The following games and activities may be included in the unit’s PT program, They are large-scale activities which can combine many components of physical and motor fitness. In addition, they require quick thinking and the use of strategy. When played vigorously, they are excellent activities for adding variety to the program.
The object of this game is for each of a team’s five goalies to have one ball.
There are 25 to 50 players on each team, five of whom are goalies. The other players are divided into four equal groups. The goalies play between the goal line and 5-yard line of a standard football field. The other four groups start the game between the designated 10-yard segments of the field. (See Figure 9-3.) The goalies and all other players must stay in their assigned areas throughout the game. The only exceptions are midfielder who stand between the 35- and 45-yard lines. These players may occupy both their assigned areas and the 10- yard free space at the center of the field.
The game starts with all players inside their own areas and midfielder on their own 40-yard line. The nine balls are placed as follows. Four are on each 45-yard line with at least five yards between balls. One is centered on the 50-yard line. The signal to start play is one long whistle blast. Players must pass the balls through the opposing team’s defenses into the goal area using only their feet or heads. The first team whose goalies have five balls wins a point. The game then stops, and the balls are placed for the start of a new set. The first team to score five points wins.
There are no time-outs except in case of injury, which is signaled by two sharp whistle blasts. The teams change positions on the field after each set. Team members move to different zones after the set.
A ball is played along the ground or over any group or groups of players. The ball may travel any distance if it is played legally.
Goalies may use their hands in playing the ball and may give a ball to other goalies on their team. For a set to officially end, each goalie must have a ball. If players engage in unnecessary roughness or dangerous play, the referee removes them from the game for the rest of the set and one additional set. He also removes players for the rest of the set if they step on or over a boundary or sideline or use their hands outside the goal area.
If a goalie steps on or over a boundary or sideline, the referee takes the ball being played plus another ball from the goalie’s team and gives these balls to the nearest opposing player. If the team has no other ball in the goal area, the referee limits the penalty to the ball that is being played. If a ball goes out of bounds, the referee retrieves it. The team that caused it to go out of bounds or over the goal line loses possession. The referee puts the ball back into play by rolling it to the nearest opposing player.
This game requires a large pushball that is five to six feet in diameter. It also requires a level playing surface that is 240 to 300 feet long and 120 to 150 feet wide. The length of the field is divided equally by a center line. Two more lines are marked 15 feet from and parallel to the end lines and extending across the entire field. (See Figure 9-4.)
There are 10 to 50 soldiers on each of two teams.
The object of the game is to send the ball over the opponent’s goal line by pushing, rolling, passing, carrying, or using any method other than kicking the ball.
The game begins when the ball is placed on the centerline with the opposing captains three feet away from it. The other players line up 45 feet from the ball on their half of the field. At the referee’s starting whistle, the captains immediately play the ball, and their teams come to their aid.
At quarter time, the ball stays dead for two minutes where it was when the quarter ended. At halftime, the teams exchange goals, and play resumes as if the game were beginning.
A team scores a goal when it sends the ball across the opposing team’s end line. A goal counts five points. The team that scores a goal may then try for an extra point. For the extra point, the ball is placed on the opposing team’s 5-yard line, and the teams line up across the field separated by the width of the ball. Only one player may place his hands on the ball. The player who just scored is directly in front of the ball. At the referee’s signal, the ball is put into play for one minute. If any part of the ball is driven across the goal line in this period, the offense scores one point. The defense may not score during the extra point attempt.
The game continues until four 10-minute quarters have been played. Rest periods are allowed for two minutes between quarters and five minutes at halftime.
Players may use any means of interfering with the opponents’ progress except striking and clipping. Clipping is throwing one’s body across the back of an opponent’s legs as he is running or standing. Force may legally be applied to all opponents whether they are playing the ball or not. A player who strikes or clips an opponent is removed from the game, and his team is penalized half the distance to its goal.
When any part of the ball goes out of bounds, it is dead. The teams line up at right angles to the sidelines. They should be six feet apart at the point where the ball went out. The referee tosses the ball between the teams.
When, for any reason, the ball is tied up in one spot for more than 10 seconds, the referee declares it dead. He returns the ball into play the same way he goes after it goes out of bounds.
Strategy pushball is similar to pushball except that it is played on two adjacent fields, and opposing teams supply soldiers to the games on both fields. Team commanders assess the situation on the fields and distribute their soldiers accordingly. The commander decides the number of soldiers used, within limits imposed by the rules. This number may be adjusted throughout the game. Play on both fields occurs at the same time, but each game progresses independently. At the end of play, a team’s points from both fields are added together to determine the overall winner.
