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wrestling or dragging on the ground are not allowed. Any player so forced over the guard line becomes a prisoner to his opponent and is thereafter out of the game. If he be a besieger, captured by a defender, he is placed within the prison in the center of the fortress, and may not thereafter escape or be freed unless the general should make an exchange of prisoners. Should he be a defender, pulled over the outer guard line by a besieger, he is taken to the prison of the attacking party, subject to the same rules of escape. In the general engagement, players of equal strength should compete, the strong players with strong ones, and _vice versa_. The commanders should each give general directions for this to their men before the engagement opens. The battle is won by either party making prisoners of all of the opponents. Or it may be won by the besiegers if one of their men enters within the guard line inside the fortress without being touched by a defender. Should a player accomplish this, he shouts "Hole's won!" Whereupon the defenders must yield the fortress, and the two parties change places, defenders becoming besiegers, and _vice versa_. The possibility of taking the fortress in this way should lead to great alertness on the part of the defenders, as they should leave no point unguarded, especially a fence the enemy might scale. The guard line should be drawn inside any such boundaries, and a player entering in this way must of course get inside the guard line as well as over the fence. The attacking party on its part will use all possible devices for dashing into the fortress unexpectedly, such as engaging the players on one side of the fort to leave an unguarded loophole for entering at another. The attacking general may withdraw his forces at any time for a rest or for conference; either general may run up a flag of truce at any time for similar purposes. Under such conditions the generals may arrange for an exchange of prisoners; otherwise there is no means of freeing prisoners. FOX AND GEESE (For other games sometimes known by this title, see _Fox Trail_ and, in the division of Quiet Games, _Naughts and Crosses_.) _10 to 30 or more players._ _Playground; gymnasium._ One player is chosen to be fox and another to be gander. The remaining players all stand in single file behind the gander, each with his hands on the shoulders of the one next in front. The gander tries to protect his flock o
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