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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