's side, and costing a point if made by the other side. If both sides foul at once the ball is dead, and the play is made over, 27 The opponents must return the ball in one of three ways: (1) before it touches the ground; (2) before it touch- es the ground or on the first bound; (3) before it touches the ground or on the first or second bound. (1) is the fastest game, (3) the slowest and for younger children. Team captains must agree or decide by lot on (1), (2), or (3) before playing. A game is 21 points. Pin Ball. (5, 6, 7, 8.) Played with a basket ball and using Basket Ball rules with the following exceptions: Instead of "throwing baskets", have at each end of playing space a four foot circle with an upright ten pin or Indian club in the center. Another concentric 12-foot circle is drawn. The guard stands between these two circles and the game is to knock down the pin. Knocking the pin down counts two points. All fouls count one point. In addition to regular basket ball fouls, it is a foul for any player, but the guard, to step inside the 12-foot circle or for the guard to block the ball while inside the 4-foot circle. If he knocks down the pin himself, it is two points for the other side just as if they had knocked it over with the ball. According to its size each school should have the following play equipment: 2 Medicine Balls, 2 Basket Balls, 2 Volley Balls, 100 to 200 Bean Bags, 2 Jump Ropes (20 ft.), 6 Jumping Ropes, 3 Baskets, 6 Towels, 3 Bean Bag Boards, 4 Indoor Base Balls, 4 Indoor Base Ball Bats, 2 Tennis Nets and 2 Sets of Posts, 8 feet in length, for them. Teach about three games to start with, to give variety, and after these are going nicely, add a new game about once in three weeks. The above equipment is not furnished by the Board of Bducation, except in those schools having a suitable audi- torium, playroom or gymnasium. 28 CON STITUTION OF THE Athletic Association, School. ARTICLE I. Name. This organization shall be known as the Ath- letic Association of the School of Minneapolis. ARTICLE II. Object. The object of this Association shall be to ad- vance and direct clean athletics among the pupils of this school. ARTICLE III. Membership. Sect. 1. The members of this Association shall be those teachers and pupils who agree to work for the honor of the school in this direction. Sect. 2. Any public spirited citizen interested in the development of athletics in this school may be elected to membership. Sect. 3. The regular membership dues shall be five cents per semester, ten per cent of which shall be turned in to the treasurer of the District Public School Athletic League. ARTICLE IV. Officers: Election and Duties. Sect. 1. The officers of this Association shall be a President, Vice-President, Secretary, Treasurer and Assist- ant-Treasurer. Sect. 2. Officers shall be elected semi-annually on the first Friday of October and February. Sect. 3. The regular duties of officers as stated in Cushing's Manual shall be recognized in this Association. Sect. 4. The Treasurer shall be a member of the faculty of the school. Sect. 5. The principal of this school shall have ab- solute veto power in all matters of the Association. 29 ARTICLE V. Committees. Sect. 1. There shall be two regular committees known as the Executive Committee and the Games Committee. Sect. 2. The Executive Committee shall consist of the regular officers and one representative from each of the upper four A grades. Sect. 3. The games Committee shall be appointed by the Executive Committee. Sect. 4. The Games Committee shall have charge of all athletic competitions. ARTICLE VI. Conduct of Members and Eligibility. Sect. 1. Any member doing that which will bring discredit on the school may be reprimanded or suspended by vote of the Executive Committee. All things that are dishonest or discourteous are accounted as detrimental. Sect. 2. No person who is a member of this Associa- tion, and who is under eighteen years of age shall smoke. Violation of this rule shall involve suspension. Sect. 3. Only those pupils who maintain a grade of scholarship which if continued would entitle them to pro- motion shall be entitled to represent their school in athletics. Sect. 4. No pupil who is not strictly an amateur shall be entitled to represent his school in athletics. Sect. 5. No pupil shall be allowed to play on a school team until he has obtained the written consent of his parent or guardian. ARTICLE VII. Contests, Buttons, Etc. Sect. 1. This Association shall have charge of the competitions and League Buttons of the school. Sect. 2. Those pupils who qualify in all three events of the mass competitions shall be entitled to a button of the Public School Athletic League. Sect. 3. This Association agrees to give a set of athletic contests once a year, open to its members. ARTICLE VIII. Amendments. This constitution may be amended by a two-thirds vote of the members present at any regular meeting, pro- vided such amendment may be approved by the principal of the school, and by the Executive Committee of the District Public School Athletic League of Minneapolis. 