When the geg has been deposited with one of their number, the Outs run and hide, but before reaching their final hiding place, must give a call of "Smugglers!" This is the signal for the Ins to start on the chase. The object of the Ins is to catch the one player among the Outs who is custodian of the geg. The identity of this player may be a sheer matter of surmise on their part, when they will have to challenge any player whom they may catch. If the player holding the geg can return to the den without being caught, his party wins, and again goes out for the next game. But if the holder of the geg be caught before he gets to the den, the Ins win the game, and become the Outs for the next round.
Whenever one of the Ins catches one of the Outs, the latter is not a prisoner until he is "crowned"; that is, the pursuer must hold him, take off his cap, and place the palm of his hand on the prisoner's head, when he must cease to struggle. The pursuer then demands, "Deliver up the geg!" which must be done at once should this particular smuggler be the one who holds it. This fact is then shouted aloud, and all of the players return to the den. If the player caught should not have the geg, he is allowed to go free.
Of course it is to the interest of the Outs to engage the attention of the Ins as much as possible upon players who do not hold the geg, thus to give the holder of it a chance to make the den and so win for his party.
SNOW DART
2 to 10 players.
For the snow.
This game is played with a wooden dart about eight inches long, whittled out of wood about the size of a broomstick, pointed abruptly at one end, and sloping gradually to the other. A narrow track or slide is made down the side of a hill or inclined place, about sixty feet in length. At four different points in this track snow barriers or bumpers are made. The track is iced by throwing water over it and letting it freeze.
Snow Dart