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Self Awareness

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... th a flat end which can be balanced upon the ground, can be used in place of the stick if desired. Each player sticks his stick up near the back end of his playing space. They must be at least three feet distant from any boundary line and from each other. Each player takes a position in front of his stick. The object of the game is to knock over the new_kwds opponents' sticks. Should a player knock over his own stick accidentally, or that of any player on his side,

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it counts as though it were knocked over by the opponent. When a player's stick is knocked over, that player is dead and takes his stick and leaves the game. The side first succeeding in knocking over all of their opponents' sticks wins the game. The players are not allowed to step over the centre line. CHAPTER III GAMES self awareness OF STRENGTH Taking the Heights This is a good rough and tumble game for boys. A bank, a low platform, a pile of dirt or some elevated position is necessary.

The object of the game is for the players to strive to get upon the bank and maintain their position thereupon to the exclusion of all other players. Hitting,

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kicking, or the grasping of clothing is barred. Wrestle Tug of War Opponents are so arranged on opposite sides of a line marked upon the ground that those of equal size and strength are facing each other. Each player puts his right hand on the back of his opponent's neck and his left hand on his opponent's right elbow. Each tries to pull the other over the mark. At the end of the pull, the side having the self awareness most players on its side of the line wins the game. Referee's Hold Opponents take the same position as in the preceding event, but instead of

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attempting to pull across the line, each endeavors new_kwds to make the other move one or both feet. The best two out of three are used to determine the winner. Finger Wrestling Opponents are arranged as in the preceding game on opposite sides of a line. Holding their hands well above their heads, opposing players grasp each other's hands, interlacing fingers, and each endeavors to bend the opponent's wrist self awareness backward.

self awareness Succeeding in this, the vanquished drop out of the game. One Leg Tug of War Opponents are arranged as in the preceding game on opposite sides of a line. They turn their backs towards each other self awareness and standing upon their right foot, raise their left leg to the rear and hook the foot in that of the opponent. Each endeavors to pull his opponent across the line in this position. Hog Tie Two players of equal strength are each given a piece of quarter-inch rope or a strap. Each endeavors to tie together the other's ankles. Cumberland Wrestling Players face each other and take a waist hold, arms around opponent's waist, and stand close up. At the signal to "go" each player tries to lift his opponent off his feet. No throwing is allowed.

Three tries are permitted. Greco-Roman Wrestling Opponents face each other and may take any legitimate wrestling hold in their effort to secure a fall from the other.

Should any part of the body other than the feet touch the ground, it constitutes a fall. Shoulder and Arm Push Opponents face each other with a line marked upon the ground between them and place their right hand on the other's left shoulder and their left hand on the opponent's upper right arm.

In this position they endeavor to push the opponent back from the centre line, so as to get on the opponent's side of the line. A modification of the preceding may be made by allowing the use of but one hand--the right placed against the opponent's chest, with the left held behind the back. Squatting Tug Opposing players sit upon the ground facing each other, with the soles of their feet flat against each other's.

They then bend forward without bending the knees any more than necessary and grasp the new_kwds opponent's hand.

In this position they endeavor to lift the opponent from the sitting position on the ground. Neck Tug of War Opponents interlace their fingers behind each other's necks self awareness and endeavor in this position to pull the other across a center line. Hand Tug of War Opponents grasp each other's hands and each endeavors to pull the other across a center line. Cane Wrestling Opponents are given a stick, like a broomstick, which is grasped with both hands. Each endeavors to break the grasp of the other upon the stick. Part IV GAMES FOR SPECIAL OCCASIONS CHAPTER I GAMES AT THE DINING TABLE Banquet Games Oysterette Race Those sitting on one side of the table constitute team "A", those opposite them, team "B". The two captains should be sitting opposite each other. At one

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end of the table place a dish containing ten to twenty oysterette crackers, in front of the men on the opposite end of each self awareness line from the captain, and an empty dish in front of every other man.

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The opponents having the dish of crackers in front of them are given a spoon, and at the signal to "go" they pass the crackers by means of the spoon from their dish to that of the next on their team. When the last cracker has been transferred, the spoon is handed ...

 
   
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