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by G. S. RipleyTwo even teams or armies are selected, one side wearing pennants of red yarn above the left elbow, and the other wearing green. These must hang down on the side three inches. The game is played in a clearing surrounded by cover, with a goal in the center of the clearing. One group goes out and hides in the woods within: certain well-defined boundaries, leaving one man as a spy in the clearing with the enemy. His only function is to mislead the enemy with false signals and to Ball in his comrades if he thinks the conditions are favorable. He may not be captured, nor may he score for his side. The home army divides its forces, some going out to hunt for the lost battalion (which must hide in a group and stay there), and the rest being scattered to defend the goal. If the lost battalion is sighted the finder shouts, " Lost battalion," and the defenders take a defensive position as quickly as they can. The battalion charges for the goal, either in a group or singly, as soon as the call is made, trying to get inside the goal before being captured by losing their yarn. The defenders each pick out a man and try to down him and get the yarn without losing their own. To win, the lost battalion must get one-third of their men safely inside the goal. They may also win by remaining safely hidden for thirty minutes. The spy tries to mislead the hunters and send them all in the wrong direction. He continually sends prearranged whistle signals to his party; and if he deems it wise he gives out the call, " Lost battalion," whereupon his men charge for the goal. This is generally done when the defenses are very weak at the point nearest the lost battalion. After a game the sides generally change positions. |
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