FREE BOOKS

Author's List




PREV.   NEXT  
|<   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   109   110   111   112   113   114   115   116   117   118   119   120   121   >>   >|  
wrestling or dragging on the ground are not allowed. Any player so forced over the guard line becomes a prisoner to his opponent and is thereafter out of the game. If he be a besieger, captured by a defender, he is placed within the prison in the center of the fortress, and may not thereafter escape or be freed unless the general should make an exchange of prisoners. Should he be a defender, pulled over the outer guard line by a besieger, he is taken to the prison of the attacking party, subject to the same rules of escape. In the general engagement, players of equal strength should compete, the strong players with strong ones, and _vice versa_. The commanders should each give general directions for this to their men before the engagement opens. The battle is won by either party making prisoners of all of the opponents. Or it may be won by the besiegers if one of their men enters within the guard line inside the fortress without being touched by a defender. Should a player accomplish this, he shouts "Hole's won!" Whereupon the defenders must yield the fortress, and the two parties change places, defenders becoming besiegers, and _vice versa_. The possibility of taking the fortress in this way should lead to great alertness on the part of the defenders, as they should leave no point unguarded, especially a fence the enemy might scale. The guard line should be drawn inside any such boundaries, and a player entering in this way must of course get inside the guard line as well as over the fence. The attacking party on its part will use all possible devices for dashing into the fortress unexpectedly, such as engaging the players on one side of the fort to leave an unguarded loophole for entering at another. The attacking general may withdraw his forces at any time for a rest or for conference; either general may run up a flag of truce at any time for similar purposes. Under such conditions the generals may arrange for an exchange of prisoners; otherwise there is no means of freeing prisoners. FOX AND GEESE (For other games sometimes known by this title, see _Fox Trail_ and, in the division of Quiet Games, _Naughts and Crosses_.) _10 to 30 or more players._ _Playground; gymnasium._ One player is chosen to be fox and another to be gander. The remaining players all stand in single file behind the gander, each with his hands on the shoulders of the one next in front. The gander tries to protect his flock o
PREV.   NEXT  
|<   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   109   110   111   112   113   114   115   116   117   118   119   120   121   >>   >|  



Top keywords:

general

 
fortress
 

players

 

prisoners

 

player

 

inside

 
gander
 
attacking
 

defenders

 
defender

prison

 

engagement

 

besiegers

 

unguarded

 

strong

 

exchange

 

besieger

 

escape

 
Should
 

entering


similar

 

arrange

 

generals

 

conditions

 
purposes
 

conference

 
withdraw
 

dragging

 

unexpectedly

 
forces

dashing

 

loophole

 

devices

 

engaging

 

wrestling

 

remaining

 
single
 

chosen

 

Playground

 

gymnasium


protect

 

shoulders

 

Naughts

 

Crosses

 
division
 
freeing
 

commanders

 

directions

 
prisoner
 

strength