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Team Sports. Team Games. Games taught children how to aim and throw, how to solve problems and do things with their hands, and how to follow directions and rules. They learned to work cooperatively as a group to accomplish a goal. Anty Over.
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Team Games • Games taught children how to aim and throw, how to solve problems and do things with their hands, and how to follow directions and rules. They learned to work cooperatively as a group to accomplish a goal.
Anty Over • In a survey conducted in the heart of the Southern Appalachians, more old timers remembered playing Anty Over than any other game. This was not considered surprising, since it can be played anywhere there is a low building and some yard on both sides. The surprising element was the general agreement on the rules of the game.
How to Play Anty Over • Anty Over is played in an open yard surrounding a low building. There are no boundaries except fences, roads or woods. The only equipment is a large, soft balll. It is played in large or small groups equally divided. • The object is to capture the players on the other side and avoid capture yourself. • The two teams gather on opposite sides of the building so they are out of sight of each other. The team with the ball, Team A, shouts “Anty Over!” and one member throws the ball over the building toward the other side. Skillful players try to bounce the ball off the roof to make it difficult to catch. If a member of Team B does catch the ball, the whole team rushes around the building (running around each side) toward Team A, throwing the ball at members of Team A. Anyone hit is captured and then belongs to Team B. • Meanwhile, Team A members try to go past Team B to B’s side of the building. Members of Team A who get to the other side of the building are safe – they cannot be captured. • If no one on Team B catches the ball, they shout “Anty Over!” and one member throws the ball over the building toward Team A. • After Team B has its turn, whether anyone on that team catches the ball or not, then it is their turn to “Anty Over” and avoid capture. The two sides alternate until one side captures everyone on the other side or until the game is stopped by dinner time, darkness, or the school bell. The side with the most captures wins.
Anty Over Variation • The player who catches the ball holds on to it and tags players on the opposite team, rather than throwing it at them, and the team with the ball could hand it off to one another while they were trying to capture players on the other side. • “What everybody remembered was there were no umpires or referees, yet no one could remember any cheating. If they didn’t catch a ball, they just didn’t catch it. Everybody was trusted. It never crossed anyone’s mind of somebody cheating and saying, “Yeah, I caught it” when he didn’t.”
Americans and English (Tug of War) • Americans and English, more commonly known as “Tug of War” is a time-honored and very popular American Game. The game’s origins can be traced back for centuries, Americans and English is today most closely associated with the United States • To play the game, two captains are appointed, who then choose their players alternately, until all are divided into equal parties. A line is drawn on the ground, and all players on both sides take hold of each other. The object of the game is for one party to draw the other party over the line. • The game is not considered over until the entire party has been pulled over the line.
Tip Cat • Tip cat, also called ONE-A-CAT, is an outdoor game dating back at least to the 17th Century. It was introduced to North America and elsewhere by English colonists. The game was widely popular in 19th-century Great Britain and in early 20th-century North America. • Although there are many varieties of the game, all involve a stick about 3 ft (1 m) long used as a bat, and a piece of wood (the cat) about 4 in. (10 cm) long, 1 to 2 in. (2.5 to 5 cm) thick, and tapered at the ends. The cat is placed on the ground, struck at one end to propel it upward (tipping the cat), and then slammed with the stick as far as possible. In one version, the batter tries to round the bases, as in baseball, before the fielder retrieves the cat and throws it back to home base. If a batter misses the cat three times or if a fielder catches it on a fly, the batter is out. Earlier versions of the game are based on guessing the distance that the cat is hit, scoring points according to the number that comes up on a four-sided cat, and running from base to base on a large circle while the cat is being retrieved. Some authorities consider tip-cat a forerunner of baseball and cricket.
Rounders of Townball • The striker has no limit on tries to hit the ball. • The Feeder must throw the ball where the Striker wants it. If the Striker is unhappy with the Feeder, The Striker may request a new Feeder. • Any hit – RUN! Anytime the ball contacts the stick, even a "tip", it is valid and the Striker must run. The runners at the sanctuaries may begin running as soon as the ball is struck – whether it is a good hit or an Out. It doesn’t matter, once the runner begins to run, KEEP GOING! • Upon hitting the ball, The Striker then must run clockwise around the sanctuaries and may run anywhere as long as he passes outside of each sanctuary. • Striker is Out. The Striker is out if the hit is caught in the air or on one bounce.
Rounder Rules Continued • The runner is out if he is hit with a thrown ball while running. He is not out if he grasps a sanctuary before he is plugged. Note: The Striker becomes a runner as soon as he begins running. • Once a runner has touched a sanctuary, he may not let go of it and then grasp it again – it has been used up for that runner. • A player is "in" until he has been gotten out. This also applies to the castle – all players that are "in" must remain in the castle. If they step out they are "out." • If there are no Defenders, the attacking team may capture the castle by plugging the castle stone. • The teams change sides when the entire defending team is "out", or when the castle has been captured. • If the last Defender hits the ball and makes it all the way back into the castle in one run twice in a row then everyone on his team is back "in" again.
Field Ball • Divide into two equal teams. Each team has a pitcher, catcher, and a fielder or two. • Field ball uses three bases and a home plate, laid out in the usual base ball-diamond shape. • Every pitch is considered a strike, to be hit by the batter. If the batter misses, he or she is out. Everyone on one team bats, then the other team bats. • Each batter tries to run all three bases back to home, but can stop on any base, hoping to be knocked in by a teammate. There are three ways to get batters and base runners out, other than the strikeout: tagging the base and catching the hit on the fly or the first bounce. • Runs are scored like baseball or softball and the team with the most runs wins.
Base • Two equal teams are chosen. • Mark off equal bases about 20 to 30 feet apart. Bases are large enough to hold each half of the children playing. • The object is to leave home base, loop around the other team’s base, and return to home base without being tagged out. • There are two ways to get players out of the game: 1) A player can tag any player on the other team who left home base before he or she did, but, of course, to know who left first a player must keep an eye on the opposing team. The Tagger must return to home base after tagging and then leave again in order to tag anyone else. 2) The player successfully circles the other team’s base without being tagged, the circled team has to drop one player from the game. • Game is over whenever anyone get’s an entire side out.
Lacrosse • Settlers learned the game of lacrosse from the Native people, who played it long before Europeans settled in North America. A lacrosse stick is long and has a net at one end. It was used to catch and fling the ball into s goal area.
Shinny (hockey) • Shinny was a popular boy’s game in early America. Shinny was know as “Hockey” in England, “Shinty” in Scotland, and “Bandy” or “Hurley” in Ireland. • The game was similar to ice hockey but was played in open, grassy areas or empty house lots. Each player had a stick and used it to hit a small ball into a makeshift goal area. Most children used crooked tree branches for sticks and a wooden ball for play. On occasion, a ball of yarn was used as a substitute ball. Later, the game was played with a stout leather-covered ball and more professionally made sticks.
To Play Shinny • To play the game, two sets of players are chosen, each having their own base. One player on each side is chosen as the “mounter.” The “mounter” places the ball at his base and “mounts” it by driving it as far as he can with a strike of his skinny-stick toward the opposing base. Those players on his team strive to help it along; those on opposing team, to strike it back. • If the ball is sent “home” to the opposing goal, one point is scored for the mounter’s party. If the ball is driven back, it counts one point for the other team. Each player must “shinny on his own side” (drive the ball forward toward the opposite goal.) The player who drives the ball toward the opponent’s goal, gets the next mount. • The play continues until a pre-determined victory goal count is achieved.