This game requires two pushballs that are five to six feet in diameter. Pull-over vests or jerseys of two different colors are used by each team for a total of four different colors. Starters and reserves should be easily distinguishable. Starters and substitutes should wear vests of one color, while the team commander and reserves wear vests of the second color.
Players may wear any type of athletic shoes except those with metal cleats. Combat boots may be worn, but extra caution must be used to prevent injuries caused by kicking or stepping on other players. Soldiers wearing illegal equipment may not play until the problem has been corrected.
The playing area is two lined-off fields. These are 240 to 300 feet long by 120 to 150 feet wide. They are separated lengthwise by a 20-foot-wide divider strip. The length of each field is divided equally by a centerline that is parallel to the goal lines. Lines are also marked 45 feet from each side of the centerline and parallel to it. The lines extend across both fields. Dimensions may be determined locally based on available space and the number of players. The space between the fields is the team area. Each team occupies the third of the team space that immediately adjoins its initial playing field.
Time periods should be adjusted to suit weather conditions and soldiers’ fitness levels.
There are 25 to 40 soldiers on each team. A typical, 25-member team has the following:
– One team commander. He is responsible for overall game strategy and for determining the number and positions of players on the field.
– Sixteen starting members. Eight are on each field at all times; one is appointed field captain.
– Four reserve members. These are players the team commander designates as reinforcements.
– Three substitutes. These are replacements for starters or reserves.
– One runner. He is designated to convey messages from the team commander to field captains. The proportion of soldiers in each category stays constant regardless of the total number on a team. Before the event, game organizers must coordinate with participating units and agree on the number on each team.
Runners serve at least one period; they may not play during that period. They are allowed on the field only during breaks in play after a dead ball or goal.
Reserves are used at any point in the game on either field and are committed as individuals or groups. They may enter or leave the playing field at any time whether the ball is in play or not. Team commanders may enter the game as reserves if they see the need for such action.
Reserves, substitutes, and starting members may be redesignated into any of the other components on a one-for-one basis only during dead balls, injury time-outs, or quarter- and halftime breaks. A reserve may become a starter by switching vests with an original starter, who then becomes a reserve.
When possible, senior NCOS and officers from higher headquarters or other units should be used as officials. Players must not question an official’s authority during play. Otherwise, the game can quickly get out of control. Chain-of-command personnel should act as team commanders and field captains whenever possible.
The object is to propel the ball over the opponent’s goal line by pushing, rolling, passing, carrying, or using any means other than kicking.
The game is officiated by two referees on each field, a chief umpire, and a scorekeeper. Referees concentrate on player actions so that they can quickly detect fouls and assess penalties. The chief umpire and scorekeeper occupy any area where they can best officiate the games. The chief umpire monitors the use of substitutes and reserves and ensures smooth progress of the games on both fields. The number of officials may be increased if teams have more than 25 players. Referees use their whistles to stop and start play except at the start and end of each quarter. The scorekeeper, who times the game with a stopwatch, starts and ends each quarter and stops play for injuries with some noisemaker other than a whistle. He may use such devices as a starter’s pistol, klaxon, or air horn.
The game begins after the ball is placed on each field’s center mark. Opposing field captains are three feet from the ball (six feet from the centerline). The rest of the starters are lined up 45 feet from the ball on their half of the field. (See Figure 9-5.) At the scorekeeper’s signal, field captains immediately play the ball, and their teams come to their aid.
Starters may be exchanged between the fields if the minimum number of starters or substitutes per field is maintained.
Substitutes may enter the game only during breaks in play after a dead ball, goal, or time-out for injury. A substitute may not start to play until the player being replaced leaves the field.
When any part of the ball goes out of bounds, it is dead. The teams line up at right angles to the sidelines; they are 10 feet apart at the point where the ball went out of bounds. The referee places the ball between the teams at a point 15 feet inside the sideline. Play resumes when the referee blows the whistle.
When the ball gets tied up in one spot for more than 10 seconds for any reason, the referee declares it dead. He restarts play as with an out-of-bounds dead ball, except that he puts the ball on the spot where it was stopped.
Time does not stop for dead balls or goals. Play continues on one field while dead balls are restarted on the other.
At each quarter break, the ball stays on the spot where it was when the quarter ended. The next quarter, signaled by the scorekeeper, starts as it does after a ball goes out of bounds. At halftime the teams exchange goals, and play resumes as if the game were beginning.
