The Book of Sports:: Containing Out-door Sports, Amusements and Recreations, Including Gymnastics, Gardening & Carpentering — John Shaqi
The Book of Sports:: Containing Out-door Sports, Amusements and Recreations, Including Gymnastics, Gardening & CarpenteringMartin, William
General
The Book of Sports:: Containing Out-door Sports, Amusements and Recreations, Including Gymnastics, Gardening & Carpentering
Martin, William
Amusements -- Juvenile literature; Sports -- Juvenile literature
Such are the laws of Sun and Planet Taw, and it will be found that in
playing the game, some degree of thought is requisite, and a little
calculation respecting the moves. It may be judicious for a good shooter
to keep the Sun within the orbits as long as possible; or till such time
as the inner ring gets _fat_ with the forfeitures, or he may drive him
from orbit to orbit where the forfeitures are large. He will endeavour
to place him on the line of his own orbit. He may also strive to place
his adversaries' taws within the inner ring, and to be careful in
striking planets that they fall into the orbits where the forfeitures
are small. By thus thinking of what he is about and exercising
forethought and prudence, he will soon become expert, and by paying
attention to the game he will make it his own.
PYRAMID.
To play Pyramid, a small circle of about two feet in diameter should be
made on the ground, in the centre of which is a pyramid formed by
several marbles,--nine being placed as the base, then a layer of four,
and one on the top; and the Pyramid keeper asks his playmates to shoot.
Each player gives the keeper one for leave to shoot at the Pyramid, and
all that he can strike out of the circle belong to him.
PART II.
GAMES FOR COLD WEATHER.
[Illustration]
One of the best of these is called
"PRISONERS' BASE."
To play this, there must be a number of boys, not less than eight or
ten, and as many more as can be got together. To commence it, two
semicircles are drawn against a wall or hedge at the opposite sides of
the playground. These are called the BOUNDS.
Two other spaces are then marked out a little away from these to the
right or to the left. These places are called the PRISONS.
The game is commenced by a player from one side running out midway
between the bounds or prisons, a player from the other side immediately
following to capture him; one from the other side follows after the
second to capture him, and so on, both parties sending out as many as
they think fit. The object of each player is to intercept and touch any
player of the opposite side _who has left his bounds before him_, but he
is not at liberty to touch any that have started after him; it being
their privilege, if they can, to touch _him_ before he gets back to his
own bounds. A player must touch only one person each time he leaves
bounds, and cannot be touched by another after he has taken a prisoner.
Every player who is touched, must go to the prison belonging to his
adversaries, where he must remain until one of his own side can touch
him; and prisoners can neither touch nor be touched in their return to
their own bounds again. The game is won by that side which has taken all
the other party prisoners.
STAG OUT.
Public-domain text, read in full here on John Shaqi.
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