eaching the same,
they reverse their direction without turning around. The race ends when
they have crossed the starting line.
Necktie Race
Two players constitute a team. Each team may stand opposite each other
at different ends of the room. At the signal to go Number 1 runs
forward to Number 2, who must wear a four-in-hand necktie. Number 1
unties Number 2's necktie, takes it off his neck and reties it in a
four-in-hand knot. Number 1 then runs back to his former position with
Number 2 following him. When behind the starting line Number 2 starts
to untie Number 1's necktie, takes it from his neck, replaces it and
ties it in a four-in-hand knot. When he has accomplished this, he races
back to his original position. The first team accomplishing this, wins
the game.
Part III
OUTDOOR GAMES
CHAPTER I
OUTDOOR GAMES FOR OLDER BOYS AND YOUNG MEN
Push Cross Line
Three parallel lines are marked upon the ground about six feet apart.
The group is divided into two teams. Each team lines up behind one of
the outside lines, facing the opponents. At the signal to start, both
groups rush forward and endeavor to push their opponents back over
their own base line. Should they succeed in pushing the opponent so
that both of his feet are behind the base line, that opponent is out of
the game and retires to a position behind his own base line. At the end
of thirty seconds the team having pushed the greatest number of
opponents back across their own base line, wins.
Fortress
This game is similar to the preceding game. Three parallel lines are
made around a hollow square not less than 25 to 40 feet in dimensions.
This square is known as the fortress. A small space is marked off in
the centre of the fortress for a prison. Two captains are selected.
These two choose the members of their own teams, in turn. One team is
known as the defenders, the other as the attackers. The defending party
takes a position within the fortress and the attacking party is
scattered around the outside of the fort. Both are under the command of
their captains.
The attacking party may charge the fort as a group or may use any
tactics the captain may decide upon. He may feign an attack on one side
to draw the defenders' attention, while his principal attack may be
directed towards another point of the fortress. The methods of
engagement are as follows:
Opponents endeavor to push, pull, or carry each other across the guard
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