School, Church, and Home Games eBook

This eBook from the Gutenberg Project consists of approximately 156 pages of information about School, Church, and Home Games.

School, Church, and Home Games eBook

This eBook from the Gutenberg Project consists of approximately 156 pages of information about School, Church, and Home Games.
sack and if successful, that player succeeding advances three paces towards team B’s goal line and slings the sack as before.  Should any member of the team fail to catch the sack when it is thrown into their territory, the player first touching the sack in an effort to catch it, or the player nearest to where the sack lands, must make the sling from the point behind where the sack is picked up from the ground.  The players may move anywhere about in their territory.  The captain should endeavor to place them in a position so as to cover as much space as possible.  Side boundaries can be used if desired, in which case the team supposed to receive the sack which gets out of bounds may advance three paces whether the sack is caught or not, from the point in line with where it first hits the ground.

A score is made each time the one member of a team catches the sack with both his feet on the opponent’s side of the centre line.  In making the catch, should he step back with one or both feet on or across the centre line, or be driven back by the impetus of the sack, it shall not constitute a point.  After each point is made, goals are changed, the losing team puts the ball into play.  The team having the largest score at the end of thirty minutes wins.

Game of Goose

A good sized level field should be used for this game.  Two gander poles, five feet high, are erected, one at each end of the field, each having two forks at the top, opposite each other.  Stout tree crotches may be used.  The goose is made from a stout cloth bag, such as a ham cover, stuffed, leaving the ends which can be easily grasped.  Midway between the gander poles a large circle is marked upon the ground, its size being determined by the number playing.  Mark a circle six feet in diameter around each gander pole to designate the safety limit.

The group is divided into two equal teams.  These two teams are arranged with their men placed alternately around the circle in the centre of the field.  The gander man stands in the centre of the circle with the goose in his hand.  At a given signal he swings around and tosses the goose in the air to be received in the arms of some lucky player, who immediately dashes off with it towards his goal.  The opponent players endeavor to intercept him and get the goose away from him.  When the man carrying the goose is in danger of losing it, he tosses it to some one on his own side, if he can, and the player catching it runs towards his goal.  If the second player cannot succeed in making his goal or gander post, he tosses it on to some other member on his team.  The player who succeeds in getting both feet inside of the safety circle around the gander pole must not be molested, unless he lets the goose fall to the ground in his attempt to hang it in one of the crotches of the gander pole, in which case he or his team mates may recover it or any one of the opposing team may seize the bird and dash away with it towards his own pole.  There must be no scrimmage over the possession of the bird, for as soon as an opponent gets hold of the goose, the player holding the latter must let go his hold.  One must not trip an opponent or interfere by body, arm, or leg contact without forfeiting one “honk.”  Three honks count one goose (or goal) for the opposite side.

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School, Church, and Home Games from Project Gutenberg. Public domain.