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this last may be done only when there are no prisoners there. This form of Prisoner's Base differs from others in greater simplicity, both as to the arrangement of the ground and the rules of play. It is therefore better for younger players or beginners in the game. The differences in detail consist in:-- 1. The ground being divided by a line through the center into two opposing territories. In other forms, the main playground is neutral territory, each party having a small home goal marked within it. 2. In this game (No. I) a player cannot "give a dare" without venturing into the opponents' territory, and any opponent may tag him. In other forms, the tagging, being on neutral territory, is controlled by limitations as to which player was last to leave his home goal, and makes a more complex game. The rules about (1) a prisoner and his rescuer both being liable to capture on the way home, and (2) to winning by entering the enemy's prison, with the restriction that no prisoners must be there, are also distinctive features. [Illustration: PRISONER'S BASE] PRISONER'S BASE--II _10 to 30 or more players._ _Playground; gymnasium._ [Illustration diagram: PRISONER'S BASE--II] Two captains are chosen who select players alternately until all are disposed in two parties of equal numbers. A large goal is marked off at each end of the ground, with a small base or prison in one rear corner of it. The wide, open space between the goals is neutral territory. The objects of the game are to enter the opponent's goal or to make prisoners of all of his men. The entrance of one player within the enemy's home goal means victory for his side. As one player advances for this purpose, or "gives a dare," the opponents send out a player to tag him, when the first side immediately sends out a second player to "cover" or protect the darer by trying to tag his opponent. The first side then sends out a second player to "cover" their first man. He is at liberty to tag either of the other two players. In this way any or all of the players may be out at one time, though it is unwise to leave the goal unguarded. Any player may tag any man from the opposite side who left his goal before he did, but none who came out after he did. Whenever a player returns to his home goal, which he may do at any time, the man who went out to cover hi
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