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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