FREE BOOKS

Author's List




PREV.   NEXT  
|<   130   131   132   133   134   135   136   137   138   139   140   141   142   143   144   145   146   147   148   149   150   151   152   153   154  
155   156   157   158   159   160   161   162   163   164   165   166   167   168   169   170   171   172   173   174   175   176   177   178   179   >>   >|  
, but must be on his guard against any who came out after he did. Stepping over the side lines while being chased is equivalent to being caught; but this does not apply when escorting a prisoner or at any other time. Prisoners may stretch out of the prison as far as possible so long as one foot is within it. As the number of prisoners increases, they may stretch out in one long file from the prison, provided each touches a hand or foot, or some other part of the next player. In such a file, the first prisoner captured should be the farthest away from the prison, the last one captured with at least one foot in the goal, and the others in relative order. After the first prisoner is caught, the game centers more on freeing or preventing the freeing of prisoners than on runs into the enemy's goal. This is the form of Prisoner's Base preferred by Mr. Joseph Lee of Boston, and described by him in _Playground_ (No. 8). Mr. Lee says:-- "The interest of the game depends very much on locating the prison in such a way as to give the right balance between the forces of offense and defense. If it is placed close to the base line of the side by which the capture has been made, it is almost impossible to free the prisoner if there is any defense at all. The game is often spoiled by this mistake. On the other hand, it must not be placed too far out, for if it is, it becomes impossible to win the game, because the line of prisoners, when the side is nearly all caught, then extends to a point so much nearer their own base line than to that of their opponents that even the slowest runner on the losing side can get down and free a prisoner before the fastest runner on the opposite side can get out to stop him. The art of laying out the ground is to have the prison placed far enough out to make the freeing of the first prisoner reasonably easy, without being so far out as to make the catching of the last one impossible. In general, the game can be made lively and comparatively unscientific by making the distance between the base lines (the lines on which the two sides are lined up) short, the field wide, and the prisons far out; and can be made more difficult and less eventful by making it long and narrow, with the prisons close in. If this latter tendency is carried too far, however, freeing prisoners and
PREV.   NEXT  
|<   130   131   132   133   134   135   136   137   138   139   140   141   142   143   144   145   146   147   148   149   150   151   152   153   154  
155   156   157   158   159   160   161   162   163   164   165   166   167   168   169   170   171   172   173   174   175   176   177   178   179   >>   >|  



Top keywords:

prisoner

 

prison

 

prisoners

 

freeing

 

impossible

 

caught

 
defense
 

runner

 

captured

 

making


prisons
 

stretch

 

spoiled

 

mistake

 

tendency

 

carried

 

narrow

 

eventful

 
difficult
 

extends


ground

 
general
 

lively

 

comparatively

 

fastest

 
catching
 

laying

 
opposite
 

unscientific

 

nearer


opponents

 

distance

 

losing

 

slowest

 

Playground

 

increases

 

provided

 
number
 

touches

 

farthest


player
 
chased
 

Stepping

 
equivalent
 
Prisoners
 
escorting
 

interest

 

depends

 

locating

 

offense