30 RULES FOR TRAMS: Junior teams are made up of children who were less than thirteen at the beginning of the semester; senior teams are made up of children who were thirteen or over at the beginning of the semester. Schools which have no eighth grade will not enter Senior teams in league competitions without special writ- ten permission of the City Executive Committee. Protests of games or athletic events must be made in writing to the chairman of the Executive Committee (District committee if an intra-district game, City Com- mittee if an inter-district game) within two da3 7 s of the event. Eligibility lists must be exchanged by the princi- pals 48 hours before the scheduled date of a game. Chil- dren attending a school on permit will not be allowed to represent that school in athletics until they have been in attendance there one complete semester. Attention is called to Art. Ill, Sect. 3, and Art. VII Sect. 3. Principals are urged to encourage athletics, especially organized team play, among girls as much as possible. 31 SOCCER FOOTBALL (modified) The Fieed. For a match game, the field should be be- tween 50 arid 100 yards wide, and between 100 and 150 yards long, divided into halves by a line running the short way. This line is called the "center line." The lines along the sides are called the "touch lines," and the lines across the ends are called the "goal lines." At the exact center of the field is a circle, having a ten foot radius. Goae. The goals are posts eight yards apart so placed that each post is four yards from the middle point of the goal line. Connecting these posts is a cross bar eight feet from the ground. These posts are not essential, as any kind of a marker will do. Goal Area. Six yards outside each goal post is a line perpendicular to the goal line, and six yards long. The ends of these lines are connected by a line parallel with the goal line. The resulting enclosed space is called the Goal Area. Peayers. There are eleven players on a side, named: — center, inside right, outside right, inside left, outside left, left halfback, right halfback, center halfback, right full- back, left fullback, and goal keeper. Time of Game. The game lasts not over 30 minutes divided into halves with a five or ten minute interval. If the captains cannot agree on a length of time to play, the time shall be two ten minute halves. Goae Choice. The choice of goal to be defended, or of kick-off is decided by the toss of a coin, the winner choos- ing one or the other. Starting the Game. The game shall begin by a place kick from the center of the field in the direction of the opponent's goal. No opponent is to approach within six yards of the ball until it has been kicked off, and no player is to pass beyond the center of the field until the ball has been kicked off. After a goal has been scored the losing side shall have the privilege of kicking off from the center. At the end of the first half the sides must change goals, and the side which did not kick off the first half kicks off the second. 32 H o c o a: (iOflL GOAL LINE GOAL AREfl Q°AUKEEPE« RtqHT FULL BACK RIGHT HALF BACK CENTRE o HALE BACK LEFT O FULLBACK HALF BACK OUTSIDE 'N8IDE &IQHT *«W CENTER MSIDE o O: OUTSIDE O LEFT HALFWAY LINE QfiAL. LINE. 33 Scoring. A goal is scored when the ball has passed between the goal posts and under the cross bar, provided: it has not been thrown, carried or touched by the hands or arms of any player on the attacking side. A goal counts one point for the attacking side. Out of Play. When the ball crosses the goal line or touch line, either on the ground or in the air, it is "out of play." When it has crossed the touch line it is said to be "in touch," and is put in play by a player of the side oppo- site to that which played it out. This player stands on the touch line facing the field of play, and throws the ball with both hands, from over his head into the field of pla}^. This player cannot again touch the ball until it has been touched by another player, neither may a goal be scored from a " throw in." Kicking Out or "Goal Kick." When the ball is forced over the goal line by one of the attacking side (if it is not a "goal") it is put in play by being kicked off by one of the defenders within that half of the goal area nearest the point where the ball crossed the line. If it is kicked across the line by one of the defenders it is kicked out by one of the attacking side from a point within one yard from the nearest corner. This is called a "corner kick." No opponent is allowed within six yards of the ball until it has been kicked. Handling the Ball. No player shall handle, throw, carry or touch the ball with his hands; except that the goal keeper may, within his own half of the field, use his hands so long as he does not carry the ball. Penalty for violation: Free kick from spot