ate the safety limit.
The group is divided into two equal teams. These two teams are arranged
with their men placed alternately around the circle in the centre of
the field. The gander man stands in the centre of the circle with the
goose in his hand. At a given signal he swings around and tosses the
goose in the air to be received in the arms of some lucky player, who
immediately dashes off with it towards his goal. The opponent players
endeavor to intercept him and get the goose away from him. When the man
carrying the goose is in danger of losing it, he tosses it to some one
on his own side, if he can, and the player catching it runs towards his
goal. If the second player cannot succeed in making his goal or gander
post, he tosses it on to some other member on his team. The player who
succeeds in getting both feet inside of the safety circle around the
gander pole must not be molested, unless he lets the goose fall to the
ground in his attempt to hang it in one of the crotches of the gander
pole, in which case he or his team mates may recover it or any one of
the opposing team may seize the bird and dash away with it towards his
own pole. There must be no scrimmage over the possession of the bird,
for as soon as an opponent gets hold of the goose, the player holding
the latter must let go his hold. One must not trip an opponent or
interfere by body, arm, or leg contact without forfeiting one "honk."
Three honks count one goose (or goal) for the opposite side.
Clock Games
The group forms a large circle. If it be a large group, the circle is
counted off into 6's or 8's, if small into 4's. If they be counted into
6's each group of six constitutes a team. Number 1 in each case is to
act as captain. If it be desired to elect captains, the man elected
takes Number 1's place in the group. The captain wears a sash or some
other distinguishing mark. In this formation a number of competitive
races can be used.
Illustration--The group numbers sixty individuals. It is counted off
into 6's. That means that we have ten teams of six men each making up
the circle and ready to compete. The leader takes a position in the
centre of the circle. The following five games may be played with the
teams arranged in clock formation:
Walking Race
See clock games above.
At the signal to go, the number 6 man steps out of his place in the
circle and walks to the right around the circle, until he gets back to
the point in the ci
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