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Battle Ball

Source: Games For The Playground, Home, School And Gymnasium
Category: BALL GAMES





_6 to 12 players._

_Playground; gymnasium._

_Basket ball; Indian clubs._

This is one of the best and most interesting of the simpler
team games. Briefly stated, it consists in trying to dislodge
Indian clubs or tenpins placed at the rear of the enemies'
territory. Players should be trained to cooperate and to
understand the importance of each doing well his particular
part. Playing into the hands of each other when necessary, as
in passing the ball to good throwers, is one of the most
important features of team work.

GROUND
A ground measuring about fifty feet long by twenty-five wide
should be divided into two equal parts by a line across the center.
The rear boundary of each half is the goal or club line on which the
Indian clubs are placed. Above these club lines a cord or rope is
stretched seven feet from the ground. This cord may be fastened to
posts on either side of the ground, or jump standards may be used to
support it. If desired, back stops may be placed across the ground at
a distance of five feet beyond the club line and extending beyond the
boundaries of the court on either side.

Indian clubs or tenpins weighing two or three pounds are placed on the
club line, there being one pair for each club guard. One pair of these
clubs should be placed in the center of the line and one at each end
of it three feet from the posts that hold the cord. The clubs of each
pair should be separated by a distance of eighteen inches.

TEAMS AND OFFICIALS
The teams consist of from three to six players
on each side, though five on a side is the most desirable number. The
description of this game and the diagram assume five players to a
team. Each team chooses a captain, who settles disputes (unless other
officers be appointed for this purpose, as hereinafter stated), and
who assigns places for the other players as he sees fit. He himself
occupies any place he desires.



Each team is divided into club guards and forwards. For five players
there should be three club guards, each standing before a pair of
clubs, and two forwards or throwers, who stand near the dividing line.
In the placing of players it is desirable to place the best catchers
as club guards and the best throwers as forwards. In addition to the
team players, it is desirable to have a referee, two judges, and one
or two scorers, though all these offices may be filled by the same
person.

The referee should keep time, should start the game, should announce
scores and settle disputes. The judges, one for each side, should
watch for fouls and report points made by their respective sides to
their scorers.

OBJECTS
The objects of the game are (1) to knock over the opponents'
clubs with the ball; (2) to make a goal by passing the ball beyond the
opponents' club line under the string but not hitting the clubs.

START
The sides toss up for the ball or choose by drawing cuts (see
chapter on "Counting out and Choosing Sides.")

Whenever a ball goes out of bounds it should be returned to the
captain of the opposite (catching) side by a player designated for the
purpose.

POINTS OF PLAY
Successful play will come both from throwing and
bowling the ball. The best way to throw or bowl the ball is from the
extended right arm, the ball being held on the wrist by bending the
wrist upward and turning the hand inward over the ball. The right foot
should be in the rear and at the start the trunk twisted toward the
right. As the ball is thrown, the weight of the body should be changed
to the forward leg and the body swung forward nearly half around from
the waist toward the left. The best way to stop the ball is usually by
blocking it with both arms; but it may be blocked with the legs or the
body. The ball may be tossed from player to player on the same side,
either to get it into the hands of the best thrower or to mislead the
opponents as to when it will be aimed at their clubs. Players may move
about on their own side, but overstepping the boundary lines is a
foul. Club guards should not get far away from their line of duty. The
ball should be aimed at the clubs or at open spaces between players,
not at the players themselves.

FOULS
It is a foul for a ball to pass above the cord drawn over the
opponents' club line. Such a foul scores one for the defensive side.
It is a foul for a thrower to step over the center line. For this the
opponents score two points. It is a foul for a club to be overturned
by a player on his own side. Each club so overturned scores five
points for the opponents.

SCORE
Overturning an opponent's club with the ball scores five
points. Passing the ball beyond the opponents' club line below the
cord but without hitting the clubs scores three points.

A ball passing between a pair of clubs scores ten.

A ball passing between the legs of an opposing player scores ten.

No score is made on a ball caught by the opponents.

Fouls score as stated above.

The game is played in ten or fifteen minute halves, with five minutes'
intermission, the team winning which has the highest score at the end
of the second half.

It adds greatly to the interest of the game to post the score in sight
of the players, on a blackboard, large paper, or other bulletin.

This game was originated by Dr. Dudley A. Sargent.




Next: Bombardment

Previous: Basket Ball Distance Throw



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