where illegal play occurred. Dangerous Play or Fouling. Tripping, kicking, or jumping at a player is not allowed. Neither is holding or pushing. Penalty: A free kick by opponents from a point 15 yards in front of offender's goal, unless the foul occurred nearer than that to the offender's goal, when the kick may, at the option of offended captain, be taken from the spot where the foul occurred. Free Kick. A free kick is a kick at the ball, during which no opponent may approach within six yards, unless they are standing on their own goal line. The kicker may not again play the ball until it has touched some other player. Re-Starting Play. If the game has stopped from any cause the play is re-started by the referee throwing down the ball at the spot where it was when Q^&y was stopped. The ball is then in play as soon as it touches the ground, and not until then. 34 Officials. The officials are a referee, two linesmen, and a timekeeper and scorer. Suggestions. — Dont's. Do not use your hands. Do not let the ball hit your hands or arms. Do not hold, trip or push. Do not charge an opponent. This is permissible in the case of the goal keeper if he has the ball in his hands. The best method of play is that of passing the ball from one to the other by short kicks, /'. e., "team play." It is better and safer to let the ball hit the body before attempting a kick, rather than try to kick it while it is in the air. Do not dress too warmly, but carry extra clothing to put on between halves and after the game. If possible, bathe or at least rub down and change clothing after the game. The penalties given here are more severe than those of the official rules, but this is intentional. 35 MASS COMPETITIONS These competitions are designed to bring into active athletics the greatest possible number of school children. As the tendency in athletics is for each to do the thing he can do best, and thus develop specialists instead of pro- ducing all around physical efficienc3 r , these competitions are divided into these groups: — there is a running event as a speed test; he must jump a certain distance as a test in agility; and he must pull himself up to a bar a certain number of times as a test of strength and endurance. At first few will be able to qualify, — experience shows that the proportion is only two per cent. Last year in sotne cities nearly 60 per cent qualified. Those qualifying should be given a badge as a distinguishing mark, and their room and grades should be credited with a certain number of points. . That every grade may have an equal chance of stand- ing at the head of the athletic efficiency list, the severity of the test is graded according to age. The age must be figured as age on Sept. 1 and Feb. 1. Thus a boy will not shift from one standard to another during a school term. It is best to test each group at a different time of year. Experience shows that the best rotation is jumping in the fall, chinning during the winter when outdoor work is not possible, and running in the spring. Rules for Contests JUMPING.— No take off allowed. Contestant must jump from the soil. No double jump shall be allowed, but he may rock from heel to toe. He may not lift either foot clear of the ground, nor slide either foot along the ground in any direction. Both feet must toe the mark and the jump is measured from the mark to the nearest point touched by his person or clothes. CHINNING.— The child shall extend himself to his full length before and after each pull-up, and shall be obliged to raise his body without a kick, snap, jerk or swing, to such height as to bring his chin higher than the bar. 37 RUNNING. — Any type of starting position allowed. The starter must drop his arm when he says "Go" so that the timer may know when to start his watch. The starter may stand at the finish, if he is also to act as timer, and have the runner start at the drop of the starter's arm. Have a judge at the starting point to see that the contest- ant toes the line properly. A stop watch is necessary for this test. Start the watch when the arm drops, and stop it when the runner crosses the finish line. Bach child qualifying in all three tests should have his name posted in his room, and if possible should be given some badge or ribbon. The cost of the latter mast not exceed five cents each. Standards for Different Ages in Different Events. Dashes. Time in Seconds. Standing Broad Jump (ft. in.) Chinning (Times) Age 40 yds. 50 60 80 100 8 * 7.8 5 1 9 * 7 5-2 2 10 * 6.4 5-4 2 11 * 6 5-6 3 12 * 7.2 8.8 5 9 4 13 * 8 4 6-3 5 14 7 8 * 11 14 6-6 6 15 7.6 * 10 13.4 6-9 7 16 7.4 * 9.8 12 8 7 8 In the running events each age will compete at the starred (*) distance, unless specifically directed otherwise. Under no circumstances will girls be allowed to run over 60 yards. A child will get a credit, for his room, of one point for each event that he qualifies for, except that by qualifying in- all three events he gets four points. An additional