A goal is scored when any part of the ball breaks the plane of the goal line between the sidelines. A goal counts one point. At the end of the fourth quarter, the points of each team from both fields are added together to determine the winner.
If there is a tie, a three-minute overtime is played. It is played the same as in regulation play, but only one field is used, with starting squads from both teams opposing each other. For control purposes, no more than 15 players per team are allowed on the field at once. The team with more points at the end of the overtime wins the game. If the game is still tied when time expires, the winner is the team that has gained more territory.
The game continues until four 10-minute quarters have been played. There is a 10-minute halftime between the second and third quarters. The clock stops at quarter breaks and halftime. Time-out is allowed only for serious injury. Play is then stopped on both fields.
Players may use any means of interfering with their opponents’ progress, but they are penalized for striking or clipping opponents or throwing them to the ground. These penalties are enforced by the referees. Force maybe legally applied to any opponent whether or not they are playing the ball. Blocking is allowed if blockers stay on their feet and limit contact to the space between waist and shoulders. Blockers may not swing, throw, or flip their elbows or forearms. Tackling opposing soldiers who are playing the ball is allowed. The chief umpire or any referee may call infractions and impose penalties for unsportsmanlike conduct or personal fouls on either field. Penalties may also be called for infractions committed on the field or sidelines during playing time, quarter and halftime breaks, and time-outs.
Personal fouls are called for the following:
– Illegal blocking (below an opponent’s waist).
– Clipping (throwing the body across the back of the opponent’s legs as he is running or standing).
– Throwing an opponent to the ground (that is, lifting and dropping or slamming a player to the ground in stead of tackling cleanly).
– Spearing, tackling, or piling on an opponent who is already on the ground.
– Striking or punching with closed fist(s).
– Grasping an opponent’s neck or head.
– Butting heads.
Unsportsmanlike conduct is called for abusive or insulting language that the referee judges to be excessive and blatant. It is also called against a player on the sidelines who interferes with the ball or with his opponents on the field. A player who violates these rules should be removed from the game and made to run one lap around both playing fields. A penalized player leaves the team shorthanded until he completes the penalty lap and the next break in play occurs on the field from which he was removed. The penalized player or a substitute then enters the game. Referees and the chief umpire may, at their discretion, eject any player who is a chronic violator or who is judged to be dangerous to other players, Once ejected, the player must leave both the field of play and team area. Substitutes for ejected players may enter during the next break in play that follows a goal scored by either team. They enter on the field from which the players were ejected.
This game is played on ice or a frozen field using hockey rules. Players wear boots with normal soles and carry broom-shaped sticks with which they hit the ball into the goals.
The object of this game is for teams to score goals through the opponent’s defenses. Using only brooms, players pass the ball through the opposing team to reach its goal. The first team to score five points wins. Broom ball provides a good cardiorespiratory workout.
There are 15 to 20 players on each team. One is a goalie and the others are divided into three equal groups. The goalie plays in the goal area of a standard soccer or hockey field or along the goal line if the two opposing goals are the same size. One soccer ball, or some other type of inflated ball, is used. The players need no padding.
The three groups begin the game in center field. All players must stay in their designated space throughout the game. A diagram of the field is shown at Figure 9-6.
The face-off marks the start of the game, the second half, and the restart of play after goals. Each half lasts 15 minutes. For the face-off, each player is on his own half of the field. All players, except the two centers, are outside the center circle. The referee places the ball in the center of the circle between the two centers. The signal to begin play is one long blast on the whistle. The ball must travel forward and cross the center circle before being played by another player. There are no time-outs except for injury. The time-out signal is two sharp whistle blasts.
All players, including goalies, must stay inside their legal boundaries at all times. Only goalies may use their hands to play the ball, but they must always keep control of their sticks. Other players must stay in their respective zones of play (Attack, Defense, Centerfield). The ball is played along the ground or over one or more groups of players. It may travel any distance as long as it is legally played.
The referee calls infractions and imposes penalties. Basic penalties are those called for the following:
– Unnecessary roughness or dangerous play. (The player is removed from the game; he stays in the penalty box for two minutes.)
– Ball out-of-bounds. (The team that caused it to go out loses possession, and the opposing team puts the ball back into play by hitting it to the nearest player.)
– Use of hands by a player other than a goalie. (The player must stay in the penalty box one minute.)
– Improper crossing of boundaries. (When a member of the team in possession of the ball crosses the boundary line of his zone of play, possession will be awarded to the other team.)