Page:Indoor and Outdoor Gymnastic Games.djvu/46

38 side and white on the other. (A coin may be used instead of the disk.) In front of each party is a goal. The leader throws the disks into the air. If the white side is up when the disk has alighted he cries out, "Day." The "Day Party" then rushes toward its goal and the "Night Parly" pursues, tagging as many members of the "Day Party" as possible. These they take back to their own goal. The captured members are now out of the game. The sides now change, the disk is thrown again, and the party whose side turns up starts for goal as before. The game continues in this way until all the players on one of the sides are out.

The party is divided equally. One side (determined by toss of a coin) has possession of the field, and is distributed over the same in such a manner that each player has ample room to move about. The other side, on the outside of the field (a chalk line six feet from the wall, around the room), surrounds it by movements calculated to engage as many of the enemy in the contest, from as many points as possible. The game consists in overpowering the enemy, and making as many prisoners as possible. The stronger players must cope with their equals, the weaker ones with their kind. Wrestling on the ground or dragging is not to be permitted. If, by means of pulling, pushing or carrying, without interference of a third party, a player succeeds in forcing his opponent from the battlefield, such vanquished opponent must repair to the prisoners' guard without. If a player from outside the field is brought safely within (a distance of five feet on either side of the line determining the outcome) he must repair to the prisoners' guard within (on the centre of the field). Prisoners who escape from their guards unseen cannot participate in the game again, but must remain outside of the playground.