FREE BOOKS

Author's List




PREV.   NEXT  
|<   114   115   116   117   118   119   120   121   122   123   124   125   126   127   128   129   130   131   132   133   134   135   136   137   138  
139   140   141   142   143   144   145   146   147   148   149   150   151   152   153   154   155   156   157   158   159   160   161   162   163   >>   >|  
he light or dark side of an oyster shell or some other small object which is used in the game. A neutral odd player who acts as leader takes his place in the center of the neutral territory and tosses the oyster shell into the air. If there be no such leader available, the parties may choose captains to toss the shell alternately. The shell is allowed to fall on the ground. If the light side falls upward, the light party must turn and run for the goal at the opposite end of the ground, the other party chasing them. Any one captured (tagged) must carry his captor back to his home goal on his back. A party scores one point for each prisoner caught. These may be easily counted, as the prisoners carry their victors home pick-a-back. The party first scoring fifty or one hundred points (according to the number of players) wins the game; or the winners may be determined by the largest score when the game ends. Because of the carrying home of the victors by the players who are caught, it is advisable that some means be adopted to have opponents of nearly equal size. This is easily done by having the players line up according to size at the opening of the game and assigned alternately to the different sides. In any event, the tall players should be placed opposite each other, and the smaller players _vis-a-vis_. This game is from the ancient Greeks, and is said to have arisen from a custom of exiling wrangling political opponents by writing their names on an oyster shell and sending from the city the one whose name fell uppermost when the shell was tossed. Some modern adaptations are here given. PAR _10 to 30 or more players._ _Playground; gymnasium._ This is a leapfrog game in which the distance of the back from the jumping line is advanced after each round a "foot and a half," measured in a certain way called a "par." The game starts with the back at a given distance from the line. After each player has "overed," the back places one foot with the outer edge on the line on which he has been standing, puts the heel of the other foot against the instep so that the second foot will be at right angles to the first, and marks a new line at the point where the toes come. The new line is thus the length of one foot in advance of the first line, plus the width of the other foot at the instep. The players then leap again from the starting line, and as the
PREV.   NEXT  
|<   114   115   116   117   118   119   120   121   122   123   124   125   126   127   128   129   130   131   132   133   134   135   136   137   138  
139   140   141   142   143   144   145   146   147   148   149   150   151   152   153   154   155   156   157   158   159   160   161   162   163   >>   >|  



Top keywords:
players
 

oyster

 

opponents

 
opposite
 
victors
 
distance
 

easily

 

caught

 

neutral

 

player


leader
 
alternately
 

ground

 

instep

 

adaptations

 

modern

 

arisen

 

starting

 

tossed

 

sending


political
 

writing

 

custom

 
wrangling
 

exiling

 
uppermost
 
Playground
 

starts

 

angles

 

Greeks


overed

 

places

 
called
 
advance
 

advanced

 
jumping
 

leapfrog

 

standing

 

length

 

measured


gymnasium

 

upward

 
captains
 

allowed

 
chasing
 
captor
 

scores

 

prisoner

 
tagged
 

captured