Snowballs
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Model:mistral-large-2512.Translated text
Section titled “Translated text”Snowball fights have been a beloved pastime of children and youth for ages in all countries within the temperate and cold zones. Here, we will focus solely on their more refined form, suitable as a game for secondary schools. The ideal time for snowball fights is during moderately frosty days or the beginning of a thaw (when the snow is slightly sticky but does not harden into ice when pressed in the hands). A snowball should be about the size of a palant ball, not too hard, and under no circumstances should it contain foreign additives (sand, stones, mud, etc.).
a) Snowballs in the Field. Players, numbering 20—50, divide into two equal camps under the command of leaders. Two goals are marked (with flags, etc.) at a distance of 10 meters from each other, with lengths of 20—50 meters (depending on the number of participants). It is forbidden to step beyond these goals, either forward (toward the opponents) or sideways. Before the game, a certain amount of time (e.g., 10 minutes) is allotted for gathering a supply of snowballs. At the signal given by the referee, both camps begin throwing snowballs at their opponents. A hit player retreats as “wounded” and may only supply their teammates with snowballs. If the number of wounded on both sides becomes too great, the referee pauses the game and allows an equal number of “healed” wounded to return to the battle lines. The camp with the fewest wounded after a predetermined time (e.g., 15—20 minutes) wins.
b) Snowballs in Trenches. If the snow is sufficiently sticky, the above game can be enhanced by building embankments at both goals, behind which players can take cover from the opponents’ snowballs.
c) Snow Fortress. A quarter of the participants build a fortress from snow embankments (for which a quarter of an hour is allotted) and occupy it, while the remaining three-quarters serve as the besieging army. The leaders of both sides agree before the game on what constitutes victory, e.g., the fortress is captured if, within 20 minutes, half of the defenders are “wounded,” or if as many attackers as there are unwounded defenders enter its center. Otherwise, victory is awarded to the defenders. The rules regarding the wounded are as above. Attackers who enter the fortress must cease fighting and not hinder the defense, and in turn, defenders may not attack them. For rule violations, the referee adds a mark (“wounded”) to the offenders, and particularly unruly players may be excluded. This applies to all three variations of the game. Tactics resemble those of warfare. When firing at opponents, the leader pays special attention to sequentially concentrating “fire” on individual players, especially the best ones. In capturing the fortress, demonstrations (a feigned attack from one side, followed by the real assault from another when the defenders’ attention is focused) and diversions (drawing part of the enemy’s forces away with an attack from another side to ensure the success of the main assault) play a significant role. The formation should be as dispersed as possible, for when aiming at a “cluster,” even the worst player may wound someone.
Source scan: Kujawsko-Pomorska Digital Library, marked “Public Domain.” See PDF — page 183.
Metadata
Section titled “Metadata”- Type: game
- Traits: Not stated in the source
- Source: Eugeniusz Piasecki, Zabawy i gry ruchowe dzieci i młodzieży (1922)
- Printed pages: 178–181 / PDF 183–186
- Digital edition: Digital edition · Source record
- Open the edition at the relevant page: p. 178
- Read the source text: zgr-106