FREE BOOKS

Author's List




PREV.   NEXT  
|<   61   62   63   64   65   66   67   68   69   70   71   72   73   74   75   76   77   78   79   80   81   82   83   84   85  
86   87   88   89   90   91   92   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   >>  
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 li
PREV.   NEXT  
|<   61   62   63   64   65   66   67   68   69   70   71   72   73   74   75   76   77   78   79   80   81   82   83   84   85  
86   87   88   89   90   91   92   93   94   95   96   97   98   99   100   101   102   103   104   105   106   107   108   >>  



Top keywords:

Number

 
position
 

fortress

 

necktie

 

opponents

 

parallel

 

captains

 

OUTDOOR

 

defenders

 

attacking


endeavor

 

square

 

opponent

 

marked

 

attack

 

signal

 

forward

 

starting

 

dimensions

 

directed


hollow

 

attention

 

Fortress

 

number

 

pushed

 

greatest

 

similar

 

preceding

 

principal

 

Opponents


defending

 

tactics

 
attackers
 
captain
 

methods

 

scattered

 

command

 

engagement

 

decide

 

charge


centre

 

choose

 

members

 

selected

 

prison

 

reties

 

unties

 

replaces

 

starts

 
turning