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.

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 line.  The defending players seek to force as many of the attacking players in across the inside line as possible.  Succeeding in this, such players as have been drawn beyond the inside line are prisoners and must take their place in the prison.  The attacking party seeks to force as many of the defenders beyond the outside line as possible.  Succeeding in this, all those so forced are placed in a small area, which constitutes the prison of the attacking army.  The captain should seek to direct the strong against the strong as much as possible in personal combat.  The captains may exchange prisoners if they so desire.

The battle is won by either party making prisoners of all the opponents, or it may be won by the besiegers, if one of their number enters unattacked the prison within the fortress.  Should the player accomplish this, he shouts, “Hole’s won,” whereupon the defenders must yield the fortress and the two armies change places, the defenders becoming the attackers, and vice versa.  If an old fence is used for one side of the fortress, the other guard line should be drawn five feet inside of the fence line.

The attacking captain may withdraw his forces at any time for rest or consultation.  Either captain may use a flag of truce for similar purposes.  Under such conditions they arrange for an exchange of prisoners, etc.

Forcing the City Gates

This is an old Chinese game.  Two captains are selected, who in turn choose all the other players.  The two teams are first formed in two lines, facing each other and about ten feet apart, with the players grasping hands.  Each line represents a city gate.  The captain should arrange the players so that the weakest may be between two strong players.

The play begins when the captain of one of the teams sends forward one of his men.  This man can make three attempts to break through the opponent’s city gate.  He can do this, either by breaking the grasp of two of the players or by dodging underneath their arms or between their legs.  Should he succeed in doing this, he takes back to reinforce his own line the two players who are responsible for his getting through.  Should he fail, he enlists his efforts with those of his opponents by joining their line.  The game is won when one team has succeeded in taking over all of the opponents.

Hare and Hound

This is an old game which is always popular.  Two or three players are designated as hares.  Each is given a large bag filled with paper torn into small bits.  The hares are allowed a few minutes’ start ahead of the rest of the players, who are known as hounds.  The hounds follow the hares by means of the torn bits of paper scattered on the ground, in an effort to overtake them.

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