point will be allowed for each grade and each event that he qualifies in above his own age. That is, a 12-year old boy qualifying in all three events in the 13-year old grade gets seven points instead of four. When a child thinks he can pass the test in any event he informs his teacher, and is tested. Bvery fortnight the 38 results should be sent to the office of the principal. This report should include the name, age, grade and record made. These reports should be kept until the close of tli<- school year. Every fortnight the principal should report to the Dept. of Hygiene and Physical Training, the results for his building, reporting merely the number qualified in each grade, in each event, with the total number of points made since the last report, and for the school year. Further particulars and possible developments of these competitions may be found in the Official Handbook of the Public Schools Athletic League. Another method of mass competitions is to take the total jump of the class, each child to start with his toes at the mark made by the heels of his predecessor. Measure the total distance from the starting mark of the first con- testant to the heel mark of the last. In chinning contests under this class count the total number of times that the class can chin. This is done by lining up the class at the bar and letting each child chin in turn as many times as he can, and then adding the indi- vidual effort to get the class total. In running under this class, line up the whole class one behind the other at the starting line, start the first, and as the first finishes start the second, etc. As the first leaves the starting line have the second step up to it. The starter must stand at the finish; he drops his arm to start the first, and as each one finishes he drops the arm again thus start- ing the next runner. Take the time from the start of the first to the finish of the last. This gives the time it takes the whole class to run the distance. Fifty yards is a good distance for this test. 39 REPORT. PHYSICAL EFFICIENCY TEST. R oom Grade School. NAME Age Dash Time Jump Chin- ning Points Room Totals Number in room Date 19 Total. 41 Teacher. REPORT. PHYSICAL EFFICIENCY TEST School. u _D E s Z Total Points Last Report Qualified Since Last Report Total (0 ha u Dash Jump Chin- ning Dash Jump Chin- ning Points 4 Girls Boys 5 Girls Boys 6 Girls Boys 7 Girls Boys 8 Girls Boys "(3 Girls o H Boys Total Date 191 Principal. 43 INDEX The letters after the titles indicate the following: A — Ball Games. B — Bean Bag Games. C — Racing Games. D — Ring Games. E — Tag Games. R — Games suitable for use in the school room All Up. (5,6,7) R, C 18 Athletic League, (any) 29 Bag Board. (2, 3, 4, 5) R, B 6 Ball Tag. (7, 8) A 21 Bean Bag Drill. (4, 5, 6) R, B 14 Bean Bag Passing Overhead. (1, 2, 3, 4) B 7 Bean Bag Passing Race. (1, 2, 3) R, B 4 Bean Bag Relay Race. (All grades) B, C 3 Bears and Cattle. (5, 6, 7, 8) E 13 Boiler Burst. (3, 4, 5) E 7 Cat and Rat. (1,2,3,4) R, E 3 Catch Ball. (5, 6) A 12 Catch the Handkerchief. (2, 3, 4) D, E 6 Circle Catch Ball. (7, 8) D, E 21 Circle Race. (7, 8) D, A 20 Circle Tag. (6, 7, 8) E 21 Corner Ball. (8) A 23 Circle Touch Ball. (7, 8) A, D 21 Clap Dance. (2, 3, 4) R, I) 7 Combination Race. (8) C 25 Crow Race. (1, 2, 3) C 3 Dodge Ball No. 1. (5,6) A, D 12 Dodge Ball No. 2. (7, 8) A, D 19 Duck on the Rock. (3—8 inch) B, E 8 Flag Relay Race. (4, 5, 6) C 11 Fly Feather. (1, 2, 3) D 4 Follow My Leader. (1, 2, 3) R 6 French Blind Man's Buff. (4, 5) R, D, E 9 German Ball. (5, 6, 7, 8) A 26 Hill Dill. (4—7 incl.)E 10 Hopping Race. (4, 5, 6) R, C 17 Hunt the Key. (4, 5) R, D 11 Hurly-burly Bean Bag. (7, 8) R, B, C 17 Imitation. (1, 2, 3) R 4 45 "I Put My Right Hand In". (3—6 inch) R 8 Japanese Tag. (3, 4, 5) R, E : 18 Jolly Fisherman. (4, 5, 6) D, E 15 Jumping Circle. (4, 5, 6) D, E 15 Jump the Shot. (4, 5, 6) D, E 15 Klapdans. (2, 3, 4) R 7 Lame Wolf. (1, 2, 3, 4) E 4 Leap Frog. (7, 8) C 18 Ling Ball. (5, 6, 7, 8) A 26 Mass Competitions. (5, 6, 7, 8) 37 Mister Slap Jack. (4, 5, 6) D, E 9 One Legged Relay. (6, 7, 8) C 16 Pin Ball. (5,6, 7, 8) A 28 Pin Guard. (7, 8) A. D 24 Playground Ball. (5, 6, 7, 8) A 27 Poison. (3—6 incl.) D 8 Potato Race. (7, 8) C 23 Rabbit Chase. (1,2,3) B, D 4 Relay Race. (7, 8) C 23 Side Kick. (8) A 24 Simon Says. (3, 4, 5) 14 Snake, The (1, 2) E 7 Snatch the Kerchief. (7, 8) E 23 Soccer. (7, 8) A 32 Spinning the Plate. (2,3,4) R, D 6 Squat Tag. (1, 2, 3) E 7 Steps. (4, 5, 6) R 16 Straddle Ball. (5, 6, 7) A, D 13 Stride Pass Race. (7, 8) A, C 22 Tag the Wall Relay. (4—7 incl.) R, C 10 Three Deep. (3—8 incl.) D, E 6 Tossing Race. (4, 5, 6) R, A, B, C 13 Touch Ball No. 1. (4,5,6) A, B, E 11 Touch Ball No. 2. (6, 7, 8) A, D. E 15 Touch Ball No. 3. (7,8) A. D. E 19 Towel Race. (6, 7, 8) C 15 Umbrella Ball. (4, 5, 6) B 9 Volley Ball. (7, 8) A 27 Washerwoman. (1, 2, 3, 4) R 5 Wrestling Circle. (3—6 incl.) D 8 46 DEC 15 1911 One copy del. to Cat. Div. ° fC * l*i